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Topics - CarThief

Pages: 1 [2]
16
MM8BDM Discussion / Damn laggy US servers...
« on: October 16, 2010, 06:51:29 PM »
Anyone else got that particular problem, you want to play, but ALL the Megaman servers that are being used are nothing but US or worse? Something i encounter daily, considering a low ping is a must-have for my, uh, need to game at top effeciency, having as small as possible ping and absolutely NEVER having any lagging shots or reactions (they're lethal, very lethal.

So... I wonder if anyone's making an reliable EU server, or maybe Cutman can arrange one(if those damned us servers actually dont suck away all the players in their laggy domain)?

Aside looking for solutions, i'd say this is a fine place to rant about the lack of non-laggy non-US servers , too. Maybe i'll host one again, though there's rarely any enjoyable people to play it with. :P

17
Maps / Edit: My maps
« on: October 16, 2010, 06:21:01 PM »
EDIT: Posting other maps in this topic now too, might want to keep an eye out for the more recent posts.

Well i was quite bored, so i took a few days to set this up. Its basically an ice-themed CTF map that is about medium sized.
Quite sure it borrows some tricks or things from other maps i may have seen but as long as its hopefully good. :P

Current download link:
http://www.speedyshare.com/files/247257 ... CTF1v2.zip

Old link(s):
Screenshots:
(click to show/hide)
Oh, and if you dont know how to play with custom maps on Megaman, simply add the CTMMCTF1.wad in the list of wad files when hosting or making a singleplayer game with a browser (preferabaly after the required files such as the megaman game files, or things might go haywire).
DoomSeeker will allow such customization, not sure if the launcher that came with MM8BDM will.

18
The Ghoul's Forest / Yurei Battle Fix (V4)
« on: September 03, 2010, 11:00:33 PM »
I've been working on a fix for the Yurei Battle recently, and seems Cutman doesnt mind if i make it public, so, here it is, maybe people will like it.

Its updated to V4 now. Most noticable change: An optional Hard mode is added. Flame Vortex deals a little less damage again, too.
Its uploaded on wadhost:
http://wadhost.fathax.com/files/YureiBattleFixV4.zip

As for the details, the most noticable change is that the yurei will no longer scare you to death (trust me, some dont like it, it probaly gets old anyway).
There's a changelist too:
(click to show/hide)
There's more information on the readme file that's in the zip as well as in the wad itself. Bugs may still happen, its still a V1, so if you would be so kind to report any here. :P

The big idea is to aside making it work, to make it uh, more fair, some classes might just run out and become useless without way of recovering ammo. As for the attacks, they are basically the same but Sjas now too dies after he roams around too long.
I'll consider any suggestions too, if any. :P

19
The Ghoul's Forest / Yurei recieved archivement: Balls of Steel!
« on: August 05, 2010, 10:00:40 PM »
This just happened trying to host a Yurei Battle server.



Heh, that was priceless, Cutman has some whacky code to give normal actors an archivement, lol. Its glitchy as hell though.

Edit: Oh, and will you ever make a less glitchier version Cutman? Currently people can barely play it. :P

20
The Ghoul's Forest / My maps
« on: January 03, 2010, 10:45:10 AM »
Topic has been edited! Its rather small so i'm just gonna use it for all maps i'll make, i guess. Saves some space on the forums i suppose.
If looking for new posts check the first one mentioning the GVHGB map, the one with the theme involving ghostbusters.

---------------

After like 2 weeks of building on it and having posted screenshots out of boredom at times, i've finnally finished the map i'd like to call Lava & Metal.
The gameplay is pretty simple, although there's alot of paths to take to get around in the map, although mostly vents, just about everywhere, even a pair that shoots you outside.

The main area is well suited to combat with little to no obstacles, the hallways may prove more lethal to run backwards into, and i think the map should be pretty fair, although it never was tested with an large match.

I guess people'd like screenshots too. These are a little old and taken from another topic, but should do well enough, kinda lazy after all the trouble of making the map.
They're not very up to date, though. Some things may have been removed.
(click to show/hide)

Hmm... I'd figure i'd post this here since its a finished project by now. Expect some quality after it has been trimmed, bugfixed, nerfed, altered, added to, and all that stuff. :P
It also makes makes quite some use of ACS.
There's a readme in the .wad file for more info, if anyone ever reads those. :P

Download:
http://www.speedyshare.com/files/20115002/GVHLM.zip
(Edit: Not the latest file anymore. Search throughout the topic, i guess. They're numbered.)

And special thanks to Mobius for pretty much almost all the testing, and whatnot of help during the development. Map turned out great this way. :P

Edit: If it fits better in the projects forum anyway, uhh, probaly better if it got moved then.

