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Messages - Superjustinbros

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526
Quote from: "Koal"
And while I'm at it, I'm gonna suggest a Hale because we need less TF2 and melee Hale's. Seriously, we got too many of both of those.

Agreed, especially with the TF2 Hales; We already have four.

527
Maps / Re: GBT's Maps - BBB&B-v1b
« on: August 08, 2013, 11:43:28 PM »
I forgot to add Sunstar; he'd be in the same section as Terra; while Fakeman stays a single room.

528
Still don't like slender, IMO. One game recently with 25+ players we all voted for a new map when we got Slenderman in a netgame. It passed. We actually did it twice. And then we did another vote with 20 players,  It passed. His concept is poorly executed

Any ideas on restoring Saxton's original rage behavior of just receiving no knockback from weapons instead of 100% invincibility?

529
Projects & Creative / Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« on: August 05, 2013, 05:29:00 PM »
As much as I don't like Scavenger hunts (primarily since I always die before I can find all eight items), your idea does seem like an interesting twist to the formula.

530
Mega Man Discussion / Re: Megaman Unlimited
« on: July 29, 2013, 01:59:51 AM »
Quote
if anyone has a better Mega Man game or fan game for me to play, I'll snatch that shit up in a nanosecond.

I'd recommend Fegaman vs. the World to you, but it's difficulty is really up there (and it also shares a few problems, at least in my perspective) with Unlimited. All it'd serve to do is show how batshit crazy a Mega Man clone could go.

531
Maps / Re: GBT's Maps - BBB&B-v1b
« on: July 28, 2013, 04:30:23 AM »
My opinions, but since I'm very against giving a single Robot Master two rooms you could always just shove King into the back without adding the additional Tengu/Astro rooms, but center the &Bass master's rooms so the centers of Dynamo and Cold's are positioned between Blade and Commando's, and then repeat for the other two sets, putting Ground and Pirate between Commando and Sheep, then Burner and Magic between Sheep and Nitro.

I'll see about getting updated mockup maps tomorrow.

Quote
No DOS and Challenger from the Future rooms
Thank you.

532
Maps / Re: I'm missing every reply ever
« on: July 27, 2013, 05:59:20 PM »
Quote from: "Gumballtoid"
Quote from: "Superjustinbros"
Concerning the hotel rooms themselves, perhaps using the "Use" key on a TV to change the channel displayed (and with that they wouldn't change automatically).
I would love to do that. Really. The issue with that is that would eat up an unbelievable amount of scripts and tags and, while it would be cool, it would be really impractical as well.
Perhaps somewhere in the hotel there could be a master switch somewhere in the hotel that causes all the TV's in the hotel to turn on/go to the next channel/turn off?

Either way, I assembled up a mockup in-game map of what the hotel would look like in my eyes:

Changes:
 *Entire 2F added, minus weapons (IMO it'd look better in purple instead of green)
 *Inaccessible rooms in the hotel's front windows removed; the windows are made solid
 *Restrooms added near MM3 Hall (The hallways they are locate in should be wider than shown, FYI)
 *Added backway entrance to the pool
 *Added a sort of courtyard similar to the original hotel's garden
 *Altered the size of the changing rooms slightly
And now an atlas of the RM placement on 2F:

533
Projects & Creative / Re: [Game Mode] (UPDATE) LMSGames Public Beta 2
« on: July 25, 2013, 10:46:13 PM »
Of what I've played thus far, I'm really liking the new design choices, like adding in Gutsman G into the cave race. As of now there are a few things that bug me that could be fixed.

*In the Special Stages, the "Get Emerald" chime doesn't play when a player gets the Chaos Emerald. It just goes to dead silence. Also, seeing as my ring graphics were used (thanks so much! ^_^) I decided to loan some Chaos Emeralds as well to replace the greyscale one used in the current version.

*I still feel the ceiling in Magical Flight should be lowered so players don't fly high to the point where they can't shoot at the solid walls.
*In the Nightmare battle, Nightmare is almost never able to fire his projectiles since he is showered by fire from the players. His movement in Phase 2 is also very jittery Same can be said for the Pac-Man ghosts.

