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Messages - Myroc

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1021
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: February 21, 2011, 11:06:33 PM »
Yeah, I should probably mention that as well. We will include both the 8-bit version and the powered up version of all themes in this expansion. This poll only determines which music will be the default for the stages.

Edit: Now with actual poll!

1022
Projects & Creative / Re: Class based modification (V1A - MM3 RELEASE)
« on: February 21, 2011, 11:04:34 PM »
Top Man is supposed to be a glass cannon. Mainly, he can run around like nobody's business and cause havoc... but he can also be poked to death.

However, the class is currently bugged. He is supposed to have a max health of 80, however, this was somehow excluded. So now he only starts at 80, but can go up to Hard Man's 250 hit points. Which is extremely broken.

Still, I do agree he can use nerfing even after this has been fixed.

1023
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: February 21, 2011, 02:53:11 PM »
People of Cutstuff! We require your aid in matter that we can't make up our mind about. Since you are the one's who will use this pack (hopefully), we figured it was best to put it out for a public vote.

The subject matter is about music. We're contemplating whether or not we should use the original 8-bit music for all the stages, plus 8-bit remixes of Time Man and Oil Man (plus a secret theme...), or if we should instead use the non-8-bit PSP versions of the theme. The latter is quite good, although it does feel somewhat out of place.

Here are some comparisons:

Cut Man - Powered Up
Fire Man - Powered Up
Elec Man - Powered Up

1024
Maps / Re: MM8BDM Mapping Competiton #1 - Duel Master
« on: February 21, 2011, 09:24:19 AM »
I'm putting my money on a combination of laziness and work overload. I mean, he's currently working on:

MM7 Expansion
This Competition
MM8BDM Bugfixes
And more. (*cough* Oil Slider *cough*)

And Cutty is after all just human, and has a life to tend to as well, as do we all. If one thinks about it a bit, he does have a lot on his hands.

1025
MM8BDM Discussion / Re: Friday Night Fragfest for Febuary 25th
« on: February 21, 2011, 08:58:32 AM »
You're probably better of picking every map that doesn't have deathpits or beat. But I'll request Flame Man, Gravity Man, and Star Man.

1026
MM8BDM Discussion / Re: Gameplay videos
« on: February 20, 2011, 10:39:58 PM »
Real men wear pink, you know.

Also, that is totally badass, DTD.

1027
Maps / Re: MMINV Map Project - We need YOU!
« on: February 20, 2011, 10:34:52 AM »
Wait, a map with only metools? Would probably work better on a stage modeled after MM4DW1, since that stage had only different kinds of metools.

1028
And with that, I think it's time to move on to actual critique. Seriously, this community has become a lot more hostile as of late.

Black Hole Bomb: Powerful, but needs the ability to be remotely detonated like Drill Bomb. Hitting with it as it is now is difficult. Otherwise, very decent weapon.

Thunder Wool: I talked to you on skype about this one. Basically, this thing would become much more useful if it instead went up to the ceiling, then kept moving while launching thunderbolts beneath it, stopping after a medium distance. Like Black Hole Bomb, hitting with it in its current state is hard, and just a slight change from how it worked in MM10 would make it much more useful.

Really, it was pretty much useless in MM10 anyway.

Astro Crush: Works brilliantly. Although I always thought it was more of a slow, powerful weapon. Seriously, it's a meteor shower. Getting hit point blank with it does barely any damage at all, atleast not from personal testing. I'd say increase the power, along with ammo consumption.

Concrete Shot: Brilliant. Why on earth is this grouped with Area of Effect weapons, though?

1029
Quote from: "Ashley"
This was the original plan but then we have to look at things like Roboenza, where small corridors could be camped easily)

I would just like to add something here: Don't design weapons for Roboenza unless it's specifically for that mode and nothing else. Design weapons suitable to deathmatch. Despite how many people prefer the former, the game and its weapons are designed for the latter, and a weapon that sucks in DM and is mediocre in Roboenza is worse than a weapon that's decent in DM and overpowered in Roboenza.

1030
Gemini Man. Sounds classy.

(click to show/hide)

1031
Projects & Creative / Re: megaman racing project
« on: February 14, 2011, 05:07:18 PM »
That looks badass. As said, though, I think you could lower it a wee bit.

1032
MM8BDM Discussion / Re: Things about MM8BDM that bug you?
« on: February 14, 2011, 01:24:47 PM »
Thing is, the reason why TF2 gets away with it is because it is much easier to defend your flag. Sentries, heavies, snipers, etc. Getting the damned thing out of the enemy base and into yours is enough, if you then found out that you need your own flag, which is now also in the enemy base, which means your team will have to go assault them again, that would just be insult to injury.

Defending in MM8BDM is not only harder because of the lack of aforementioned sentries and miscalleny, the maps are also a lot shorter. At most it can take you about 20 seconds to get from your flag room to the enemy's. Killing flagtakers before they run back the short distance can be tricky.

1033
Help & Editing / Re: Anyone interested in a Cave Story expansion?
« on: February 13, 2011, 07:42:15 PM »
Well, that depends. I like Cave Story as much as the next guy, and am an Indie Game supporter myself, but what would it add in terms of gameplay?

1034
Maps / Re: MM8BDM Mapping Competiton #1 - Duel Master
« on: February 13, 2011, 01:06:43 PM »
I am severely doubting I will win, but hopefully I can atleast amuse someone with my map design.

1035
MM8BDM Discussion / Re: What has brought you here?
« on: February 12, 2011, 05:29:11 PM »
Noticed a video about this when watching a Let's Play of Mega Man Zero on youtube about a week before the full version was released.

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