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Messages - XutaWoo

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16
Maps / Re: [GAME MODE] Mega Man Double Arena - Beta 1
« on: January 03, 2011, 03:24:21 AM »
Heat Man
Obstacle Shot
The Zippo lighter himself, Heat Man specializes in flame pillars-all of his unique attacks have them! Further more, he can take slightly more damage than the other, due to his hard shell.
Move Speed: 3.5/10
Charge Speed: 4/10
Special Ability: Has 25 more health.
Charge Attack: Atomic Fire
Not quite the one Mega Man uses, this scatters fireballs around Heat Man which quickly rise up.
Custom 1: Trail Blazer
Heat Man fires several rays that create flame pillars in their path.
Custom 2: Starburst
A three-shot spread that creates a star-shape out of fire pillars when they hit something.
Custom 3: Fire Field
Scatters rays that will randomly create fire pillars. Can make manuvering very difficult for the enemy, however leaves Heat Man pretty open.

Shadow Man
Delayed Forward Focus
A sneaky sneaky ninja, Shadow Man is very quick on his feet yet can move silently slow as well. He specializes in forward-based attacks, often delayed.
Move Speed: 8/10 | 2/10
Charge Speed: 3/10
Special Ability: Walk speed is significantly slower.
Charge Attack: Shadow Blade
Throws four shuriken forward, each stopping at the same time. They then try to return to Shadow Man, one at a time.
Custom 1: Bomb Shurikens
Shadow Man jumps up, raining down shuriken that explode after a while. You can still be hurt by the explosion even if the shuriken miss you, so be careful.
Custom 2: Shadow Slash
A wide shot that fires in parts, the shadow slash can take a while to get out but can be hard to avoid if the opponent doesn't react correctly.
Custom 3: Blade Dance
Fires a half-ring of Shadow Blades and then another, each at different speeds. They return at the same time, however.

Sniper Joe
Rapid Fire Forward Focus
A mass-produced bot used a elite enemies by Wily, Joe normally comes equipped with a shield. Unfortunately, it seems he lost it, but he's still as straight forward as ever! He has average speed and his shooting and his shots are very fast; he more of a suppressor than a sniper, when you think about it.
Move Speed: 5/10
Charge Speed: 1/10
Special Ability: Buster shots are faster.
Charge Attack: Alpha Beam
Fires an instant-hitting laser for a bit. Getting the opponent caught in it will drain their health fast, so try to keep aligned with them!
Custom 1: Sniper Machine Gun
Simple. Sniper Joe rapidly shoots forward with a tiny bit of spread. This is quick to use and quick to get out of, so just line up the shot and let loose!
Custom 2: Omega Beam
Similar to its Alpha counterpart, but much large and much longer. However, you're stuck in one place for its duration, so make sure you aim well at the start!
Custom 3: Indiscriminate
Spawn an energy ball to the direct front. After a second it will start blasting bouncing shots in every direction! You can move while using this custom weapon, however your buster goes out for a while.

17
Maps / [GAME MODE] Mega Man Double Arena - Beta 2
« on: January 03, 2011, 03:22:31 AM »


what the shi-
Do you remember the good old classics, like Galaga and Asteroids? Well, aside from being a shoot 'em up, this is nothing like them.
In this (duel only) wad, two robot masters face off in a small arena, force to face one direction. All of them are equipped with a four-burst mega buster (some of which may be slightly modified), a charge shot that's more their own, and three "Custom Weapons" that can only be used when one's custom gauge is full. These tend to very powerful or atleast difficult to dodge, however they leave the user rather open in most cases.
This custom gauge slowly builds up on its own, so all you have to do while you're waiting is shoot at the other robot!

that all?
Well, the robot masters are actually fairly different. Here are the ones that are currently implented:

18
The Ghoul's Forest / Re: Post your ideas regarding balance
« on: January 02, 2011, 07:00:19 AM »
Yeah, that way it's more like you're simply using up all your mana to create more ammo, which makes sense to me.

On a late and unrelated note, Choke's jump is rather underwelming. I can't check the .pk3 to see what the value is (due to non-standard zipping) but shouldn't a mobile class have a slightly increased jump? It would help him being able to literally leap into places it'd taken him more time to get to.
Maybe just enought to let him clear 64/72 unit heights, allowing him to bound over crates in the least.

19
MM8BDM Discussion / Re: Project D.E.R.P.
« on: November 26, 2010, 12:13:45 AM »
yo

20
MM8BDM Discussion / Re: So, you've recently been infected with Roboenza?
« on: November 25, 2010, 08:34:19 PM »
Actually, the way strafe running works is that run forward and strafe, not just strafe. This is because the DOOM engine blah blah blah all you really need to know is that you're getting both x and y thrust instead of a singular xy thrust.

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