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Messages - MusashiAA

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61
Anything Goes / Re: Post your desktop!
« on: July 15, 2016, 10:42:48 PM »
Wow, these are actually really cool.

62
Projects & Creative / Re: Class based modification (v8c)
« on: July 15, 2016, 10:26:26 PM »
yd_noweakness: Enables/disables weapon weaknesses. Default is weaknesses enabled (0).
yd_noctfmorph: Enables/disables class morph on flag pickup. Default is CTF morph enabled (0).
yd_lmsloadouts: Enables/disables LMS custom weapon loadouts for copy classes. Default is LMS loadouts disabled (0).

im so dumb

63
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 14, 2016, 07:16:03 PM »
Gonna go ahead and compile these tweets in a single post for people to see them here if they've missed them.

(click to show/hide)

You can go ahead and follow Mike on Twitter to see if he posts more info about the update.

EDIT: Also yeah hopefully nothing or no one's unnecessarily keeping development on a crawl so that july release gets met.

64
General Gaming Discussion / Re: Pac-Man World
« on: July 06, 2016, 11:50:56 AM »
I played Pac-Man World 1 a lot when I was a kid, it's one of my childhood games. I love it, especially the music and the entire concept of Pac-Man using pellets as buster-like projectiles.

I played Pac-Man World 3 rather recently, it was a pretty cool game but not as cool as Pac-Man World 1, still pretty decent.

I haven't played Pac-Man World 2, but I've seen videos of it...it looks weird, will probably never play it.

I wish more Pac-Man games followed Pac-Man World 1's game design, and honestly, Smash 4 missing out on not using the pellet projectile firing ability from World 1 was a big disappointment for me.

65
Projects & Creative / Re: Class based modification (v8c)
« on: June 25, 2016, 07:27:50 PM »
If each player individually roughly knows how their class works, and if their class is already simple to use, spontaneous class stacking can happen quite often and easily.

66
Projects & Creative / Re: Class based modification (v8c)
« on: June 25, 2016, 06:26:52 PM »
A team of well coordinated players (ranging from 2 to 4-5) using the same weapon/class can and most likely will curbstomp matches back to back to back, barring some exceptions, and unless some counter coordination sparks from the opposite team. Sadly, this is something I wouldn't recommend balance to be driven by, since it could lead to classes being individually incompetent for the sake of fixing class stacking as a balance issue. Doesn't mean we shouldn't try, but I don't have much hope about it.

As for Magnetman himself as an individual, and most homing classes in general IMO, their deadlyness falls short when they face a relentless assault at close range, where their projectiles lose their prime effectiveness, or when opponents make use of their abilities to navigate through the battlefield and make use of cover to lead projectiles into them. IMO, I'd still consider an ammo-related nerf for Magnetman himself, so that his deadlyness at long range is gated by ammo, but damage nerfs are also an option, even though I still believe an individual Magnetman can't fend off a consistent offensive tactic.

67
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 07:42:33 PM »
The complex idea sounds like a good idea, actually. Each complex's outside look is full of textures and decorations featured in said RM set's game.

I honestly was thinking of a huge vertical building with just the lobby and a large set of elevators that take you to the "floors", which are just separate rooms that aren't actually part of the building itself, and each with a set of stairs that make use of portals. If that method is not a good idea, then I guess the complex idea is better.

68
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 03:30:26 AM »
I'd say the map should focus less on the rooms that provide nothing but weapons, and more on what else it can provide outside of said rooms. While the rooms are an integral part of the identity of the map itself, the focus should go on what other things can be done in the map besides this: a casino filled with minigames that earn you health/ammo/whatever, a hidden security room with a bunch of TVs displaying different parts of the hotel, a water slide on the pool and free tanks/items, a pretty garden to relax and explore, and so on. Otherwise, the map is just a bunch of square hallways and rooms.

