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Messages - Superjustinbros

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481
A few things I feel the need to comment on:

1. Why did you bring Gilgamesh back to Dissidia FF Consistency? As far as I remember a lot of players disliked that choice, since it was harder for Gil to score kills.

2. Why did you add a delay before the Sniper fires his arrows?

3. Have you seen my lemon sprites? The ones I sent you because the current ones looked like radioactive jello more than lemons.

482
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 09, 2013, 08:26:39 PM »
(click to show/hide)
The most disjointed gear ever.
(click to show/hide)
Spying on some construction workers building something for v4a that'll take till Summer 2014 to complete.

483
Forum Games / Re: Rate the avatar of the user above you
« on: October 09, 2013, 08:15:45 PM »
10/10

484
Projects & Creative / Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« on: October 06, 2013, 07:15:28 PM »
Well, here's the new spike graphic.


Quote from: "Dr. Crasger"
One question:
Where did you get the music for Space Train?
The music used for Space Train is the main theme from Space Harrier, the version that's used is the VRC7 version.

485
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: October 06, 2013, 03:55:35 PM »
Quote from: "Balrog"

(click to show/hide)

I counted 25 WADs. Overkill much?

486
Maps / Re: The MM8BDM Legacy Map pack! (Coming Soon)
« on: October 05, 2013, 03:52:07 PM »
I myself have been looking for something like this since v3a was released.

487
Projects & Creative / Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« on: October 05, 2013, 03:44:16 PM »
Have there been any thoughts on re-doing the Pac-Man map so the maze layout is cleaner with every hallway accessible and it plays different, less repetitive music (like the music used for Pac-Man's Park in Pac-Mania's NES port or the Original Pac-Man levels in Pac-Man Arrangement)

I still find the Nightmare battle to be broken in certain ways. If there are a lot of players it's very easy to run out of time or just barely win in Phase 1 of the battle. There's also the idea of rigging all these co-op oriented LMS games so they don't end when one player is left alive (when he/she dies, it could throw up the "Mission Failed" text used in Survival Co-Op then end the map with the "You Lostj" screen.

I'm certain I made a comment about this earlier, but the Magical Flight map is still bland in my eyes. The walls could be different with a variety of textures and some scenery outside the walls, like buildings and trees. I'd also prefer the skybox to be circular, not cubed.

For the Special Stages, I'd be up for skinning new Spikes so they're more visible and easier to tell apart from the rings than the Bubbleman spikes.

488
W.I.P Forum / Re: [EXPANSION] Rockman 4 MI (Under New Management!)
« on: October 05, 2013, 06:17:19 AM »
Just wondering, have the weapon icons for the 4MI weapons ever been made for anything that didn't use a new icon in 4MI?

For the campaign (if it's ever completed), would it be possible to have a secret Shadowman boss fight prior to the campaign's final boss where you obtain the legendary ?Dagger and get your attack power permanently doubled?

489
Projects & Creative / Re: [GAMEMODE] Operation: Battleground
« on: October 05, 2013, 06:08:24 AM »
I'll probably download this when it gets further along in development. From what it's looking to be thus far it seems promising.

490
Finally, some horror-themed maps that don't use just Shademan's tileset.

491
DECORATE and ACS Modifications / Re: MMU Classes Compatible w/v6g(3b)
« on: September 29, 2013, 06:15:48 PM »
Quote
it doesn't work by itself as it adds the StatusBars for regular classes in SBARINFO.
I could make one that runs by itself though.

If you could I'd appreciate it.

492
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v3)
« on: September 28, 2013, 09:06:02 PM »
Since this seems to be the most dominant Saxton Hale thread, I guess I could just post this here:

Aside from the "no more triple shot when the last survivor" crud is Cave Johnson's "lemons" not looking like actual lemons. They resemble more of something along the lines of "Acidic Combustable Lemon-Flavored Jello" because they're not 100% solid and inflict a stun on anyone that gets hit (hence the Acid part).
I could sprite a replacement graphic that makes them look more like solid lemons rather than gumdrops that spin around on a Y axis in the direction shot.

493
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« on: September 28, 2013, 08:52:02 PM »
It must have been since I was playing on the highest difficulty that the enemies needed more hits with Duo.

494
DECORATE and ACS Modifications / Re: MMU Classes Compatible w/v6g(3b)
« on: September 28, 2013, 08:43:58 PM »
*Tankman Skins added*

Thank god, now I can stop playing as a Skuntank filler skin.

Out of curiosity, but can this WAD run separately, or will you always need the standard Classes mod loaded with it?

495
MM8BDM Discussion / Re: Best Ever vs Regular Servers
« on: September 28, 2013, 08:37:57 PM »
Where would I find the IRC client in Doomseeker and where I type "/msg nickserv register <password> <email>"?

P.S. Just to get this out of the way: with BE is it possible to add in every map that all active WADs provide into the playlist so they don't have to be added by hand?

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