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Messages - Mendez

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136
Closed / MMX has an aggregate review score of 88.50%
« on: May 10, 2016, 06:47:01 AM »
I honestly never thought the "MM" in MM8BDM was referring to the character and was instead encompassing the entire franchise, since every title in the series starts with the words "Mega Man". You're gonna tell me Mega Man is the main character of Mega Man X, or that Mega Man Zero also stars Mega Man? The logic used to name those other games is the same logic used to name this game as well.
Having said all that, the eyes on Maestro bum me out and I hope you can make those white squares look less unpleasant.

137
Sorry for the triple post, but here's another video that goes over even more aspects of mapping that weren't included in the basic tutorial. If you want to look at everything inside GZDB, here's the map file as well.

138
I do believe my point still stands that faster weapons are harder to dodge than slower weapons, unless you've got an example to prove me wrong. How about Bass Buster vs Mega Buster then to keep my argument reasonable.
Regardless, the fire rate on core search snake right now doesn't allow for the creation of death walls, and a slower projectile speed wouldn't help if the enemy even caught a glimpse of the snakes coming. Remember, the search snakes have smaller hitboxes compared to their superior wavy counterparts. A horizontal wave could work, but either the snakes would have to be fired in bursts or the fire rate would need to be increased so that it's easier to align the snakes in a line.

You people want to turn me into Birdman, don't you?

139
Forum Games / Re: Rate the avatar of the user above you
« on: May 01, 2016, 09:24:45 AM »
7/11
JC Doomton is a pretty nice combo

140
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Search Snake)
« on: May 01, 2016, 09:18:28 AM »
When I think of Search Snake, I think of two weapons that do a better job in the same situations: Water Wave and Ice Wave. There's been suggestions for slowing down the snakes, but given the current fire rate of the weapon, I feel that would be doing even more harm than good. Unless your opponent follows the Prometheus school of dodging, a slow projectile can be easily dodged by just walking to the side. This is especially true for a weapon that can't change its path once it's launched. So with that in mind, I propose changing the projectile to act differently from its wavy kin.
If a weapon is going to be called "Search Snake", it needs to act like a snake that searches for people. With that in mind, I propose letting the weapon home in on a target when it's first launched before zooming on the ground in a single direction. What I basically mean is let the snake turn itself to look for a target, and once it hits the ground, it lunges rather quickly in a single direction, unable to turn or change its trajectory but able to reach its destination in almost no time. What this will do is make aiming Search Snake a bit easier while also making it slightly harder to dodge since moving to the side won't work as easily against a fast projectile. In case you want to argue that a slow projectile is harder to dodge than a fast projectile, how about we play a match where one of us gets Thunder Bolt and the other gets Silver Tomahawk. From my experience in duels and firefights, the faster projectile almost always becomes harder to dodge.

141
I made a tutorial similar to this one, but using GZDB instead of Doombuilder 2. Hopefully it covers as much as needed for people to start mapping. I'll make another video covering water/teleporters/scripts when I find the time.

142
Events / I'm legit serious, I wanna be a judge and teach
« on: April 25, 2016, 10:07:42 AM »
Hi, I'd like to be a judge for the next map competition.
I'll just slip my résumé underneath the door and be on my way.
I'd also like to request Bikdark as a judge too, since he seems to know his stuff about the game.
Don't worry, I've slipped his résumé underneath the door as well.
Thank you for your consideration.

143
Anything Goes / Re: General Offtopic Discussion
« on: April 18, 2016, 03:02:41 AM »
You mind being specific on what you're talking about? You're honestly just saying something incredibly generic, so I assume you just want to vent without starting another forum argument. And if you want to vent, then please, don't do it on Cutstuff.

144
W.I.P Forum / Re: AMP 2
« on: April 18, 2016, 12:30:25 AM »
Yeah, I've considered making an expandable version of the mall map so that other mappers could add shops dedicated to their favorite cutstuff members. It sucks because I know there's some people I had to leave out of my map due to space (Saviorsword, Lobsters, Darkaura, etc.). Also, I decided to make the fireman statue like someone else suggested since I remember Rtist using that skin quite often. I'll get to coding the sprites soon and then start producing the layout during the week.

