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Messages - OrangeMario

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61
Anything Goes / Re: Geno's Art Place. (MM8BDM v4?!)
« on: August 27, 2013, 06:44:05 AM »
I just discovered your Art place late, and was please to see the Dr. Light panic talk for a obvious reason.
*looks at own avatar*

62
Anything Goes / Re: Ukiyama is Toast
« on: August 26, 2013, 09:05:43 PM »
I'm suprised no one has thought of this yet...

Introducing--
(click to show/hide)

63
MM8BDM Discussion / Re: MM8BDM Skin Contest #1!
« on: August 20, 2013, 07:55:01 AM »
Will these skins (or the winner) be included within the Core MM8BDM at all?

64
MM8BDM Discussion / Re: SBWT Mapping Competition: Top Man
« on: July 22, 2013, 08:06:46 AM »
I voted for Smash's topman.

Understanding that his map lacks much in visual detail and eye candy, visuals were the last of my concern; not important atm, as that can be fixed somtime in the future.
Besides getting the winning 20 kills in my first try in Smashes map (pitted with SRK2 and, I think, Messatsu), This was the only map that gave me more confidence in using topspin, without fearing that messastu players would annihilate me upon spawn. because of the fact that topspin was near by when I spawned, I had a better way to defend myself to getting some other desired weapons. In most maps in the core, it was a weapon that anyone would see from a mile away and instinctively avoid it like roboenza. However, because of the slightly cramped layout and the abundance of corners and short hallways, I had a much more easier time surprising enemies running around a corner to my left or right with a spin to the head. Players don't see it comming that often, and its much more rewarding to use topspin on the fly.

Of course, the wind gimmic may be nice and all, but I feel that it kinda deters the consistency of the MegaMan 3 flow; this gimmic might fit better in Windman's stage more than topman. I'd only say: replace that gimmic with the anticipated rising and falling top platforms.

Again, topspin shines more in this map, and I love the idea of focusing battle with melee weapons.
I just hope that people get the joke to the Hidden music in his stage...

Smash Wins my vote in this one.

65
MM8BDM Discussion / Re: Show some love for SBWT Mapping Competition!
« on: July 01, 2013, 11:42:16 PM »
I have requested that I be removed from the compo for WaveMan's stage. If anyone wanted to see what I even had finnished for MM5WAV, send me a p.m, and I'll send you a file.

66
MM8BDM Discussion / Re: Show some love for SBWT Mapping Competition!
« on: June 24, 2013, 07:19:39 AM »
Sign me up for waveman!

67
Projects & Creative / Re: [Mod] Mission Mode: Strength in Numbers
« on: May 10, 2013, 08:49:48 AM »
I know I have not played this mode as often, but I'd make a suggestion for some buffs to roll as far as healing.

+ Healing beam does not consume ammo unless it successfully heals a target player, neither consumes ammo when healing a player that is at full HP.
+ Roll class players see a small health bar/number (representing remaining hp) a pixel above the ground where the ally stands, showing health based on 10% 20% 30% -etc.- 100% if based on health bar (All Client sided)
+Health beam can cut through ProtoMan's shield (or other possible blockers, like DarkMan's shields) reducing healing annoyances.

Just some thoughts. Hopfully this will make Roll a much more better healer compared to Darkman's ToadMan weapon.

68
W.I.P Forum / Re: [Mod Combination] Roboenzhale
« on: May 06, 2013, 09:29:34 PM »
I've always thought of the order (or in other words the hidden rule) being the following:
The Hale would protect the survivors from becoming infected from zombies. at points, some of us would use flash bomb to build rage for the hale to help him out, being cautious of not accedently killing off the hale, as the zombies ARE able to inflict damage to the hale.

If the particular mod that combined the two to work together (via new gimmics), I'd think it would be interesting.

69
Anything Goes / Re: Anyone's art thread
« on: February 08, 2013, 03:39:41 AM »
(click to show/hide)
Text is suppost to be a joke to another friend, so make up anything that will make this relevant, I dunno.

Quote from: "Shade Guy"
Here's some person I drew a while ago
I named him Kane Somaria
(click to show/hide)

He somewhat reminds me of that one guy in the book "Where the Wild things are", but more darker. I like it!

70
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: January 04, 2013, 01:07:05 AM »
Quote from: "fortegigasgospel"
Quote from: "OrangeMario"
Just a quick fyi for some of you, We based the Duo's theme off of the youtube video below because (I think) we felt that the origonal Duo's Theme in MM8 was not fitting enough for the events taking place in game.

(click to show/hide)
So basically you based it off his battle theme instead.

Wait, what do you mean his "Battle theme"?
It was based off of this theme IMMADUO did (unless im completly missing somthing). please explain.

71
MM8BDM Discussion / Re: MM8BDM v3a Released!
« on: January 03, 2013, 11:24:58 PM »
Just a quick fyi for some of you, We based the Duo's theme off of the youtube video below because (I think) we felt that the origonal Duo's Theme in MM8 was not fitting enough for the events taking place in game.

(click to show/hide)

72
MM8BDM Discussion / Re: The Rolling Cutters! (an 8BDM community channel)
« on: November 30, 2012, 07:55:01 PM »
I would defenetly want to contribute to somthing like this by making little "Weapon run-down" videos (kinda like how there was a channel dedicated to showing how TF2 weapons work), in which each video spotlights individual mm8bdm weapons. I had ideas on how to do it, but this is enough info on what I had in mind.

