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Messages - cybersavior

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46
Maps / Re: Cybersavior's Map thread, variants to facility and a new
« on: October 16, 2013, 03:56:05 AM »
This thread has been updated with Facility being made into a map pack with 3 different sizes

FXL (original super huge map)
FLRG (a smaller version of the map with the outdoor section removed)
FMED (smaller still, with only the warehouse, and nothing else)

Also a new map has been created   :cool:  Downloads are up in the first post.

Enjoy.....

47
Maps / Re: The Facility is here, Large map for your fragging fun
« on: October 01, 2013, 05:24:12 AM »
Yeah I know, especially Last man standing or CTF. I have played with all humans up to 16 though, but as it says in the readme do not play Last man standing, or it becomes a difficult game of hide and seek once you're under 8.

Also I lean more towards strategy than an all out frag fest so 16 works for me, those that enjoy the heavy fragging need to play over 20 though, which understandably is hard to organize. There are also variants of this map in the works as well one with the outside completely off limits.

I put the thrustZ on the front on the platform from the elevator pit as its only 32 height, and default step height is 24 (I don't want to change step height globally) its only for front of my elevator platforms, just so bots don't get stuck, and its barely higher than the default(1 shift increment) so I don't feel it looks unreasonable to step that high.

Thank you for the compliments on its visual presentation btw, I appreciate that :)

48
Maps / Re: The Facility is here, Large map for your fragging fun
« on: October 01, 2013, 05:16:17 AM »
It actually plays real nice, but its designed only for large games, I usually play 20- 24, but 16 is the bare minimum and that's pushing it low, anything less and it moves more towards hide and seek, more info is in the readme.

Also I play at 60 percent movement speed, and have weapon drops on death rot after 10 seconds, as it fast becomes littered heavily otherwise.

49
Maps / Cybersavior's Map thread, variants to facility and a new map
« on: October 01, 2013, 05:03:35 AM »
Update: This thread is now transforming into my map thread, and all my maps will apear here from now on

I have made a map pack out of my Facility map, now with 2 variants that are smaller than the original

FXL (the original map)
FLRG (a version of the map with the outdoors section removed)
FMED (a version that is just the warehouse)

:)

and a New map has been created, an homage to Dragon Quest...


(click to show/hide)

Download the facility map pack, and my new Charlock Castle map

Facility-v1b:DOWNLOAD

Charlock-v1a:DOWNLOAD(small fix where there was sand in the square basement room, and there should not have been)

50
Help & Editing / Re: Width Problem
« on: September 24, 2013, 11:41:48 PM »
Unfortunately my friend, pixels are aligned in straight horizontal and vertical columns, so your only option is to re-size your image to twice the size, and with your line width/thickness being doubled you could then align it better.

51
General Gaming Discussion / Re: Video Game songs you love
« on: September 09, 2013, 03:38:12 PM »
Wizards and Warriors Theme
(click to show/hide)

One of the overworld Music from magic of Scheherazade
(click to show/hide)

and one of my all time favorites
Chaos Temple Music from FF1
(click to show/hide)

52
Help & Editing / Re: Creating new Classes?
« on: August 23, 2013, 07:50:11 PM »
Making a class isn't too hard, but making a detailed class that does what you want, can be. As it requires a lot of patience, trial and error, to get things just how you want them.

If you want to make your own weapons that only compounds the difficulty ten fold.

Make sure to plan out everything out in advance, before you even start

You need to have the actual path and name of class file listed in decorate as well.

53
thank you for the fast reply, appreciate it :)

54
Zandronum is listed as open source, yet many of the files in the zandronum.pk3 are unopenable and unextractable, have tried both winzip and win rar and it does not open in slade. Zandronum itself can be opened and browsed, but many of the files are not able to be accessed or extracted. I"ve opened it in Slumped but not able to analyze many of these files.

Is there something that can successfully extract those files, there are certain files I am very interested in. I would love to extract humanbot.lump, and the other bot lumps and perhaps use info in there to improve bot AI.

55
Mega Man Discussion / Re: Who's your favourite Robot Master and why?
« on: August 22, 2013, 10:38:35 PM »
Nope I haven't until I just looked it up, becasue its not my kind of game. Having them be conceptualized for this game, but not used in the regular format, shooting platformer styled Megaman is a waste IMO. Its too bad really, as I do enjoy their design.(except the Gemini robot design has go to go)

Though an official release, not even sure if the game is canonical

56
Mega Man Discussion / Re: Who's your favourite Robot Master and why?
« on: August 22, 2013, 10:10:38 PM »
I wouldn't say that I can nail down a favorite, (split between Metal man, Bombman, Flashman, Gemini man, Fireman) but I am not as fond of many of the later entries in the series except for 9 (as I have not had any problems with the games in which Inafune did most if not all of the character designs 1, 2, 3, 9)
I felt the designs of the Robot monsters in 1, 2 and 3 were home runs.

