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Messages - Thunderono

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91
MM8BDM Discussion / more questions than I intended but it's all BHB
« on: January 19, 2016, 04:37:00 AM »
you never answered my question about concrete shot ;_;

On a more serious note, how're the weapons being distributed in LMS?  I'd assume Tornado Blow is out due to the AoE clause, but what about Black Hole Bomb?  Given its placement in the maps you've shown off and your own descriptions, I'd assume it's a weapon of incredible power, so would it make it into the LMS distribution or be considered a type of AoE (due to the sucking power) and be left out?

Actually, on that matter, if it controls similarly to CBM's own Black Hole Bomb, wouldn't it overlap with Remote Mine?  It'd arguably be stronger due to an airbursting ability, so would anything be done to Remote Mine to help combat this?

92
Events / what do you mean you can't smoke a cactus
« on: January 14, 2016, 12:55:34 AM »
I got that W E E D  C A R D
thanks broseidon

93
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: January 11, 2016, 10:00:05 PM »
When we started the maps side of things, I personally requested that we use separate map and music codes for this expansion.  Maps'll be "MMDxxx" (whereas old DOS uses DOSxxx) and music will be "xxxMUSD."  No use declaring the two projects separate if both wads can't be hosted at the same time.

94
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: January 10, 2016, 09:51:40 PM »
will concrete shot shoot concrete

95
The only thing I can think of that you could even do to MM6FLA would be to add one more pillar to the middle oil pit so the jump's a little less awkward, but that's more me spitballing than a change the map particularly needs.  It works well for what it is.

Personally, I like new MM1FIR.  The old one was alright too, but it was a little awkward getting around without using the central ramp due to a lot of jumps, fire traps, and even two ladders right next to each other in the main room, which are all things new MM1FIR cuts down on (although it does admittedly still have these to a far lesser degree).  I can't really say it's that much bigger, either-- old Fire Man was pretty small, but it's not like new Fire Man is anything but.  It's hardly even close to medium-sized.  Again, I'm not saying the old one is bad, but given the choice between the two, I'd take current Fire.

96
Projects & Creative / Re: Class based modification (v8b)
« on: January 08, 2016, 08:50:12 PM »
Quote from: "Korby"
I forget the reasoning Jax told me when he added it, but I believe it was something along the lines of using springs and gyro pads easier.
In addition, it allows him to quickly evade downwards, and knowing when to do that adds a new degree of mastery to the class.

The coding for the infinite flight isn't "sloppy;*" it simply doesn't take into account custom maps using non-core standard pits which is, unless I am horribly mistaken, essentially impossible to account for in the first place.
As for why he has it in the first place, it helps separate him from other flying classes, it's an interesting mechanic that had not been done before, and it's thematically appropriate.
That, and he's rather weak otherwise.

I suppose that's fair, but the fact remains that infinite flight shuts down floorhuggers and classes focused on slow projectiles.  Maybe a compromise could be made to where, after taking a certain amount of damage (somewhere between 20-40), Astroman loses his flight.  This would work similarly to the counter Woodman currently has, where the counter would be active as long as the flight is active, but it would reset if he manually shut it down (incentivizing the Astroman to deactivate his flight in order to preserve it for future skirmishes).  To compensate, maybe he could get a movespeed buff to allow him to still get in for Astro Crushes, since he's entirely reliant on flight to get it to hit.

97
Projects & Creative / obvious mapmaker's bias but god damn
« on: January 07, 2016, 12:51:43 AM »
Astro man should also lose infinite flight.  It's honestly pretty silly that he gets it to begin with, and aside from disarming some classes entirely, the sloppy coding allows him to fly over custom pits forever (biggest and most recent example being PBJ10-- I'm still salty).

Honestly, why does he even have the item to turn off flight?  There's no reason to turn it off since stamina can be regained without turning it off, and being able to dodge floorhuggers and low bouncing projectiles by default is incredibly powerful.

