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Messages - TailsMK4

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556
MM8BDM Discussion / Re: Player Power Rankings
« on: February 27, 2011, 06:07:17 PM »
Quote from: "Korby"
Actually, I think we already had a thread like this. It became a popularity contest reaaal fast.

I was about to point that out. Ashley did a thread like this before, and it got out of hand quickly. Surprisingly, I was listed as number 5 in that thread, although almost everyone voted for Ashley as one of their three picks. >_>

Duel is one of my weaker modes, but LMS is probably my strongest mode. Because of the competitive mood around here, though, I'm avoiding tournaments because they get way too competitive, and probably feature the most impatience I have ever seen from people.

557
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 26, 2011, 04:57:26 AM »
Since I played as Gemini Man, here's my little report on him:

The MegaMan Buster icon that appears on the stages might be caused by how the Gemini Clones are spawned. Usually after I spawn a few of those people start seeing those giant icons. I think they appear if the Gemini Clone spawn misfires (due to there not being a big enough space to land).

Speaking of Gemini Clones, they die in one hit, and cannot tell ally from enemy, so I often get frags with clones, but the team total only goes up 1 or 2 because the clones also frag allies. It's also pretty bad that only one can be spawned per life, although being able to spawn infinitely would be too much. Finally, the Gemini Clones can kill you if you're right up in their face, even if you spawned the clone. If the message "<Username> has killed himself" and you know the player is a Gemini Man, then he was killed by his clones.

Otherwise, I'm glad I chose Gemini Man, because getting kills with clones is satisfying, and Gemini Laser is a good weapon to spam. :P

558
MM8BDM Discussion / Re: Rules for Deathwind's Servers
« on: February 25, 2011, 09:24:16 PM »
How about we all drop the topic and discuss things in a bit more civilized manner? I am not surprised to see just how the community gangs up on the chance to try to make someone feel bad. If someone doesn't agree with the rules of the server, they can just go to another server. It does not mean that you are allowed to be jerks to people who make the mistake of saying that they are not coming back.

For strafing, I have nothing against it since I always do it myself (sometimes I can't clear some jumps without strafing). For Item 1 usage, I use it to block zombies to give me more time to think of a plan of action. I would say the only usage I would oppose is if someone purposely traps another player to get that player infected or killed (for the zombie, I'll be lenient on my criticism and say just don't trap the alpha so that the victim does not get discouraged from trying to carry out the infection). While I can see why people would trap the zombies, but other survivors?

559
W.I.P Forum / Re: MM8BDM Death Races
« on: February 17, 2011, 05:45:39 AM »
Ah, I simply didn't know something like that was possible in Doom. Either way, I think I'm getting a bit more original this way.

Since this isn't a double post, just going to say that CutMan Castle will be delayed a bit longer, since I feel the map should be bigger (Rtist turned out to be a F-Zero fan like I am, so that kind of sparked my interest in this project), BUT I'll have a short map ready as well that is not related to the Robot Masters at all. Also, the maps will be LMS only, to further add to the theme of Death Race. I had considered also doing DM, but really the idea of Death Races is either kill or be killed. Only problem with LMS is that it may give weapons like Mirror Buster, but "smart" players will know how to deal with it, especially since you won't be able to recover weapon energy.

I'll post again with the v0.1 download after I finish the two planned maps (or after someone else posts here, whichever comes later. I just want to avoid double posting).

560
W.I.P Forum / Re: MM8BDM Death Races
« on: February 15, 2011, 07:16:57 AM »
After working a few more hours, my pack's first track is not ready for release yet, but I can give some details on the track.

CutMan Castle

(click to show/hide)

Yeah, I based the shape of the track off of CutMan's weapon. Since this is the first map in the rotation, it does not feature some of the hectic and hostile activity future courses will have.

The track itself is not complete, as I plan to add some more textures and obstacles on the course (more blocks and some of those Cutter machines, and maybe another texture or two). I was debating whether or not to add an outside section for a shortcut, but I am not sure yet. Since I'm trying to discourage the use of camping (which would be hard to do anyway if you're being chased), there are not that many weapon energy pellets around, and there are no health energy pellets. Otherwise, it is a very easy map to get around in. Speed Wavers will find that the course will take around 15 seconds to lap, so it's short for a map, but longer than my test map was.

