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Messages - Thunderono

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76
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 24, 2016, 07:56:31 PM »
I'm afraid I don't quite understand Jewel Satellite.  From your descriptions, it sounds to be Leaf Shield except with a segmented fire.  A lot of points brought up regarding it beg questioning-- can you fire it four times per shield (with one usage per clip), or do you get four uses per clip?  If it reflects projectiles and grants immunity from homing, does it run on a timer, or do you lose satellites as it gets shot?  Or maybe it autofires the jewels?  I understand that the focus is to bridge the gap, but if it grants the aforementioned buffs it sounds like it's much more effective from a retreating standpoint.  I guess I'm just struggling to understand the "Offensive" utility of a weapon like this.  I know this isn't one question but I'm very confused and let's be real there aren't that many in each QnA anyway EDIT: Llama and Freeman cleared up its utility for me, and I think llama edited the post.

Jewel man textures look pretty nice.  Glad to see you all were able to find a way to break up the monotony.  I'm not trying to rag on Jewel Satellite or anything; I'm just really confused by the description.

77
I had a look at the updated version of the map, and I'd definitely say that this is an improvement over the current version of Burst Man.  Just lowering the radically high upper section had a tremendous impact on the map.  Cutting down on the Power Stone room also helps, but I still have a few gripes with the map.

Before I hop into screenshot territory, a few things I'd like to mention right off the bat.  First off, whether intentional or not, you can jump from the gel to Eddie's platform with zero resistance whatsoever.  I'm not sure if that's what Knux was getting at with his mention of putting spikes around the pillar, but I'd definitely look into that.  Secondly, despite what I said earlier, I still think the Power Stone room is a little unnecessary (more on that later).  Finally, I'd recommend darkening the underwater (Underpee?  Underbeer?  What is this stuff, anyway?) textures.  While textures are a very welcome change from that eyesore filter, the bright yellow hurts my eyes, and I'd imagine there are others who feel the same way.
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That said, I think with a little bit more work, I'd be willing to embrace this map.  As I mentioned earlier, the changes made do large favors for the map, and I'm looking forward to seeing how it turns out for v5!

78
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Atomic Fire)
« on: April 13, 2016, 07:33:51 PM »
I actually really like the idea of charge loss on damage.  It helps an alert player stop the madness without completely destroying the viability of the weapon for an attacker.  Twitch shots would still exist, unfortunately, but it would help more in the long run to have a definite counterplay to an enemy wielding Atomic Fire.

79
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Atomic Fire)
« on: April 13, 2016, 02:29:20 AM »
Atomic Fire's actually pretty tricky.  Without OHKO potential, you basically remove the weapon from the game, but with it, it's a total piece of shit.  I'm going to tentatively say I think the OHKO should stay in, but at dramatic costs to its current viability.

First off, an ammo consumption nerf would be required.  If you whiff your giant ripping OHKO, you need to work to get a full charge back.  The second two are interchangeable; either give it a range limit, or, as the option I'd prefer, delay the actual shot when the charge is released.  You could possibly add a visual indicator to the weapon being fired as well, so that somebody caught could have warning.  I think the delay helps in the way that twitch shots would no longer happen (or at least happen far less than before), and the visual indicator would give an observant opponent time to dodge the attack.  I understand it's a little hacky and it'd take some doing to increase clarity to the user on when the shot will actually come out, but in its current state it's nigh unstoppable and I feel like this is the best way to cut down on random deaths to an unforeseeable atomic fire shot.

EDIT: Oh yeah, and I'd like to see Silver Tomahawk on the plate next.

80
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 11, 2016, 07:51:22 PM »
The only song in core I'd care to see be remade is Search Man.  That song sears my ears every time we roll that map.  Of course, I wouldn't shed any tears if TENVMUS bit the dust or at least had a little less than 1/11 chance of rolling.

81
MM8BDM Discussion / I couldn't think of a question rip
« on: March 28, 2016, 05:05:14 AM »
Plug Man's looking pretty neat.  I'll admit I'm having a hard time getting a read on it from the screenshots, but from what I can tell it seems solid.

Honestly, I think the big thing is the roundup of screenshots.  Most of those are taken from more flattering angles than the ones taken for their initial releases.  Galaxy Man, in particular, looks really nice from that shot.  It seems like the MM9 maps vary in the style of the layout, with some having intense CQC (Plug, Jewel), some having more open spaces to fight (Splash, Tornado) and some having a nice mixture of the two (Hornet, Magma).  While this may be a byproduct of the mappers having different styles, it looks like there'll be a lot more variety in the MM9 content than in any other set, and I can definitely get down with that.  Excited to see how this all plays!

of course that's all just conjecture based on screenshots but I can believe

82
Maps / triple post of great justice
« on: March 18, 2016, 01:23:40 AM »
Hey everyone!  Just stopping by to mention, no, I'm not dead!  Rather the opposite, in fact.  I've been hard at work changing up the existing maps and creating new and exciting things!  Unfortunately, I'm not particularly sure how many maps to expect for the next version.  It's all dependent on multiple factors, but I think it'll either be 10 or 15 maps.  In addition, a couple of the old maps have been completely replaced.  I think the results will be pleasing.