98
MM8BDM Discussion / Re: SERVER READY Thread
« on: January 07, 2016, 12:46:51 AM »
:: [BE] Montreal :: C-TLMS
192.99.6.150:15029

YD classes went down due to a bestbot crash.  Put it back up with bandaid loaded.
Should be self-explanatory, but I changed the name to C-TLMS to cut down on the "YD classes" search clutter.

99
Events / Re: MERRY CHRISMASH HOLIDAY RAFFLE
« on: December 26, 2015, 06:31:04 AM »
you already have me friended on steam

Cake Toss / Shanty Hey / Shoot Men Weather / Goons of the Infamous Mob Boss Ike Ross on the Line

100
Anything Goes / prolly missed something
« on: December 26, 2015, 03:51:52 AM »
I have a large family that likes to get creative
Generally my christmas is split in half between direct and extended family, which I refer to as Wave 1 and Wave 2 respectively

Wave 1
-Gloves
-Kickass new coat with fur lining
-Shirts
-Pants
-Assorted games
-32" curved monitor
-Actual motivation to fix my main PC so I can use aforementioned monitor
-R.O.B., G&W and Duck Hunt amiibos
-Food
-Dosh

Wave 2
-More shirts
-More pants
-Jacket
-Mini fridge
-Sega Genesis (With a bunch of games)
-Dosh
-Assorted games
-Food

101
MM8BDM Discussion / Re: MM8BDM v5 - What maps do you feel need work? Pt. II
« on: December 24, 2015, 06:23:45 PM »
I see where Bik's coming from with the layout, but I disagree on account of the gimmick for the reason of it being annoying as sin.  It's just plain annoying losing your ability to jump, it's annoying to watch gravity-based projectiles either slam to the ground harmlessly or sail off into the sunset, never to harm a soul (In parts of the map, Bubble Lead even hits the ceiling and dies before it can do anything), it's annoying having to jump up each individual jump stair (It takes nine jumps to reach the top of the jump stair hallway), and it's especially annoying knowing that you won't even have time to adjust to the gravity change since it'll just flip to the other one soon anyway.

The layout never did me any favors, either.  I never liked how clockwise the flow was, and I especially hated the fact that the map was centered around a massive hallway with exits only on either side and no cover whatsoever.  Beyond these two massive flaws, though, the layout just has a bunch of little things that irk me.  For example,
Quote from: "Bikdark"
this little alcove
or as I like to call it, the "Supply Closet," is an incredible example of how dead ends can slaughter gameplay.  You almost reliably catch people hiding in this room in TLMS modes, and the worst part is, you're pretty much screwed if you want to flush them out, since you barely have sight lines to the top of the lip on the approach to the room and the 64-wide juts in the doorway give players inside a chance to ambush enemies coming to get them out.  But I think the worst part of the entire map is this part here.  Reason being that it can only be accessed during low gravity and has perfect sightlines to one of the biggest flow hotspots on the map.  It only takes one person to secure this area, as players attempting to get up have to either funnel through a thin, 64-high staircase at one end or risk getting bodyblocked on the other end and fall to their death.  On the other end of the map, you have this.  I took the screenshot at the angle I did for a very particular reason: that's about how well you can see up there.  There's an ice wall token up there that's not even visible.  This teleporter destination is another spot you reliably see people camp out in, primarily due to its startlingly closed sight line to the rest of the room and the complete inability of players to take out enemies hiding out up there during high gravity.

Now, then.  I know I've said I'd like to see a complete rework of the map with rooms designed around specific gravity levels, and I'm sticking by that.  I like the thought of high gravity rooms being completely matters of cover, with boxes and lips scattered about for players to dart about and take frags without having to worry too much about the high gravity gimping their mobility, instead focusing on using the cover in the room to outwit opponents.  I also like the thought of low gravity rooms being centered with large geometry, and players bouncing about in them firing higher speed projectiles to secure the kills in the vastly different setting.  I think that the map could just be better with rooms designed like that, and regular gravity rooms serving as intermediaries between.

