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Messages - John Fausnaught

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1
Resources / Re: Stardroids
« on: August 15, 2013, 09:48:07 PM »
Quote from: "-FiniteZero-"
I think that abilities are used by pressing the "use item" key. That's what he's referring to.

Well, on online mode, if you play as Dr. Wily, for example, you can use his ability to turn into the Wily Capsule 7.

2
Resources / Stardroids class ideas
« on: August 15, 2013, 09:55:03 AM »
I have a suggestion, to implement the Stardroids and their attacks.

Terra:
Attack 1: Spark Chaser.
Attack 2: A paralyzing beam (like what Spark Shock does).
Ability: Leader: Attacks go faster while ability is active.

Mercury:
Attack 1: Grab Buster (takes the opponent's support item)
Attack 2: Liquify (liquifies and tries to tackle the opponent(s))
Ability: None

Venus:
Attack 1: Homing Bubble Bomb
Attack 2: 4 Large Stationary Bubble Bombs
Ability: Bubble Explosives: Shoots 3 Bubble Bombs forward, that explode, doing more damage upon impact.

Mars:
Attack 1: Photon Missile
Attack 2: Landmines
Ability: Homing Photon Missile

Jupiter:
Attack 1: Electric Shock
Attack 2: Electric Shotgun (shoots 4 miniature Electric Shocks in different directions forward)
Ability: None

Saturn:
Attack 1: Black Hole
Attack 2: Ring Throw (typically the same thing as Ring Boomerang)
Ability: None

Uranus:
Attack 1: Deep Digger (just implement Super Arm, it's the same exact thing)
Attack 2: Ram (smashes head into close quarters enemies)
Ability: Earthquake (damages enemies nearby)

Pluto:
Attack 1: Break Dash
Attack 2: Slash (close quarters slash)
Ability: Super Speed

Neptune:
Attack 1: Salt Water
Attack 2: Super Salt Water (this is a bigger form of Salt Water that splits twice, instead of once, but it has a slow fire rate, with a limited use because it has a weapon energy bar)
Ability: Salt Water Rain (same thing as Rain Flush)

Sunstar:
Attack 1: Rolling Sun (charges into foe)
Attack 2: Fire Wave (like Ice Wave, but firey)
Ability: Charges a very large beam, then fires it, instantly fragging enemies. While it is powerful, it is very slow, and only works if used by surprise.

3
Help & Editing / Re: How To Play Map?
« on: August 12, 2013, 01:44:28 PM »
Quote from: "*Alice"
You need to include your map as a launch parameter:
Just add -file and then the path to your map (something like C:mapsmymap.wad or so) in the field for launch parameters.
Then start the game, go to the console and type in
Code: [Select]
map yourmapname(replace that with the name of your map, of course)

Thank you! How do I use my map on a servver?

4
Help & Editing /
« on: August 12, 2013, 11:35:52 AM »
Quote from: "Kapus"
Load it up with the MM8BDM launcher.

Or, if you're still in doombuilder, hit the "Test Map" button to play it right there.

Eh... what I meant is, how do I load it up with the launcher?

Also how can I load it up on a server, if I create one?

5
Help & Editing / How To Play Map?
« on: August 11, 2013, 03:19:57 PM »
How do I play my map I created? I've been looking around but there's no clear explanation.

6
Help & Editing / Tutorial Help - Please Read
« on: August 11, 2013, 04:46:33 AM »
Is there any possible way to create a new map, with a custom WAD, as well as a new character palette and a new weapon?

Don't get me wrong I read all the tutorials but in my belief they're outdated. It used SkullTag, and now we have Zandronum.

Is there any up to date tutorials for version 3?

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