Lockirby2

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Everything posted by Lockirby2

  1. Unfortunately, I only did overworld stuff for ROTDS. I could probably learn how to create indoor maps as well, but anybody could arguably do just as good a job. It's a whole different ballgame because the indoor maps use multiple layers, and the tiles interact quite differently. Because Ebot's Rock's rooms are mostly on the same map, and it's randomly chosen whether the rooms have passageways between them, you couldn't just take one of the rooms and make it watery. You could add in another map for 2.0 with some of Madsiur's expansions, and we could make a new room (or set of rooms) on that map. Alternatively, we could make a clone of the original map. Then we could set the event code to have a 50% chance of sending the player to the flooded version of the map (which would presumably have the Serpent Trench palette and possibly a ripple effect), and a 50% chance of sending the player to the normal version of the map. I'm not sure if that would enhance the mazelike effect of the place, or come off as a lazy/transparent trick. It would certainly require less effort, and I don't think it would require applying expansions to duplicate a map (if you want to avoid that). PowerPanda from FF6Hacking was working on the scenario changes. I liked his thought process on it, so I suspect the result is good, although I haven't tried it.
  2. Yeah, I've always thought FFV wanted to have a separate passive ability slot, at the very least.
  3. This time I've played vanilla FFT, so I won't even have beginner's luck on my side.
  4. As long as you're respectful, you're more likely to set a reputation record in the other direction. And I'd encourage you to do so, if only so that you actually play the mods to begin with.
  5. I've never seen this game before watching it on your channel, but I'm not worried enough of spoilers to avoid watching it (similarly to your Pokemon series). Never thought I'd suddenly start watching a Digimon series, but I guess it happened.
  6. This game wasn't explicitly designed for an LLG, but it wasn't designed against it either. Many of these changes were made for good reasons, and reverting them to benefit LLG/NRB players does not make sense because LLG/NRB players probably constitute 1% of the mod's following, if that. Furthermore, I personally find these sorts of challenge runs more interesting when the developers *didn't* have a way to complete them in mind. Instead of just putting together the developers' clues on what to do like in most other games, you can make your own solution. Since both NRB and LLG are doable in BNW, I'd find those challenges to be less fun with twenty extra levels.
  7. Are there even people with animated avatars on this forum? I agree, I find them distracting when I try to read.
  8. We need to get BunkJuggs in here to create some new history, pronto!
  9. So are you Moogleboss, or are the names just a coincidence? I never knew you frequented ID if that's the case. EDIT: nm, you're obviously him.
  10. I suppose this is one of those cases where it's better to consider it the start of a new era rather than the end of an old one. At least PHD vs. 1.3 is safe.
  11. Hmm, this sub-forum's looking a bit bare so far, so I guess something should be added to it. I said I'd do this months ago, but I finally got around to it recently. Looking forward to seeing where else you go with this! This stage is a lot longer than the original, but more forgiving to make up for it. There are no longer any tight jumps over holes, and you won't be forced to commit suicide because an enemy damaged the stage, which happened very easily before. Other than an enemy knocking you down the hole, it's unlikely that you'll die in one hit. Because the main threat is a large number of small enemies, the health powerups should keep the player alive unless they make some big mistakes. This seems ideal to me for giving the player some close scrapes (this is Hard Type after all) while still easing the player into the game. The larger stage also provides more time to introduce different enemy types. The level layout also feels a lot more involved, rather than being essentially a flat highway. The level looks great as well, and doesn't feel romhacky. There's one path that I was confused about in the video, and I realized afterwards that there is a health powerup hidden at the end of the path. This area seems like it's a little too long with too many enemies for the health powerup to feel like a reward for exploring it. Instead, it feels more like the camera tricked me into going down a dead end with a bunch of enemies. From a design standpoint, I feel like this area is supposed to introduce some non-linearity, but from a player standpoint it's weird. This is the sort of area that feels like it would have a 1-up down it if lives were still a thing, but that's not an option for you, so I'm not sure what else to do with it. Also, at 12:16, when you touch the left wall here, a wheel guy spawns from behind. This seems weird to me because it feels wrong for an enemy to spawn from the right when I'm moving left. My guess is that if you move that wall one tile to the left, the wheel won't spawn from behind like that, but I'm not really sure. Maybe this is intentional and you want to surprise the player though, IDK.
  12. I'm glad I'm not the only person who is annoyed by this. At first, I didn't even realize that 2 was separate from 3. Honestly, I wouldn't mind if 3 also took me to the new content. If I'm on the Unread Content page, I'm probably looking for just the unread parts, not trying to navigate to the start of a thread.
  13. I sent $5.00. Good luck dn! It's a shame when such a talented person is hung out to dry like this.
  14. Oh, hey, it's Kyozo. Have you finished Tides of Faith yet?
  15. Good thing NG+ and ID are located on squares of the same colour.
  16. Woah, Nakar has an image now.
  17. OK, now I see it. I thought those were part of the same link, but apparently not.
  18. When I am on the Unread Content page, and I hover over the thread title, it says "Go to first unread post" in the tooltip (which makes sense). However, when I click on it I am taken to the OP in the thread. If I click on the date/time when the reply was posted (for example, "Wednesday at 06:36 PM"), it will take me to the first unread post (or maybe the latest reply, I'm not sure), so there's a workaround anyways.
  19. Of course not. Emmy is the poo emoticon. She decided to get a picture with some random woman.
  20. Glad to see you around here, FF6 guy!
  21. Hey guys, Bahamut is my favourite Esper. Do you mind if we allow him to be equipped on everybody now? We can rebalance Flare a bit to make it a bit weaker. Then we just need to weaken Holy to maintain their duality, buff Magic Celes to account for this weakness, weaken Cure 2 because now it's OP on Magic Celes, lower the HP of undead enemies to make sure Cure 2 is still effective coming from the other characters, make Sabin's Fire Dance weaker to avoid him destroying Cave of the Sealed Gate, give Sabin more offensive magic to give him a magical option against enemies that Fire Dance doesn't hit weaknesses on, and... ... take all of Shadow's Espers away to make sure buffing Throw isn't too OP, and ... make a new Relic for Strago that turns his Ice spells into Fire Spells because we removed Raze, and ... and finally, give the Zantetsuken an extra 10 Evade to make everything perfect.
  22. Woah, where's the 300 pages of discussion about the stat bonuses on the Zantetsuken?
  23. I need something to eat my popcorn with now that I made it. Can you two have an argument about whether FFT 1.3 is better than BNW?
  24. Nice work with this site! It looks slick and unique, and incorporates all the features from ID that I would be sad to see missing.
  25. Where on earth are the tacos I was promised?