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Messages - OrangeMario

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76
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: September 17, 2012, 07:47:37 AM »
Quote from: "Galactan"
I'm interested in seeing what YD classes will come up with

err...
I'm not quite sure if this is the correct thread your posting to, unless I'm missing a post that included YD classes with the MM8 expansion.
However, thinking harder, I see what you mean, and I can't wait to see how the mm8 classes will work... but somthing like this should at least stay on the actual Classes topic, not this.

77
Quote from: "Lego"
But yea....I think that could lead to boring matches that looked promising in the beginning

Wait do you mean with using this code, or without this code? cause when you said "that" I thought you meant the above code you just mentioned...

78
MM8BDM Discussion / Re: Screenshots
« on: September 10, 2012, 12:07:44 AM »
Smash went kinda all out on your post, and it does seem abit harsh.
However Smash does make a point: I'm not quite sure what I'm trying to look for in this, or at least understand how your class works. It might be safe to keep the pics underwraps untill your class is already in the cscc mod; otherwize these pics are going to get shot down repeatedly (cause I know, this has happened to me before).

Can't wait to see this in action though.

79
SilverSin? It feels like whenever a special saxton is chosen during theLMS Countdown, that it will always choose the regular saxton hale, limiting the special hales even more so. isn't there a way to disable boss selection during the countdown, so that special classes still have a chance to be played?


Quote from: "Gizmo The Cat"
Ah man, I remember another Hale idea I had before.

(click to show/hide)

And I second this. I would probably say that he should be given a seperate rage bar for No Items Ever/make it a Auto attack that has him rip through everyone to get to the item user, stopping at a linedef that seperates the floor from a death pit or somthin, idk.

*Saxton is chosen. A player imedietly summons eddie. eddie pops out Barbat-- "wait wha--" Player is instakilled by Barbatos*

80
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.

81
Quote from: "Super64ds"
How do I make skins? It looks kinda simple, but I'm not too sure if it is. I'd probably just throw something together in MS Paint and be like "DURHUR WUT NAO"


Mind if I redirect your question to this skins tutorial?
viewtopic.php?f=30&t=475

82
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: September 05, 2012, 11:11:09 PM »
Quote from: "Beed28"
When can we expect a trailer?

I second this, but I wasn't sure if there were even plans made for the trailer. :S

83
MM8BDM Discussion / Re: Skulltag => Zandronum
« on: September 01, 2012, 07:35:25 AM »
Code: [Select]
<gamemode> {
properties
}

Does this line mean that you can put in custom game modes (I honestly don't know if this is even possible in the slightest)? :O

84
MM8BDM Discussion / Re: MM8BDM Boss Gauntlet (Chapter VI)
« on: August 26, 2012, 01:54:16 AM »
I used to play the campaign lagitamitly, untill i reached the boss rush, and fought MagnetMan. then after about 20 or so deaths, i cheated.

Infinite ammo with homming weapons, and bots: such a troll-combonation if you have to reach him from across the room.

85
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: August 25, 2012, 06:20:20 AM »
Is there a way to make polyobjects (namely walls) or have decorate/weapon items (like guts platforms, dissapearing heatman blocks, etc. ) force push players in a continuous direction? (hopfully ignoring collision with walls, and continuing past it)

My goal was to make a auto-scroll like map that would have the boundery walls crush players if they get caught between a wall, and the boundery wall, similar to how
 this works at 4:42
(click to show/hide)
but with transparent walls to see whats ahead, &
This as main concept.
(click to show/hide)

86
MM8BDM Discussion / Re: MM8BDM: Mega Man 8 Expansion Public Thread
« on: August 24, 2012, 05:01:49 PM »
Welp.

With the recent release of Zandronum 1.0, I'm guessing the MM8 teams is working on converting files over to Zandronum from Skulltag? (beliving that this was the thing that everyone was waiting for)

87
Maps / Re: Gumballtoid's Maps - Hotel GBT, luxurious and affordable
« on: August 24, 2012, 04:53:48 PM »
Gumball!
Zandronum 1.0 released, which is able to support up to 64 players at one time in a server.

Just letting you know incase you need to put in more spawns or anything to acomdate the size of the map.

88
MM8BDM Discussion / Re: Screenshots
« on: August 22, 2012, 08:50:06 AM »
Me and Musashi messing around with pretty patterns in Hotel GBT

(click to show/hide)


Many of us earlyer loved this map and had plenty of ideas on how this should be expanded upon.

89
MM8BDM Discussion / Re: Screenshots
« on: August 20, 2012, 07:15:18 PM »
I'd love to see this new Hotel that your making Gumball.

As far as feedback, I'd say you might want to touch up on the pool area, but this is more based on my experiences with what I saw pools look like.

1.You could possibly relocate it outside, but located in a place where there might be two places to enter/exit back into the main building (or make it a parchal inside & outside look to it).
2.Be sure to at least make some steps up out of the water (with a guardrail or not), and some ladders poking out in some spots, so that they don't need to always use the steps to get out of the pool.
3.one thing that I kinda found bland about the first HTMM pool, was that it was completly rectangle; at least curve one or two edges, or give the pool area a unique shape.
4.It's not a pool without tables and chairs around the area, or those neat lay-back chairs. a near by shower (and restroom) could be nice to get that clorine off..
5.this is your choice here, but you could put in a small jacuzy spot near the pool, incase you want to warm up.
6.Most pools usually have a shallow end, and a deep end. Just putting that out there.

Can't wait to see more screenshots of the hotel, Gum. Keep up the good work!

90
W.I.P Forum / Re: AMP-MP 2
« on: August 19, 2012, 04:16:30 AM »
How did you guys agree on the title of the pack "Another Metal Please" (AMP), or at least how did it come to be? I've always wanted to know the backstory to this.

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