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Messages - Mendez

Pages: 1 ... 4 5 [6] 7 8 ... 65
76
Anything Goes / Re: General Offtopic Discussion
« on: October 13, 2016, 03:19:27 AM »
Well that's unless they've been living in an incredibly poor/wartorn country their entire lives. Then teenage death becomes a real possibility. Thankfully us first-worlders (and I will include Chile for simplicity) have nothing too bad to worry about.

77
Forum Games / Re: Rate the avatar of the user above you
« on: October 12, 2016, 01:12:13 AM »
9/10 you should have used the top half as your avatar :^)

78
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 08, 2016, 10:42:04 PM »
I'm not sure if the map will play that well in DM since it is about 7900x3300 pixels big, which means this is only really good for CTF or large-scale DM. I'll talk with Max about adding teleporters and more item-2s for non-team modes, but I feel it's important to warn people now that this map is large.

79
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 05, 2016, 01:02:36 AM »
In regards to Power Man's bug, the proposed solution is also used in Photon Man's map to prevent people from sneaking under the rising platforms. As for Plague Man's lack of details, that's because we made the assumption that people wouldn't use chasecam to look at parts of the map that can't be seen normally. We'll probably add basic details so it looks okay, hopefully chasecam users can pardon the laziness lul

80
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 04, 2016, 02:57:50 PM »
I think that decision is based on how most team-based servers just have two teams: Light and Wily. If Cossack was replaced instead of Wily, you would rarely get the chance to see the justice league as a team.

81
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 04, 2016, 03:07:08 AM »
In response to GBT, I agree that the expansion is unfinished but currently contains enough maps to be considered an expansion, which is why it was released just as Pulse Man was completed. Hopefully, this shouldn't discourage any of us from continuing with the next set of maps and skins. If anyone wants to help finish up the skins while the team finishes more maps, please let Max know. However, please show proof that you can make good sprites and skins. The main reason this expansion moved this quickly with this level of quality is because you're looking at mappers/spriters with YEARS of experience under their belt. We don't want another LemonPig incident, where we turn away people far too eager for glory and not eager enough to learn.

82
Projects & Creative / Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« on: October 04, 2016, 12:45:50 AM »
I'm glad to see this project finally released to the public and hope you guys got to enjoy the work I put into making Charade, Circuit, and Flare as accurate and fun as possible. Of course, we are not done and will march on with the second fusion set and the Justice fortress in the future. I plan to have War Man finished in the next 11 days and will get to Fish Man before the end of the year. Thank you to all the programmers and spriters who put in the hard work alongside me and the other mappers. I'll just pretend this medal makes up for my 7th-place finish in the latest CTF compo lul

83
Forum Games / Re: Rate the avatar of the user above you
« on: September 27, 2016, 04:23:47 PM »
7.1/10 I guess the art style matches up with the vulgarity of Doom Guy flipping us off, but giving people the bird doesn't sit well with me. Ah well, it's not bad

84
Anything Goes / Re: What is your avatar from/of?
« on: September 26, 2016, 11:04:32 PM »
I've been listening to MF Doom almost like a daily ritual, so I just changed my avatar to indicate that

85
Anything Goes / Re: General Offtopic Discussion
« on: September 25, 2016, 03:09:13 AM »
I remember donating about 5 dollars to the site back in 2013 just so I could grab the medal. I'm kinda tempted to donate more, but then I remember Tengu's massive donation and think "I think Mike is still safe for another year or two".

86
Cutstuff Discussion and Feedback / Re: I dont stand here anymore.
« on: September 21, 2016, 10:12:02 PM »
Yeah, when Blaze said that you have made nothing of quality, that's kind of the point when I should have stepped to clarify what he meant. We keep pushing you off our team because we've already got a lot of experienced talent and don't want to wait on new talent to grow. I'm personally sorry for not making that clear enough for you to understand, but I'm not sorry for your continued rejections. Max gave you Charade Man and you didn't produce a map that met her admittedly high standards. I'm not sure what you want from us, or what you think you're entitled to, so if you want to just leave, that's fine.

87
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 20, 2016, 10:58:03 PM »
Nobody is making Port Man at the moment, but the answer is likely not. It's more likely the map will utilize teleporters and nothing else, since the other stage gimmicks would look too unintuitive/annoying for players to interact with.

88
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 16, 2016, 03:43:18 AM »
Circuit Man is now ready for testing. These are screenshots that show large portions of the map, but there are a couple of sections that can't be seen. Regardless, I hope you enjoy my rendition of MMRFCIR
(click to show/hide)

89
MM8BDM Discussion / Software users are cavemen, there I said it
« on: September 13, 2016, 05:16:08 PM »
Will this new block method be used for Plug man and all other maps with blocks? I think it'd be pretty cool if we can get invisible bridges into other maps, if that's the method you're using. I always feel less confident jumping onto actors when they're flat sprites, usually because it's really hard to tell if you'll land on them or not. Hopefully that can be resolved in the future when everyone inevitably moves into using OpenGL for their rendering mode.

90
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 13, 2016, 05:04:25 PM »
We have already given Death Man to Llamahombre and don't give out weapon actors unless they are for a map. As we mentioned before, it's best that you get some practice under your belt and take time to learn more about mapping from the tutorial subforum before asking to produce a map for the RF expansion. Hopefully another mapping competition will come along in the future for you to show off what you can do with a map. Until then, just try making your own version of core maps for practice. It took 5 years of practice for me to produce a whole map in just 3 days. Mapping is not a quick and simple process. If you really feel dedicated to mapping, then you've gotta practice. You also have to be willing to learn something before and after producing a map. If you don't have the patience to learn mapping, then it simply isn't for you.

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