Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Orange juice :l

Pages: 1 ... 3 4 [5] 6 7 ... 143
61
Would be very nice to give the gas a visible effect outside the safe zone so you can see where danger is. Not sure I like the ring visible on the map, it immediately tells you where the safe zone is and kills the "impending doom" vibe. Other things I can think of are possible toggles for incremental gas closing and gas closing rate.

62
Bugs/Suggestions / [Discrimination] Lag on Software in Secret Boss Phase 4
« on: September 13, 2016, 12:26:08 AM »
Whereas I usually get 100+ FPS in standard situations my FPS tanks heavily in this area when using Software. OGL is more or less fine. Why? Couldn't say. Evidence is in my Speedrun video [/shameless]

63
MM8BDM Discussion / MM8BDM Full Game Speedrun in 8:05:25.75 [WR]
« on: September 10, 2016, 06:45:59 AM »
Until the Youtube export has completed, kindly use the Twitch archives, which seem to have chat replay which is pretty rad too
https://www.twitch.tv/anotherorangejuice/v/88555722 Part 1 (Two parts due to momentary Picnic)
https://www.twitch.tv/anotherorangejuice/v/88555835 Part 2
Youtube Links:
Part 1:
(click to show/hide)
Part 2:
(click to show/hide)

Note that the notion of No Shark has carried and as such he doesn't appear in this speedrun. The only other decision to be made now is that if an MMK fight is failed, should you be allowed to immediately exit to lab, retry, and finish the chapter from the middle? This allows you to use the weapon in the remainder of the chapter.

Splits:
(click to show/hide)

Chat from the final boss:
(click to show/hide)

64
Anything Goes / Re: General Offtopic Discussion
« on: September 09, 2016, 10:12:30 PM »
About to go deep with the world's first FULL GAME (minus shark) speedrun of MM8BDM at https://www.twitch.tv/anotherorangejuice

65
Rejected / Re: (Suggestion) LMS time limit
« on: September 07, 2016, 11:12:42 PM »
My idea is partially drawn from other games that have used a similar technique so I'm going to mention some of the pros and cons. Often this will reward people not only for being able to kill the opponent once they actually know where they are, but also for being able to hold their ground. Optimally you won't know where the roboenza safe-zone is until either a solid amount of time has passed or you receive more map knowledge- either exploring the bounds or getting teammate callouts. Once you know the sweet spot, you can "dig in" and fend off everyone else. Tactics become much more important and playing around the roboenza leak could be a legitimate strategy.

On the other hand, it's important to know when to stop. If the roboenza safe zone is something like 3 megamans wide, then whoever has the close range weapon wins. Make it too small and I'd much rather just tank the health drain than get in close. So what do we do then, increase the damage so you can't just no-sell the major mechanic? This creates a sketchy balance arms race and it's much safer to make it as least-intrusive as you can while still accomplishing its original goal of time-limiting LMS matches. If one guy has full hp, maybe he deserves to shoot the 1HP fish in that tiny barrel from outside.

Unrelated, but when it comes to LMS changes, I also recall an idea Muzaru came up with once that would reward players with Points for dealing damage/kills in an FFA/3+team LMS game. Points could be spent on upgrades, stat restores, etc.. This rewards players for being proactive and killing rather than hanging back and waiting for the mexican standoff to end.

66
Rejected / Re: (Suggestion) LMS time limit
« on: September 07, 2016, 07:30:58 PM »
I would definitely prefer a softer approach that encourages if not forces players to fight each other. A passing idea I had was a "floor is lava" type thing wherein a safe-zone is randomly selected and as time goes on the areas farthest from it would inflict damage over time. This wouldn't kick in for quite a while, scaling with the number of players. Of course, this is something I'd rather see as a toggle/pwad. Could thematically fit in as if roboenza is seeping into the map or somesuch?

67
Projects & Creative / Re: Class based modification (v8c)
« on: September 06, 2016, 06:50:19 PM »
Make a pseudo-stepheight effect by having the truck always have a metalman chainsaw/snake climb effect that moves him up if not too far off the ground? The truck lasts so long and provides total invincibility so some sort of maneuverability handicap should be considered.

68
Anything Goes / Re: General Offtopic Discussion
« on: September 04, 2016, 05:40:20 AM »
The problem with any% is that it's basically only a couple boss fights away (MMKs, Bass 2's whole shebang, you-know-who) from the "Full Game" category being discussed and as such would be pretty irrelevant. To this end, there is likely not going to be a differentiation between "any%" and "100%". Most support seems to be for BossRush%, but I'm trying to push a full game speedrun category. This is the main reason I'm shying away from Sharkfight, sort of as a compromise between any% and 100%.

The idea of seeing it as a pair of branching paths is definitely interesting, though. Also been thinking about how other games might take this. Basically, is there precedent where a game has been released on multiple consoles where one had more content than another?

Another questionable point is Chasecam. Likely going to forbid it as it's off by default on servers. But yeah, things like sr50 or similar are fair game.

At the end of the day I am a moderator of the srcom page (http://www.speedrun.com/mm8bdm) and the super mod said he's generally lost interest in the game, so it's just a matter of deciding as a community.

Quote
[9/3/2016 10:49:55 PM] Venus: I mean
you're the only who will be running that category so that decision is entirely up to you

69
Anything Goes / Re: General Offtopic Discussion
« on: September 04, 2016, 02:51:47 AM »
MM8BDM Full game speedruns: Should it include the Shark boss fight?

Currently the route includes playing through the entire game and fighting each boss where they naturally appear. Now the question is, seeing how there are two final bosses, which is the better option?

Pros:
Shows the entire game
Get that Final Six vibe going along with Cops and you-know-who
Copchase is an autoscroller which would be dumb right at the end of a speedrun with less to pad it with

Cons:
Locks out people who can't use OGL
Would have to fight Protoman twice
Shark fight sucks

http://www.strawpoll.me/11149717

70
Events / Re: [TOURNAMENT] Pokemon Tier Kings
« on: September 02, 2016, 05:24:42 AM »
I was going to wait and see if there would be more signups but if there isn't I'll just go ahead and start the brackets up

Quote from: The OP
No brackets

So what you're saying is


you forgot about it

71
Events / Re: [TOURNAMENT] Pokemon Tier Kings
« on: August 27, 2016, 03:42:47 AM »
So did you just forget about this?

72
Anything Goes / Re: How to be top-Topman! (Justified Classes v3)
« on: August 23, 2016, 07:09:37 AM »
There were spitballed ideas of having class review videos ala League of Legends or similar that go over their abilities, but considering some classes are just so plain (looking at you Metalman) it'd take a lot of creative liberty to make each one, not to mention how often classes get hugely reworked. Definitely something I'm considering once Classes breaks back into V5A, though.

73
Forum Games Archive / Re: [IMAGE GAME] Making A Masterpiece
« on: August 20, 2016, 07:48:20 AM »
(click to show/hide)
Regardless of what the news is, security is vital

74
Help & Editing / Re: How do you find a list of active servers?
« on: August 18, 2016, 02:18:34 AM »

75
Bugs/Suggestions / Re: CTF Maps- Suggestions/Reworks
« on: August 16, 2016, 02:55:36 AM »
If Scorch Wheel or Shield weapons were included they would need to be disabled for flag holders else they would be unstoppable.

Pages: 1 ... 3 4 [5] 6 7 ... 143