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Messages - Thunderono

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61
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 08, 2016, 03:15:33 AM »
[11:10:03 PM] Thunderono: llama asked me to quad scale MMWTDW1
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still getting used to new forum and these screenshots are full res so rip

if any bots are in the match the game crashes here

EDIT: There's already a bunch of 1920x1080 screenshots here, so why not add the apocalypse?
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62
Anything Goes / Re: What is your avatar from/of?
« on: August 07, 2016, 07:55:38 PM »
DOS bandwagon more like blandwagon am I right or am I right

63
Closed / Outdated Screenshots in Map Select
« on: August 01, 2016, 12:03:57 AM »
It's a pretty minor gripe, but a few of the screenshots don't reflect the current versions of the maps.  These maps are:

MM1GUT
MM2HEA
MM4DUS
MM7SLA (Relatively minor but still worth mentioning)
MM7SHA
MMBCOL
MMBBUR

This could also be a good opportunity to revise some of the shot locations, as quite a few don't show off the map very well.

64
Forum Games Archive / Re: [IMAGE GAME] Making A Masterpiece
« on: July 28, 2016, 11:00:24 PM »
It seems as if a no-good troublemaker plans to abscond with our precious work of art!

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65
Projects & Creative / live damn you
« on: July 05, 2016, 01:27:53 AM »
bump

A couple of days after the release of this mod, I began to work on a project I dubbed "Core Conversions."  The goal was to take certain maps in core and change them to be compatible with payload.  My end goal was to get at least one map from each game into the pack.  Unfortunately, I took a lot of trips and ultimately lost the time and motivation to work on it.  I still got five maps fixed up for the mode, though, so I figured I'd drop them here.  All five function perfectly normally in payload.
The maps are: MM1GUT, MM2HEA, MM3SHA, MM4DUS and MM5CHA.  The maps were chosen to explore the different types of ways payload can be played.



Grab Core Conversions from TSPG here!  Mapcodes are the normal code with an E at the end (Example: MM1GUTE).



While I no longer want to work on this, I'd be more than happy to pass the torch to anyone who wants to add on.  A few things to note:

-The maps are changed in a way to create spawn rooms/bases for each team, something that the CTF maps ultimately lacked.  This is to create consistency when attacking, as a defender won't spawn behind the cart.  If you plan to make new maps, try to cluster the spawns together and section them off to make everyone's lives a little easier.

-In quite a few instances, I cut off routes and changed others to create a more balanced payload path.  It's generally a good idea to make sure the map's flow is changed to accommodate a single path instead of the existing deathmatch flow.

-I started working on this before the new version and never changed it to reflect, so timer values on the checkpoints remain unchanged.  The checkpoint distance is balanced around the default time gain.

-Minimal attention was paid to weapon/item layouts, with the only exceptions being huge offenders like defenders getting exclusive access to Atomic Fire.

-Pathing may look a little clunky on a couple of the maps, but the payload gets to the end just fine.


tl;dr made core maps into payload maps

66
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 03, 2016, 05:05:03 PM »
Great update!  One thing's really bugging me, though...
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67
Maps / Re: GBT's Maps - BBB&B-v1b
« on: June 23, 2016, 06:35:24 PM »
I was discussing this over skype but I'll drop it here for discussion

Instead of one big building, you could structure it as more of a complex with multiple buildings designed for multiple purposes (Like the rooms, Musashi's casino/security room idea, etc etc).  It'd make the map a bit more interesting to explore and maybe increase clarity since most landmarks of the maps are visible from more parts of the map.  Teleporters could also be made available for fast travel between certain areas of the map.  A vertical approach would be very difficult to pull off, as it would require either tremendous amounts of 3D floors (always a bad idea), portal shenanigans (not exactly the most stable method) or teleporters taking you between the different floors (which could work but might feel clunky in execution).  Having it be a complex would also be a breath of fresh air to the map's aesthetic, since the current version only uses the great outdoors for the parking lot, the pool, and the connections between.  A larger outdoor section would mean better designs on pathways and more interesting landmarks than the current version of the map, which makes use of a labyrinth with various things sprinkled throughout.

I like SJB's pool idea, but you could probably also make the 3D floor bob up and down ever so slightly to make it seem more natural than just standing on air.  I also agree that recovery should be confined to a single area, since the current script is fairly buggy.

68
MM8BDM Discussion / Re: Major Best Ever moderation changes
« on: June 22, 2016, 11:39:16 PM »
Heya!  Just figured I'd relay what's going on in the IRC right now.

Jenova's apparently deciding to take down BE.  He's already taken down every server, but he's leaving the wads up for another 1-2 months, and an archive will be provided.  No official mention exists, but people are talking about it in the Zandronum forums.  I'm sad to see BE go, but for now, we're faced with an issue-- the largest MM8BDM server host is gone.

