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Messages - TailsMK4

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136
Hello all, Rebirth will be released in a few hours. I will have the server up, though I will head to bed at that time as well, so I will not be around for the first hours of the mod. While the mod mainly is more stable than other mods, there are things that make Rebirth stand apart from the other SH mods. The bosses in Rebirth have sacrificed health for more speed, so matches will be shorter since it is easier for bosses to catch survivors, but survivors do not need to take out 5000 health out of a boss to finish it (unless the server is close to the 32 player limit). There are no new bosses for those that remember the boss count from the days of Balrog's mod, though of the hales, Morshu has received the most changes to his playstyle, and second most would probably go to Slenderman for focusing on a health-based timer instead of a regular timer and having a new, but temporary, rage. But perhaps the most important thing of all is...

...Now that Rebirth has finally been bugtested and declared stable, now it is the time for boss requests, music requests, etc., to be reopened. Ultimately I will have the final say on what gets added, but the time for the community to get their voices heard has finally arrived. Because I want good quality bosses to be added, I will have to set some expectations, but that's just means that the chances of your bosses being added are better if you can provide a design that is appealing, and even more so if you put some actual work into it! Before I go into more detail, here is the template for your boss: (* means it is optional)

Name:
Skin:
Other Graphics(*):
Theme:
Description:

Health(*):
Main Attack:
Super Jump:
Items(*):
Rage:

Name:
Skin: (This MUST be a custom skin colored to match the boss's actual appearance! I don't want to rely any more on FTX or other skin makers to make skins for bosses that need them) [If you cannot provide a custom skin, you must find someone that would make the skin for you, and it might be tricky for someone to do work if the boss may not get accepted...so try to arrange a skin before you even submit the boss]
Other Graphics: (These can be things like the HUD graphics, projectiles, etc) [Probably best to provide a link to a picture of your stuff instead of displaying them all]
Theme: (8-bit is preferred, but the original version is ok too)
Description: (This can be from backstory to general behavior to anything worth mentioning about the boss's design)

Health: (Remember that health scales in the mod, so just mention the health per player. For example, Gilgamesh's health increases by 200 per player) [if you do not have any idea, we will decide the health based on the rest of the boss info]
Main Attack: (Describe what the main attack of the boss is and give your best guess of how much damage it should do)
Super Jump: (Either the default super jump or describe a way this boss would reach someone hiding in a hole in Crash Man's stage, for example)
Items: (If your boss has any, describe what each item does, and what damage they do if any. If your boss doesn't have any, you can leave this out)
Rage: (This is your boss's super move, so be sure to be as creative as you can! Give as many details as you can about this super attack.)


As far as the likelihood of your boss being accepted, it depends on a few factors like general feedback from other community members, but the most important factor is the amount of effort you put into it. Think of it this way: the least amount of work we have to do to get your hale in (it is ok if your decorate is not perfect, but if you got a working decorate of your boss's class and weapons, then we can take it from there), and if the boss idea is pretty well-received, than the more likely it will be accepted. The people in our devteam will debate on the submitted hales and they will give their opinions on what bosses should be considered. If there's a boss that they support fairly well, that helps your boss's chances too. As far as what bosses may be considered more than others, that boils down to just a few categories, from highest priority to lowest, with ++'s boss names provided as examples:

From a Mega Man game (Genesis Unit) or Mega Man-themed (Unknown Robot Master)
From an obscere game (Dio Flash)
From a mainstream game or series (Remilia Scarlet)
Is generally memeish (Dawn of Moodkips)


Think you got a boss that would get added to Rebirth? Let's see your work. Have fun thinking up ideas everyone!


For other submissions, we lack a music theme for Saxton Hale, and Cave Johnson, Morshu, and the Seemen lack custom skins, so if good ideas/skins show up for them, they will be added right away. Other submissions will be considered over time. That's all for now, looking forward to your ideas!

EDIT: Silly me, forgot to add the Rage section to it.

