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Messages - Messatsu

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511
Just a quick note about the MM7 expansion here.  PU v1a will not be compatible with it due to the large number of weapon changes.  We will release a version that is compatible after v2a is available.

512
Here's a hint for opening the door:
STOP TRYING TO OPEN THE DOOR.

No, seriously, stop.  It's not triggered by anything you are doing.  It will open when it's good and ready.

513
Yup, the alpha zombie has regen based on the number of players minus the number of zombies.  So in a 16 player game the alpha zombie will have 15 health restored every 3 seconds.  With 8 infects it will be 16 - 8 and thus only 8 every 3 seconds and so on.

514
Yea, the very first frame is a small explosion.  It is possible to jump it but it's a bit tricky.  The big pain in the ass with the infect morpher is that it is very hard to make something melee range that can also reach through shields. I think it's pretty good now as most people seem pleased but I'm always up for suggestions.  

Also Muz, whatcha got for a suggestion?

515
Actually that was the very idea I was going to go with.  The issue was that beat call actually protects from falling damage and requires a separate script to cause flight to occur.  Without that script captains can just run around pits.  I worked around this by giving beat and calling the script as part of the pain state.  This actually does good damage to the captain but also gives a chance for recovery.

516
Hrmmmm, I'm not sure what I can do about the falling bit.  I'll check to see if I can put some kind of protection against that but I can't promise anything.  Fail Captain is fail after all.  Problem with all team games is that some people just are bad at team games.  

On a related note.  What improvements could be done to Rage Roboenza?  It seems that it's fairly balanced now, but one common complaint is the morph projectile.  I've seen Tsuki's solutions but I think each of those has some related problem.  The cone 'laser' shot would require the person to be more accurate, but you still have a distance problem.  The other idea I'm toying with is to make it an 'explosion' but the distance is cut dramatically.  I think this may help with those point blank misses while hopefully preventing those silly 10 ft grabs.  What do you all think?

517
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose.  Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved?  Right now I'm changing a few small things but am looking for other suggestions.

-Captains won't be selected unless there are 2 members per team.  That way you won't have 1 vs 1 captain fights.
-Captains selection doesn't start till 10 seconds after the round starts.  This is so that more people have time to join and thus can be made captain.
-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance
- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.

518
Quote from: "Korby"
:cool:

Except people like that map...?

Yea...that...I don't get it.  I asked around originally about including it and I got a yes vote.  What more do you want?  

Also, I accept maps because it's a COMMUNITY MAP PACK.  Yes there are standards, but the CSCM pack wasn't intended to the bestest of the bestest maps evar.  Just good maps from people from around the community.  I know every map isn't going to be everyone's cup of tea, but everyone seems to have their favorites so I say mission accomplished there.

519
You know I did that right?  Last post, page 20?  It's been updated for 3 days since and has consistently been one of the top 5 items.    :ugeek:

520
Quote from: "Galaxy"
IRISBIT1 is totally 8-bit music. And i can assure you guys, that this music was used in a Rock Man 4 Hack.

Also of note is that I looped this song from an NSF file, thus it truly is 8 bit.  On a side note CSCM02 may actually be 4 bit because it was from the gameboy MMIV.  Look, all the CSCM songs may not fit within the constraints of the NES hardware but they all use 8 bit samples or were made in famitracker.  Can we move on now? This discussion on the songs is a waste of forum space.

521
Quote from: "LlamaHombre"
I'm going to say this now.

Complaints about Symmetry are bullshit.

While I would love to agree with this statement, I can't fully commit to it.  I do think saying a map is bad BECAUSE it's symmetrical is bullshit though.  I still think that it can be a knock against the design.  Whatever people may say about Centaur Man Remixed, I think it's an interesting map and fun to play in.

522
Quote from: "Balrog"
Oh, and this pack sucks more ass than I could ever imagine.
Then I would suggest that.

A.) You don't play this map pack and delete it from your computer.
or
B.) You leave constructive feedback in how it could be improved.  

Quite frankly, aside from trolling, I don't see any point in your post what-so-ever.  In fact, I've been ignoring a lot of posts from people because they are simply pointless wastes of time.  Just because you don't like a map does not mean others don't.  I've gotten both positive and negative feedback on basically all the maps.  When something is clearly broken or I receive the same criticism on something multiple times, I take a look at it.  Also, these maps are made by multiple people.

Quote from: "MLDKF"
Why'd you remove Plant Man's theme?
Space.  I removed all songs from the remixed pack that were not used by the actual stages. (dropped the wad from 70mb to 40mb) I will release a separate pack which contains only the remixed music so that you can have those songs again.

Quote from: "*Nu*"
I should also mention that despite is being a submission rule, none of the maps have 8-Bit music. Just throwin' that out there.
The 8 bit only music applies only to the CSCM## maps.  The remix maps use remix tunes as stated in the original project.

523
Updated today with handful of new maps and tweaks.  Feedback on the changes would be greatly appreciated.

524
General Gaming Discussion / Re: Super Smash Brothers Brawl
« on: May 17, 2011, 02:20:07 PM »
You would think.  I'm just saying the issues I experienced in Brawl were not something I've ever seen in Melee.  I think there is a balance between giving the person behind a bonus (IE Star in Mario Kart) and giving them something that removes any real skill (Bullet bill in Mario Kart Wii).  You can say that hit boxes never change but I've seen it happen so you won't convince me otherwise.  Brawl- is very much silly, but to me I find it a fun kind of silly.  It strikes me more as something like SF2 Rainbow Edition, so broken that it's awesome.  Brawl+ I find at least makes comboing a viable option and fixes some of the character imbalances so I prefer it.  Not saying it's perfect, but I like it.

525
General Gaming Discussion / Re: Most awesome boss in any videogame?
« on: May 16, 2011, 05:06:24 PM »
Hmmm, I'd have to go with Mother Brain from Super Metroid or Andross (hard route) from StarFox 64.  Any boss that pops up an additional form when you don't expect one gets bonus points from me.

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