Our current plan (suggested by Jenova himself) is to migrate to [TSPG]-Painkiller.  The hosting service is exactly identical to BE's, with the main difference being server location; TSPG is located in New York, but BE was located in Montreal.  We've got a few wads hosted on TSPG already, but I'd suggest everyone check what we haven't uploaded yet and migrate stuff, and, of course, change up links in your thread if you have any content.  BE's wads are still up, but not for long.

Here's a link to TSPG's site.  Of course, other hosting services (like Grandvoid) exist, but I think this is our best bet.

EDIT/UPDATE: TSPG's having some issues with megagame right now.  We're trying to get it resolved.

69
W.I.P Forum / rip the streak 6/6/16
« on: June 06, 2016, 09:24:17 PM »
This is a lot of fun!  The only problem is that it tends to require more cover-based maps than ones reliant on rooms, since packed maps tend to have the players hugging walls and watching corners instead of getting into the heated gunfights you see on maps like MM1OIL.  You might be able to cut this down a bit by activating the markers at a certain distance, so that when the players are close enough to each other the indicators aren't visible.  That's been the biggest complaint from the servers, that the indicator can influence gameplay too much in close quarters.  I like the concept, though!  If I find some time between my own projects and DOS Reborn I might see about getting a map or two done for this.

70
Events / Re: The Brothers Mapping Jam [MERGE]
« on: May 30, 2016, 10:48:47 PM »
So a conversation with the regulars of C-TLMS (primarily Musashi) has turned up a few technical issues with some of the maps here.  I don't know if there are any plans to update this further, but I'll leave the list here.  This is mostly for the benefit of the relevant mappers.

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A lot of this is probably common knowledge and I likely forgot something but I promised to compile it all and post it here.  Also, block monster lines aren't exclusively for classes-- bots use them too, and people tend to use offline skirmish around here.

71
Anything Goes / Re: About yourself?
« on: May 25, 2016, 05:02:10 PM »
Updated my post.  It's been like two years since I last did this good lord

72
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: May 23, 2016, 01:15:33 AM »
why would you do this to me

73
Afaik, the Tournament Robot was already an OC.  As Roll herself points out, your appearance as Mega Man, Sniper Joe or any other character is simply display overtop of a previously undefined face.  Considering Wily's reprogramming of the robot masters, it's safe to assume that every enemy you face in the single player campaign is the real deal; Spark Man is the actual Spark Man, Hard Man the real deal, and even Sniper Joe.  It's pointed out through dialogue and the Mega Man 6 ending that you play as a robot designed by Dr. Light to fight in the tournament while Mega Man does mega stuff.  With all this in mind, giving the Tournament Robot a real design only adds to the character.  I'm all for the default skin being Maestro, but I'm mostly indifferent on the variants.

That said, which version would be the actual default, should the three variants be added?  Would it be other, or is there some way to change that based on the gender chosen?

74
Mega Man Discussion / Re: The Robot Master Sorter
« on: April 25, 2016, 07:49:25 PM »
Top 10

10: Gyro
9: Magma
8: Tomahawk
7: Quick
6: Pump
5: Needle
4: Spark
3: Burner
2: Solar
1: Tornado

Bottom 10 (1 being very bottom)
10: Clown
9: Wind
8: Freeze
7: Search
6: Cloud
5: Tengu
4: Gravity
3: Dust
2: Ring
1: Crystal

Fairly accurate.  I wouldn't put Dust and Ring as far down as they are, but I guess I never picked them.

75
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Search Snake)
« on: April 25, 2016, 02:21:37 AM »
Search Snake's most infamous problem is that its opponent can simply hold the spacebar to render the weapon almost entirely useless.  This isn't a problem seen with most other floorhuggers-- even water wave, a weapon notorious for the same issue, has a long duration to make it more difficult to jump over.  Unfortunately, I can't quite think of a way to fix Search Snake without fundamentally changing the weapon-- the only thing I can think of is a vertical hitbox increase to make it harder to jump over, but then that creates a massive disparity between the sprite size versus the hitbox size, creating an issue similar to Pharaoh Shot's.

I'm not a particular fan of adding homing properties to Search Snake, either.  It wouldn't really fix the issue, anyway-- a player could still just as easily hop over the snake, except now it can circle back around.  The thing moves so slowly that it'd hardly matter in the first pla-

Actually, what if the snake just moved faster?
As it stands, Search Snake is currently slower than your average Mega Buster shot.  With faster snakes, enemies would have less time to react to a barrage, and it may be easier to score a couple of hits.  It would also give it something to stand apart from the likes of Ice Wave and Bubble Lead.

Speaking of floorhuggers, why not talk about Ice Wave?  As it stands, it's currently the best ground-based option available.  If that doesn't work out, I'll default to my earlier suggestion of Silver Tomahawk.

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