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Sharpflame

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Everything posted by Sharpflame

  1. Why don't you guys continue this argument during the summer? ... When the population is back.
  2. Well, I don't typically use YouTube to listen to music, but my usual playlist, especially when playing Hyperspace, tends to consist of Nine Inch Nails, Tool, and some Daft Punk. : D
  3. zone dun did appear to be dead sauce salad, i mean i derpid wanted to play hyerpsapce at 3:30 in the morning yo but really just saying incase this is a long term downtime thingy so somebody notices it in the afternoon and stuff, yeah
  4. Is it too late to suggest a more versatile gun? I'm thinking in terms of ship compatibility and also in terms of multifire. Like this: Gun available on most shipsGun has differing multifire / singlefire delay and energy costsGun is not all that powerful but can still be used skillfullyI was thinking something like L2 non-bouncing bullets with a Multifire delay/energy cost just a tad higher than your typical multifire gun, and a singlefire delay/energy cost a bit higher than, say, phaser. This way the user gets the option to switch between range and nonrange without having a gun that's ever actually stronger than somebody playing a more consistent gun. I think it sounds neat. If anything, a very slight difference between the multi/single so if the player really wanted to use singlefire for a minimal boost in efficiency, they could.
  5. Spawning an autospider would be awesome... have it spawn where your ship is, in the direction your ship is facing, and then it pew pew pews until it dies. Only problem would be mass autospawning for meatshields...
  6. Sharpflame

    New Map

    I like it, but I think the safe tile should go back. It just doesn't look right in HS, yknow?
  7. Sharpflame

    Base Idea

    Seems like such a thing wouldn't play out right... the amount of bullet spam that can build up on the other side of the warp... Think of it like warping straight into the entrance of a base. In some cases, it could be mined and the mines couldn't be repped (which isn't necessarily bad, could be good for defense), and it just seems like something we'd want to put into a base for sh*ts 'n giggles. Maybe we should try it out though... just be careful not to go overkill with it and either put too many warps or over-nerf the warp (as in eating all the bullets in proximity of the warp). Plus, doesn't such a thing require coding? Ffffffffu.
  8. Well wasn't it already established that the code for side-graphics doesn't exist? It doesn't sound difficult to create, but of course the time to make it needs to be found. Does anyone disagree with the idea of "selection" styled fields?
  9. I'ma keep going on about the dotted lines fields. After making some concept art... it looks like it'd work very nicely. Definitely more definite and clear than the current "corner" graphics. I'd really like to see full-on box fields instead of corners. See this pic, showing mini fields for examples. This would be so sexy. edit: And they aught to be animated... Would only take four frames to animate a dotted line like this. And the icon slot for each looks sexy : D
  10. Yeah, fields should stay as corner graphics. Having side-graphics for each field would be pretty nice, though. I'm thinking that this could be made very simple: All fields are just a box of colored dotted lines that are animated. Just like a selection in photoshop, pretty much. That'd be the simplest way.
  11. Want it to be as hard to see the boundaries of the field as it is currently with lightning?
  12. Only did new ones for Lightning, Coffin Maker and Chaos. Lightning: Chaos - 4 same-size and 4 larger, since I'm not sure that larger sizes can be used. The larger ones would definitely be great, considering chaos field is pretty big. Small: Large: Coffin maker: Let's hope the attached files don't look too retarded, the attachment thingy was being silly :\ Edit: Although I don't see a future of side-graphics for fields, a moving dotted-line on the perimeter of the field would be great
  13. I'll make graphics for sides and corners, but I want to know first that sides are going to be used. Which they should. At this point it's kind of a challenge to find the exact perimeter of a field... if not, then more definite corners (not thick curvy lightning) will be a fine enough substitute. And, since I assume that nobody is willing to change up the fields enough to include side graphics, I'm going to go ahead and work on the corners. Edit: Any reason why there's a row of nonblack pixels on the top of the image? Or why everything is seemingly offset 1 px to the right? It would be dumb to work on this if I don't know exactly where each field graphic belongs. For now I'll assume the file is correct...
  14. I'd say 4 and 6, mainly 4. Or at least modify it, you could easily seal off a half of those "double-wides" around base 4. I'm talking about the long fly-over segments with a divider in the middle.
  15. Some of these I like, and some of these I don't. But like the one guy said, they have character and diversity, which is nice. The bases don't seem to be clinical. However, whenever I've had the spare time on a map, I've attempted to replace my least favorite base with a better one until it's time for it to be put up. Not that I'm requesting you do that, since none of these are terrible, but it doesn't hurt, ya know?
  16. Along with such an item being a sig, having the difference between multifire and singlefire be small, as in, not shredder/beam array, but pulse/gauss, except without one having bounce, and maybe even less difference than those two items in the first place. This way, you wouldn't feel like people were running around with two guns, but with a gun that is more effective if put into the right hands.
  17. I was active in hyperspace (as Psythe) in order to get the newest bases up, but haven't been around much since. :\ Oh yeah, base 7 looks a lot nicer than the rest, I think.
  18. Corey, Try to not use awkward shapes, such as spirals and circles, in your bases. I don't think they contribute to the function of the base much at all, instead, you might try using more consistent structure throughout a base. For example, base 6 looks fun toward the top area, but looks unfun where the asteroid rings are, because they're circles in a large box space, which ends up being weird inside and out of the circle. Weird angles and shapes like that seem indefinite and weird to flag with, however I'm not saying a curve here and there is always bad. Hopefully this feedback will help you a bit with mapping.
  19. ya i herd it was resett and new hs core and features goin up when it coems back online i have a reliable surce for this infomaton edit: in the meantime theres a hyperball zone for when you want the hb without the hs, u no? i'll see u ther
  20. http://img30.imageshack.us/img30/4540/hschartfinal.png Ror, should all be right.
  21. mistakes happen
  22. It is assumed that there are no damage modifiers on the target ship.
  23. It's better, but I don't like the bomblines. I was also wondering if the spaces in the walls should be filled with an invisible tile - it would look the same and function like every other base.
  24. I think the goal has been to shorten flag games, not prolong them. I think that letting people get to the dropping of flags without being thored to death is fair. Vetta: A lanc's 5x5. I wouldn't advise making them squeeze though. Your base is at a decent width, but some spots look like they could use one of those vices I mentioned.
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