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Messages - Messatsu

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541
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 09, 2011, 05:25:54 PM »
Yup, in order for the player to get rage, they must be facing greater than 1/3 of the total players as zombies.  I was thinking of raising it to 1/2, but rage is so much damn fun that I haven't touched it.  That and even with rage players generally lose anyway.  On the flip side, I've seen some amazing zombie slaughters with it so, it's epic when you pull it off.  

I may look at giving the alpha zombie regen rather than raising their health.  360 health is quite a bit and the timer should prevent regen from being OP.  I'll test it and see what happens.  

Lastly I will see about playing around with the CANTSEEK flag and see how it affects magnet missile.

542
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 08, 2011, 02:47:34 PM »
Quote from: "SmashBroPlusB"
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.

I may consider this option actually.  I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d)  I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker.  I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does.  May up the damage to zombies as well since I think it does like ...1 to players...yuck.  

I've been hearing conflicting reports about zombies being OP and being too weak.  What has your experience been?

543
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: April 07, 2011, 05:16:37 PM »
Oil slider wheeee!!!
(click to show/hide)

*Yes, Open GL Filtering FTW! (Triliniear + HQN4X filtering creates the smooth look)

544
W.I.P Forum / Re: Custom Project : Upgraded Maps
« on: April 07, 2011, 01:48:04 PM »
Dead? Eh, not really.  Rolled everything into the CSCM pack and released it as one pk3.  If you still wanted to make Woodman it would get released as bugs get fixed and new maps are added, but no problem if ya don't.

545
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 07, 2011, 01:20:18 PM »
I removed skull barrier because that wasn't the style of play I was shooting for with this.  If the survivors gang up and attack the zombies then they usually win, if they run away they usually lose.  Normal Roboenza is about avoiding zombies and hiding.  This one  is more about actively engaging zombies and trying to prevent them from expanding. Roboenza on it's own has a very relaxed style of play.  That's cool, but I wanted this to be different.  Of course, if you are correct and zombies always win, I will change it back.

546
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 06, 2011, 08:02:38 PM »
Ya know, that's a pretty good idea.  I'm not 100% certain if it's possible to give the infecting zombie an item such as health but I'll check it out.

On a side note: Should spark shock affect zombies the same way it affects players or is that OP?  Right now it just 'stops' the zombies for a moment but doesn't stun them.

547
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 06, 2011, 01:39:08 PM »
I have considered giving regen to the main zombie, but I don't know if that would help if the player is getting ganged up on.  They'd lose health far faster than they could gain it if a bunch of players team up.  It's a good idea though.  Funny thing is that if players team up immediately on the alpha, they tend to die very quickly.  However, if everyone runs away, the zombies tend to win.  I'm not sure zombie health needs to be adjusted yet, but I'm definitely not ruling out the possibility.  Just for laughs, what does everything think the alpha zombies health should be?   At the moment it's at 360 (normal player is 100, normal roboenza zombie is 1100).

Quote from: "tsukiyomaru0"
And here is the worst mistake:
Tsuki, I would like to kindly remind you I chose to do it this way.  It just so happens that my implementation differs from your opinion on what it should be, but that does not make it wrong.  Constructive criticism is fine, but you phrase it as if I had done something incorrect.  Please stop this.

548
Man, people have a complete hate for symmetry.  As not to rehash previous discussions, yes I know it's boring.  There are two things to keep in mind here though.  The remixed maps were not originally going to be part of the CSCM pack, so yes, CSCM01 and MM1CUTX do share some similarities but I would argue they're not exactly the same.  Also, in most cases the maps reflect their original map style.  So MM1CUTX is symmetrical because the original was.  MM4DC1X is not symmetrical because the original was not.  This is just something I chose to go with when designing my maps and it's fine if you disagree with it. (Though, of course, I hate you with the ..um...energy of 1000 suns...yup, that's it).  

As for Dive Man, I guess I could close that gap between the buildings, but in testing I found that falling in there was more a move of carelessness than an unavoidable trap.  Has anyone else found it to be a problem?  (Yes I'm sorry about the symmetry in that map, you can chalk that one up to lazyness.  Might fix that one up in the future.)

*To Kapus below: Apparently!

549
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 05, 2011, 02:31:45 PM »
Ah I'm probably going to change the music again (I know I know) but it will be the last time and the name will make a bit more sense.

Also:
Quote from: "Messatsu"
v1c changelist -
- Rage now blasts close zombies away when activated and gives the bearer an additional 3 wtanks
The being knocked away is a result of Rage mode, or at least it should be.

