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Messages - Superjustinbros

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121
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 29, 2016, 07:24:23 PM »
10/10 art

122
Projects & Creative / Re: TMK4's Workshop (Saxton Hale revival?)
« on: June 29, 2016, 04:38:27 AM »
For me, I think the big targets would be to use less "Memetic Mutation" and have more ranged Hales, along with a builder/healer with more offensive presence.

123
Quote from: "Isaac940"
Is it important that each of the survivors (is that what the term for the non-boss team is?) has just one life? I'd think reworking the boss battles with a concept similar to what the Light vs Wily beta had would improve things. Make it so that survivors respawn but each death moves a gauge one step closer to boss victory, while the boss has to just die once for survivor victory. You can then make it the norm that bosses are extremely effective and survivors will die a lot, and being caught in an ultimate move that's almost impossible to dodge cause you decided to join the fight at precisely the wrong time won't be as frustrating. Players wouldn't be sitting there waiting for the round to end when they died (especially annoying when whoops lol spawned next to ohko boss) and it could help with survivors trying to stall out the game. If some speed dude is just pinging you for tiny amounts and running away while his buddy the glass cannon is actively trying to fight you, you can simply ignore the ineffective dude and punch the points out of the power dude.

As an option that would be interesting to see, though I think most would prefer just having one life per standard.

A way it could work is if a server has lives set up, each survivor is counted for every life they have when the Hale's starting HP is calculated, while the hale(s) always has 1 life and if just one is lost, the Hale will be rigged to stay dead.

124
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 27, 2016, 04:26:26 AM »
That's a pretty awesome layout.

125
Projects & Creative / Re: TMK4's Workshop (Saxton Hale revival?)
« on: June 27, 2016, 03:21:04 AM »
If anyone wants them here's the DuckTales 2 sounds, at least the counterparts to those that are used alongside the hale itself.
https://www.dropbox.com/s/l152d716fi8vq ... s.zip?dl=0
As I said my idea would be to play his existing DuckTales (1) sounds on one round then switch to DuckTales 2 sounds on another round. (Unless the ability to pick different sound sets per match via roulette can't be done)

126
Projects & Creative / Re: TMK4's Workshop (Saxton Hale revival?)
« on: June 27, 2016, 12:56:44 AM »
I'll agree and say that as much as I'll take Unholy since I prefer more quick and chaotic things, Hale's more relaxed, team-based gameplay does appeal to me a certain extent and I'd love to see more of a teamwork element with this project much like TF2, with Auto and Roll having some dominance on the battlefield while still providing ample support and buffs for the allying survivors.

I didn't really go into a big amount of detail on how Auto and Roll could be retooled, though for Auto I have a feeling migrating this over to TLMS may make having some kind of sentry system for Auto work properly (as opposed to always shooting at allies). Roll meanwhile could have passive recovery and a heal beam that more closely matched the Medic's heal gun in performance (homing, inf energy (or faster charge), while maybe giving her alternate options to buff the team when an Auto isn't around. (You could also look to Overwatch's Torbjorn and Mercy respectively for ideas, though I wouldn't argue if you wanted to make Roll and Auto not that derivative from their original TF2 classes or their Overwatch counterparts.)

If I also remember, Star's class project did give various ways for all the classes, even the offensive ones, methods of supporting their teammates.

As for hale ideas, I did make a list of some ideas for Hales, mostly ones ported over from Freak Fortress but altered significantly to more resemble what they'd do in their home series (instead of just having basic OHKO melees). I also had the idea of "Reverse Hales" where one player becomes a random Hale while all the survivors morph into lesser, weaker Hales, sometimes led by a Hale of their own.

127
Projects & Creative / Re: TMK4's Workshop (Saxton Hale revival?)
« on: June 26, 2016, 06:38:47 PM »
Last time I checked, the next version of Hale is scheduled to be in TLMS.

