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Messages - TailsMK4

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16
Anything Goes / Re: General Offtopic Discussion
« on: October 27, 2015, 03:36:13 AM »
The way I see it, Kirby versus Majin Buu is correct. I do think the specifics behind Kirby's strength seem a bit off. Really, Kirby can't do much to hurt his opponent unless he has a Copy Ability (and his most powerful abilities were in desperate times as you may recall). You saw how badly beat up Kirby got against Kid Buu. If it wasn't for Hypernova (which ScrewAttack could have easily left out, but they wanted both contenders to pretty much be at their strongest), Kirby would have lost on Kid Buu's last attack. Instead, SA just pit the strongest each one can be against each other. I do think Kirby's power is over-exaggerated (and I say this despite being a big fan of him), though...I don't quite buy the arguments related to the anime. In the anime Kirby is pretty much at his weakest, whereas I think Kirby has been at Dreamland for quite a long time in the games...and I think the Cook Kirby incident they talked about was more for comedy-sake and really shouldn't be taken that seriously. The anime bits don't really apply in the battle, however, since Hypernova was from a game. I did some thinking disregarding the anime, and I still agree with Kirby winning due to the events in Kirby Triple Deluxe. Would he also win against other characters? I don't think I'll debate that as well, but I personally think Kirby would have a lot more trouble against Goku since Goku is capable of trying out different strategies. I don't think much needs to be said about Beerus, though. That's just my two cents regarding that particular battle.

Really, though, it's sometimes easy to predict the winner based of what SA hadn't shown yet. I figured Tails would win against Luigi, for example, since Tails hadn't used all of his attacks yet by the time Luigi pulled out Negative Zone (or whatever his move is called). In Kirby versus Kid Buu, SA showed off every move for Kirby EXCEPT Hypernova when Kid Buu prepared to destroy Pop Star. People don't always get this is just for entertainment purposes and take everything they see seriously. Sure, I was upset when Meta Knight lost to Zero (even though I figured Zero was probably going to win anyway with what I knew of both characters), but it was an interesting fight to watch regardless.

17
Projects & Creative / Re: Looking for missing wads? Check here first.
« on: October 24, 2015, 09:13:35 PM »
This thread hasn't been updated in quite some time, but usually the mods people play can be found on the first page of the Projects forum. I'll go a little further, though, and share the link. It's called Xover Weapons, which is in the thread called Stardust's Workshop. Here's the link, check the second post to find out more about Xover Weapons: viewtopic.php?f=31&t=6160

18
Rejected / Re: [Suggestion] CTF Map Codes
« on: August 23, 2015, 06:22:16 PM »
I recall that number being 8, which Jax stayed at with his suggestion. I know this since I needed to make a map recently with that many characters in the name. As for the issue itself, I don't think we can be better off with either name since quite a few of the CTF maps are forgettable imo. Especially since people don't play CTF anymore in the first place.

19
Well, I suppose this thread is in long need of an update, so bear with me here. The first post on this thread has not been updated in quite a long time, so really don't even pay attention to it. I'll update it when the project is actually released. The team is quite a bit larger than what the first post says. So, I suppose the best way to do this update is to do a quick question and answer session with the questions that I would probably get asked a lot after this update, so here you go:


How far along is MMWorld/When will MMWorld be released?

I still cannot even estimate a possible release date at this time, but my best guess progress-wise is that we are 70% of the way to the grand release. What I will say at this time is that we have decided on how many maps will be in the release, and that magic number is 14. There are 7 new RM maps for the rest of the MM1 cast, plus the original 4 MMSP stages (with Cut having some significant changes including its layout, though the original layout is mostly intact), plus two fortress maps, and also an updated Example map which serves as a tutorial for the mod. Map progress is the primary reason this isn't already out, as we still have some maps in development still (and the second fortress map not even being started yet). There are also some more minor details and features that are not finished yet, either. Enemies and bosses are complete, though obviously tweaks still need to be made to them, and the lab itself still has some changes to go through. Weapons are complete, but they also need some tweaking (I will say some of the newest will be quite unexpected). There's really too much for me to list that needs to get done. We do get closer with every new alpha, though.


Will there be more maps to come after the first update?

