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Messages - Thunderono

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106
Maps / Re: [Small Map Pack] WetPack v1a
« on: November 12, 2015, 08:51:50 PM »
Heya!  Just dropping by to announce that v1b has been released!  Admittedly, I only made minor changes, so to make up for the underwhelming amount of differences, I added a new map!  Introducing WET06, a fun airship starring the musical talent of one Dr. Freeman!  Hopefully this'll be enough to pass the time between now and whenever I drop v2a.

Changelog and updated links are on the first post.  Thanks!

107
Forum Games Archive / nobody posted to buy anything so w/e
« on: October 21, 2015, 11:17:25 PM »
A brief look at the weaponry available in the armory told Ashley that she would not be spending anything today.  After all, why bother with toy guns and blasters when you have the sheer power of piercing projectiles?  With that in mind, she turned to Talys while the others poked around the lobby.  
"Sure we are!  I'm itching to rumble.  As for the actual mission," she turned back to the others, "well... hey, what do you... guys... think..."  She trailed off as she discovered her teammates had found themselves distracted with the goings-on in the lobby.  "...Right.  Anyway, what's the deal with this Master in option 2?  I think we could pin 'em down."

>Mission: Arrest

108
Maps / [Small Map Pack] WetPack v1b
« on: October 04, 2015, 05:18:22 PM »
This topic and project are now obsolete and should be disregarded.  To find the most recent version of this project, go check out the REAL Pack!


So with Rozpack v4 and PBJ recently released, and with v5 on the horizon, there sure are a lot of maps floating around.  Surely we don't need any more, right?

Of course we do.

Introducing the WetPack, a brand new pile of six funky fresh maps for the pleasure of your playholes.  This has been a project of mine since early summer of last year, and it pleases me tremendously to have it released.  Even if one person enjoys one map in this pack, I can consider it a success.

But enough talk, let's get wet!

Grab v1b from Best-Ever!
Dropbox mirror

Previous versions:
(click to show/hide)
Screenshots
(click to show/hide)
Changelog
(click to show/hide)

FAQ
(click to show/hide)

Music credits and such are all in the readme.  Thanks for downloading, or if you didn't, thanks for looking at the pretty words on this page!  If you didn't do that either, then frankly, I don't know what you're doing here.

As always, feedback is well appreciated!  My goal here is to make a pack that people can enjoy, so I would need to know if people actually enjoy it.

109
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 30, 2015, 03:32:26 AM »
Ashley observed the interaction between the sailor and the boy with a soft groan.  Suddenly, she shot up out of her chair, nearly launching it across the room.

"Bah!  Don't be so sheepish, kiddo!  We're all great big pals here, ain't that right?"  She shot a quick glance at Gunstar before turning to Dust.  "Anyway, this is all fine and dandy, but I think I'd be willing to take you up on that tour of the grounds.  I assume we'll be talking about this mission you mentioned earlier afterwards?"

110
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 22, 2015, 08:49:46 PM »
The sound of a dense object crashing on the table was heard throughout the room.  The occupants turned to see a needle resting on a now cracked portion of the wood and an embarrassed Ashley slowly lowering her buster from its previously upward facing direction.  Those more observant may have noticed many more needles jammed into the ceiling, like pencils caught in foam paneling.  Ashley let out an awkward chuckle.

"Uh... heh.  I guess it was quiet enough to hear a pin drop in here, huh?  ...Yeah.  Uh, anyway, I think I've got one.  Over the past hour or so, I've had some dickbag make me fight these people, then the same dickbag showed up, blew up half the coliseum, then I wound up fighting with these people against a bunch of stupid card-flavored robots, then some kid drags us through these random tunnels to whatever this place is, apparently we get enrolled in some force or whatever, and then some crusty metal beefcake starts shouting at us all!  I normally don't like being so blunt, but to be honest with you, I'm just a little bit lost.  Mind helping me fill in the blanks here?"

