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Messages - Thunderono

Pages: 1 2 3 [4] 5 6 ... 67
46
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: October 07, 2017, 03:36:42 AM »
"That'll teach ya'."

Attack > Slime

47
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: September 16, 2017, 04:26:23 AM »
Attack > Snake

48
MM8BDM Discussion / Re: MM8BDM V5B using Zandronum Beta
« on: August 27, 2017, 03:54:54 PM »
I remember having this issue.  It happens because the newer versions of zandronum have a control in the map that's also bound to M (I think it's "Set mark"), so if your automap key is M as well it locks you out of closing it.  Can be fixed by going into Options > Advanced Options > Automap Options > Customize Map Controls and rebinding the control.

49
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 26, 2017, 05:35:35 PM »
(click to show/hide)
Attack > Slime

50
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: August 13, 2017, 03:47:03 PM »
(click to show/hide)

Grab-Strike > Snake

51
Forum Games / Re: Conquest of Mechanus [Beginning]
« on: June 24, 2017, 05:14:08 PM »
(click to show/hide)

52
Forum Games / Re: CONQUEST OF MECHANUS [SIGNUPS]
« on: May 13, 2017, 05:32:31 AM »
jman I do not appreciate that last ability
there are probably people to blame for this that aren't me
(click to show/hide)

53
Events / Re: [EXPANSION] The Nightmare Before Christmas!
« on: December 18, 2016, 06:02:23 AM »
Hey everyone!  I sort of snuck my entry in when nobody was looking.  Recent travel's got my playtime all mixed up, so I don't know if this is already common knowledge (or if there's even a server yet), but there's actually a pretty big trick to my map.  I won't give it away, but here's a hint: at around the 80 second mark, a familiar face shows up.  Send him back to the grave to change the world forever.  The new content's pretty cool, though, and I'm looking forward to getting to play with it whenever I get the chance!

54
Closed / MM5CHA wind issues
« on: October 01, 2016, 11:33:55 PM »
So MM5CHA makes use of small sectors running alongside its rails that blow players off.  This is intended to keep players from avoiding instant death by saddling the side of the rail.  That's all fine and dandy (though it can make for some very frustrating deaths when you're on the side of the train and the rail sucks you off), but this only applies to one half of the rail.  While the back of the train is fine, the inside halves of the rails on the main part of the train do not use this.  I have a fix and a suggestion.

First off, a screenshot to show the type of thing that can happen:
(click to show/hide)
And a shot from GZDB to prove this isn't some weird engine bug:
(click to show/hide)

The fix is to just add another sector on the other side of the rail to blow players off.  However, I have a suggestion to make this system a little more bearable.  Since the rails tend to pull players off of the track, you could change the direction of the wind on the outer portion of the rail to blow players back to the train.  The new sectors would also blow into the train to avoid this annoying issue.

55
Mega Man Discussion / Re: Favorite Generic Stage Enemies
« on: September 23, 2016, 05:18:13 AM »
Personally, I'm a big fan of the Bubukan.


Their attack is super interesting, as it reinforces the cautious playstyle the stage he hails from encourages.  He forces you to take a moment to avoid his first attack, but then leaves himself wildly open to counterattack after he rushes you post-touchdown.  I've always just appreciated that, and the room in Snake Man where they mix in Pottons is a blast (despite the slowdown.)

In general, though, common enemies from this series are always a joy to behold.  There's something so inherently interesting about the exaggerated designs of the robots in accordance with their functions and general aesthetic.  They're also all really goofy, which is pretty fun.

56
Maps / Re: Mirror Mode
« on: September 16, 2016, 12:31:32 AM »
I did.
I have a chronic fear of trees.

57
Maps / Mirror Mode
« on: September 15, 2016, 11:00:05 PM »
a.k.a "Thunder ruins everything"


Hey everyone!  How're we enjoying v5?  Had a chance to get comfortable with the new maps?  Maybe you've spent a lot of time memorizing existing layouts and mastering them down to every pickup and turn?  Great!

Let's mess all that up.

Introducing Mirror Mode, an exhaustive pack that flips every* map in core on its heels.  In case you haven't played Mario Kart or don't know what a mirror is, Mirror Mode takes existing levels and flips them on an axis.  This can be very disorienting for players who rely on memorization.

A few things to note:
    -It's very possible that some of the offsets are still bad.  I tried my best to fix texture offsets and usage, and while I succeeded for the most part, there are likely still issues scattered throughout the maps.  Realistically speaking, it's difficult to catch everything.  Sorry!
    -It actually doesn't matter if I flip a map vertically or horizontally, since they yield the same result.  I got asked a few times during development and figured I'd establish that here.
    -Originally, I was going to make a version that replaced all of the core maps with these, so that you could play the campaign in mirror mode.  Unfortunately, since all the textures are defined in the map files themselves, this would cause a lot of filesize bloat and I ultimately opted not to go with it.  There's probably some hacky slade wizardry I could do, but I wouldn't know where to start.

Grab it from TSPG here!
Dropbox mirror
Some screenshots:
(click to show/hide)

*It technically isn't every map.  I left some maps out due to generally high symmetry or overall lack of difference when flipped.  Full list of exceptions in the spoiler:
(click to show/hide)

Mapcodes are the normal mapcode, followed by an R.  For example, MM9FAK would become MM9FAKR.

58
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 12, 2016, 11:28:11 PM »
Coming soon...
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59
Events / Re: Cutstuff CTF Competition 2: That's My Horse! ---FINISHED---
« on: August 28, 2016, 11:08:59 PM »
[6:11:33 PM] Thunderono: holy fuck

I'm extremely happy that everyone enjoyed my map!  It feels pretty great to have come this far from my shifty F2M and I.N.S.P.I.R.E. entries.  I definitely had some tough competition, though.  While I regrettably didn't get to play much due to the college move in, the few matches I was able to squeeze in were a ton of fun!  Congrats to Dood and Korby!

Might as well toss some of my thoughts about the maps here
(click to show/hide)

I had fun mapping for this, and I hope everyone else did too.  Thanks for all the support!  I really wish I could have had more time with these maps so I could form more solid opinions.

60
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: August 18, 2016, 04:14:12 AM »
Names: Thunderono, Treaded Treasury, A Real Shark, other assorted aliases (If it uses \cr and \ck it's probably me)
Preferred Stock Skin: Spark Man
Preferred Custom Skins: Bit Man Reborn, Shark Man Reborn
Favorite Game Modes: TLMS, TDM
Least Favorite Game Mode: Duel

Favorite Weapon(s): Crystal Eye, Solar Blaze
Least Favorite Weapon: T I M E  S T O P P E R

Favorite Stock Maps: MM3NEE
Least Favorite Stock Maps: MMBPIR, MMBMAG, MM5WAV, MM5GYR

Favorite Campaign Boss: Evil Robot
Least Favorite Campaign Boss: Quint (I'm sorry but the same fight five times isn't very fun)

Greatest Rival(s): I don't think Llama and I can pass up the opportunity to drop everything and murder each other
Play Time: Most of the time, though college is about to deal a heavy hit.
Reputation: literal actual scumbag how am I not banned
Official Expansion Contributions: MM2QUI's revised layout
Custom Expansion Contributions: A bunch of stuff for DOS Reborn, including MMDBIT, ?????? and MMDTOR
Current Projects: Moistpack, Mirror Mode
Favorite Aquatic Animal?: Sharks
Anything Else?: if truly free be stopped never through all that's happening

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