That's the intention, but we'll need to see how the first release goes. We could have gone on to include content from other games, but that just would have pushed us back more. I said from the start to my team that our focus is on MM1. There IS content from other games, but that's one of the many surprises in store for you guys. You will find this game to actually take a while to complete 100% even with just MM1 content, so that should increase Co-op interest online.


I'd like to help out in some way, are you guys accepting more help?

We do like to get more testers since we have yet to test the balance of the maps with a larger group of players. I am doing some planning on allowing more testers into our project, but that is not my primary focus at this time. I will just say that if you want to be a tester, the only requirement is the other team members are ok with you being on the team. There are some rules I must set in place, however. If you do not agree with any of these rules, then do not even apply. If I find out any of these rules have been broken, your rights as a tester will be stripped, and you will be unable to reapply for the project. Don't think I'm trying to be mean, these rules cover the nightmarish scenarios I worry about allowing more people access to the mod itself. The rules you MUST follow are:

1. Anything you see or hear about the inside workings of this mod are NOT to be shared with anyone outside the team. The ONLY details you may share are ones already known public in this thread, but not any more detailed. You may discuss with fellow team members either in the test chat or privately.

2. You are forbidden to host any of the alphas on BE. This is just so I have complete control on where the alphas get hosted. I do not want anyone outside of the team to get access to the alpha because the host forgot to remove it off BE. This mod may not be uploaded anywhere for others to download, nor shared on a service like Skype. This is STRICTLY for the team only. The BE portion of this rule does not apply to you if you can host privately, just do not have a link to the download. I do ask that you not add anything to the server, as anything past just the mod itself could break things. These classes are NOT meant to be used in Deathmatch, for example, as their weapons are only tested against monsters and not other players. We also maintain our own global and wepacs files, so things will get messy if they get overwritten.

3. You will treat the developers with the respect they deserve. It is thanks to them that I can even offer you guys a chance to help test the project. I do not ask much of you guys other than to respect your fellow team members or testers. If you have a gripe with one of the dev members, that is ok, but do not try to mess them up in any way. Sometimes it is better to not say anything at all...

4. Because you are applying as a tester...you MAY NOT edit the alphas to your desire. If I find edited copies of the alphas floating around outside the team...trust me, you don't want to know. I'll be treating this very seriously.


IF YOU AGREE TO THESE RULES AND UNDERSTAND THE PUNISHMENT FOR BREAKING THEM...contact me on Skype or by PM and just tell me who you are, including any aliases you use online (if you do not have my Skype, you can either send me your Skype name by PM or contact someone you know is on the team and they will bring you to me). There is likely no reason you will not be accepted except if team members object to you being added.


...I think that should just about do it for this update. I plan to put together a trailer as we near the time of the release. As for when to expect the trailer, I plan to begin working on it sometime after all of the RM maps are finished. Otherwise, feel free to ask me any questions if you see me online. Sorry if I seemed a bit harsh this update, and I really do appreciate people offering to help out, but I need to protect this mod since so much work has gone into it. I really don't want this to be a wasted effort. I hope you understand my take on this. That's it for now.

20
I feel the tiles would mainly clash. I do recall one or two stages using a little of the Wily Wars set, though.

Well, I was going to bump this myself anyway, but just wanted to let you guys know that although I do not have anything new to announce at this point (probably will keep the rest of the planned features a secret until release time), this project has recently resumed development. Quite a few of us felt the need to take a break during the Summer, but we have resumed working as of a couple of weeks ago, and we have decided how many maps will be present in MM1.

I will not mention the exact number of maps that MMWorld V1 will feature, but I will say the replay value of MMWorld is people repeating 10+ maps as opposed to repeating only 4 maps in MMSP. There are many other features planned as well, and I may possibly start up some contests in the Events forum later in celebration of probably the largest collaboration ever seen in a long time (I almost could say only MM8BDM's being larger, but our team might be a bit too small for that claim). I also hope that the source will be ready for mod makers to start up their own projects using MMWorld as a base starting on the first release. The first release will be soon, but I cannot give an exact date at this time due to unfinished maps being the main reason we are not already preparing for the release.

