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Messages - Messatsu

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526
General Gaming Discussion / Re: Super Smash Brothers Brawl
« on: May 16, 2011, 01:25:23 PM »
I'm one of those people who doesn't really like Brawl in it's default incarnation.  I played it a ton with my brother and some friends and noticed that the game has big ol case of Mario Kart Syndrome.  The problem here is that MK is known for helping people behind whereas Brawl is closer to a fighting game.  I believe this is an intentional design philosophy at Nintendo in that 'everyone can play', but when you really nerf the skill in a game then I believe that game really isn't worth playing.  (Seriously, I HATED MK GC and Wii since winning was almost random)  The most obvious example is the Final Smash Ball.  It will gravitate towards the player that's losing generally, but that's not enough.  It also takes them fewer hits to obtain it, and if another person gets it, they lose it in fewer hits.  Now, this wouldn't be an issue if FS's were balanced, but they clearly aren't.  If I'm Samus and fighting Sonic, I'm basically screwed when one appears.  Sonic can easily dodge Samus's FS and am left open to a smash attack afterwards.  Sonic on the other hand gets nearly a free KO and has no penalty for it's use, can use it anywhere instead of having to line up a shot.  Now all this could be easily remedied by removing the smash ball from the items (wtf tho right?) but then that leads into the other problem.  I've literally seen cases where attacks pass directly through players or moves hit well beyond their intended strike zone.  Although I don't have the code to back it up, I swear the game will actually favor a player (usually whomever is losing) by giving them subtle advantages such as a bigger attack zone, better items dropping at their feet etc.  You can tell me I'm just imagining things but replays have confirmed some of these oddities.  

In either case, I'll stick to Brawl+ or Brawl-.  I feel those at least attempt to fix some of the issues in the core game (primarily character balance, yikes it's bad), but being hacks aren't perfect.

527
MM8BDM Discussion / Re: MM8BDM V2 public opinion poll! - SLOPES!
« on: May 16, 2011, 02:27:04 AM »
Voted yes.  Slopes, used sparingly, would be a great change.  I can't tell you how much I hate those narrow stairs in Dark man's stage.  The ceiling is low so getting up there is a pain.  The longer wider passages with stairs are fine though.

528
If weapons are in the LMS rotation then they are available in Rage Roboenza.  The only catch is that currently Time Slow's slow attack will merely blind enemies instead of slowing them.  This is intentional and will be changed once Powered Up is released.

529
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: May 11, 2011, 07:36:01 PM »
Little teaser video for ya all.  Enjoy.
Keep in mind, things are still subject to change.

530
Most of the changes were bugfixes.  The alpha infect change was nothing a player would notice.  Primarily I concentrated on the bugs that cropped up in 3a and continuing to attempt to squash the bug that occurs when players win.  The other items were moving the infected counter and refilling all the players ammo when they get rage.

531
It's the transfer heights linedef action you have on the side of the river.  That's causing your issue.

532
Yea.  The author is Disco Dan.  Much of his work can generally be heard on http://www.ocremix.org
Inside the pk3 is a credits file that lists the author of all the songs.

533
Something to note.  My day job is an IT consultant and as such I deal with a lot (I mean A LOT) of spyware removal.  One of the tools we use is Malware Bytes.  I was running it on my system in realtime mode which blocks websites that have been known to distribute malware etc.  When it was installed I could not access Cutstuff.  Obviously this site isn't a problem but whomever the host is got on their blacklist.  Just a heads up if people mention they cannot access the page anymore.

534
Current map changes for the next version:
MM1BOMX - New layout.  It's about 1/2ish the size of the original and far fewer death pits.
MM1CUTX - changed weapon layout to reduce number of weapons overall.
MM1FIRX - Fire area less dangerous, slight weapon layout changes.
MM1DW1X - New Layout - 2nd floor eliminated and merged into the main area.  Pit more obvious. (Galaxy)
MM2METX - Layout changes (King Yamato)
MM2WOOX - New Map - Yellow Devil
MM4DIVX - removed gap between main building and the sides
MM5DARX - New Map - King Yamato
MM6CENX - New Map - TH3 PLAY3R
CSCM06 - New Music
CSCM13 - brighter, removed teleporter between entryway and dining area.  New textures (Flanny)
CSCM14 - New Map - CHAOTISCHER GARTEN - Galaxy
CSCM15 - New Map - Dog Man (From Mega Man Mania) - donutyoshi
CSCM16 - New Map - Dustbowl (TF2!) - Yellow Devil

Also only music used in the maps themselves will be included in the main pk3.  A separate wad will be linked if one wishes to have all the music.

More as I think of it

535
Learn somethin new every day apparently.  Didn't know about clientside so that will be a good thing to implement.  Thanks, I'll implement that right away.

The positioning of your code puts it in the lower left hand corner.  I actually feel that makes it a bit trickier to look at than on the left side.  You aren't the only one to mention it's current position as inconvenient though.  Anyone else have thoughts on this? Is is good on the left? Is the bottom left preferable?  I'm can't put it on the top right because that's where the chaos mode items are.

536
Tutorial Collection / Re: Flanny's Map making guide for dummies
« on: May 04, 2011, 02:02:31 AM »
Also CTRL-D for Drawing Mode is a lifesaver!

Made making maps 10x easier once someone told me about that.

537
Quote from: "SmashTheEchidna"
You changed the NoHope theme for Roboenza...Why? I don't think the rain fits it at all. Sure it's creepy, but it also feels kinda empty...
I got the vibe that a lot of others didn't like the song either since many people changed it.  Figured to change things up a bit.  Can't please everyone though I suppose.

Quote from: "coolguy773"
Hey Mess, or anyone else, if it isn't too inconvinient, could you provide a mirror download for these modes on mediafire? This computer won't let me download anything on any website but Mediafire.
Done, front page.

538
As far as I know it's impossible to award frags to a player.  If someone knows a way to do this, please let me know.

539
MM8BDM Discussion / Re: Let's talk about Roboenza
« on: April 28, 2011, 04:32:38 PM »
Here's how it 'should' work.

At the start of the round, the mod counts the number of players and stores it.  When there is one survivor remaining, it compares the number of zombies to the total number of players at the start of the round divided by 3.  So in a 9 person game, at least 3 zombies must be present.  If someone suicides that would only reduce the number of potential zombies and shouldn't cause any specific problems.  Of course it's possible there's some bug I'm not aware of, but I tried to replicate this 'problem' and couldn't.

540
While I do appreciate that the reviews are pretty constructive in their criticism, I would like to add that most of those involved in these maps have not been mapping for very long at all.  Personally, I started probably about 4 month ago.  Just something I hope that people keep in mind.

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