21
The Ghoul's Forest / Jitterskull guide/tips
« on: October 09, 2009, 06:55:24 PM »
Well, why not, there's one for the Ghostbuster too. :P
The way i added arrows and such to images is kinda inspired by the Ghostbuster topic, heh.
Well, hope its somewhat usefull, some might see it as common sense while using Jitterskull, while others may be like "Wow, wish i thought of that". This guide thingy assumes you atleast know the controls to play Jitterskull and how to attack.
Last updated: 29 Okt 2009

Lets start with one of the important ones, moving with Jitterskull.
Since Jitterskull has an usefull unique movement system, you can do interesting tricks with it, and very helpfull for making a suprise attack.
Example: You notice a human running into the alleyway, but you can teleport on the roof in this case, and will thus have an easy kill if you dont mess up. So instead of following him on his own path, stalk him on the roof! Height differences mean nothing to Jitterskull!
(click to show/hide)

Same goes in this camping situation, the humans will fire at any airborne ghouls coming at them, and even keep an eye on the cave as well are capable of hearing when the elevator is used. With Jitterskull's movement you can go very close to the edge but not too far to get to their height, aim, teleport, and crunch! (Just beware of powerfull weapons like ice arrows and plasma, altrough its better then nothing to use on these situations. :P)
(click to show/hide)

In case attacking is difficult for you in open area's, since Jitterskull's attack has good chance to push people away if they can be pushed, try attacking humans that stick to walls, charge infront of the direction they're running at if they're next to a wall, look at them, and splash!
(Humans that are litterally cornered shouldnt be too hard, either.)
(click to show/hide)

And here's a usefull tactic too, normally, Jitterskull has difficulty getting to targets aware of his presence and moving away all the time, but if they're concentrated on (and running from) an different ghoul, you could have an easy kill if you crunch at the right time and spot. Else, you could wait at an exit for an human to expectedly come out of, perhaps with a ghoul chasing them, and close in for the kill when they dont expect another ghoul coming at them.
(click to show/hide)

And some things to avoid. Like long, long hallways that eventually turn around, or such, chasing them into one ussually results at being hit by a hard to avoid attack, unless there's good reason to get them, you may want for an better oppertunity. And there are plenty of other spots that could result in the same.
(click to show/hide)

Attacking; Jitterskull's attack is fairly unique, he's the only ghoul so far that uses himself for attacking. Tricky part is he cant move after having attacked/charged, making you a sitting duck a moment, if you can help it, plan your attacks that you land on higher/lower ground or behind obstacles after charging, they cant shoot at you then.
You dont have to directly aim at the humans either, if they're facing you and shooting at you, you may want to try to charge next to them, especially if plasma is being fired at you, it hurts to charge directly into that. :P
Charging could also be used as a slightly faster form of movement, but be wary of being shot in case you do it in a human's presence.
It also helps if the humans cant see where you ended up after you attacked them, thus giving you another free go. Creative uses of attacking and moving could give interesting results, but there's so many possibilities i couldnt list them all (or the list would just end up being gigantic).
You could keep teleporting around the target untill there's a good oppertunity, as attacking makes you vulnerable, this is in particular usefull against enemies with strong weapons. But catching them by suprise is always oh so more effective, hehe...

I cant think of anything else right now. But if anyone has an interesting tactic or so, why not share it here?
And i wonder as well, was it any bit helpfull at all? I atleast hope it encourages more useage of Jitterskull in GVH, hehe...

Other things:
-Jitterskull can move immediatly after using a teleporter, if you crunch as soon as you have teleported. Ussually not expected by humans, and else scares the crap out of them. :P
-Jitterskull has trouble moving underwater, while the official maps do not have deep water, most likely, some other servers might have those, try to avoid it.
-Jitterskulls can launch creepers by charging into them (while not completely Jitterskull related, it can be usefull. :P)
-Suprise attacks are your friend! Try to catch the humans when they dont expect it or in places you got the advantadge, 150 HP doesnt last forever, after all, and Jitterskull is guaranteed to take a hit 95% of the time.
-You can use Jitterskull's alt-fire and hold it to move slow, like checking around a corner. - by Xorpedo
(I guess its also usefull to put yourself in a right position to attack anything that passes by, or hug yourself as tight as possible into a corner.)
-Jitterskull is ussualy more difficult to play with higher ping, you find your attacks to be less accurate on bad ping, most likely.
-A fast mouse can make for quick kills after eachother, or doing other things such as moving trough a tight space easily. Keyboarding is rather slow, but an option for Jitterskull.
-To maximise your attack range, crunch right after having moved! This works around corners too, if you have a fast mouse! And it makes for easy kills if you have surround sound of some kind, just hear where they are, and come crashing across the corner! And there's plenty of other uses for it, but its a killer with good ping and a fast but accurate mouse.

22
The Ghoul's Forest / Ghouls vs Humans Suggestions?
« on: September 12, 2009, 08:08:08 PM »
I dont see any topic for suggestions to add or change in this forum, so maybe it might be handy to have one.

Anyway, i did think of a suggestion, would it be possible to make choke hold his bloodball for as long as he wanted, and spitting it out on release? As it is extremely inaccurate in combat, so if it was unexpected, it would probaly work better.
In case you worry about abuse by hanging around in a area with one entrance, holding the ball ready to shoot at any incoming enemies, well, hunters do that too!
Hell, maybe you could throw in as a side effect that the bloodball will power up from what we know it currently as to a large area attack, usefull for driving out humans hiding in an nasty room, cave or corner. This should obviously have some kind of warning, maybe choke starts making loud noises or something then, if that wouldnt be too overpowered to implement.
(Then again, i'd say a hunter hiding with ice arrows in a space where nobody can go without being shot is also overpowered. We need something against that tactic, no?)

I cant think of anything else, people arent hosting the beta's often so i cant even think of a way the humans should be nerfed! :P
Hmm... That gives me an idea, too. How about if this situation continues without proper gameplay feedback, you can just bribe/convince someone to host the proper server and get a testing team? Or just being on a server would probaly attract people too. :P

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