21
General Gaming Discussion / Re: Federation farce?
« on: June 23, 2015, 07:30:42 AM »
I can't even get the game since I don't own a 3DS, but I honestly don't understand the backlash Nintendo is getting. If anything I'd say this could be a welcome side track of the story, since hardly anything in the Metroid Universe ever gets covered without Samus getting involved. I guess it's a good thing I never really read the news anyway. I have seen a lot of negativity in the gaming industry recently. Maybe it was for the best I'm stuck in the Gamecube/DS era...

22
Closed / Re: Wall in MM2DW2 can be climbed
« on: May 14, 2015, 04:55:06 PM »
The fact that wall is climbable leads me to believe that led to another room during development that required climbing a ladder to get into, but the room was scrapped and the ladder not being removed completely. That's just what I think anyway.

23
Help & Editing / Displaying Fragcount on LMS Intermissions?
« on: May 06, 2015, 11:33:34 PM »
So a while back I was forced to use Software rendering on my computer, but I recently have been able to use OpenGL again. I make this statement because I was able to see how many frags people got in Last Man Standing matches while I was using OpenGL. I still cannot see this now, though. Is there any option to enable seeing the fragcount by other players in the game outside of Deathmatch?

24
Anything Goes / Re: General Offtopic Discussion
« on: April 27, 2015, 06:56:04 PM »
So I finally got OpenGL working on my computer again. I think I had some damaged drivers after I had a hard drive failure a while back. I finally updated my drivers to just some generic, but more current, versions of the drivers my computer came with, and now applications that use OpenGL work for me again. Guess that means my sniping ability in MM8BDM got boosted back to what it was before, AND I can adjust my screen size again...so I think I might start recording MM8BDM at some point. I'm prepared, too; my path to the program has no spaces in it, so recording demos should be super easy.

25
Events / Re: [Custom Compo] I.N.S.P.I.R.E. Map Competition (IN PROGRE
« on: April 27, 2015, 04:17:40 PM »
I guess I'm dropping out as well due to finals coming up, but also that I want to get back to doing MMWorld development soon. I can help out with decorate/gimmcks, though.

26
Projects & Creative / Re: Roll's Spring Cleaning! (r1c, for v4c)
« on: April 25, 2015, 09:53:28 PM »
Turn off cheats on the server. People are abusing them now, even getting weapons to attack people with.

27
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 05, 2015, 05:38:03 PM »
I guess I'll update my profile too (since I cannot remember the format I used before, I'll "borrow and modify" someone else's).

Display Name: TailsMK4
Preferred Stock Skin(s): Gemini Man, Gyro Man, Bass
Preferred Custom Skin(s): Tails, Sinistar, Wario
Favorite Vanilla Game Mode(s): Team LMS, CTF, Coop/Survival
Least Favorite Vanilla Game Mode(s): Terminator
Favorite Custom Game Mode(s): Mission Mode (built in classes, not the classes add-ons), Roboenza (which isn't played much anymore...), Bot Apocalypse
Least Favorite Custom Game Mode(s): Unholy, *ALMOST* anything Classes-related

Favorite Weapon(s): Ring Boomerang, Scorch Wheel, Napalm Bomb
Least Favorite Weapon: Gyro Attack
Weapon(s) I'm Good With/Against: The Favorite Weapons mentioned plus Thunder Beam
Weapon(s) I'm Bad Against: Oil Slider
Favorite Upgrade: Laser Buster
Least Favorite Upgrade: None

Favorite Stock Map(s): Nothing really stands out at me...
Least Favorite Stock Map(s): MM7BUR
Favorite Custom Map(s): Again, nothing stands out a whole lot for me.
Least Favorite Custom Map(s): Anything from Falconpack.
Favorite Stock Music: TENMUS2
Least Favorite Stock Music: TENVMUS
Favorite Class(es): Doc Robot (MMSPSIN), Zero (MMXSP)

Greatest Rival(s): I prefer not to get too competitive.
People I most enjoy being around with: Smash/Gizmo, Knuxman, Kage, 75Chris5...likely many others whose name doesn't pop up atm.
Play Time: Varies, mostly depends on what is being played at the time I look at the server list.
Reputation: Anti-ClassesEverything/anti-Unholy...is it bad that I can't think of anything positive for myself other than that I get along with pretty much everyone except for a few people in particular?
Contributions: None, though MMWorld may be my best shot at counting as one.
Current Projects: MMWorld
Anything else?: I wouldn't think of Classes so badly if people didn't try to mix Classes with every single mod in existence. Classes Saxton Hale is still in my mind to this day, hence my sourness towards Classes in general.