111
General Gaming Discussion / Re: Shovel Knight Discussion
« on: September 18, 2015, 07:11:19 PM »
I'll admit I wasn't a big fan of Plague Knight.  While his mechanics were cool and satisfying, it was just plain difficult to get around that increased knockback (Especially in later levels clearly not designed with the guy in mind) and a lot of the arcana just felt useless.  That said, burst jumping and annihilating enemies with the pure destructive power that Plague Knight brings to the table is a lot of fun, and even with the problems that litter his campaign, I'd still consider it good enough to recommend.

(click to show/hide)

112
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 18, 2015, 01:20:40 AM »
As the Spade Knight's lance connected with armor, a dull reverb echoed throughout the area.  Ashley, barely fazed by the ferocious attack, let out a haughty laugh before raising her busters and gunning the poor drone down.  Another attack conducted by the first Club Knight whiffed entirely, causing Ashley's chuckle to increase to hysteric shrieking.  After a good fifteen seconds of mocking laughter, she managed to compose herself enough to speak.

"Ohoho... Oh, man, these guys are terrible at their jobs.  Hey, I'll go for the one that looks healthier-- one of you folks should pick off the other one before he picks himself off!  Ahahahaha!"


TARGET: Club Knight A
>Focus Pierce Kick

113
General Gaming Discussion / Re: Super Mario Maker
« on: September 16, 2015, 10:26:21 PM »
Updated my gallery post with Asteroid Belt Boogie and Spookhouse.  Also took down Observation and Flood Zone since they came out poorly and didn't really pick up any stars, so they were really just eating up my upload slots.

114
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 16, 2015, 07:24:15 PM »
Ashley raised up her right foot, allowing the familiar spikes to shoot out.  Rather than kicking, though, she dug the spikes into the ground to act as cleats.  She shifted her weight onto her right foot and pointed both cannons at the enemy party.

"It appierce that you don't quite get the point.  Good thing I'm such a great teacher!"

TARGET: Spade Knight
> Needle Vulcan > Needle Vulcan

115
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 15, 2015, 04:19:29 AM »
(click to show/hide)
"Sorry about earlier, folks, but it looks like we've got bigger stuff to worry about.  The big dude oughta beat a hasty retreet, but the rest of you, come join me!"

>Onwards!  To battle!

116
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: September 14, 2015, 10:28:29 PM »
[9/12/2015 2:41:40 PM] Thunderono: would I be stepping on any toes if I tried out making smash's proposed quick man layout
[9/12/2015 4:13:43 PM] SmashBro: not at all, go nuts


Sorry about the double post, but I wound up actually making Smash's layout into a map.  Granted, it was more of a practice exercise, but it seemed to receive positive feedback.  As per request, I'll be withholding the actual map's file until events develop further, but in the meantime, have some screenshots!

Large and slightly fuzzy screenshots beyond this point
(click to show/hide)

Beam breakdown in spoiler
(click to show/hide)

And no, the map size has not drastically changed.
(click to show/hide)

117
General Gaming Discussion / Re: Super Mario Maker
« on: September 13, 2015, 08:24:51 PM »
oh boy here's some stuff

(click to show/hide)

118
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: September 11, 2015, 07:09:57 PM »
I was talking to Lego about the proposed Quick Man design but I guess I never posted it here whoops
Layout seems neat and all but the connections to the upper half seem very chokepoint-y-- the way I feel this would be remedied would be to put a drop down ledge from the upper portion to the middle room (with the pillar thing in the middle of it).  Ensure a vertical mobility weapon/item is available in the map so people can use said ledge to get up, and it would undoubtedly clear up congestion in the top right/left doorways while keeping the intended 3-way flow in the middle mostly intact.

119
Forum Games Archive / LET'S GET TO THE POINT
« on: August 23, 2015, 09:40:47 PM »
did somebody say stupid characters

Primary pick
(click to show/hide)

Salty pick
(click to show/hide)

I still don't understand this naming scheme

120
I think I mentioned this briefly earlier, but the fact that the fighting funnels into the corners is completely ass.  The stage is incredibly difficult to fight in anywhere else, and the quick beams really don't help the flow.  Seriously, how are lasers separating every single room a good idea?  The teleporter pits help, but it's still awkward to move around and the fighting usually just boils down to a nice big game of Four Corners.  Spawn in one and find the one the enemies are in!  Personally, I'd say it could use either heavy editing or a complete rework.

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