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Messages - Linnie

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61
Quote from: "Shade Guy"
Post subject: Still the first map pack to be updated after v4.
>implying Legacy pack didn't get updated two hours after V4 came out

That aside, hooray, we finally have a major mappack. I wonder if the others will come out in the next few days now that a month's passed.

62
Projects & Creative / Re: [Expansion] Mission Mode V1C Released!
« on: June 17, 2014, 05:58:01 PM »
Quote from: "Flare Blitz"
I think I can help with the mapping part of Napalm Man.
I think TailsMK4 is in charge of any further Mission Mode maps, you should talk to him about it.

63
Events / Re: Mapping Event - Dual Mapping!
« on: June 17, 2014, 02:34:19 PM »
Okay, so I -think- Geminibro and I are partnering up, though communication has been really wonky between us so we haven't picked a theme yet.

64
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 15, 2014, 09:20:11 PM »
Quote from: "Ivory"
For those who want to see the unreleased Wind Man overhaul, now you can!
SWEET FUCKING JESUS.  :shock:

EDIT: I realize that's really not a constructive comment at all, I should probably elaborate.

That map, is just so, so huge. I know I abhor Cutman going from the lovely compact it was to something medium-sized, but including the multiple floors and everything, that map feels like MM3HARX but harder to navigate. I'm quite thankful you decided against using this. I imagine it could be used well in a custom-pack, though even in that I think roof access needs to be removed as the map is just large, not in a relative way like new Cut relative to old Cut, but objectively one of the biggest maps that would've been in core. This is assuming the MMB maps I haven't seen aren't DRSG-size; if they were than that would throw off the scale a bit, though I doubt they are.

65
Events / Re: Mapping Event - Dual Mapping!
« on: June 15, 2014, 07:47:35 PM »
Hmm, just saw this, I have interest in it. Jughu, you need a partner?

66
Maps / Re: SMB2 Map: World 1
« on: June 05, 2014, 01:20:02 AM »
Actually I have updated it, I was just waiting for feedback from Mess since I was aiming to get it in CSCM.

CSCM is never getting updated, though, (and in the 10 months I waited I never got feedback on the current version), so I can resend the current version.

Here's V1D of the map.
http://www.sendspace.com/file/hqnllz


Hmm, looking at this again after 10 months, it makes me want to come back to MM8BDM, to be honest. I could just only play in my hosted servers so I wouldn't have to run into that abomination that replaced MM1CUT (the reason I quit).

Have classes/Saxton/any major map packs been updated to be used in V4 yet?

67
Maps / Re: MM8BDM Legacy Pack (V2B released!)
« on: May 18, 2014, 05:07:15 PM »
Quote from: "Rozark Kyouko"
If you're including MM4DRI, then you forgot MM4SKU, MM8DW2, MM5STA, and MM7SHA.
Oh, thank you for telling me that. Before V4 come out Ivory gave me a list of the changed maps, and none of those were on said list.


As to Gutsman, I'll get working to fix those actors. Though, are there any besides the one in Alpha Gutsman? I know I forgoed adding V3B Gutsman since the change to MM1GUT is aesthetic.


EDIT: I just quickly added those four maps. V2B is released, the only change is those four maps being added. If I can get a definitive list of the maps that have the Gutsman lift error, I'll fix those, though if it's just Alpha Gutsman I probably won't update the pack just for that and just have it be a fix for later.

68
Maps / Re: MM8BDM Legacy Pack (V2A released!)
« on: May 17, 2014, 04:31:26 PM »
Legacy Pack V2A is out now.

14 maps from V3B have been added:
(click to show/hide)

Link added to the first post.


And now that this is done I can finally actually try out V4A.

69
Projects & Creative / Re: Class based modification (v7bh)
« on: May 17, 2014, 01:07:00 AM »
I noticed just a little tiny thing; the obitiuary for Plantman's Plant Barrier doesn't have a period at the end of it.

70
MM8BDM Discussion / Re: MM8BDM v4 Public Thread - TRAILER!
« on: May 15, 2014, 05:30:47 PM »
Quote from: "Perfectlylegit"
I think the problem stems from people who play MEGAMAN. This game isn't meant for MegaMan, and the level design shows that.
The game is MEGAMAN & Bass, I've played as MEGAMAN for the last 13 games, I'm going to play as MEGAMAN for the next one as well. If it's poorly designed for Megaman that's a flaw with the game.

71
MM8BDM Discussion / Re: MM8BDM v4 Public Thread - TRAILER!
« on: May 14, 2014, 04:48:05 PM »
Quote from: "Perfectlylegit"
Usually neither of them appear in a map
Pharaohman says hi.

(click to show/hide)

EDIT: Oh hey in a stunning coincidence Knight Crush is also right there.

72
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: May 13, 2014, 10:07:14 PM »
It spawned from the confetti spawners.

73
So it's fine for a Hale to be useless on the majority of maps, Rozark?

74
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: May 13, 2014, 09:21:26 PM »
Armor party on ROZ20.

(click to show/hide)

75
Quote from: "Rozark Kyouko"
Quote from: "Linnie"
Wait, was GutsG nerfed?

Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.

Don't balance hales around map sizes.
But the average map is too small for GutsG to survive. It feels like unless you get a map like Elecman where's it's easy to stall, it's a waste of a Hale slot.

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