Mega Man 8-Bit Deathmatch Forum

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December. 20, 2024, 5:32 PM Team Spawn Feedback Thread
Sure, why not - those probably create or are exacerbated by Team Imbalance anyways.
8BDM's resident classes streamer https://www.twitch.tv/nxbulaa_
8BDM's resident classes streamer https://www.twitch.tv/nxbulaa_
December. 20, 2024, 5:27 PM (Edited by Nxbulaa_) Team Spawn Feedback Thread
Trillster said:
Nxbulaa_ said:
is MMKENK being looked at? the spawns are pretty nightmarish, with one wily/light getting free access to the other teams backline via a teleporter at round start.

MMKENK was already addressed in V6B.

yikes, that's fucking embarassing

ignore me for now then I'll come back with more thoughts later
edit: if i have thoughts on stuff like chokepoints being too hard to push is it okay even if theyre not related to spawns
Trillster Administrator
what's a code
Administrator
what's a code
December. 20, 2024, 5:21 PM Team Spawn Feedback Thread
Nxbulaa_ said:
is MMKENK being looked at? the spawns are pretty nightmarish, with one wily/light getting free access to the other teams backline via a teleporter at round start.

MMKENK was already addressed in V6B.
8BDM's resident classes streamer https://www.twitch.tv/nxbulaa_
8BDM's resident classes streamer https://www.twitch.tv/nxbulaa_
December. 20, 2024, 5:20 PM Team Spawn Feedback Thread
is MMKENK being looked at? the spawns are pretty nightmarish, with one wily/light getting free access to the other teams backline via a teleporter at round start.
Don't sweat the petty things, but don't pet the sweaty things
Don't sweat the petty things, but don't pet the sweaty things
December. 20, 2024, 5:12 PM Team Spawn Feedback Thread
I remember MM9GAL having very lopsided team spawns with one spawn being in a really bad choke spot. Although maybe a layout tweak could help remedy that instead of moving around spawns?
December. 20, 2024, 5:10 PM Team Spawn Feedback Thread
A handful of the maps already being looked at for v6c:
- MM3TOP (choke reduction)
- MM6KNI (choke reduction / imbalance)
- MMBKIN (spawn repositioning)
- MMVURA (choke reduction / imbalance)

Screenshots and whatnot likely to come out after testing.
December. 20, 2024, 4:57 PM Team Spawn Feedback Thread
Continuation of a thread from the old forums - post any team spawn related feedback here. This can be anything, but some ideas include:
- Observations of Team Imbalance
- Suggestions for spawns to be moved
- Suggestions for map layout to be adjusted to better suit existing spawns
- Reports of broken spawns
- Reports of unsafe spawns

etc.
Algo se me ocurre... algo grande
Algo se me ocurre... algo grande
December. 17, 2024, 4:43 PM New Ways-Out Context! / some skins of mine

The kind of spritesheet you would expect...
Making mods in my spare time Known as: The Bloons mod guy.
Making mods in my spare time Known as: The Bloons mod guy.
December. 15, 2024, 2:59 AM Cobra's MM8BDM mod updates
Weekly mod news 15/12/2024 "Week 4 of the super monkey's rework"

Bloons mod: "Updated a map & the power of the sun!"
1. Map updated: Boat at sea, going from a poorly made map to a much better map having two floors and more space also being compatible with the new bloon machine.
2. Made temple altars that act like additional upgrades for the sun temple upgrade, these upgrades become purchasable once a sun temple is made.
3. implemented UI icons for robo monkey to anti bloon weapon arm settings.
4. new damage type: Plasma5Layer *wip*
5. Upgrades reworked: sunAvatar/300Super, sunTemple/400Super, True sun god/500Super.
6. Sun temple upgrade has two unique mechanics that makes it stand out from every other upgrade so far!
7. When a sun temple is active the player who owns it can't be damaged by normal bloons but instead of chasing you they look for the temple you own damaging that instead, moabs on the other end still damage you, but do less.
8. Super monkey projectile sprites updated!
9. new super monkey skins: True sun god, Robo monkey,

Other:
1. Tower defence prototype mod has been put into the scrapped ideas bin as I barely worked on it at all.

Plans for next week? I thought it would take two weeks well the code is all done but if I wanted cool looking FX for the temple I'd need another week for that. Instead I'll spend this week covering the last path for the super monkey, the dark knight path! Also I only have two skins left to make so that's an upside. Also expect a mod works slowdown after the next mod works due to Christmas!
December. 13, 2024, 7:17 AM Ukiweps (V4B)
Hi, I am adding this to the files loaded, the weapons are there and they can be gotten via the "give all" command but I don't see them in the maps when playing, only the vanilla weapons are there. Do I need to change a setting somewhere else in the mod or do I need to have another .wad/pk3 to load the weapons pack with in tandem? Back then I remember that a modular weapons mod is required to be loaded alongside and I remember this mod having settings that you can change like allowing Unreal weapons or not.