I'll also put up a mediafire link for those having trouble with wadhost.

550
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 03, 2011, 02:11:43 PM »
Quote from: "Ivory"
Course, it could always be interesting for different types of zombies. becoming a random zombie type when infected.
varying from fast but weak, to slow sponge(though maybe not vanilla roboenza slow). Maybe some sort of zombie with new abilities like a long range zombie that can throw it's arm(boomerang) to infect survivors, but suffers from long wait times to do it again  and moderate-slow moving speeds to compensate for having a ranged infecting tool.

Well anyways, just an idea to consider.

This had been suggested a couple of times and I think it's a great idea.  I won't implemented in the scope of this project, but there's a part of me that wants to make Roboenza that works with the classes mod that implements this kind of idea.  Heh, classes roboenza with classes.  Maybe once this his a good balance I'll play around with other ideas.

On a side note I'm scrapping the regen idea.  While it has it's merits, trying to find a proper rate is a bit too much of a pain.  I will continue to tweak the health formula for now until it feels a bit better for everyone.

551
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 02, 2011, 11:16:41 PM »
Yea, I'm trying to figure out a good rate of regen for zombies.  

Regen rune is 5 health every 3 seconds.  
Quote from: "tsukiyomaru0"
Quote from: "Messatsu"
hm, the rate of regen is pretty quick though.  5 health every 3 seconds.  There must be a way to modify this.  I hope.
Try to get the code for Regenrune if you can.
The part I'm not sure about is how to adjust the actual regen rate.  For speed/haste you can just say speed 1.2 or something, so regen must have something similar but I'm not sure what it is.  In the meantime I'm using ACS to accomplish what I need.  I've got it at 5 health every 5 seconds, though that may be a bit low.  Probably will test both out and see how it goes.

552
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 02, 2011, 06:39:52 PM »
hm, the rate of regen is pretty quick though.  5 health every 3 seconds.  There must be a way to modify this.  I hope.

553
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 02, 2011, 05:54:39 PM »
Actually the zombie killer part is the exact reason for Rage.  I know that won't be everyone's cup of tea, but the goal of this mod is change it from a run away from zombies to an engage and destroy zombies style. I found zombies won if they infected a bunch of players right off the start, but lost if all the players ganged up immediately.  So rounds tended to be very quick.  I'm going to give Rage a buff, but reduce the frequency on which it occurs.  The idea behind it is that when a player has very little chance of winning, there's a glimmer of hope.  

An option I'm toying with currently for zombies is to give them a max of 300 health (vs 360 current max) but give them a regen rune.

554
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 02, 2011, 04:51:35 AM »
I'm currently thinking about how to improve this based on feedback.  Here are the current ideas I'm contemplating:

-Decrease zombie speed - Currently they are 20% faster than players.  With only a few zombies this isn't a problem but it becomes completely impossible to deal with when there are more than 5.  I may lower this to 10 or 15 and see how that goes.  I actually WANT the zombies to be faster.  This is to promote a change in tactics from running away to actively engaging zombies.  I also want a player to be able to kill a zombie if they are skilled rather than it being at risk when they shoot them.

- Zombie health - I will try to adjust how health is given to the zombies.  In the original the more players meant each zombie had less life (400 - number of players times 6).  I reversed this by making the zombies stronger when there are more people, but I think this was a mistake as zombies quickly took over if more than 3 players were infected in most cases.  I'm not sure giving zombies more health makes sense, but something about it needs to change, I'm just not sure yet.

-Change the roboenza projectile - Currently it fires out a short range invisible bullet.  This leads to some weird situations where a player can be tagged at odd distances or missed at point blank.  I'll see about using something that takes the players velocity into account.  This shouldn't be hard as weapons such as star crash use this idea.

-Improve rage - I'm thinking that in addition to rapid fire, the player will have their ammo restored and given 3 more w-tanks.

-Raise the number of zombies required for rage to occur - I had this hard coded at more than 3 zombies would trigger this, but perhaps I will make it based on the playercount to zombiecount ratio or something like that so that it doesn't occur every single time in a large match.

Thoughts?

555
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 01, 2011, 08:30:00 PM »
Ah see, I use mediafire because I don't get ads (love Firefox + Adblock plus) but I'll post a link on fathax too.  

I'll also play around with the morpher projectile a bit.  As Tsuki said it does have it's issues.  It seems the high speed seems to cause 'some' problems when hitting players, but nothing critical.  Any other constructive feedback is welcomed.

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