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Messages - Ashley

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151
W.I.P Forum / Re: Nezumiman Expansion
« on: January 30, 2011, 05:07:13 PM »
Quote from: "VyseTheLegend96"
i love nezumi man, i could help on maps if i had tiles.

I second the motion of map helping.

152
Maps / Re: Ashley's Things - Touhou Boss Map revision done; Better map!
« on: January 30, 2011, 05:04:17 PM »
Aaaaaand the TBM is redone to have a not-bland map.

153
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 30, 2011, 05:00:03 PM »
Quote from: "Nekolord"
I have something, that bug me in the Maps. The Jump Speed in Air. It is Probably in MMINV2 a Huge Problem because of the Spawn Points, you start, run down, and than you realize you charge into the Lava. If the Aircontrol also would be like in the MM Stages, it kinda would be easier to play Invasion.

Edit: Its kinda unnice so many People critisize the Mode. Ash & Co. Gave MANY for make it working, and i almost heard only critic, and endless Enemy fix wishes.
I think some of you just take it very hard with the Invasion Mode. Its Undone and still in work, so please dont start Crying if the Enemys beat you, you dislike the Maps because of the Look, or something different. I guess after all they didnt made it for getting pissed off. You would dislike 2, if you Make a Mode and anyone start critisize without end. They also give their best to fix these Problems, but please, please stop spamming the same Wishes, and PLEASE stop Critisize without end. Be Happy this Mode exist now.
Start disliking me for my Edit now, i dont mind.

We take criticism, but only from a certain perspective, because WE KNOW A LOT OF STUFF NEEDS WORKED ON... And at that, a lot of stuff HAS been worked on.

This is not the final release, as I've stated, and you should've all realized. This is just a filler version because I got sick of all the "OMG CAN I HAS INVASION PLZZ" pm's and stuff, requests every which-a-way.. So this is what early result you get.

Quote from: "Lio"
Eh, I honestly thought this would be WAY better, considering the amount of attention it got. I stand corrected. No offense of course, because I really appreciate the work being done here and it's obvious you guys worked pretty hard. That's great, really, but I need to want to share some of my opinions.

Well yesterday I was hanging at msn with my bud like I always do. We got bored and decided to give Invasion a go since we used to play it on Doom with limited lives and a Megaman themed one sure was interesting. We were feeling high and mighty so we used limited stock on this too for teh lulz. Boy, was that a mistake.

First off, I imagined something way more balanced. You know, weak enemies at first increasing in numbers to finally have a gang of Baron of Hell-like enemies walking to you. As it is now, it's just spamming mobs that hurt like hell so it's pretty much Use Rolling Cutter > Die > Repeat. It isn't enjoyable at all, it feels like it's aimed at an audience with a short attention span that just want to shoot something while chatting, sort of like cheat servers. I think you could have edited a few of the official weapons to be less DM based and more coop friendly to be able to correctly balance the monsters.

Then we have monster variety. I know what I'm talking about here so I understand how their coding works and such. There's plenty of enemy skins out there, you could have easily done a ton of new monsters, with permissions of course. Now, as for the coding, it's not that hard. They don't have to go spazz at the time to spawn to look flashy or to make the game feel refreshing. Something normal like walking and shooting 1 small and normal projectile would be fine, no need to overdo it.

And finally, I just want to agree the maps are too bland. They need to show some kind of variety so it doesn't gets boring after a play or two. But that point was already discussed so I'll leave it at that.

That's pretty much all, I think. And yes, this is a good start, and like I said, it's great someone is working on this so I thank you. I just think the attitude you're trying to hold here is a bit immature. I know what it feels to slave yourself for someone who doesn't appears to give a damn, but it's no reason to act like this.  :| But you do need a rest from all this, so I wish you the best with that.

Quote from: "Nekolord"
Its kinda unnice so many People critisize the Mode. Ash & Co. Gave MANY for make it working, and i almost heard only critic, and endless Enemy fix wishes.
They also give their best to fix these Problems, but please, please stop spamming the same Wishes, and PLEASE stop Critisize without end. Be Happy this Mode exist now.
If they want the mode to be better for everyone they need to know what everyone else thinks about the mode. Critique helps us do that. It's not like we're attacking Ashley and co., at least most of us aren't. Or is everyone supposed to say "Oh, this is great. GG." all the time? In the end, the way they take critique is totally up to them.

We know what needs done, and a lot of the criticism, requests, and opinions we get are things we know about. Things we need time to fix, and improve on. This is nowhere near the finished result... There's possibly another two months of work being put into this, to make enemies less difficult, control waves, custom content specifically for this MM-Invasion mode, and original levels will be done soon. Enemies are being created daily, and the old ones being revised and playtested by people I (now) trust won't give the most ridiculous opinions about.

In short, we know it sucks.

Quote from: "Ivory"
How can you expect something to reach it's fullest potential without considering criticism? It's hard for authors to do this, but if they are capable of stepping away from their work, and looking at it from an objective view. Not to become defensive of their work.

Now please listen to what you say. You want to make a new game mode that people can pick up. How can this be accomplished if you ignore common issues that your audience is having with the game mode? If they aren't enjoying it for similar reasons, then there is a problem and it will hold down the potential.