73
DECORATE and ACS Modifications / Re: [Special Item] Extra Life
« on: October 25, 2012, 10:38:33 PM »
I think that this would be somthing nice to have if your facing someone who usually dominates everyone on the field, and I feel that this item counters the issue of players getting killed, because other players are already decked out with neat weapons. Take this little wall of text for example:

-Game starts with 4 players or more.
-Someone has grabbed Hard Knuckle, Silver Tomahawk, and Magnet Missile, while you collect some other weapons as well to help you survive like Scorch Wheel, E-tank, and Napalm Bomb.
-The said opponent makes a suprise attack on you, finnishing you with a magnet missile followed by a hard Knuckle, before you feel the need to use the E-Tank.
-You respawn with only a Mega Buster, and you now have to run through the entire map to collect your previous weapons.
-You encounter the same person whom killed you just a second ago, who already shot you with a hard knucle and fires off silver tomahawks at you, struggling to land hits with the MegaBuster.
-You would of been prepared this time, but It looks like you lost your E-tank the first time; so, you die again from his attacks.
It's difficult to get your weapons after respawning mid game, because someone else already has weapons to pick off those who are respawning. This usually gives the opponent the oppourtunity to overstock on items that the respawning players rarely get a chance to grab, because he already suspects you to use your only weapon, the Mega Buster, and expect your shots.

Now; the same situation, but with Jax's 1-up.

-Game starts with 4 players or more.
-Someone has grabbed Hard Knuckle, Silver Tomahawk, and Magnet Missile, while you collect some other weapons as well to help you survive like Scorch Wheel, E-tank, and Napalm Bomb.
-You also come across a Item that resembles MegaMan's head, creeply smiling at you. You found a 1-up!
-The said opponent makes a suprise attack on you, finnishing you with a magnet missile followed by a hard Knuckle, before you feel the need to use the E-Tank.
-You respawn with your Mega Buster equipped, but you notice you still have your E-Tank on standby in the item slot. After a quick scroll through your weapons, you find that all of your weapons are still with you, and their all refilled as well (what a bonus)!
-You encounter the same person whom killed you just a second ago, who already shot you with a hard knucle and fires off silver tomahawks at you.
-Luckly you had a 1-up, so you still have your E-Tank, which you use to recover from the Hard Knuckle. You fire off some Scorch Wheels and a few Napalm Bombs back at your opponent.
-You took heavy damage from two Silver Tomahawk attacks, but you managed to kill him off just in time.
-You run through the stage to recover, and the game contiues.
With Jax's 1-up, its less of a punishment for being killed off by a skilled player. They might still get points off of killing you, but now you won't have to worry as much about being unprepared for the same player, or even another player with weapons when you spawn right behind them.

Heck, I know that even a dominating player might pick up the 1-up soon enough, and just go back to his killing spree after death, but the kill still gives you some time to gather more items before he returns for your head; so theres some reassurence, and its not as one sided. I actually beleive this fact actually balances out between players who have the 1-up, and those who do not, because:

1. Dominating players who have a 1-up will still need to rush to someone who killed them before they get too many items/weapons
2. Dominating players will need to quickly take a moment to figure out their situation, and who to kill next (if there are any other players), because you would of already ran off with your needed weapon/item or left the area you killed them in.
3. Players that are not as skilled will still have some form of a fighting chance, so its not a rush for "The first kill determins the rest of the game".
4. ending up killing yourself (mabe via trying to evade a quick beam or attempting to reach a weapon) isn't as much as a threat, the reprocussions isn't as serious, and with the 1-up, more likley to take risks that involve getting killed instead of running for your life when hp is low.

This would be somthing that I would love to see implimented into the core MM8BDM. its unique from most items, it might give the Exit Unit a break of some sorts, it greatly changes up stratagy and how to prepare for someone who might of had the 1-up, and it's a nice overall tweak to the flow of the game.

74
MM8BDM Discussion / Re: Screenshots
« on: September 30, 2012, 07:22:48 AM »
Woah, how did you get your hands on Righat City? I thought it was dead sence the MM8BDM SGC demo... and it was horrifyingly "Huge". (Why I say this is because I beleive I made the music for that map. I still punch myself over that somtimes. :I )

75
Just Bumping this up, because more changes, and Mango's Main fire has been changed around. Totally not op changes

Quote from: "OrangeMario"
Name: Mangos and Oranges
 Saxton team consisting the skins OrangeMario () and Angel Girl , which is Mango's usual skin from my knowlege. (Plans on changing to ()


Theme:
(click to show/hide)

Voice Clips:
(click to show/hide)


Color Schemes:
 
(click to show/hide)

Passive:
(click to show/hide)

MainFire:
(click to show/hide)

Item (if not restricted to Super Jump):
(click to show/hide)

Rage:
(click to show/hide)

HP:
(click to show/hide)
This is subject to change, as this will also be based on feedback from mango and his opinions on this. I have plans on making my own sound clips for my character.

edit #1 (9/10/2012, 10:01 p.m.) A Theme has been chosen for the hales. forgot to finnish my sentence for a Passive, leaving it at "--If ally is already dead"
edit #2 (9/17/2012, 12:50 a.m.) Mango wished to have his main attack changed to a Punch-Like attack/ minuim range attack, because... lets face it; the arms are basicly Wings. yeup~! Also, Mango found some voice clips he wants for his hale, and is posted above.
We added another theme that could be used instead, so both themes are posted for decision.

if theres any chages you feel neccacery if hales are op, let me know.

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