534
Maps / Re: GBT's Maps - BBB&B-v1b
« on: July 24, 2013, 01:24:23 AM »
Quote from: "TheDoc"
Updated mugs look nice, but they look 16-bit, and I would personally prefer the original 8-bit mugs because it feels classic and this IS MM8BDM. Plus, it's alot of work for something that ultimately doesn't need to be updated, but it's up to GBT.
I can kinda see where you're getting this; I suppose you could just reduce the colors used for the &Bass and V guys. This project of mine http://i913.photobucket.com/albums/ac331/Superjustinbros/Sprite%20Sheets/MegaManRobotList.png has the original &Bass RM mugs I found online (they were by someone on the MMKB, Forgot who) and older attempts at making and coloring mugs of the Stardroids.

535
Maps / Re: GBT's Maps - BBB&B-v1b
« on: July 24, 2013, 12:39:37 AM »
Downloaded and playing the new build right now. Loving how the OP weapons are now out of the way. With that said...

Could you complete the structure for 2f but just not fill the rooms with the necessary robot master themes/weapons until they come out in v4a and beyond? You'd just need to do four sections with eight rooms in three of them and six in one, then rooms for Fakeman, King, Terra, and the Genesis Unit. Concerning the hotel rooms themselves, perhaps using the "Use" key on a TV to change the channel displayed (and with that they wouldn't change automatically).

You could use these updated mugs for the room's doors:
http://i913.photobucket.com/albums/ac331/Superjustinbros/Sprite%20Sheets/MEgaManFullRobotUldatedListcopycopy_zpsde6ad600.png
And these for the rooms for the MM9 robot masters: http://cutstuff.net/forum/viewtopic.php?f=47&t=5240

I still think the halls could be decorated so they stand out more, and the halls leading into the changing room could go back to the original width (so it's more like a traditional changing room). And dare I mention the restrooms and inaccessible hotel rooms left over from the old hotel?

More decoration surrounding the building's pool could work, like a new garden in the same place as the garden from the old hotel, and more room by the diving boards where the tables and Reggie took up shop.

Not saying these all have to be done by the next update; just take your time and do them when you're comfortable.

536
Skins & Bots etc / Re: Skins of Mine (Yoku Man)
« on: July 23, 2013, 03:09:23 PM »
That's quite an impressive-looking Yokuman.

Hope someday we can get the rest of the MMU cast into skins and bots.

537
MM8BDM Discussion / Re: kicked from the Server tell why
« on: July 20, 2013, 10:12:00 PM »
I was kicked just for not being whatever language the server's users was using. :?

538
Mega Man Discussion / Re: Megaman Unlimited
« on: July 20, 2013, 02:29:21 PM »
Quote from: "Rozark"
You realize that shooting the things that turn the beams/the things with faces and gem reflectors you can change beam directions and not be stuck right?

Rainbowman really is getting too much hate for what he is.

This isn't Contra or Vectorman. This is Mega Man.
How can I shoot the beam reflectors if I can't even line up with them?

Oh, and remember Minus Infinity?
I liked the nerfed Ringman lasers. And they had a reason to be nerfed.

539
Mega Man Discussion / Re: Megaman Unlimited
« on: July 20, 2013, 07:15:31 AM »
On the Quickman vs Rainowman debate, at least in Quickman's stage there were no safe spots in each area that if you messed up a jump, you'd always die, and not just stall there trapped with no way out unless you have a particular weapon.

540
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: July 19, 2013, 11:39:29 PM »
I was thinking of strategies to deciding the masters, mostly based around the type of weapon the player acquires (Rapidfire, shield, area of effect, explosive, etc.) the theme (Bladed, Water, Fire, Earth, Electricity, Light, Ice, Plant, etc) the colors of players when equipped, and the general setting of each Master's level (indoors, outdoors, factory/warehouse, among others).

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