And all of those boxes outside the maps are actually where the player starts are. You'll hop in a teleporter and appear inside the track with a wavebike. Those teleporters have been tested and are working correctly, so I think all of the noticeable bugs about how the course works should be squashed.

561
MM8BDM Discussion / Re: Rules for Deathwind's Servers
« on: February 13, 2011, 09:56:27 PM »
Yeah, I wouldn't do the kick either especially since my theory on the weapon related to teleporters is accurate so far. Apparently the weapon also drops if you kill a zombie right as they exit the teleporter, or if it gets killed while the Skull Barrier glitch has them stuck on the teleporter. I didn't know about this at Stone Man, so I ended up nabbing the weapon without realizing it was there.

562
MM8BDM Discussion / Re: Things about MM8BDM that bug you?
« on: February 13, 2011, 08:05:58 PM »
I noticed now that in Roboenza that more people seem to purposely Item 1 trap me, even if I'm not infected. Exactly what good does this do? Am I really that much of a threat if I'm a survivor? I drop just as easily as other players if I get swarmed. I'm just as deadly as a zombie (people should have an idea of how I am as the alpha), as I am a survivor. I was already annoyed about the Item 1 usage to trap zombies, but this is taking it too far.

And if your response to this "rant" is deal with it, then you have no idea how long I have dealt with this. Everyone seems to play their own little way, so I've been doing things my own way as well. If you disapprove of anything I do, that's too bad. If I do not like how a certain person plays, I'll just go somewhere else until that person leaves. This is what I have been doing to Celebi all of this time, and I do not regret it. Just keep your opinions to yourself, how hard is that? The above statement I made was not to make me look like a jerk, but it was a counter argument to a response that might come up.

563
MM8BDM Discussion / Re: Rules for Deathwind's Servers
« on: February 13, 2011, 07:55:47 PM »
Quote from: "Kapus"
What is your opinion on the infected weapon glitch? I like to use it every now and then, but some people get annoyed by it. I'm not sure why.

It's an interesting glitch, but it gets abused a lot, which is why I refuse to play Roboenza with some people. You would be surprised at how often some people will take advantage to get the weapon, which really isn't that great since you end up joining the zombies anyway. As Pyo proved to me earlier, you can be killed once you get the weapon, even if you're not using the weapon at the moment.

564
Help & Editing / Re: Tweaked Roboenza WAD
« on: February 13, 2011, 07:50:50 PM »
I still think you should have posted at least the major updates you did to the wad. As such, I won't download the wad until I know whether or not to keep the current version I have.

565
Mega Man Discussion / Re: Art Competition - VOTE NOW
« on: February 13, 2011, 06:09:01 PM »
I voted for the first Top Man card since I thought that one would express my own personal feelings the best.

566
W.I.P Forum / Re: (Concept Testing) MM8BDM Death Races
« on: February 12, 2011, 09:18:25 PM »
Quote from: "DoomThroughDoom"
Me and my friend Decino are working on a little race map. When I release it, feel free to use it as a base.

That's a nice offer, but I rather I build the base on my own. You are free to use it to make a custom course if you feel like it. I'll start accepting submissions after I figure out Cut Man's track.

567
W.I.P Forum / Re: (Concept Testing) MM8BDM Death Races
« on: February 12, 2011, 06:15:28 PM »
Quote from: "Shade Guy"
Looks quite fun. Ideally, It would be excellent of you to do all of the maps. Of course, I'd still be happy if you only did a few of them.

Since I wasn't sure how big of a project this could be, I only asked for MM1 bosses. The other RMs already in MM8BDM will definitely be considered later, with possibly some of Wily's stages and some custom courses. If this project turns out to be a success, I'll allow other people to give track making a try, as this project will take a while for me to do because of how busy my life is.

