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Author Topic: MM8BDM V3b Released!  (Read 68966 times)

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August 13, 2013, 03:59:59 AM
Reply #105

Offline Awbawlisk

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Re: MM8BDM V3b Released!
« Reply #105 on: August 13, 2013, 03:59:59 AM »
I like how all the small maps are getting requested for change.

August 13, 2013, 04:03:10 AM
Reply #106

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #106 on: August 13, 2013, 04:03:10 AM »
MM4DRI and MM4BRI are... Not fine.
The former has short ceiling, plus the teleporter is unneeded at the points they are located.
The later suffers from blinding darkness that results in either everyone stopping in their tracks or meeting Mr Pit, which makes me question why it relies so heavily on this single gimmick while it could have a "never dark" area too.

Then again, jus' me.

August 13, 2013, 05:56:03 AM
Reply #107

Offline Hallan Parva

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Re: MM8BDM V3b Released!
« Reply #107 on: August 13, 2013, 05:56:03 AM »
Drill Man could lose the fucking Flash Bomb but other than that it's fine

though I will agree that Bright Man's total darkness is obnoxious as balls

literally the only purpose it has now is to troll since the enemies don't even drop HP anymore

August 13, 2013, 06:36:56 AM
Reply #108

Offline JoshAdams88

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Re: MM8BDM V3b Released!
« Reply #108 on: August 13, 2013, 06:36:56 AM »
Drill's got too much instagib potential. The removal of super arm and flashbomb in favor of other weapons would probably be better.

August 13, 2013, 11:13:13 AM
Reply #109

Offline Laggy Blazko

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Re: MM8BDM V3b Released!
« Reply #109 on: August 13, 2013, 11:13:13 AM »
Nah, Crash Bomb and Power Stone work perfectly there, as well.

August 13, 2013, 12:42:44 PM
Reply #110

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #110 on: August 13, 2013, 12:42:44 PM »
The only reason to toggle the lights was for HP. Removing it only made it a useless trolly gimmick.

The stage layout is annoying, but it's not annoying as the darkness.

August 13, 2013, 01:09:47 PM
Reply #111

Offline The_Broker

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Re: MM8BDM V3b Released!
« Reply #111 on: August 13, 2013, 01:09:47 PM »
Excellent! I've been looking forward to this update. Time to personally explore the changes.

EDIT: I do have to ask one question if you read this, it's not a big deal but did you "fix" the Evil Robot's RollComment to mine?
Never mind, it wasn't.

August 13, 2013, 01:35:41 PM
Reply #112

Offline CutmanMike

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Re: MM8BDM V3b Released!
« Reply #112 on: August 13, 2013, 01:35:41 PM »
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.

August 13, 2013, 01:41:56 PM
Reply #113

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #113 on: August 13, 2013, 01:41:56 PM »
I still feel that the junk door howyoucall should be open for exploration with a good weapon inside of it, Wire Adaptor would actually be useful for once.

(click to show/hide)

Wire Adaptor can reach inside of it.

August 13, 2013, 02:32:09 PM
Reply #114

Offline Geno

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Re: MM8BDM V3b Released!
« Reply #114 on: August 13, 2013, 02:32:09 PM »
Hmm.

The Party Ball sprite is different.

I don't like it


I also noticed all the unused fortress stage music exists, except Cossack Stage 1.

weird


EDIT: oop, the music thing was because I downloaded a WAD.

August 13, 2013, 03:00:47 PM
Reply #115

Offline FTX6004

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Re: MM8BDM V3b Released!
« Reply #115 on: August 13, 2013, 03:00:47 PM »
I see some people are still hosting servers with v3a instead and is because some guys dosent like the new stuff like the space on your chat.

August 13, 2013, 03:48:58 PM
Reply #116

Offline Emmanuelf06

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Re: MM8BDM V3b Released!
« Reply #116 on: August 13, 2013, 03:48:58 PM »
Quote from: "CutmanMike"
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.

indeed, we need small and big maps, it can be good, depend of the number of players....if you want play duel, little map are less boring than a super big map.

DM: 4 players by exemple, drillman map is perfect for that, same thing with Cutman map.

Various maps is important I think....

August 13, 2013, 05:37:55 PM
Reply #117

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #117 on: August 13, 2013, 05:37:55 PM »
I just tried out Super Arm, and having autoaim on still messes with it's throw angle. I then looked at it in Slade and saw that it doesn't have +WEAPON.NOAUTOAIM after all.

August 13, 2013, 05:57:58 PM
Reply #118

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #118 on: August 13, 2013, 05:57:58 PM »
Quote from: "CutmanMike"
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.

All MM4DRI really needs is a higher ceiling (specially for the outside) and moving the inner teleporter to the opposite corner of the map OR removal of teleporter to give another entry point.

Centaurman isn't really bad, but I think that the water area is a bit empty. But nothing really worth the trouble.

August 13, 2013, 06:37:12 PM
Reply #119

Offline beta

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Re: MM8BDM V3b Released!
« Reply #119 on: August 13, 2013, 06:37:12 PM »
Who wants to make a server today?