Nothing will get improved without criticism. Embrace it and learn from it.

We take criticism. Period. (I don't feel like writing too much about it.. Seems like I reply about Criticism stuff a lot)

Quote from: "BradeDude"
i personally would love to see more enemies, like start mm1 up, i would love see picketman especially, and lower their attack power and the amount that spawns

More enemies are coming in.. If we need a list of enemies, I'll be glad to create a list of the 18 we have.

154
W.I.P Forum / Re: ACHIEVEMENT CHALLENGE!
« on: January 28, 2011, 08:21:48 PM »
Easier than your met one, but a good start to some custom work. :3

(click to show/hide)

155
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 28, 2011, 07:43:16 PM »
Quote from: "SmashBroPlusB"
One shot from practically any enemy kills you.

Decrease enemy HP and enemy attack power. Big Eyes shouldn't be able to shoot anything, anyway.

Why don't you model enemies like their in-game counterparts? Big Eyes move fast and have instakill stomps, but can't shoot; Colton spams Needle Cannon in your general direction; Helimets are hard to hit and move spastically but have super-low HP; Hotheads throw Tackle Fires at you (like YD's Flamethrower alt-shot).

One shot is totally over-exaggerated.

Enemy HP may or may not be changed. Most of the people who helped me pick their HP's feel it's a good setup. You think it's too high because BigEyes are the only enemies that really show up, and have 600. (When in large groups, that SEEMS like a lot, but it really isn't.)

Enemy attack power stays because of..

Quote from: "Ashley"
Damage? Please. I cannot affect such without making custom weaponry! We all know it's not needed... Translations and damagefactors do work FOR you!
--I cannot be bothered to change their damages because it would just be a whole other pack of code I'd have to work on just to please someone, and then it would be too easy for groups!

I'm not modeling them after in-game ones because there's things called LIMITATIONS and Ignorance.

A. Bigeyes who don't shoot are completely useless if they get stuck on a wall (Like in many of the maps)
B. Colton is fine as is. Period. He was hard enough to get to work in the first place.
C. Helimets aren't spastic because they lag the server if I used their really early forms, with horrible AI.
D. Hotheads don't exist, silly.. And I doubt they ever will. There's no need for them.

156
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 27, 2011, 09:40:11 PM »
Quote from: "Korby"
In other news, maybe if the enemies did a little less damage and people didn't die every three seconds I'd feel better 'bout this mod.

Damage? Please. I cannot affect such without making custom weaponry! We all know it's not needed... Translations and damagefactors do work FOR you!
--I cannot be bothered to change their damages because it would just be a whole other pack of code I'd have to work on just to please someone, and then it would be too easy for groups!

Again, this is meant for a group of people, 5 or more.

Quote from: "Korby"
Otherwise, yeah, it's pretty good. It's a beta map pack which excuses the quality of the maps.

Sure, why not.

Quote from: "Korby"
This pack is more of a debug for the mode, not the maps. I have a feeling not many of these maps will survive the official release, and if they do, they'll be touched up.

Not a debugging pack, bygods! You don't KNOW how many times people have played early releases of this SHIT piece of work I've done.
This is public for the oodles and oodles of messages, spam, and requests I got about Invasion.. I stayed up 22 hours straight making MMINV5 "perfect" for release just because I got sick of hearing whines about it. XD

I know a lot of stuff needs work, but for now, this is what you get.
Enemies from old waves won't always respawn, either.. Like wave 1's won't appear on wave 10 or something. Mike had this working in his template, but it doesn't work (for god knows why) whenever I implemented it.

NOW, I'm off to go do things non-MM8BDM for like.. A month.. Then I'll continue whatever. This wore me out, and the people around me don't help much. (No offense?)

EDIT: None of these maps will be in the official Invasion release I plan to work on with Mike (or at least, with Mike's knowledge). These were for the D2MM project, and Invasion mode was picked up from it, to make the maps better, and fit the style used for them. I'll be making my own maps to accustom the real invasion mode.

157
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 27, 2011, 09:26:33 PM »
There's nothing to make look better, unless you give me specific details, with possible images.

As long as it took me to do this, I'm really just shocked that people care about MINOR map details. You'd think you could just appreciate the work we put into this and just let it be for now.. But no, people will criticize anything, even if it's not wanted, and certainly not needed.

(Really sickening how much shit I get over the work I do.. It really is)

Just be happy and accept it.

158
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 27, 2011, 09:21:46 PM »
Quote from: "Myroc"
I would like to clarify here that Oilman's stage failed Minimum Quality Expectations because of it's general openness and emptiness, not because of its look. YD at least tried to make a layout, and the stage actually looked pretty neat.

Supermoby's arena, on the other hand, is literally a single texture used both for floor, roof, and walls, in a circular room. In comparison to maps such as this, Oil Man's stage looks a lot more desirable.

I will have to side with YD on the matter here.

There's no siding on a matter, for there is no matter.

I stated that he shouldn't really criticize my work on texturing on something as simple as a square room.. The rooms don't need to look fancy on Invasion. They just need to WORK.

