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Messages - Mendez

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106
Anything Goes / Re: Training of Nightmares
« on: August 01, 2016, 01:44:51 AM »
I've played the game for over 6 years, so allow me to give you the following advice that will help you get started.

1. Keep your thumb on the space bar at all times
Playing MM8BDM requires you to feel comfortable with jumping around to get where you want as quickly as possible. This means smashing that MF jump button. If you can practice jumping, moving, and shooting at the same time, you're well on your way to becoming a decent 8BDM player.

2. Strafe run at all times
If you want to move fast, you need to know how to press two keys at the same time. By this, I mean keeping one finger pressed down on that W key, and another finger pressed down on that D or A key. It's always more convenient (imo) to change direction by swinging your mouse to the left or right, although for sharp turns it's smoother to just switch from pressing W to S, so you can quickly stop yourself and make that quick turn.

3. Know which weapon works for which situation
This will come from experience, but the devs at MM8BDM have done a good job of giving each weapon a purpose on most maps. It's your job to determine where and when to use a weapon. If you're trying to kill someone from distance, a long-range weapon like Bass Buster or Magnet Missile can work. For burst, there's a multitude of weapons like Bubble Lead and Yamato Spear. For kiting, just move back and stick to a power weapon like Hard Knuckle that discourages enemies from chasing you. You'll find that some weapons can work for lots of situations, and come up with your own "tier list" of MM8BDM's massive arsenal.

3a. Roll that mouse wheel
In order to make the most of your weapons though, you must be familiar with swtiching weapons quickly. I roll my mouse wheel to scroll through weapons until I find something that works for the situation I'm in. If you don't have a mouse wheel, consider binding Q and E to scroll between weapons so you can still move and jump.

4. Play the Campaign
The best way to get practice in this game is by going through the campaign by yourself. That way, you don't get frustrated by the people on servers slamming your head against the wall and slapping your butt. If you can get through the campaign, you can get through most of the stuff other players will throw at you.

If your gf needs more advice, consider talking to folks like King Dumb or Michael Montgomery, who are friendly and quite skilled at the game. For now though, just focus on these four pieces of advice and be patient with improving. One of our old forum members, Obelisk (or was it Awbawlisk), used to get 5-0'd by me in duels before he improved immensly and started 5-0'ing me for a change. Of course, being the best at the game doesn't really warrant much importance around here if you're not helping the community out as well. Consider learning to sprite or map or famitrack so that you can contribute to MM8BDM's vibrant modding community, and also don't be afraid to get into any of the Skype/Discord chats lying around.

107
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 06:28:18 PM »
The map quality is really solid throughout, I'm glad that FGG was given a shot to prove himself as a mapper because MM9GAL is really one of my favorites right now, if only for the fact I feel so comfortable jumping and moving around the map. I feel like some maps are a tiny bit bigger than they need to be (like MM9DW3) but overall you guys have really polished and refined these maps very well. I don't even mind that Concrete shot has cannibalized Item-1, it just feels so much more intuitive to use, and I'm glad mappers were able to find some good uses for that weapon. Here's hoping MM10 can raise the bar even higher.
By the way, the Read-me text file isn't updated to credit the people who made the maps for this expansion. I'd really like to know who made what so I can give proper credit.

108
Forum Games Archive / Re: [IMAGE GAME] Making A Masterpiece
« on: July 29, 2016, 06:38:02 AM »
I like bending rules, it makes me feel sneaky
(click to show/hide)

109
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 28, 2016, 06:43:07 PM »
I don't think MM3TOP needs a complete rework, but I've always been annoyed by the number of ladders in the map, especially when the map also uses elevated platforms and those hovering tops. Replacing the ladders with either would make the map feel more unique or flow a little better. Right now, the only good use for tops in that map is for Skull Barrier, and even that becomes irrelevant in non-DM modes.

110
Forum Games / Re: Rate the avatar of the user above you
« on: July 27, 2016, 05:41:32 AM »
8/10 I can enjoy the smooth walking gif, although the face is offputting

111
Tutorial Collection / Re: Mendez's Mapping Tutorials
« on: July 25, 2016, 04:41:18 AM »
Holy crap, this one took a lot of takes to get right, but hopefully you can enjoy this video on mapping guidelines.

Map file (FTM map): https://dl.dropboxusercontent.com/u/11603985/V4A/FTM_Template%28UDMF%29.wad

Next up should be the SLADE3 tutorial, but for now I'd rather just focus on other things, like actually learning about what SLADE3 can really do for MM8BDM.