I don't expect to make many progress updates regarding the maps themselves, but one in particular has received particularly negative feedback, and so I figure an update regarding it is warranted...
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I'm excited for the next installment of the WetPack.  It'll be bigger and better than ever!  See you all then!

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83
With Light Vs. Wily out, we've had a chance to see some of the maps in deathmatch settings.  This has lead to one conclusion: Atomic Fire is always ridiculously easy to acquire. More times than not, it's placed in the middle of a field (with other less valuable weapons typically in less convenient places).  This is a problem because Atomic Fire is unbelievably centralizing, and it tends to drown out the rest of a weapon layout if it's easy to get.  I'll put a list of the maps affected by this and, if applicable, weapons they could be swapped with.

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Naturally, Atomic Fire isn't the only weapon that should have its placement reconsidered (Why is Hard Knuckle in the middle of a main thoroughfare on MM1DW1), but I'm only addressing this in particular.  In addition, I don't know if Atomic Fire matters as much in Duel, so this might not apply there.  I'm simply referring to DM/TDM settings, and if it applies to Duel, then great.

I'm aware that this may come off as whining, but I just feel like a weapon as mindless as Atomic Fire shouldn't be mindless to acquire.  As stated before, it tends to dominate the player's weapon slots.  This even occurs in LMS modes, as the ability to take down an opponent with a single shot isn't something to take lightly.

84
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: March 14, 2016, 07:59:31 PM »
Quote from: "NemZ"
I like the change to bubbleman, but I do wish you kept the spikes in some form, even if just in a few dangerous hallways with great weapons.  Right now it looks like it's going to just be a green version of diveman without the whale.
I might have missed the point of this post, but there are a few spikes visible on the right side of the first screenshot. (Above the large health)
The spikes in the current version of the map are unbelievably frustrating at any rate-- they're plastered all over the walls and anyone trying to have a fight near them is likely to crash into the spikes and die.  I'd be fine with them more being present on the ceiling than the walls, and that appears to be the case for the new version.

85
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: March 14, 2016, 02:33:35 AM »
I almost just typed Dive Man instead of Bubble Man.  It's looking great, but it does remind me of the map a bit.  Maybe it's just the first screenshot-- in any case, it seems a lot more structured.  I kind of wish there was an above water section, but I suppose we'll see if it matters too much with the layout.  Looking good!

How's Plug Ball's ammo consumption?  I can easily see maps like MM1CUT and MM6WIN becoming hell on earth if the ammo consumption is low.  The concept is super cool, though.

86
Projects & Creative / Re: [Game Mode] Light vs. Wily
« on: March 14, 2016, 02:28:20 AM »
I mentioned it in the server and I brought it up to the devs themselves but I may as well post it here for discussion's sake

What if the HP drain's cap (which normally stops at 1 HP) scaled with the amount of players in the server?  That way, fuller servers could allow the boss a buffer to escape if his team's dying left and right (which would likely happen due to player saturation).

That said, this is a total blast to play.  I feel like a lot of people are forgetting that bosses aren't always self-sufficient-- in this instance, teamwork is required to keep the boss alive, and having a large team dissolve will only harm the boss.  Grouping up and moving around to take down enemies in tandem with the boss is the key to making comebacks happen.

87
Projects & Creative / Re: [Game Mode] Light vs. Wily
« on: March 13, 2016, 11:59:49 PM »
Put up a server!
[BE] Montreal :: Light Vs Wily
192.99.6.150:15097

88
MM8BDM Discussion / new MM2BUB hype
« on: February 28, 2016, 09:53:40 PM »
I noticed something looked off about the Freeze Cracker icon in Lego's Skull Barrier video last update.  I don't really understand why they were changed, but the new results look nice nonetheless.  It'll take me a very long time to get used to Thunder Bolt's new icon, though-- that's a far cry from the old version, and I'm not really getting an electric vibe from it.  It looks more like Danger Wrap's new icon with yellow streaks.  I suppose I may have just gotten too used to the old icon.  EDIT: just realized it's changed to be made more like the MM7 versions I'm a goof

You mentioned that Clown Man's getting a change to the skybox in that it changes slowly in response to the current frag count.  I've got a couple of questions regarding this: first of all, is it based on the leading frag count or the total frags accumulated throughout the match?  And secondly, will this mechanic be applied to other maps like Ring Man, Needle Man and Skull Man in accordance with Gumball's skybox suggestion a while back?

89
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: February 15, 2016, 03:34:21 AM »
I won't lie, new skull barrier looks absolutely terrifying.  I think it should be obvious why.

On the topic of MM9GAL, though, what're the teleporters like?  In particular, are the chains localized to certain rooms, or are they placed like traditional teleporters?  If it's the latter, I'd consider toning down on them a tad-- clarity on which teleporter goes where is hard enough when there's two sets, let alone five.

Those rooms look pretty cool, though.  Did more with the textures than I thought possible, what with it being Galaxy Man.

90
MM8BDM Discussion / forum screenshot resolution pls
« on: January 31, 2016, 06:10:35 PM »
Looking pretty swagular.  One thing I want to point out, though...
Quote from: "LlamaHombre"
7) Will Black Hole Bomb take advantage of block monster lines?

I hope to god so

If this does wind up happening, does that mean that Wind Storm would receive the same treatment?  After all, it has the same issue-- it can and will push people off of cliffs.

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