137
Looking forward to Brutal Christian Sniper. I have memories of the Dark Man skin in SH, but it's time for him to get his own skin. I hope some day the remaining hales also get their skins...

138
MM8BDM Discussion / Re: Jumps in MM8BDM
« on: March 06, 2014, 04:05:30 PM »
I've pulled off just a few of these jumps before, (I instantly recognized the one in MMCTF02, though I cannot remember if I reached exactly where you were shooting at, or if it was the bit of the ledge below it), but since I don't SR50, I doubt I can make many of the jumps you're talking about. I wonder if a compilation about pits that you can run over could be made, as I've run over pits quite a few times using SR40.

139
Hello guys, I know the wait has been very long...but I think we are just about close to the first official release of Saxton Hale Rebirth. I won't go over anything that's new just yet. Since it has been a while since people have played Rebirth, this will feel quite a bit different than the other SH mods. While I can't say when Rebirth will be out, since I don't know yet and I don't want to set expectations that I may not be able to make later, I am ready to start accepting more beta testers for the mod since the first public beta didn't go so well because the mod wasn't properly tested with a large group. Either post here in the thread or, if you have Skype, contact me on Skype instead. If you haven't added me before, please mention your Cutstuff username in the friend invitation so I know who you are. My Skype is thetetran.

After v1a, I will start accepting suggestions into the mod, especially the ones people have been wanting FOREVER for...hale requests. I will have some guidelines set up so you can properly organize your hale and you would know what my expectations are for new hales. Of course, there could also be music requests, volunteering to create a custom skin for a boss using a default skin, or even suggesting changes to bosses currently in the mod. Speaking of bosses, since people are used to the newer bosses found in Unholy and ++, this is the list of bosses in the mod:

Saxton Hale
Ghost of Starman V2
Cave Johnson
Christian Brutal Sniper
Ninja Spy
Scrooge McDuck
Morshu
Captain Falcon
Gilgamesh
Slenderman
Ra Thor
Seemen
Quote and Curly Brace


Pissed Off Roll and NeoDS will not return, though they CAN be readded back into the game, but they must get in line with the rest of the new hales. This also goes for any hales found in other SH mods. In other words, someone must make a request for them to be put back into the game.

That's all I will say at this time. Rebirth is finally close to be officially released. I appreciate those that were waiting a long time for this to be a reality. Hopefully you have some suggestions already in mind to make this even better. I want this to just not be another SH mod, but something more. Your ideas can help with that. So for now, if there's anyone that wants to help beta test, just contact me via PM, Skype, or post here, and I'll let you guys know when we might have some beta testing sessions.

140
Honestly, I'm starting to dislike the mod now, though I hope this mod has got people to start doing CTF again. The matches usually end up going on for at least 20-30 minutes at a time on some maps (and people thought Saxton Hale took forever...). When there are tons of people playing at a time, the met usually is under attack by at least 3 or 4 players. Mets do sometimes get close to the exit crystals, but when you get the entire base firing on you, it takes luck to make it. This really needs to be reduced in time to still be a great mod. Here are a couple of ideas I had in mind as time goes on:

1. Increase the time that players cannot fire.
2. Buff the mets in some way, either be able to walk faster or decrease the time it takes to recharge, or allow SMALL health regeneration.

It's just not practical at this point to allow a pointlimit higher than 1 because of how hard it is to score with ton of people. When it's a small group of people, the mod is much more balanced and a pointlimit of more than 1 is ideal. Maybe met health scaling per player might not be a bad idea.

141
I have hosted v1 since the BE servers went down. Once v2 is out, it will be simple for me to restart my server to host v2. We need more CTF, so I am more than happy to make sure this mod continues to get hosted.