112
So it's really apparent that the mod is unfinished because there were some bugs with the stages, and some gripes about the gameplay that I'd like to mention.
Starting with Bomb Man, one of the big bomb gates seems impossible to get through. Also, a couple of the floors cause you to "fall too far". The glitched floors are the white blocks with the the blue/grey outline.
Continuing with Bomb Man, it looks like these little red things are out of sync. By this, I mean that they are impossible to shoot at because the hitbox is all over the place with these things unless they're pressed against the walls.
Now, in terms of gameplay, I feel like there's a lot of action going but it's not well paced. There's always two-three enemies shooting at you, and rarely any cover to protect you from the onslaught. In the classic megaman games, I would usually pick my targets one at a time and be able to eliminate them with a few shots. In this mod, it feels like it takes several shots just to get rid of one small enemy, and they always seem to get in your face, leaving me with little else to do but either fight or die. The mixture of platforming and shooting is sometimes well-done, but when you're dropped into a room with large cannons blasting you from each corner and you're only given a split second to understand what the heck is going on, it leaves you questioning just how fair some of these stages. I feel like you guys plan on us to die, which is why you make the enemies hard to kill and drop lots of enemies in our path. This is likely because you're tired of the predictable and simpler pace offered by other co-op mods, such as MMSP and MMXSP. In my opinion, though, those mods are much better at pacing and enemy placement than this mod, so I hope you guys try to take some cues from Mike and Max for future stages. The level of ambition in this mod is unparalleled though, so I hope you're not discouraged and continue to refine your work and ultimately release something that feels fair, challenging, and innovative.

113
Events / Re: CTF 3v3 Tournament: 90% Purple STARTED
« on: July 15, 2016, 08:07:15 PM »
You have to contact Blackerman through Skype or through Blazko on Skype, that's how I got a hold of him. I don't remember his Skype name though, but it can't be that hard to find I assume

114
Help & Editing / Re: Slade3 Mapping
« on: July 14, 2016, 01:58:29 AM »
Yeah, Slade3's mapping features are incredibly lackluster when compared to GZDoomBuilder. Slade3 is best used when you want to import custom music/sprites/DECORATE, which Doombuilder and GZDoombuilder can't do.

115
Anything Goes / Re: General Offtopic Discussion
« on: July 09, 2016, 03:05:41 AM »
Not sure if anyone wants to talk about it, but since I was literally caught in the middle of a mass peaceful protest yesterday, I feel like I have to let out my thoughts on the recent shootings. I saw a BLM (well, it's what they chanted) gathering at Pioneer Courthouse Square. They moved it down 5th avenue. I can't say much about the police shootings or the police brutality. I just wanna say this to every American: It's okay to admit you're paranoid. It's okay to say you doubt the person reaching for his wallet might actually reach for a weapon. It's okay to doubt the officer walking down your street giving you a mean look. But the second you make drastic assumptions is the second you put lives at risk. Innocent cops and innocent black citizens lose their lives because terrible assumptions and a lack of trust leave people making drastic decisions. The only way I see this getting resolved soon is if we communicate with each other.
Just a tip though: Don't go asking for reparations first. Ask for context and perspectives first, it's important that Americans get over their paranoia over what they don't know. Only then can we see what is really going on and what's just crappy propaganda.

116
The WWW board / Future "Funk"
« on: July 06, 2016, 07:42:26 PM »
It's basically the child of Vaporwave and French House, when you think about it
(click to show/hide)

117
Do you have a screenshot to explain what you're talking about? That always helps. I'm going to assume you're talking about the action numbers. If you type in "181" into the box right next to the word "Action", then you should see "Plane Align (Slope)" pop up next to the number 181. Then you should be able to follow the tutorial from there.

118
Anything Goes / Gary Johnson 2016
« on: July 04, 2016, 04:44:39 AM »
Happy Freedom Day, America. This song is for you.

119
Forum Games / Re: Rate the avatar of the user above you
« on: July 02, 2016, 10:15:43 AM »
5/10
It looks generic as fug but dragons always score a few extra points in my book

120
Resources / Re: 2 things
« on: July 01, 2016, 07:33:31 PM »
If you want to learn about custom mapping, I recommend looking at my video series over the next few days to get you started. 2.5 hours of tutorials, but they go over most of what you should need to make a custom map. http://www.cutstuff.net/forum/viewtopic.php?f=44&t=10315
As for MM9 spritesheets and skins, it's recommended that you wait a couple of months so that the sprites and skins you look for are pre-packaged into MM8BDM-V5.

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