28
Projects & Creative / Re: [Game Mode] TEAM Sneaking (Final Release)
« on: April 04, 2015, 09:29:17 PM »
The revised weapons do not refill (at least Blizzard doesn't), and people on Wily are still visible when they haven't selected weapons yet. I think the only fix I've seen was that people that end up moving early can't kill anyone until the round starts.

29
Events / Re: [Custom Compo] I.N.S.P.I.R.E. Map Competition
« on: April 04, 2015, 04:38:42 AM »
You know what, given the little experience I actually have at mapping, I don't expect to place in this competition...but who cares? There's actually been a map theme of mine that I've debated doing a map of for a long time now, and I figure this might be the time for me to attempt my theme. I actually have already started on the map, too. I'll probably finish my map early since the deadline is right around the time I have finals for my semester, so yeah, I plan to be done by the end of the month.

So yeah, for once, I'm signing up for mapping. Just for fun, though.

30
Hello all, just wanting to mention this project is still going. Just been waiting on showing off more stuff for now until we get more progress done on maps. Our devteam has been working on currently playable versions of Ice Man, Elec Man, and Oil Man (with progress on a couple of other maps as well, but not enough to test any of them in the alpha versions), but with updates to all maps still ongoing, I have decided against showcasing any of them at this time. As we get past the halfway point on maps, I'll start showcasing some of them, as well as any other upcoming features I feel should be worth mentioning. Knux has kindly provided teasers for MMWICE, so I may cover MMWELE and MMWOIL in the future. Progress will continue to be slow for a little while, but work is being done for the mod. It IS a large-scale mod, of course, but I don't want to release anything publicly until it is good and ready. Better for you guys to wait a few more weeks for a relatively solid release rather than rush out a release with unbalanced elements and buggy features, imo.

In the mean time, I hope you guys will continue to support MMXSP, as Max is keeping the Coop scene alive and has already revealed new stages in the works. My biggest hope is that MMWorld and MMXSP can co-exist and boost the Coop scene even more than before. I am not just saying this to draw attention to MMWorld...I play MMXSP personally when I see people online. Max's MMXSP provides a fresh take on the MMSP formula and I wish Max well on the new updates coming to that mod.

That is all for now, I'm sorry if you were expecting some actual new content after me not posting in a while, but progress is going on maps and some other surprises in store.

Actually, I guess I will mention something now so this post has something new at least:

A little while ago, I did do an enemy demo that showcased a couple of enemies I added to Mike's Cut Man SP map. They were the Octopus Batteries and the Cutting Wheels. So I decided that the enemies from Mega Man GB: Dr. Wily's Revenge will also be appearing among the regular MM1/MMPU enemies that you encounter in the stages. So the Cutting Wheel and some MM2 enemies will be appearing in the new maps as well. Each map will feature one enemy from Dr. Wily's Revenge/MM2 (the exception being Oil Man as it has both Hot Heads and Crazy Cannons in the PU stage). There were also enemies that only appeared in the Wily stages too, so that made deciding what enemy will go where a bit tricky. I think I have made my choices, though, so for the new content in a little while, the following GB/MM2 enemies will appear in their respective stages:


Cut Man: Cutting Wheel
Guts Man: Mole
Ice Man: Scworm
Bomb Man: Pipi
Fire Man: Hot Head
Elec Man: Lightning Lord
Time Man: Crazy Cannon
Oil Man: Hot Head/Crazy Cannon


Will I do this format as well for MM2-4? That is yet to be seen, partly because I want to just focus on one game at a time (though content for future games have been made as well). Just doing one game's content is large enough as is, and I didn't want the project to get too large for the first release by doing as many games as possible. Technically MMWorld could have enough content to represent both the NES and the GB versions of the first game, so that's a ton of content already, and that's just the tip of the iceberg compared to what else is in store.

That really is it for now. Updates will come as more map progress is done.

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