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Messages - Legtendga

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1
Mega Man Discussion / Re: Mega Maker
« on: July 09, 2017, 04:14:00 AM »
Golly, what's the deal with these high quality fan games these days?

2
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: November 21, 2015, 01:20:05 AM »
Well, that's good, 'cause that's the plan.
Alright, it's been a bit as far as news goes, so I've gotta ask...
...if we can get confirmation or denial of the inclusion of MM9FAK, MM4DW1, MM5DW1, MM6DW1, and/or MM3DW2 in V5A?

3
MM8BDM Discussion / Re: User accounts and MM8BDM: What can we make of this?
« on: November 03, 2014, 11:19:26 AM »
I'm going to bump by asking what the status is on this now.(?)

4
MM8BDM Discussion / Re: MM8BDM V4A - V4B Roll Call!
« on: September 26, 2014, 09:03:15 AM »
-Robots do not have a genuine gender
-So they can have male looking designs, "Man" takes up less space that "Woman", many of the were conceived by men, and I'm sure they had other reasons.

Anyway, this is indeed the V4 thread, right y'all?

5
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: August 07, 2014, 08:22:11 PM »
Well, I hope that they've take heed. I'd rather not have to wait 2 versons for the them to be useful again.
Also, this thread ought to be Sticky'd.

6
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: August 07, 2014, 08:13:44 PM »
Well, I've given up on MM5WAV for the most part. It's pretty alright in it's current state once you know the pipes are there, but far from perfect, and it never will be with the gimmicks that WaveMan's level offers.

I also think that the rainy, windy, pit room, the boat room, aswell as the foyer area feel big for the sake of it, and could stand to be a bit smaller in MMBMUS.

7
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: July 31, 2014, 02:47:58 AM »
...why not the Color palette that the SuperGameBoy/GBC/GBA gives it? I'm sure that's how most of us played the game.
But, the next exanison is MM9... and this is the V4 thread, anyway... `-`

8
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: July 24, 2014, 09:41:18 AM »
Well, bump, I guess. Any other maps y'all want feedback for?

9
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: July 11, 2014, 11:54:09 AM »
Yeah, but the frames do not convey were the person is looking. I always seems as though they're looking away, and that affects how you fight them. If even just the head was changed, that'd be enough for me, but his firing frames run counter to what you look for to see what that person is doing.

10
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 30, 2014, 11:52:37 PM »
Upon spending a bit more time in the stage, I stand by the bit about slightly wider hallways. But the terrain is extremely jump heavy, V2 levels of jumping; which is no surprise, as that's when it's from, but it seemed as though V3 brought a shift away from making you jump to get onto every elevated surface. There are no ramps or stairs whatsoever on this map, which is a bit nuts concidering how many ledges it has. :/
I know the map is about having that Turtle in the Auto-map, but surely the rough edges of this map can be smoothed whist maintaining that.

I threw together an edit of the automap screen to better iterate my point. It's a bit sloppy, but here it is.
(click to show/hide)

11
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 28, 2014, 09:23:41 PM »
Quote from: "Legtendga"
this map is no better than maps that were scrapped outright in the past.
I meant that some scrapped maps were better than this one, not all. Certainly not all.
Quote from: "Magnet Dood"
pre-v3 Wave, or pre-v3 Burst?
:roll: I was speaking more to FireMan, as the format of both are kind of similar with similar issues, except MM7DW2's are easier to address, read: opening those corridors up just a bit. (and maybe making the terrain a bit less jump heavy. That's more of a knit pick, though. :s)

12
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 28, 2014, 05:35:19 PM »
Quote from: "Ivory"
No, the turtle isn't changing.
I never asked for this.
Just bigger feets.
Well, I guess that is a change, if you meant no change AT ALL, but this map is no better than maps that were scrapped outright in the past.

13
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 28, 2014, 07:46:27 AM »
:| THIS THREAD SHALL NOT DIE ON MY WATCH!
Well, I think that MM7DW2 could use some tweaking. Those corridors are way too tight for their own good, and are a stark conrast to the smaller rooms and the main room's openness.

14
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 25, 2014, 07:28:13 PM »
I don't hate BUB's design, but it does need something more to it, I reckon. I was hoping a small above water part could add this.

On a side not, using themes and textures from a couple Wily stages at a time ended upm in the maps laking a distinct feel and creates a situation of "texture soup" present in most of the new Wily/King stages. I haven't seen anyone else make note of it here, so there it is. One Wily stage at a time, please. :ugeek:  (Partial sarcasm, but it really does get on my nerves at times.)

We do need another talking point, or at least to be reminded of the old one if you didn't get the feedback that you need.

15
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 23, 2014, 08:02:08 PM »
Exactly, thus why the notion of bringing back old WindMan verbatum and fixing it from there is apealing.

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