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Messages - Superjustinbros

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571
I should make a skin for Dig Dug, then we could have him as a Hale.
His theme could be this: http://www.youtube.com/watch?v=hTeLFcK_4No

His concept would be he has to inflate and blow up his enemies with his harpoon. When he shoots the harpoon, he slows down slightly while the harpoon extends out. If the harpoon hits an enemy, he blows them up, Dig Dug style. He becomes immobile while pumping, thus leaving him vulnerable to attacks from others. Player sprites would enlarge while being inflated before exploding.

EDIT: I wanted to throw in I preferred the original darkness effect when Slenderman was the hale; felt more like NES-quality shading than just dimming the entire screen.

572
Here's a few things that've been bugging me in Saxton Hale in general, incase there have not been any mention of it previously.

With the Classes wad that added in the MM1-7 classes (which I've heard doesn't work with your version), some classes (Guts, Time, and Crash, for example) had alts that could be used to kill allies. Easily noticeable when playing with Bots (a bad idea from the start, since they have very poor AI to begin with.).

Secondly, the server in most but not all cases will often select a Hale during the countdown timer before the match even starts. It screws with the randomizer (with what Hale gets chosen and who is the Hale)

On something minor, can we reskin Cave Johnson's lemons? Currently, they look more like sponges than the actual fruit.

Quote from: "SmashBroPlusB"
Or you could have a "Hale deck" system going where it's the same thing you just said (e.g. pick a Hale, remove them from the queue until reshuffle) except that common Hales get more "cards" than others. I mean for crying out loud, it's called Saxton Hale and I'd like to see the actual SAXTON HALE picked more often than fecking Slenderman.

Or Ninja Spy, or Robo Sniper, or the Seemen (but mostly the Robo Sniper).

573
Quote from: "Magnet Dood"
I'll just pop in here and say that the randomizer doesn't do this mod much justice.

When I was playing Saxton for a while, Ghost of Starman, Q&C, Morshu and Ra Thor never appeared, Gentle Spy and Saxton appeared twice tops, and the Sees, Robo Sniper, and PO'd Roll appeared all the time. Slender was kind of in the middle.

Is there any way to balance out the appearances?

Well, how I'd see this working is if the randomizer worked with an elimination system of sorts, meaning while the selections are still random, each Hale that is selected gets discarded and put away until the game goes through every hale at least once. Once they've all been used, they are placed back and re-shuffled to begin the process anew.

If we're going to keep Slender, he should be given time bonuses based on how many players he has to eliminate. The other day I was Slender and I was against 15 others with 3 minutes to kill them, and they were all really evasive (and it was a map that required a lot of jumping).

574
There was one Hale I thought of...

The Villager from Animal Crossing.

575
Someone on a Saxton Hale server (using the originals since they're compatible with classes) recommended we suggest and use original characters for Hales rather than resorting to characters based on a variety of very well-known fictional characters (especially TF2).

Oh, and I preferred the original themes for Pissed off Roll and Gentle Spy.

576
One thing I need to throw in, I preferred the original small yellow text over the Final Fantasy-styled black box. The text was harder to see as yellow text, perhaps, but a lot less distracting.

I also liked the original "Danger" text that existed in the old versions. I found it more entertaining seeing "*DANGER*". instead of just a "!"

577
Both Refresh and Get New Servers. My old one is still there, and I can still join it, but I can't go in as an admin and shut down the server.

578
It's not a Best Ever server. I went into Task Manager and closed all zandronum-related content, then started a new server; the old one was still there.

579
Is there a way I can shut down one of my own servers so it doesn't appear in Doomseeker even if the server's window from the MM8BDM.exe was closed? There were a few updates I had to make to it before I could rehost, but when I try to host a new server to the same port with the same WADs, it still shows the old one.

580
Mega Man Discussion / Re: Mega Man for Smash Bros. Topic
« on: June 12, 2013, 01:22:45 AM »
So form what I'm seeing Mega Man will be a projectile-themed fighter, quite the interesting twist to the series if you ask me.

Also,...
Quote from: "ChaoticChao"
Quote from: "The people of IGN"
Mega Man's move list has yet to be announced. It is sure to make use of his iconic Mega Buster. However, like the original Mega Man games for the NES, he will also make use of the Robot Master weapons in combat. As shown in the trailer, the current list of confirmed weapons usable are:

Mega Buster (Mega Man 1 - 10, Starting Weapon)
Metal Blade (Mega Man 2, Metal Man's Weapon)
Crash Bomber (Mega Man 2, Crash Man's Weapon)
Leaf Shield (Mega Man 2, Wood Man's Weapon)
Hard Knuckle (Mega Man 3, Hard Man's Weapon)
Flame Sword (Mega Man 8, Sword Man's Weapon)
Slash Claw (Mega Man 7, Slash Man's Weapon)
Spark Shock (Mega Man 3, Spark Man's Weapon)
Flame Blast (Mega Man 6, Flame Man's Weapon)

There are quite a few MM2 weapons announced (and no MM4 or MM5)

Aside from the Super Arm left out of the list (which was brought up a few posts ago), Mega Man can also use Top Spin. I think the reason for not having Mega Man change colors is for the purpose of having alternative player colors like past installments of Super Smash Bros. I will say I do like how Mega's buster arm changes based on what weapon he's using, and carrying on the whole "can't use two busters without overheating" gimmick that was introduced with Super Adventure Rockman.

581
Mega Man Discussion / Re: Mega Man for Smash Bros. Topic
« on: June 11, 2013, 06:59:46 PM »
If MM8BDM supported a 2-D side-camera view like the official games along with the 3D first-person aspect of 8BDM, I'd be all out for doing a mod where you have those nine Master weapons as well as the Buster and you battle on 2-D Super Smash Bros. levels.

582
That's sad, because I'm looking forward to where this mod goes in the future with new hales and improvements to current hales.

583
Maps / Re: expansion gemini man v2
« on: February 17, 2013, 08:08:13 PM »
I think you should try to get more creative with the tiles. At least 90% of the map is nothing but cell blocks. Try covering the outer walls of the map with the large ice pillars; it may be a little easier to navigate afterwards as it won't look too confusing.

584
I hope this gets fixed someday. I'd find it to be extremely useful.

585
Resources / Re: FTX's Sprites shop (Saturn 8-bit added)
« on: February 08, 2013, 07:42:22 PM »
NIce Saturn. C:

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