-I go into further detail regarding certain robot masters in my spoiler, feel free to skip it, but there is also some props to one particular game in the series, a concept that the series itself should have embraced thereafter.

(click to show/hide)

57
Mega Man Discussion / Re: Mega Man 11
« on: August 19, 2013, 10:10:56 PM »
8 new robot masters which must be defeated in order to gain access to Dr. Wily's Citadel

For Wily's Citadel: (yes I know, this is a bit ambitious)
Think a Castlevania/Metroid all encompassing level (non linear), except instead of it being castle Dracula and its surroundings it would be Wily's fortress and surrounding. Have a giant Wily fortress with different themed areas for each of the robot masters from past games. About half the area of a normal robot master level but entirely linear in lay out. You don't have to beat them all to have access to Dr. Wily himself, only certain conditions need to be met and additional rewards are given along with the ability to get any of the old boss weapons (but limit Megaman, Protoman and Bass to only be able to hold 16 weapons at a time.
(unlock Duo as playable when you finish the game)
- Have Zero faintly visible encased in a tube in the background, during the final Wily fight.

Include the ability to make your own single boss levels the size of robot master levels from past games.
Which you could share online individually or use to create sharable Megaman campaigns.

Have completely finishing the game and getting 100%, tie up all the loose ends in the series and connect it with Megaman X.

58
Projects & Creative / Re: Class based modification (v6g)
« on: August 19, 2013, 09:20:16 PM »
I'd somewhat like to see Megaman from Captain N, lol
(click to show/hide)
Just as a skin for Megaman though, not Separate class

He does look a little similar to quint without the boomerang on his helmet. A lot of that  has to do with of his color scheme and visor I guess.

59
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: August 19, 2013, 08:50:39 PM »
Aside from what was listed above, I would like to see
-the ability to make the slides and dashes available when copying another weapon.
-completed sliding sprites for Shadowman
-access to a non compiled version of the "specialbehaviour" file  :mrgreen:
-make it so being Bright man allows you to see in the dark
-put "+SLIDESONWALLS" on all bot actors, as it currently stands if there is a large hole in the floor and one bot is on either side they just get stuck and don't slide along the walls as the players do working their way to their target, (this fixes it, I've tried it)
-jump heights should all get a +1 making minimum height 11, (making it possible to barely jump over characters like charge man, avoiding damage, but still not be able to jump so high that it wrecks the layout of the current maps.)

60
Projects & Creative / Re: Class based modification (v6g)
« on: August 19, 2013, 07:43:25 PM »
I realize a great many things, primarily because once again I reiterate "I play tested it" the hell out of it actually, and the changes that were made did not have an adversely effect it the way you are saying.

I know this because I experienced them (playing as the characters in question in various situations, playing against the characters, in various situations, having them be bots, and watching strictly all bots vs bots.) You can assume how you think it has changed it all you want, but you have not experienced it, as you have not tested the results. This all happened over the course of a week as they were just wasn't just some random changes that weren't thoroughly thought out and tested 9 ways from Sunday.

You also missed the part about me stating I increased the weapon ammo regen rate which for Flashman helped to ensure his fun and frag potential, same as was done with Fireman, making it so their secondary fire can be used much more often which helps to make up for the removal of the spinning fire. (also there are double the spawned fires on the ground from his primary fire and their damage was slightly increased.

PS: and to clarify further, its not actually a full second between bursts for Flashman, when I timed it it works out to just about a half a second, so for that I  was wrong on the actual time.

When I say it balances out, its because I know it, and I know it because as I stated above, its been extensively tested.


PS: Keep in mind as well, that these are personal patches (made for me and my friends) and have not been release, and are in no way part of the official project, as I am not part of it.

Even if I was, I would only make changes that are sanctioned by the rest of the team working on the project.
Plus I have would never release anything built so much upon someone else's work without permission, and I am not seeking permission, because I have no plans to release the changes I have made, they are merely ideas, based on what I have done.

Any updated to the YD classes mod, will be done by those in charge of it. Even if any duties are delegated out to others the final product will be modified to suit their vision. So any time someone posts their ideas or experiments on here, you needn't worry or get too worked up if your opinion differs from theirs, as perhaps even if some of any poster's ideas may in someway have influence , the weight of their influence is entirely up to the project team.
The classes already split and divided the community once, and we cannot have something like that happen again.

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