EDIT: I'd also add into the feedback that there's way too much walking: the hotel should grow "vertically", not horizontally, and thus it should be split into floors that you can reach with teleporters/elevators instead of one single gigantic map full of really long hallways that you have to traverse for 88 days.

69
MM8BDM Discussion / Re: Major Best Ever moderation changes
« on: June 23, 2016, 02:56:32 AM »
I can foresee some serious bullshit being thrown at BE, seeing the way people are in that thread Thunderono posted, from a sudden overabundance of cheaters/hackers to attacks on the servers/Jenova's internet out of pettyness that 8BDM gets the special treatment and not the rest of the Doom community, which are admittedly the mayority.

70
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 01:52:42 AM »
Quote from: "Magnet Dood"
Cut the parking lot because it's flat and open and dumb and no one really likes going there and put the spawns in rooms or even in hallways.

I'd suggest that, instead of ridding off the parking lot, you turn the parking lot itself into a sort of serious layout (a map within a map), with cars and trucks as cover, and catwalks for people to fight in. THEN turn the hotel lobby or the bathrooms into the spawn rooms (after expanding it to fit enough people, of course)

EDIT: I'd also suggest taking a different approach on how the hotel itself is structured: instead of a flat, gigantic square filled with enough rooms to fit all robot masters and characters, please consider something along the lines of what the new Light Labs map is going to be in v5: each set of robot masters is a floor, and you can take elevators or the stairs to reach them.

71
MM8BDM Discussion / Re: Major Best Ever moderation changes
« on: June 23, 2016, 01:44:39 AM »
This honestly feels like a very shitty deal for us: we've had nothing to do with the Doom community for a while now, and suddenly all the servers for this game are affected because of drama we're not even a part of. I personally don't care about the Doom community at all outside of what issues pop up on Zandronum as an engine for this game; getting all servers for this game taken down because of petty drama on the Doom end of the community is pretty unfair.

I don't even care what the drama is about: this game lost all servers, I see shit flinging on Zandronum forum, why are we affected by this? Fuck them.

Sure, we can migrate to Painkiller, but why should we need to? Let them Doom fools sort out their drama sillyness, we have (or don't want to have) nothing to do with it, and yet we're greatly affected by its repercussions. I'd personally fucking start a monthly crowdfund on this community to pay Jenova the 60 bucks he told me BE costs him to host, just so we can keep our 8BDM servers up (sorry Mike).

72
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 01:29:46 AM »
What I like about the map is that its essentially the one and only 8BDM equivalent of TF2 idle/achievement maps but without the reasons to idle and no achievements: it looks fun to explore, it has things to do, it's not about just killing players and winning the game but about trying out stuff and hanging out. It's very much not a serious map for serious competition, and that is fine. It feels like a leisure map.

It should feel like a relaxing, entertaining resort, with multiple things to look for and enjoy. I'd say it historically introduced players to a concept previously not dwelled by custom maps (I think), and whatever next form should stick to that.

73
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 20, 2016, 06:09:49 PM »
Cold Man is listed as part of the KGN series, so its alliance is with King. Both the MM1 and MM9 Robot Masters are listed as DLN, so they're allied with Dr. Light.

74
I wouldn't say it's mediocre, it's good at best. Not anything mindblowing, it looks kinda glitchy and the graphics look bleh, but the game itself looks alright and the music sounds as good as I hoped.

My original impressions were "I hope this is succesful", and I guess the game came out so that's a success, right? It probably won't sell much given the awful awful awful rep its built over the years, but I'd say the game itself met my expectations of a Mega Man successor. In fact, I'd say most first impressions on this thread were "I hope this comes out, I'll support it, looking forward to it since it's Mega Man".




Didn't back it, wouldn't have if I knew the shitty deal backers are having right now, the Kickstarter management is a fucking mess and that's a shame.

75
W.I.P Forum / Re: AMP 2
« on: June 19, 2016, 05:07:29 AM »
Hey, don't steal that from me, I am THE talentless hack around here!!!

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