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Messages - Messatsu

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496
Hard to say.  Soonish is the best date I can give at the moment.  I've got quite a few maps, but some are still in the works.  One problem with dealing with a bunch of different people is having everyone on the same page.

497
Oh, actually, Kapus did Spring Man remixed already. Slash Man and Freeze Man are also done.

498
Unlikely in it's current incarnation.  What I may end up doing is creating a version where the captains are worth 10 frags (yay terminator rune) and have a new captain be chosen when the previous one dies.  Of course I would scale the health and whatnot to work with this.  It seems many people didn't like the idea of ending the round when the captain dies so perhaps a revamp is in order.

499
Quote from: "Gummywormz"
Bug: roboenza claw does damage and can kill infects.
Suggestion: Have the infected have an icon next to their name on the scoreboard

It's not a bug, it's a feature.  No, but seriously it's a separate attack that's designed to damage the oil canisters in Oil man's stage.  I'll fix this up shortly so that it's a protected type, but I need to update powered up first.

500
Projects & Creative / Re: Screw Scramble - New team based game mode!
« on: June 21, 2011, 03:28:27 PM »
Hm, that's a good idea.  Here's some brain dump variations that popped into my head /shrug

5 screws - nets you a wtank (or two?) + half health
10 screws - mtank + full health (Maybe regen rune?)
20 screws - Rage + full health + Mtank + 1 wtank
30 screws - Spread + fullhealth and Ammo + Mtank + 2 wtanks

A small problem right now is let's say you get spread rune and then get 25 screws.  You won't want to go back to auto/reggae because you'd be downgraded to rage instead of spread.  So I think that the effects should stack and be improved as you move up the ladder and the ACS should check to see if you have spread before handing out rage.

501
Projects & Creative / Re: Screw Scramble - New team based game mode!
« on: June 21, 2011, 01:18:06 PM »
Here's an idea on how to handle the reggae/auto spawns in TDM.  Instead of spawning at a player on enter, perhaps give everyone on a team an inventory item where they can choose where to spawn the character (then remove it from everyone's inventory once it's used).  Or restrict it so that only when a player has gotten 2 frags they get it, or something like that.  Also perhaps to fix the waterfall bug issue, perhaps have it so that if the zheight of the character is ever above 0 it just respawns somewhere.  Just thoughts that popped into my head.  It's a crazy fun/rage inducing mode, but some stages such as crash man can completely trash the balance of the teams depending on where the first player spawns.

Also I have a personal gripe with the 'slowing' down when you are carrying more screws.  I think that the risk/reward of getting screws is generally enough without penalizing a player for doing well.  Hell, if anything I think screws should speed you up a bit.

502
Projects & Creative / Re: Screw Scramble - New team based game mode!
« on: June 20, 2011, 11:45:21 PM »
Looks fun, will be hosting a server shortly.  Small bug tho:

(click to show/hide)

So if a player on Dr light's team has 31-34 screws they will get rapid while wily will get spread I believe.

Oh, Also found that Dr Wily's team needs 15 screws for an Mtank and Dr Light's team only needs 10.

Also I'd suggest smaller awards for 5 screws.  Health, 2 wtanks..or somethin.

503
Wow, that is a whole heck of a lot.  The one idea that I'm kinda pulling from this that would be interesting is a 'ticket' system similar to the Battlefield games.  I could work it like this.

-Each team starts with 50 tickets
-Each death reduces the ticket count by 1
-A player can become a captain either
  a.) getting to 5 frags first
  b.) randomly selected
-Captain's reduce ticket count by 10-15

Probably would just make this a whole new mode given how different it is.  I'll comb over Muz's thoughts more and see what else I like.  It's all good stuff but I'm not sure how much is possible...or rather what I can make possible.

504
Update Released! - v1b!
http://wadhost.fathax.com/files/PoweredUp-v1b.zip

The post will be updated when Myroc returns.

505
v3b is a compatibility update.  It was just meant to fix the pack so it works with v2a/b.  In my infinite stupidity I named the songs for wily7 stage 1/4 MM7DW1 and MM7DW4.  Those conflicted with the MM7 maps and thus would error when you tried to load the stage.   I've gotten a number of submissions since then and need to sort through them before I release v4a.

506
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 14, 2011, 04:33:26 PM »
Hm, thinking about it.  Treble sentry's function is nearly identical to what copy vision could work like.  Just a thought.

507
Here's the changes list for the upcoming v1b:

-Full compatibility with v2+ and MM7 weapons included
-Oilman stage's Oil Canisters now look more like oil and less like.....grape soda?
-Oil Slider shot damage increased from 15 to 20
-Oil Slider sled speed slightly increased
-Oil Slider droplets now damage enemies.  This also means you cannot pickup an opponents oil droplet
-Time Slow 'slow' animation changed to MM7 style
-DW1 now has 32 dm starts
-Secret upgrade added, can only be obtained by Eddie.

508
Minor update with a few map changes and fixing some bugs to support MM7BDM v2b.  I'll release v4a once I get everything together.  In the meantime, if anyone wants to update their maps with MM7 weapons, please send the changes to me.

509
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 10, 2011, 04:30:17 AM »
Ice Wall (Yay for OpenGL filters)
Works pretty good too in my completely unbiased opinion  :twisted:

(click to show/hide)

510
Quote from: "Korby"
Think of it as Olive Steakhouse's brother.

I may or may not submit more "restaurant" maps.

Heh, I think 2 is good enough.  Unless you wanna make Burger Coffeehouse or something in the style of an actual restaurant (that'd be hilarious and probably pretty fun too)

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