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Messages - Celebi

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91
Quote from: "SmashTheEchidna"
Apparently after awhile, the background gradually changes back to space in Ringman X
And then I noticed that and felt like an idiot, but then thought that was a great concept.

Loving Hardman Remix, due to the weapon energy still spawning at the same rate as E/W/M tanks, more weapon energy is need.
A suggestion would be to use those wind currents like in this one spot in the map for the huge ladders.

92
Why did Ringman's stage get sent from space to the sky? Did it fall down?

Edit:
More Stuff:

(click to show/hide)

93
Quote from: "Dusty"
I think he was referring to the electricity, that sound effect can be a little annoying >_o; but I I couldn't find footage because everyone was dueling or playing roboenza. and I saw no other Wario skin? so I made one.
I see a Wario right here, who made it, I have no idea.
Edit: All of sudden Stylin's main thread appears showing he is the creator.

(click to show/hide)

94
Quote from: "Yellow Devil"
Celebi, if i can get hold of him?

Send a PM, I'll usually do most things people ask me to do.  Add that I'll be more available on Tuesdays/Thursdays due to sitting in school...for more than four hours, doing nothing.

95
Skins & Bots etc / Re: Skins of Mine
« on: June 27, 2011, 04:34:07 PM »
You know that there is already another Galaxyman skin, and yet you name it the same thing?

Rename it to "Galaxyman-fly" or something and send it through mediafire as a .pk3 instead of a .zip, there is really no need to save it as a .zip for such a tiny file.

96
Projects & Creative / Re: Screw Scramble - New team based game mode!
« on: June 21, 2011, 08:48:10 AM »
Auto/Reggae spawn very often in the place of the first person spawn on the blue/red teams.

97
Projects & Creative / Re: Screw Scramble - New team based game mode!
« on: June 21, 2011, 03:23:56 AM »
Bug report: Got a bunch of screws and having trouble moving around? No Problem! Just get a Scorch Wheel, use it, and boom you lose weight faster than Quickman on a treadmill.

98
Projects & Creative / Re: MegaManMafia-V1A! Released!
« on: June 18, 2011, 06:58:12 AM »
Things not stated that need work...

The one becoming assassin shouldn't 'transform' as in like have the teleporting sprite on them.
 
Use a normal jump, make the alt a super jump if really necessary.  (In fact, I really encourage a super jump alt, due to Leaf Shield becoming rush coil.)  

A Flash Stopper could work instead of smoke balls, since the assassin keeps their Wtanks. (Though some people are immune to it so...)

Why does the Roboenza NoHope song play with two players left?

On the topic of last two players, seems pretty hard for the assassin, it needs something else, possibly Shadowman's alt from classes? A 3 use item that makes the assassin invisible for 4 seconds?

More can be done, but this is what I could think of when doing a quick test.

EDIT: Dive/Magnet Missiles do not home onto assassins, making Dive perfect for finding him in crowds.

99
I find it funny there were complaints on Hardman being OP since he can one hit kill Topman and several others,  and yet Topman was not discussed often during that time.  Now all of a sudden people are going apeshit over Topman racking up kills.  Lets look at Myroc's argument...Dying isn't a disadvantage to him...it actually is to a certain point.  If Topman dies 15 times during the match and gets 25 kills, is that OP?  Other than that, yes Topman does well in crowds since everyone doesn't always see the Topman coming at them.  However, in smaller servers he has trouble even getting near people.  Claiming Topman should be nerfed in some way is like saying Bombman shouldn't get Bombs and should whip people to death with the fuses of the bombs.  To end this argument is to realize every class is different and only looking at one class is a bad way of balancing the rest of the classes in a way everyone finds acceptable.

tl;dr version, every class has advantages here and there, one of Topman's advantages is revenge killing.  Worry about other things unless a VERY large amount complain about it.

100
All right then, I'll tell a glitch that should be fun fixing...Hardman is able to dodge a lot of things.  An example, a Time Stopper is used by some Bass/Proto/Megaman/Roll, Hardman is able to ignore it and walk around during the Time Stop and shoot a couple of fists into peoples faces.

Edit: A simple fix to anyone being able to pick up RushJet's and E tanks and possibly using them.  Make it so only Bass/Proto/Megaman/Roll can pick up those items just as Dustman is only able to pick up scraps from dead robots.

101
MM8BDM Discussion / Re: MM8BDM V2 public opinion poll! - SLOPES!
« on: May 27, 2011, 02:08:44 AM »
Nothing against slopes, prefer stairs we can walk up since some weapons...like Wind Storm...break on slopes.  The main areas that I think need stairs/slopes are as following.

MM1DW1, the small staircase leading to the Crash Bomb and Etank, I'm better off taking the route outside.

MM4TOA, once again a small staircase leading to the upper level, better off with the teleporter.

MM5STO, only one area with stairs here, this route is compact to a point, and a rather hard area to climb normally.

MM5DAR, the bubble weapon areas, please, those routes are just hard to climb.

There are others that could use a better staircase here and there, like Plantman's stage but I feel the above four places kind of need them the most.

102
I don't tell anyone because I don't want to go into a game and see it everytime I play a classes game.  Testing and finding nicks and naks is what I like to do, telling about them depends.  I'll usually explain a problem if it is being severely abused.  Add that I randomly remember what possible glitches exist doesn't help when I try to report them.  I go to report it and forget completely what I was going to type right when the reply window pops up.  One final point is I don't flat out abuse glitches any chance I get, I usually do it to poke some fun here and there.  (Example, in Starman's stage when Bikdark mainly saw a flying Napalmman, I was just sitting there watching the fight below most of the time.)  I mean come on, you are fighting on Mr. X's stage when you see a flying horse go right by you, it just is plain silly.

103
Quote from: "CHAOS_FANTAZY"
-Have this mod put back Energy Capsules in LMS, so that Bomb-Man and Wily aren't horribly screwed over.

Adding something on Bombman...in his early version he was able to restore his weapon energy by either holding or not holding a bomb.  But now he restores energy only WHILE holding a bomb.  This is trouble for Bombman if he throws a bomb, using the last of his energy, especially in LMS or if he can't find any weapon energy to pick up.  Also I don't know about anyone else, but sometimes when using Knightman, his weapon doesn't fire when I click, only after I click two to three times.

104
MM8BDM Discussion / Re: Let's talk about Roboenza
« on: March 31, 2011, 04:53:38 PM »
Going to add something on the protoman/bass busters being added.

My idea was having dive/magnet missiles being replaced with these busters as upgrades you know? (Bass for dive and Proto for magnet)  However, both these guns cause problems.  The main one is protoman's shield is able to block the infection attack, the only way to truly get someone with a proto shield up and is standing in a corner, is to infect them from directly above with Opengl on.  The bass buster has a small problem that could easily be fixed, each shot has the same amount of stun as a mega buster shot.  So if three or more players are firing a bass busters at a zombie that can be stunned by attacks, the zombie will be in the same trouble as getting hit by multiple water waves.

105
Quote from: "Kittah4"
Plantman: I don't see the point. Is there something to plant barrier I'm missing? Its almost impossible to hit with, and the buster is awful.

Plantman also heals his health very...and I mean very slowly while standing still.

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