145
I feel you should host the new version of MM7BUR and let everyone decide what they think of it before asking what can be improved because I don't think it'd be right to just ask them what they think of a changed map if they haven't got the chance to actually experience the new changes first. I'm fine with my work being hosted for feedback, so I'm kinda hoping you guys will get to playing it.

146
MM8BDM Discussion / You do Atomic Fire first INSTEAD of Pharaoh Shot?!
« on: April 13, 2016, 06:29:19 AM »
I'm really liking the idea that Musashi had about making the player lose their charge if they take damage since it gives the opponent a reason to fight back instead of running away like a coward. That way, it can synnergize well with the idea that you're making a lot of noise and drawing attention to yourself, so you need to be stealthy with your positioning or else you're going to get punished.
Personally, I'd reduce the projectile speed for the fully-charged shot since that's what makes it so annoying to dodge. I'm fine with a big hitbox, and I'm fine with lots of damage, since that's what gives Atomic Fire its identity. What I'm not fine with is that you can't really avoid the shot if you're less than 192 pixels away, on account of how quickly that shot can travel. If it's a big powerful blast, there's gotta be some weight to the blast. It can't zoom at you and give you almost no time to react. Make it like the quad laser and you'll have me sold.

147
Anything Goes / I am become Beed, destroyer of... non-bounciness
« on: April 09, 2016, 01:11:16 AM »

I remember when Beed would post some image over and over everytime people left, I feel like I should take up the throne he left behind

148
Anything Goes / Re: General Offtopic Discussion
« on: April 05, 2016, 06:39:18 AM »
Is this suggesting Tengu x Alice or am I misinterpreting that entirely?