I had many, many ideas for how Hale could be revived and possibly improved while the bosses remain simple enough and are easy to use and learn.
These were my ideas of things that could be altered to the bosses from R++ if they ever return, mostly with the intent of further diverting the melee/close range bosses or giving them ranged options.

(click to show/hide)

128
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 24, 2016, 09:11:34 PM »
10/10 spawn - IGN
#QualitySpawnDesign

129
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 09:24:04 PM »
Well, "portals" aren't really good for campers and telefraggers.

130
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 06:40:33 PM »
That actually doesn't sound half-bad, Thunder. Having more buildings would certainly help.

Also yeah if we did go with my idea for the pool, it should bob up and down a bit.

131
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 23, 2016, 06:36:44 PM »
Beck wouldn't be a skin I'd like in Core without a doubt. If someone wants to make one that's optional i'm all for it.

132
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 03:06:04 PM »
I would suggest using 3D floors of some sort to do a second floor (and have each hotel room be on alternating spaces on the floors so the 3D Floors don't blow up more space) And maybe for the hotel rooms on the second floor aligned across the ouster edge of the hotel by the gardens/pool, you could make the bedrooms have large windows that look into the outside.

133
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 03:08:12 AM »
About the pool, for a while now I've been thinking of a small idea.

See the height where Dusty's feet touch? Across that entire height, you could put a transparent floor (or maybe a hair higher) so while the pool no longer has Doom water, it gives off the illusion/feel of the characters swimming while still showing it's deep end. Therefore it still looks and fells like a pool.
It would also be non-solid to projectiles.

Here's a mockup of a proposed hotel expansion I came up with long, long ago:

Note the bathrooms re-added in the MM3 hall.
As well as a closeup of 2F:


You could also do the following:
*Decorate the exterior of the building a bit more, especially the entrance.
*Add scenery into the halls like lamps ceiling, lights, couches, greenery, and small tables. As for the entrance where Dr. Light works, it could possibly also be decorated with the aforementioned lights/lamps/greenery and maybe a vending machine or two (you can also stick some vending machines outside).
*Color the edges of the walls in the hallways with a different color (more aesthetic and thus not exactly necessary)
*Add my hallway signs (that I also posted in Wily Inc) to mark the hallways of the different games (also aesthetic).

*The rooms of as-of-yet unreleased characters would use custom tilesets and be as professionally made as other hotel rooms.
*Work in more opportunities for health pickups aside from the very slow process of healing yourself on beds, the seats outside, and the showers. Additionally, being in the hot tub could also restore health.
*Use the space north of the pool shown above to implement in something extra, it could be outdoors or indoors (Personally I would suggest converting it into a gym of sorts).
*Add in additional rooms scattered through the hotel, such as a library, a casino, a theater (What's there near the MM4 halls is more of a bar), and a medical center (that's stocked with recovery items). You could also remove the "NOPE" sign and the arrow next to it to conserve a bit of file space.
*The garage that normally could not be reached before if official versions should stock teleporters that lead to different parts of the map.
*I also approve of decorating the parking lot into some sort of actual battleground through the usage of vehicles.

That's what I could come up with mostly for now, even if you scrap this map entirely and remake the map from scratch. (In that case, you could incorporate maybe a secondary entrance or two that players can leave the hotel through (which I added in through the areas by the bathrooms in the old map)

I can help with any spriting/texturing if you like, most of the stuff I posted would be easy enough of rme to sprite assets of.

134
W.I.P Forum / Re: The Idea(s) Topic
« on: June 22, 2016, 04:12:12 AM »
Breaking off from Forte's Team Games idea for a bit, for a while now I've been thinking of a Guilty Gear themed expansion for Unholy, featuring skins, maps, and weapons from the series (mostly themed off of Xrd SIGN and REVELATOR).

135
MM8BDM Discussion / Re: MM8BDM Funnies
« on: June 19, 2016, 09:35:19 PM »
Slashception

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