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Messages - Galaxy Sisbro

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376
Quote from: "MagnetMan497"
Can you sepereate the remix and normal pack? They're getting way too big

Unless there is heavy enough, thoses 2 will not be separated. 30 mbs aren't that much, anyway.

Quote from: "Korby"
There's an impassable linedef blocking you from the weapons.
I guess I can probably show this. Not much is bein' shown anyway.
(click to show/hide)
It wasn't gardeny enough, so I added cacti and trees. I don't remember when this screenshot was taken, so there may have been changes made to the map.

This map will be alongside with olive steakhouse, or it will be a new map?...

377
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 05, 2011, 08:14:15 PM »
Okay, I'll make it as CTF.

378
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 05, 2011, 07:50:15 PM »
Quote from: "Gummywormz"
Probably because there will already be a tengu / astro DM stage whenever mm8 finishes.

All the whole textures and stages are different (If i'm right). Mimics changed, and i don't think making another DM of the same robot master is a bad idea (considering they are in different games).

379
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 05, 2011, 07:43:15 PM »
I think MEND is working on ground man or tengu man tiles. I'll better wait to him to finish it.

Also, Tengu man and astro man really need to be ctf? Why do not make 2 ctfs apart with all the textures? Well, that's me.

380
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 05, 2011, 02:54:14 PM »
And i can do tengu man for ya. Just need help coding the balloons (If you want these to be there)

381
MagnetMan, don't forgot to include the textures. They really aren't megaman looking, and causes eyesores.

382
MM8BDM Discussion / Re: MM8BDM MM7 Expansion - Release Date 10/06/11!
« on: June 04, 2011, 11:15:20 PM »
Friday? Noway, i don't wanna lose the big DM party :7(

Maybe saturday?

383
W.I.P Forum / Re: [EXPANSION] Megaman & Bass
« on: June 04, 2011, 05:31:17 PM »
Make 2 outsides (a big and smaller one) and 1 inside. Works pretty well.

384
Quote from: "Ice-IX"
 
CSCM14 - Congrats on your linedefs trees, Galaxy. As Noxium showed us, it's possible to stand on the trees *outside*, and not just the ones that are inside. You decide if it's a good or bad thing. Our theory is: godmodding jumping off someone's head.

Well, it's a good thing. It can be a hard but safe camp spot at roboenza, and, at the same time, it would be impossible to camp there in deathmatch (Without counting that zombies can get there with the super jump).

Also, i want to say something: More than the layout, the weapon placement, the look or the idea itself, you need something more in your maps: Innovation. See my maps. Every map i make isn't just random sectors placed everywhere. In MM1DW1X, I added the copy robot machine and the pit, Just to make a new and fresh look to the map, more than another random map made with the same textures. In CSCM14, i added the trees (as decoration and camp spot at some cases) and waterfalls (Which replaces the typical stairs or slopes). That's why CSCM14 "Isn't just another castle", it has something more. MM2METX and MM2DW1X are great examples too, with the scroll floor script to move actors, and using linedefs to make 3 floors (Too bad that linedefs lags that much). Guys, you really have potential. Please, don't make a map just for it being played. Add something new to the maps. We are bored of the same thing over and over. Frost processing added the floating ice blocks and Fireball deathmatch added pipes. In the remixed maps cases, I'll recommend to add new things (Like shadow man with the similar script of brightman, or magnet man puller objects), Or, for example, in toad man, add something from the game that we haven't seen in MM8BDM maps, Like the outside section. Isn't a fantasy that dog man is considered one of the worst maps in this pack. And donutyoshi could ask why. The textures aren't 8 bit looking, every sector looks like the same, and the teleports are awful at some point. Donutyoshi, please, learn to make 8 bit textures, or either use the default textures into your map. Also, add something new at every sector, just to see that it is different from other one. and what i said, please start by innovating your map. It is just random sectors with grass. finally, why the grey cutman sprites, or the crystal towers in the map file?

385
... One thing is the sprites limitation itself, other but very different thing is the music. So far as i know, You can actually break sprites limitation, not the music (But you can't play it in a real catridge). Also, my bad, it's in a MM5, Dood in gate specifically

386
IRISBIT1 is totally 8-bit music. And i can assure you guys, that this music was used in a Rock Man 4 Hack.

387
Guys, please stop using hard words in the feedbacks. Words like "It sucks", "Fuck this" or "This is Bullshit" Are very, very offensives. We want a better map pack, not a flame war here.

388
W.I.P Forum / Re: Touhou class Mod, by xColdxFusionx
« on: May 22, 2011, 12:08:30 AM »
Wow, CF, you did a special work here. I love the HUDS and most of the weapons here. I really feel like in a touhou movie here. However... What about that secret class?...

389
Quote from: "MagnetMan497"
I love Galaxy's map, it reminds me of Paper Mario. But the water should be instakill :/

Lol, when you said that, it totally reminds me of paper mario because of the trees. Good times there. But making water instakill.... Well... i think the water is okay as it is.

Also, *Nu*, be more respectful. Things doesn't work pretty well that way. I should include more users here.

390
Maps / Re: 8-Bit Music
« on: May 17, 2011, 07:18:25 PM »
.... If you want to know if the music is free, then search in google...
About looping, there are million of programs there, like audacity. To get the music.... download it from internet.... and hear it to verify it's 8 bit

I don't see the point of making a topic just for this, worst if this is in maps forum.

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