149
W.I.P Forum / AMP14: Surf's Up
« on: April 05, 2016, 06:32:10 AM »
We interrupt this story about a lonely young man overcoming the fallout of his preventable breakup with his first love and his search for atonement to tell you the story of his friend, who after several years now feels ready to depart and move on from the community he's grown attached to.
Okay, now that we got that overdramatic crap out of the way, this next map is going to be based on water and ruins, using MWS and Centaur textures to produce a gloomy and torn aesthetic that hopefully goes well with the stage gimmicks we have in mind. By the way, I'm making this map with another person since they've been insisting on working with me for some time. Right now, we're gathering ideas for stage gimmicks to give off the feeling of a stage that's slowly falling apart as you play on it. So what that means is having 3d floors that can collapse and cause players to fall toward the bottom of the stage. Before I even begin imagining the layout, I always like to do "proof-of-concept" maps first that show my idea is possible. This was the case with more innovative maps such as High Tide and Ruby Queen.
Here is the concept map in case you wanna see what I'm talking about. So far, I've got good news and bad news regarding the proof-of-concept for collapsing floors. The good news is that floors can collapse just fine. The bad news is that players who get caught under the collapsing floor get stuck and become unable to move until the floor has passed through them or stopped moving. Now, the best remedy I can come up with is making the floors collapse quickly enough so that the player doesn't feel stuck for more than a quarter of a second. That still leaves the issue of getting the floor to rise again, since it's hard to get the invisible bridges to sync up with the non-solid 3d floors. I've tried using a scaling factor so that the bridge and 3d floor can fall at the same speed, but that didn't seem to work very well either. If anyone wants to suggest anything, then please post some ideas in the topic. Right now, the plan is just to get the concepts working together before putting them to use in a nice layout.
Also, here's the music chosen so far for the stage. It's not exactly as exciting or raw like the other tracks, so I'm planning to replace it when I find something better. I just need a track that sounds sober but also a bit invigorating. Like "yeah this is my last map and the last time I'll see the community, but at least let me go out on a high note before I go" kind of music. Oh well, this might take a while.
April 13 Update
University and uncertainty has been eating up my time, but I'm slowly forcing myself to learn just enough DECORATE to make the stage I've thought about doing for a while now. So, the name has been changed because the aesthetic/themes of this stage remind me a lot of Brian Wilson's song. In my head, since this is the second to last map in the pack, I wanted to go for a more somber and reflective tone with a stage that crumbes around me as I watch my memories and ideas literally breaking before my very eyes. So what does this mean? Earthquakes like in Ruby Queen, walls that can be destroyed, and statues of all my old friends that can be destroyed, along with flooding like in High Tide so it looks like the stage is being submerged. Now earthquakes and flooding is totally doable for me. Destructible statues is something I'm learning to do right now. The really annoying part is making walls that can be chipped down. If you want to know what I'm talking about, here is a map that shows the concept I'm going for. And if you don't have GZDoomBuilder, here's a screenshot:
(click to show/hide)
So with projectile weapons, the walls work exactly as intended. The walls flash white for a second, their ceiling is raised a bit, and you basically carve a nice little path for yourself. Now, getting the wall to detect explosive/AOE damage like with Crash Bomb/Rain Flush is where the concept falls flat on its face. I need an invisible object to detect the explosive/aoe damage and call on the script that raises the ceiling, but that's pretty much impossible unless I want a shootable actor with a 64-pixel radius, and that is way too fat for my liking. I'm trying to see if it's possible to make an object that is 8x64 pixels with a 192-pixel height so that it can be used against the wall without a problem. For now though, I gotta ask everyone: Would you be fine with a wall that only breaks from projectiles? Or should I go the extra mile to include explosive/aoe damage as well? All the other gimmicks should be ready for use soon, and the layout shouldn't take too long to produce. This is pretty much the only thing holding me back from starting the layout right now.
Also, before I forget, here's some of the statue sprites I plan to use soon:
(click to show/hide)
April 15 Update
I'm looking at the concepts I want to use, and I've settled on earthquakes and floods. I'm sorry, but making destructible walls that look nice is almost impossible unless I want to settle for retextured oil canisters. Of course, this is fine for me because the last 5 maps are meant to be about changing environments without player intervention. What that means is the stage changes around you, and you have to adapt to it. So with earthquakes, I'm changing up the formula from Ruby Queen and having terrain that rumbles and changes its height at random to provide cover/steps/walls/peus to keep the stage consistently fresh. To help demonstrate, take a look at this map I've posted on dropbox. What you'll see is a flat surface at first, followed by a sudden shift that creates new and unique terrain that can used for many different things. They could be the steps to a new path, they could be a wall that forces you to take a new path, or they could be a new path being cleared after a previous earthquake. Here's some screenshots to show what I mean.
(click to show/hide)
With my two stage gimmicks figured out, there's still the question of creating destructible statues like I mentioned earlier. The good news is that all the sprites have been produced and the only part left is coding. Here's a dropbox link that shows the statue sprites I plan to use. They're different robot masters or old skins that remind me of old friends, and the idea is that you have to destroy these statues in order to get a powerful item or pickup. Yes, the Hard Man statue will be hard to destroy. Yes, it will hide a very nice reward. Yes, it means something to me. Yes, I'm learning to just let go already, stop pestering me.
Expect me to take a break for Saturday as I celebrate my 21st birthday with drinks and friends, but expect a sign of work on Sunday as I finally work toward laying down the first sectors that will make up the penultimate map in this pack.
By the way, I changed the name of some maps because I wanted more names that reminded me of songs. For example, I'm naming my map "What Would I Want? Sky" after an Animal Collective song.

150
W.I.P Forum / Re: AMP 2
« on: April 03, 2016, 07:39:28 PM »
I'm finally done with AMP02 so if you guys wanna test, I'll be hosting a server today to help work out any last bugs/issues. The link for the wad, and the server, will be taken down after today so this is gonna be your only chance to catch a glimpse of the Glazgow Style Mile before I begin work on my next map. The server should be up shortly after the end of this post.
AMP02 - Glazgow Style Mile
April 3: 6 P.M. update
Thanks for all the suggestions and ideas, everyone, I really didn't test the minigame as much as I should have haha. That should be fixed for now at least, which is good. I'll keep the map up on best-ever since it seems like people would want to use it as an RP map, so I don't mind that. I'll make some small additions tonight and then spend tomorrow talking to a pal about making another map for the pack. If he's really dedicated to the idea, I'll skip work on AMP03 to help produce the map with him. Otherwise, expect me to make an update regarding the next map tomorrow - Graffiti Rhapsody.

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