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Messages - Legtendga

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16
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 18, 2014, 06:50:41 AM »
...Anyway...
WILL that platform have a gator comming out of it?

Really though, has any fresh work been done to WindMan?

17
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 14, 2014, 01:40:08 AM »
I agree with and second everything that Mr. Dood has stated and purposed, exempt only the weapon selection on the bottom of the would-be ramp; something like TenguBlade may work out better. That's it, though. Textures on the new area, changes to the old, I like it all (leaning tword changing the old).
Is that the only change to HardMan's stage? If so, then that's friggin' fantastic, another one of those great, simple edits that makes you wonder how nobody thought of it sooner.  :?

18
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 12, 2014, 08:24:29 PM »
What about a Might No.9 expansion?  :lol:

19
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 11, 2014, 03:10:36 AM »
Quote from: "Dr. Freeman"
The wily stages don't exist because Cossack, Dark Man, and Mr. X are the fortress levels for those games.
King was the fortress levels for MM&B. Also, explain MegaMan 2 and 3 having only one.
Actual reason they're not in the game is because only MM1 had two Wily stages back in V1; every other game had only 1. Every game represented after V1 had 2 Fortess Stages (save MM7, which had 4). The devs just haven't gone back and added the missing Wily stages for MM2-6 (yet?(they might later)).

20
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 09, 2014, 06:19:47 AM »
Please also note that I love MM3 Castle Interior as it is. Changes to it will likely be unessicary.
Anyway;
Quote from: "Ivory"
So my current changes:
(click to show/hide)
I honestly liked the whole bit about the health being under an entirely optional crusher, but that one wasn't too aweful on old DustMan, so it's probably going to be okay now.
Quote from: "Ivory"
(click to show/hide)
Alright, I like the look of that already. Two things, though: is that a 1/16 or 1/32 step?   and:   Do you mean Ring Boomerang is lival to be off the map outright?

21
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 08, 2014, 04:28:03 AM »
All and all, I really like the map changes as well. That one way ramp and the whole new room do feel a bit redundant with the crushers as they are now, but all and all, it's a good change.

22
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 06, 2014, 09:36:01 AM »
Well, as I said, the SNDInfo was from V3A.
Quote from: "Legtendga"
ALRIGHT, I just took a gangder at the SNDInfo in the Musics .PK3, and was suprised to see that it hadn't really been updated since V3A, meaning none of the non-MM8 Wily musics are balanced by it. There were catagories for MM&B as well as the Wily Tower, but they're empty. :|  No wonder the new music is as quiet as it is. :?  A few of the new weapons are also rather quiet, as a side note.
Anyway, here's my personal SNDInfo fix, 'cause why not. It's just a small edit of the original, but everything rather even leveled.
(click to show/hide)
Quote from: "Legtendga"
Additionally, why are King and Wily's MM&B themes refered to as "MMBKING" and "MMBDW" rather than "KINMUS"/"KINGMUS" and "BDWMUS"/"BDW1MUS"?
^ Also that.
Really, we likely ought to be looking at some way to get .NSF compatability in Zandorum, though that would be a huge task, it might be one that should be done.  :ugeek:

23
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 06, 2014, 01:50:05 AM »
They're glorious. The music in this expansion is so well done. I just wish is was a bit louder.

24
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 05, 2014, 01:01:40 AM »
I don't know if this thread has been entirely derailed to the point that no one will see this, but here we go.

ALRIGHT, I just took a gangder at the SNDInfo in the Musics .PK3, and was suprised to see that it hadn't really been updated since V3A, meaning none of the non-MM8 Wily musics are balanced by it. There were catagories for MM&B as well as the Wily Tower, but they're empty. :|  No wonder the new music is as quiet as it is. :?  A few of the new weapons are also rather quiet, as a side note.
Anyway, here's my personal SNDInfo fix, 'cause why not. It's just a small edit of the original, but everything rather even leveled.
(click to show/hide)
Additionally, why are King and Wily's MM&B themes refered to as "MMBKING" and "MMBDW" rather than "KINMUS"/"KINGMUS" and "BDWMUS"/"BDW1MUS"?

25
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 04, 2014, 03:24:38 AM »
Quote from: "SmashBroPlusB"
I still don't like Ice Wall cropping up everywhere as the hip new method of elevation :I
it's silly on Fire Man and it'll be silly here
Quote from: "Ivory"
That was also the old map. The new map has a lot less room for Gyro Attack to be effective. Ice Wall is actually more effective on the map then a lot of the other maps I thought it was good on.
I'm with SB+B. (silly on FireMan = not that useful beyond spamming it down from it's origin spot), But your the only one who knows how well it actually does on this stage for now.
Quote from: "Ivory"
Secondly, Centaur Flash? Seriously? By that logic Centaur Flash shouldn't be on any stage where it could deflect the maps master weapon.
I would not mind this rule. :T  I'm not that opposed to having it on the map; that is to say, it can be aggrovating sometimes, but oh well. It's lival to be dandy here. It really is looking good thus far; the "M"s that the arches make are a bit disconcerting, though.  This post may be getting a bit overbloated on misc. thoughts, but they really do evoke product placement.

26
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: June 03, 2014, 11:19:14 PM »
Yeah, I'm gonna go ahead and agree with... everyone. Ice Wall < Gyro Attack in this instance, it seems. As Knux said, Centaur Flash does seem like it'd neuter the Air Shooter. I am seeing the McArches as well, though. o_O
Other than that, it looks great; particularly if you just threw that together. The new MM2DW1 looks to be shaping up too, which is good.
BikDark did mention the gaurd rails in HeatMan's stage, and I've gotta say, they do look pretty goofy, and unlike anything we saw in MM2's Heat Man. I don't know exactly how to fix that, but it is something.

27
MM8BDM Discussion / Re: Translations?
« on: May 30, 2014, 11:33:15 PM »
Actually, if anyone wants to do that, please do. Even if it's just the essential stuff, it's still good.

28
Balacing Hales to maps certainly could work. I mean, we'd have to tweak things to get it working, but that'd be great if we could make it happen. The the map RNG limit the Hale RNG a bit. I love it.

29
Alright:
- 4 Years is a log, log time for MegaMan, particularly when you consider that a lull for MegaMan never exceeded a single year prior to 2010. BUT, as an EXTRA kick in the pants, it was lead into by the cancelation for four separate MegaMan games. (What other IP can claim that much simltainious carnage?)
- Other franchises having longer periods without any word on development does not make you seem any better. In fact, pointing it out makes you look worse.
- If you regard each MegaMan iteration as a separate series (pair when obvious, i.e. Classic and GB, Zero with X and/or ZX, BattleNetwork and StarForce), then you end up having several long dormant franchises yourself, and y'all are the ones that canceled the long and patiently awaited return of an (at the time) 11 year dormant series: MegaMan Legends.

These points are just to start. My God, they are callous. Thanks for giving me a place to get this off my chest.

30
Projects & Creative / Re: The Official Unholy Bosses Thread
« on: May 25, 2014, 06:29:59 PM »
Hey, UnHoly is here in Projects now. Feedback is wanted. Give it here, pls.

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