142
When I heard a new mode being out, I went on Doomseeker to see what was going on, and when I saw the mode was CTF, I hopped in right away. CTF is a VERY underplayed mode, so I was excited. I enjoyed the mode a lot, though the other people mentioned the gripes I had regarding the mod:

- Can't do much when you get swarmed and no one is noticing that you are about to die.
- Wasn't very obvious to check the automap to see where the two Mettaurs were, and opening the automap leaves you open to enemy fire (I died because someone was right behind me as I was pressing the automap button).
- Some maps end up taking a long time to finish because it's too difficult to navigate without running into enemy players.

I do have one other gripe, but it regards the behavior of the players and not the mod itself. I did more work than Celebi on some maps, and Celebi gets all the praise.

I don't know how to fix every issue, but perhaps a HUD setup telling you how close you are to your team's Met and maybe the other team's Met (this coding has been done, check Mess's The Hunted, which I'd like to play WITHOUT any classes, thanks).

143
Anything Goes / Re: General Absence Thread
« on: February 23, 2014, 08:26:23 PM »
My activity has been off and on for a little while, and it may continue to be that way. I've been dealing with a hernia since apparently I was born. I just recently had surgery to repair the hernia since I found out what it was, but it seems to have returned. My activity both ingame and on the forums will continue to be spotty at best as I may have to do another surgery, which means probably another two-three weeks of recovery.

144
MM8BDM Discussion / Re: Saturday Wildcard #6 poll suggestion thread
« on: February 13, 2014, 08:45:59 PM »
If we're going to do Chaos gen, I'd prefer the mode be LMS. Isn't Chaos DM already being hosted anyway?

145
Events / Re: Cutstuff 2014 MM8BDM Fighter Tournament! BEGIN!
« on: February 13, 2014, 08:44:20 PM »
I'm not involved with this competition in any way (though I did offer my services to host matches), but what King Dumb just said is very true. We have had a lot of competitions die down because people failed to communicate with fellow players. Please make the best efforts you can to get your matches going. As for why I didn't participate, that's more of a personal issue that I'd rather not talk about.

146
I have a nice little surprise in store for those that like Deathmatch...I am making a kind of map that I am unaware if anyone else has done it before. It's a map that supports up to 64 players. The regular maps only support 32. The map...or at least the first version of it, is ready...but I am asking a few friends of mine to test it first. I am actually not too good of a mapper, but tonight's Bot Apoc session gave me the idea to make a map that'll work for 64 players. I at least want the map to at least be of decent quality.

147
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: February 06, 2014, 06:59:36 PM »
Oh gosh...what have you people done? It went from a simple to read layout to all of a sudden (optionally) having to provide quite a bit of detail. I guess I should reupdate my stuff...

In-Game names: TailsMK4, WarioMK4 (only when Warioenza is spreading...)

Favorite Game Modes: TLMS, CTF, Rage Roboenza, Bot Apocalypse, Mission Mode, Mafia, Saxton Hale
Least Favorite Game Modes: Anything involving (any) Classes. The only exceptions to this are SilverSin's classes and Strength in Numbers classes.

Favorite Core Weapons: Ring Boomerang, Thunder Beam, Gemini Laser, Scorch Wheel, Laser Buster
Least Favorite Core Weapons: Oil Slider, Flash Stopper
Favorite/Least Favorite Custom Weapons: None (I should probably play more of Ukiweps and such...)

Preferred Skins: Gemini Man (core), Tails (custom)
Other Favorite Skins: Wario (custom), Sinistar (custom), GutsmanG (custom), Gyro Man (core), Bass (core)

Favorite Core Stages: MM6KNI, MM8DW1
Least Favorite Core Stage: MM7BUR
Favorite/Least Favorite Custom Stages: None (to be honest, I drew a complete blank here. I played SO many that I can't think of any that stand out...)

Favorite Classes: Doc Robot (Mission Mode), Mega Man (original), Gemini Man (if I ever play any classes, that is)
Least Favorite Classes: I generally don't play Classes, so none.