For right now, I want to see how everyone thinks of the concept with Cut Man's official track (similar to what was seen in the test map, but much larger and possibly with more obstacles and more varied layouts). This will make it much easier for you guys to make tracks as well, since there will be an official example for you guys to look at.

Quote from: "Shade Guy"
Personally, I'm looking forward to Fire Man's level to see how you can utilize fire traps and lava pits.

Heh, I know Fire Man was definitely one I was going to do, because my current plan involves actually racing on the lava itself. As for fire traps, we'll have to see. I might place some of those on the course to keep players alert.

Quote from: "ice"
theres already a thread for this

viewtopic.php?f=31&t=1363

Although cutman, gutsman, elecman, and some other tracks has not been created yet

I even checked your topic before I worked on my project. Yours is much different from mine, right down to the main concept (yours is actual racing while mine are death races). Plus, Death Race is killing each other, not racing each other, although I might open a Time Trials competition later for the official tracks.

568
MM8BDM Discussion / Re: What has brought you here?
« on: February 12, 2011, 06:04:04 PM »
Brawlman9876 introduced me to the game trailers just before the leak of the demo came about. When the demo was out, I didn't play a lot of it because I got pwned by bots. A few matches I did online were pretty bad as well, almost getting last place on all of the matches I played.

569
W.I.P Forum / MM8BDM Death Races
« on: February 12, 2011, 07:11:15 AM »
How many of you played F-Zero X for the N64? If you did, you should remember a mode called Death Race, where you had to retire all of your rivals on a short track. The game wouldn't end until everyone or you were destroyed.

I'm bringing in my own version of this mode to MM8BDM in the form of a race involving the Wavebikes (since they are the only kind of transportation besides the Rush Jet). Since I figured doing an actual race mode for Doom might be challenging to do, a mode that would suit Deathmatch and Last Man Standing would be much more attainable.

What makes this map pack stand out from the others is the fact the courses are designed to be race tracks, and the wavebikes are your machines. I even did a quick texture of my own for a finish line (though it shows up too brightly ingame...wonder how I'll fix that). I have some pictures of a test track of mine, but the track itself no longer exists. These will be replaced when Cut Man Castle is finished.

(click to show/hide)

I had a lot to say for what is my first project, but the important stuff is out of the way. I'll have some questions at the end of this post asking the community about their opinions on some topics I want to discuss.

One issue that might come up is this: How will players find each other? The answer is patience, but most maps will have shortcuts to help players catch up with one another. Also, the maps will be made as such so you can go both forwards and backwards.

Weapons for DM:

(click to show/hide)

To-Do:

(click to show/hide)

If you have any questions or suggestions, feel free to ask. Also, if you guys wouldn't mind, could I get some opinions on some topics I'm curious about?

Topics

Should Time Stopper still be in, or should I keep it out?
Should the Wily stages be made as well?
Should running into walls cost you your bike?

570
MM8BDM Discussion / Re: Adopt a Noob Program!
« on: February 12, 2011, 03:47:32 AM »
I guess I'll give this a shot:

Teacher
IGN: TailsMK4 (sometimes with the tag Agent in front)
Time Zone: CST
Times Available: My times vary depending on my work schedule, but in general I'm available in the afternoon. Chances are that if I'm on the computer I'm already in a server.
How many students you will take: Until I know how many I can take, I will set no limit.
Method of Contact: Here (PM), Youtube (MetalYoshi4), Skype (MetalKirby5042), in a MM8BDM server.

How you will be trained: When we meet each other, we'll move into an empty server of any of the gametypes listed below. I'll ask what you already know about the gametype we are in. I will mostly point out weaknesses in your gameplay and try to help you fix them. I will NOT teach how to execute exploits such as Item 1 Traps. This will be a non-competitive route, so if you are looking to train to enter tournaments, I may not be the best option.
Special areas: LMS, CTF, Roboenza. Nearly any kind of team-based competition.

Award for Graduation: Your choice to become an Agent if you are not already one. The Agents are not a clan, so you can be in both the Agents and a clan at the same time. You will be given the choice once I see your skills improve. It's not that hard to do.

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