As far as opinions go, I don't care much. I know stuff needs work, but mapping is not one of them. Nobody should concern themselves with how maps look, either, because they're designed for what's inside of them. Not for the players running through them.

159
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 27, 2011, 09:18:40 PM »
Quote from: "Yellow Devil"
You could add some walls around the edge, so the whole thing isn't just lava. Add some barriers in Moby's as it just sorta ends.

Nobody's told me anything about Oilman so

Quote from: "Ashley"
Deal with it. :3

Edit: Oh look, post below.

160
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 27, 2011, 09:12:38 PM »
Quote from: "Yellow Devil"
Oilman doesn't look bad, apparently the only reason they don't like it is the symmetry

But look at some of your maps, the Metdaddy one is just the same floor, same walls, same ceiling, no height and looks terrible what with the lava walls. The Supermoby one is the same ceiling and floor, there's random shit all over the place and most of the maps aren't 255 lighting.

You could at least try ;/

There's more reasons than THAT to oilman. Trust me. We had a whole two hour conversation about it.

And, I didn't make the maps, you derp! Lol. Criticize my maps when I make invasion maps for the official Inv-Expansion.

Supermoby's area I did because it lacked open space elsewhere. It's underwater, so why would you have walls? (Also the only place without 255 lighting is the SuperMoby area)

Metdaddy's map is flat and heightless for a REASON. Fighting it with walls made it far too easy. Lava walls prevent glitching through Line Horizon problems we experienced, and frankly kind sir, it's a thing.

As for random stuff all over.. Deal with it. :3

161
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 27, 2011, 08:48:53 PM »
Quote from: "Korby"
OP Mobs = No.

Not OP. Also, not final release. Nerfs will commence when enough enemies come out.

Quote from: "ice"
Quote from: "Korby"
OP Mobs = No.
not to mention
10 or more people + rolling cutter + super bigeye/ mini mobys = rape/EXTREAM lagg

MiniMobies don't kill you if its target is behind a wall!.. Or if you can strafe left or right. Super Bigeyes are a problem, notably, but you CAN camp them if you know how to stand right next to them.
(If they're shooting a wall because someone's behind it, and you're directly next to the bigeye, the crystalbits will never hit you because of its hitbox taking them from the air!)

Quote from: "ambrose"
They aren't overpowered, you just have to know how to fight them.

But of course.

Quote from: "Korby"
Oh? Going near a big-eye = death
Some idiot shooting a big-eye = death
Supermoby/Minimoby = death
Colton = death

I am sensing a pattern here.

I'm a coder. Your argument is invalid.
--Bigeyes are hardly a problem.
--Some idiot shooting a bigeye is your problem. This is why slow, but powerful weapons exist!
--SuperMoby is death because lightning attacks are strong. Minimobies are easy to derp on with their small 250 health.
--Colton can be straferan.

L2Find patterns in fighting, not patterns in hard coding work.
It may be my fault that things aren't perfect, but then, you cannot expect perfection from a WIP!

Inb4 rage comments or arrogance arrives.. This is not easy work to pull off. We're also lacking some enemies due to laziness, and the community's bugging me to hell about this.

Final 3 Words: GO IN GROUPS

Quote from: "Yellow Devil"
Also, some of the stages look realllllllly bad.

Oilman.

162
Maps / Re: MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 27, 2011, 02:26:05 AM »
I'll add it back in the final release, then, Amb! Lol.

163
Maps / Re: MMINV Public Map Pack
« on: January 26, 2011, 10:02:41 PM »
That's the special Boss Fight created solely at the start of the project.. And we couldn't throw it away. (Or turn it into a monster..)

I'm aware of this bug, and am attempting to fix it. It's a problem with the map loading the ACTOR for the boss. :

..Oh look, I fixed it. MAGICAL

164
MM8BDM Discussion / Re: Screenshots
« on: January 26, 2011, 08:15:44 PM »
Oh Colton, this town's only big enough for the REAL bots..

(Just some Colton vs. Colton action here)

(click to show/hide)

165
Maps / MMINV Public Map Pack - Fixed MMINV4 W/Screenshots
« on: January 26, 2011, 07:13:36 PM »
Most Recent Update: MMINV4's "no spawning of enemies" bug is fixed. It is now officially playable.

Hnnnnnnnnnnngh-worthy work...

After about a month of doing work on Invasion, it's near-completion, and there's hope of Mike forming an Invasion Team (a team for creating invasion maps, and/or redoing the current official maps for compatibility with Inv).

So, without much detail into this, here's the MMINV public mappack.

It's just the ALMOST FINISHED work on these maps, that's before we fix up the bugs noticed by the people who've helped me, and add in default mets, thanks to Mike. (Only Helimets exist in here)

Download  UPDATED VERSION here.

NOTE: You must set these wavelimits per map, if they don't automatically do so.

MMINV1 - Wavelimit 10
MMINV2 - Wavelimit 15
MMINV3 - Wavelimit 5
MMINV4 - Wavelimit 0
MMINV5 - Wavelimit 10

Screenshots:
(click to show/hide)

Credits to those who've helped me:
(click to show/hide)

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