Favorite Hales: Cave Johnson, Unknown Robot Master (++), Ra Thor Reborn, Curly Brace
Least Favorite Hales: Dawn of Moodkips (++), Reggae (Lego's)

Greatest Rival: None

Play Time: Honestly depends on server activity. I am getting a little burnt out on Saxton Hale atm, so my activity is probably going to drop. If people are playing a mod/mode that I like, I'll join in, otherwise I find other things to do.

Reputation: I don't even know anymore what people think of me. The reactions I get out of people are mixed. I do try to find ways to compromise. I avoid llamaing if I can, since it is getting to the point where I only llama accidently, so I'm forgiven fairly quickly if I do llama. Finally, I find myself asked some questions every now and then about BE or player activity either from other players or from the BE admins.

Contributions: Honestly, it's a fairly long list. Check out my Workshop thread.

Server Hosting: I generally host mods that I really want to play. It's been a while since I have personally hosted Saxton Hale, and I want to reserve that time for Rebirth. BE has allowed a maximum of 4 servers per host, so I am hosting as many servers as I am allowed.

Other: I really do not want to get involved in the Classes versus Saxton Hale thing anymore. It causes unnecessary drama wherever I go. I think being forced to make a stand against my will on this issue has hurt my reputation quite a bit.

148
Mega Man Discussion / Re: Mega Man RPG Prototype
« on: January 27, 2014, 01:55:05 AM »
I really have been enjoying this game, but it seems the site is down atm while I was trying to load up Drill Man's stage to fight him. Guess I'll wait a bit and see if it comes back up later. Also, I cannot wait to fight the MM3 Robot Masters. I'm anxious myself to slap Gemini Man's profile pic on my slot.  :p

149
So at this point I am pretty much back in full force as far as development of Rebirth. So, I wanted to get some discussion going as far as what's next for Rebirth. I won't reveal all of the changes, but here are a few:

1. A damage counter has been made, though it is causing me a lot of problems. Sometimes it does not update when you damage the hale, other times it updates on your side even if you didn't deal damage, and thus shows all of the damage the hale has taken. I have decided to let Jax look into this. I personally have given this thing like 5 tries trying to fix it. I may or may not keep this.

2. I have revamped the HUD display so it shows less information, and I have added rage warnings back in, since I am able to do it in one script. I know you guys preferred to have the rage warnings, so they are back in.

3. I fixed a couple other things. What I have sometimes seen done on purpose was someone spectating after the match was finished in order to force another match on the same map. That is no longer possible in Rebirth. Also, a little while ago, someone reported that one of the obituaries for Ra Thor's Rage did not show who was Ra Thor. That has also been fixed.

4. We have decided to give the last survivor a Strength Rune instead of Spread. Some weapons are difficult to counter when you have to deal with three of them, and if they all land, it's like the last survivor had his/her damage tripled. This seemed to be a bit too much for the hale, so the survivor will have a constant double damage instead.


Now, for possible changes or ideas:

1. I know this was discussed before, but since Jax recently mentioned changing the game mode to TLMS, what are your thoughts if this change is going to be made?

2. It's common knowledge now that Hyper Saxton and ++ are merging. I have considered myself adding a few of ++'s hales to Rebirth. What hales/features should be merged in from ++, or should we even bring anything from Hyper/++ into Rebirth at all?

3. Just wanted to remind people that hale requests will be opened back up sometime after Rebirth v1a. With Saxton Hale activity happening again, I'm sure some of you have been looking for ways to get your ideas in. I have some guidelines in mind, but if any of you want to share ideas regarding the quality of hales and how they should be submitted, feel free to do so.

4. Any other possible ideas you want to see implemented? Rebirth is meant to be a revamp of Saxton Hale, so if there's anything that would help set the mod apart from other Saxton Hale mods, we will consider them.

150
Maps / Re: Dimpsy's World Maps (RETURNING WITH A NEW MAP...)
« on: January 22, 2014, 09:35:08 PM »
This seems interesting, though I think I'll wait a bit before asking for a room...well actually, although I'm not that good of a mapper, I know enough that I can customize my room. So maybe I'll get one later, we'll see.

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