That being said, though, there does exist the possibility I dislike of the layout staying the same.  If that's the case, then I'd like to put in a few words about it.  First and foremost, I agree with Bik that the supply closet should be made to link up with the top of the staircase.  I also think that the supply closet should provide a high gravity route to the high ground in that area.  Then, the 64-high stairs should be moved closer to the middle of the hallway to supply cover to people caught out in that area.  Add a ladder somewhere too to allow (slow) movement to the high ground during high gravity.  These changes are just to allow people to get up there more easily and make the high ground a more viable battleground than the campground it currently is.
Quote from: "Bikdark"
If you're really having trouble with the map, I'd suggest thinking about hallways you could cut out in areas like here. It's an area very few people think about despite its usefulness, so drawing attention to it would alleviate a lot of navigation stress.
I also agree with this.  Adding some sort of room or route to this area would help to achieve better flow, as well as provide those sweet, sweet options to players who just want to be free of the giant hallway of doom.  One final note is on that teleporter destination I mentioned earlier.  Honestly, just like lower it or something.  If you only want it to be accessible by the teleporter itself, just throw in those spike things and make it out of reach for high gravity.  It's annoying when people are there.

There's also the minor things like cutting down on jump stairs and taking out some of the pressure from high gravity, but those've already been said.  Honestly, one of the worst parts about this map is the fact that it's way too easy to say high gravity when you meant low and vice versa.  It's happened a lot in this discussion, and probably in this post somewhere.

102
Anything Goes / Re: Tengu's Annual Holiday Raffle 2015!
« on: December 05, 2015, 08:04:15 PM »
Hi I'm your friendly neighborhood Raffle Leech™

http://steamcommunity.com/id/ThunderElectros

103
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: November 27, 2015, 01:33:55 AM »
Actually, the screenshots are both of Bit Man.  The aesthetic changes pretty drastically when you head inside.
Torch and Petrol are a ways off from being presentable, with the latter not even been claimed yet.

104
Projects & Creative / something something subject to change
« on: November 25, 2015, 09:58:52 PM »
Shaky P.R. aside, I feel like this topic is missing something here.  What could it be?  Preview of one of the tile sets and all of the robot masters?  No, that's there.  Detailed description of what the expansion's all about?  Check.  List of progress and who's doing what?  No, that's there too!  What're we missing here?  Hmm...

Oh!  I know!  Proof of Concept!
Let's fix that, eh?

(click to show/hide)

105
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: November 23, 2015, 11:28:33 PM »
It's been a while
Stealing parts of Llama's format since I liked it

Name(s): Thunderono, A Real Shark
Preferred Stock Skin(s): Sparkman, Waveman
Preferred Custom Skin(s): None currently, but when DOS Reborn drops I'll probably run Bit Man's skin for a while.
Favorite Game Mode(s): (YD/B)TLMS
Least Favorite Game Mode: Justified/derp

Favorite Weapon(s): Crystal Eye, Thunder Claw
Least Favorite Weapon: Dive Missile
Weapon(s) I'm Good With: Crystal Eye, Thunder Claw
Weapon(s) I'm Bad With/Against: Remote Mine(With), Dive Missile(Against)

Favorite Upgrade: Arrow Buster
Least Favorite Upgrade: Proto Buster
Favorite Stock Map(s): MM3NEE, MM4DRI, MM5DAR
Least Favorite Stock Map(s): MM4DIV, MM5WAV, MM5GRA
Favorite Classes(YD): Dark Man 3, Drill Man
Least Favorite Classes(YD): Rock, Cloud Man

Favorite Maps I've Made: DOS Reborn's Bit Man is something I'm very proud of
Least Favorite Maps I've Made: Joyful Isle was a mistake and I'm sorry for putting it back in the wetpack

Greatest Rival(s): Blood is shed whenever Llama and I meet in battle
Play Time: Pretty much all the time, unless something comes up.
Reputation: Rapidly decreasingly obscure
Contributions: DOS Reborn's Torch Man and Bit Man
Current Projects: The WetPack, other assorted side things
Anything else?: Look forward to seeing screenshots of Bit Man some time in the near future!

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