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Messages - NemZ

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181
It took some save state abuse to get through it, yeah.  Especially Fire Man, as his attack was a cranked up to a 3-hit kill in this mod so you couldn't just damage race him.

182
Mega Man Discussion / Re: Hardest Wily Castle Stages Boss?
« on: May 31, 2014, 01:41:56 AM »
I thought the twin devil in 9 was harder than the wilysaurus.  If you don't know to stand right in the center it becomes insanely hard to dodge things coming from both sides at once.

183
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 31, 2014, 01:06:57 AM »
this is more or less what I meant for mm2dw1

Red = caves
yellow = ground and slightly below
green = above ground
blue = second floor
purple = third floor
magenta = highest walls



EDIT:

I don't want to redo all that, but on second thought it would probably be better to just get rid of the catwalks and the little ladder niches in the corners of the balcony and instead just make it a deeper tunnel on each side that goes into a spiraling staircase to the corner of the balcony.  That way you can get rid of the ladders inside all the bunkers and make the roofs of those only item-accessible again while maintaining the distinct open arena + outer ring idea I explained earlier.

184
I played a hack a while back where those rematches all took place on ice floors.  :twisted:

185
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 29, 2014, 09:30:38 AM »
How about adding lighting lord clouds to connect the top to the bottom?  Perhaps including a cloud or two that you pass through that prevent homing weapons from targeting you so you aren't just a sitting duck out there.

It would also be cool if the tikis were converted into proper map objects rather than sprites and used in the item1-accessible side areas there now.

186
Resources / Re: NemZ's tileset emporium
« on: May 28, 2014, 03:33:36 PM »
Ah, I was thinking of those as the view from inside, not a window out.  I wanted them to be claustrophobicly narrow but still with just a little bit of wiggle room while running down them horizontally, maybe feeling a little similar to the ring of watery death tubes in mm1dw2.

187
MM8BDM Discussion / Re: MM8BDM v4a Mapping Feedback
« on: May 28, 2014, 02:50:31 PM »
The problem I have with the new mm2dw1 stage is that now it feels like the flow of the stage is pulling everyone into the central hallway of the new caves which works against the open feeling of the old map that really set it apart, while the balcony feels like even more of a waste of time then ever.  If the goal is create a little more hight variation in the map I feel this would be better served by making the following changes:

1) Make the caves only connect to the two 'corner' forts and the hole in the ceiling between them.
2) Add catwalks from the 'middle' bunkers to the lower ledges of the castle balcony (where ballade cracker is now)
3) Remove the ladders up to the magnet ledge and instead make a small interior passage connecting the two lower balconies with a sloped T leading up and out to the magnet balcony.
4) Use slight pits and ledges to guide players between the bunkers along the side with some minimal cover from the main brawling zone.
5) Add walkable steps in the corners of the central 'pit' to subtly encourage a diagonal path through the middle from the corner bunkers to the space between the balcony/middle bunkers and under the new catwalks.
6) Add a raised wall along the edges of the corner bunkers in the middle of each side so that it's easier to fire or move into the middle of the stage then at the otherwise exposed areas along the map edges.

The result is an open space with a more pronounced 'tilted loop' around the peripheral (that ties into the balcony rather than ignoring it),  with discouraged but possible secondary entrance points in the middle of each side and diagonal crossing routes tying it all together to lead people into the center space rather than into a narrow confine underneath it.  You also end up with 3 primary strategies encouraged:  midrange fighting in the center, close range encounters around the loop, or sniping from either the magnet balcony or from the tops of the two corner bunkers (all of which are vulnerable to attackers from the loop and escape means jumping right into the middle of the central fray).

188
Resources / Re: NemZ's tileset emporium
« on: May 27, 2014, 01:47:03 PM »
In retrospect I have no idea why I made the bricks have that turquoise / dark grey / light grey fade like that.  Could maybe do something interesting with it but likely far more work than is worth it.  :?

189
MM8BDM Discussion / Re: Idea: 5-Team Support?
« on: May 26, 2014, 05:46:01 AM »
The game already supports teams and variable palettes so what's the difficulty?  At worst I figure you could probably have players spawn with a "team(whatever)buster" weapon equipped that permanently sets player's palette accordingly.

190
MM8BDM Discussion / Re: Idea: 5-Team Support?
« on: May 26, 2014, 03:27:47 AM »
The technical limits are why I'm suggesting to add "team select" rather than full-blown 5-6 teams in play.  That's just silly.  Giving teams the option to decide which palette to use though should be a reasonably easy change to implement and will make some people happy.

The tricky part would be deciding what to do with the existing stages that overwhelmingly incorporate the hardcoded team colors into the map for navigation purposes.  Maybe just using different stage-appropriate neutral colors or even different textures altogether would be a better option than always going red vs. blue and so on.  Making the map textures automatically update to match the team selection would be hella cool, but that's a lot of work to ask for.

191
Resources / Re: NemZ's tileset emporium
« on: May 25, 2014, 10:10:00 AM »
I added some stone slabs, some larger metal and rock tiles, and also made the skybox a little more interesting with a simple mountain pattern.  That help?


192
MM8BDM Discussion / Re: Idea: 5-Team Support?
« on: May 25, 2014, 08:05:17 AM »
This would seem more likely to actually happen if it stayed as a 4-team limit for actual play, but enable teams to vote on just which team/color they are going to represent from a potentially quite large pool of options.  Maybe something like this?

mega = blue
proto = red
roll = pink
auto = green
bass = purple
king = yellow
sunstar = orange
light = white
wily = black
cossac = brown
mr x = dark green
darkman = dark red
doc robot = gray
duo = dark blue

193
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 25, 2014, 07:48:52 AM »
Playing through from the beginning again to see all the new stuff (I haven't actually played it since v3a) and I'd forgotten just what a pain in the butt the metool daddy was with his ginourmous invisible hitbox of doom.  T_T  

Overall though I'm having an awesome time exploring these reworked stages and playing around with the the mm8 and mm&b weapons for the first time.  Great job guys!

194
Mega Man Discussion / Re: Megaman GB Games (Rockman World)
« on: May 25, 2014, 07:42:32 AM »
They're all worth playing at least once, but III-V are clearly a step above the first 2.

And don't neglect the MMX GB Color games while you're at it.

195
MM8BDM Discussion / Re: MM8BDM v4 Public Thread - TRAILER!
« on: May 16, 2014, 02:10:24 AM »
I prefer to think the player is actually bad box art megaman.

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