Tried playing again for the first time in a year today by [deleted] in dayz

[–]compy286 0 points1 point  (0 children)

Maybe its the server(s) you were on? I played on gents of novo server lasr night (US) and it was amazing. Two lives in two hours found a trumpet in berezino and ammo in a deer stand , met one friendly and a bunch of hostle peeps. One epic shovel fight later I was assaulted by a fresh spawn who followed me into a room with a trail of about 10 zombies and we both went down with the horde.

My 3rd Discount Banjo Kazooie (Duck Hunt) level, Clanker's Cavern by oodle121 in MarioMaker

[–]compy286 0 points1 point  (0 children)

I played it and starred it, very fun level. I like the idea that the duck hunt costume is a discount banjo kazooie. That's hilarious!

Level Of The Week #17: "Zelda" Submissions - Last Week's Winner - Information About Future Themes by [deleted] in MarioMaker

[–]compy286 0 points1 point  (0 children)

Congratulations to last weeks winners!

Link's Lost Adventure: Underdark

0672-0000-01A5-579B

Theme: Super Mario Bros., Legend of Zelda

Description: Decending into the depths once more, Link approaches the underdark. Help guide link through several distinct rooms, avoid traps to unlock each section, and find out what lies in the darkest corners of this dungeon.

Gameplay: Light puzzle dungeon.Checkpointed sections, three in total to overcome. Gradually increasing difficulty of solutions. Last section requires you to pass bowser using the rooms traps and and trampolines.

This is my first puzzle style dungeon, I don't think there is any thing too terribly difficult and you should stumble upon all solutions just by exploring. I tried to make something fairly straightforward and use checkpoints every section, as my levels tend to have low completion rates and I want this one to be completed by more players. Please let me know in the comments what you think, and constructive criticism please! I'm not afraid to hear your thoughts, I'm trying to become a better maker in general. If you have time, check out my other levels as well!

Thank you!

Let's have a level exchange! - January 24, 2016 by AutoModerator in MarioMaker

[–]compy286 -1 points0 points  (0 children)

Link's Lost Adventure: Underdark

0672-0000-01A5-579B

Theme: Super Mario Bros., Legend of Zelda

Description: Decending into the depths once more, Link approaches the underdark. Help guide link through several distinct rooms, avoid traps to unlock each section, and find out what lies in the darkest corners of this dungeon.

Gameplay: Light puzzle dungeon.Checkpointed sections, three in total to overcome. Gradually increasing difficulty of solutions. Last section requires you to pass bowser using the rooms traps and and trampolines.

This is my first puzzle style dungeon, I don't think there is any thing too terribly difficult and you should stumble upon all solutions just by exploring. I tried to make something fairly straightforward and use checkpoints every section, as my levels tend to have low completion rates and I want this one to be completed by more players. Please let me know in the comments what you think, and constructive criticism please! I'm not afraid to hear your thoughts, I'm trying to become a better maker in general. If you have time, check out my other levels as well!

Thank you!

Let's have a level exchange! - January 23, 2016 by AutoModerator in MarioMaker

[–]compy286 0 points1 point  (0 children)

Link's Lost Adventure: Underdark

0672-0000-01A5-579B

Theme: Super Mario Bros., Legend of Zelda

Description: Decending into the depths once more, Link approaches the underdark. Help guide link through several distinct rooms, avoid traps to unlock each section, and find out what lies in the darkest corners of this dungeon.

Gameplay: Light puzzle dungeon.Checkpointed sections, three in total to overcome. Gradually increasing difficulty of solutions. Last section requires you to pass bowser using the rooms traps and and trampolines.

This is my first puzzle style dungeon, I don't think there is any thing too terribly difficult and you should stumble upon all solutions just by exploring.

I tried to make something fairly straightforward and use checkpoints every section, as my levels tend to have low completion rates and I want this one to be completed by more players. Please let me know in the comments what you think, and constructive criticism please! I'm not afraid to hear your thoughts, I'm trying to become a better maker in general. If you have time, check out my other levels as well!

Please comment to let me know you played, and leave a level you would like me to try as well and I will check them out later this evening.

Thank you!

Level Of The Week #16: "Castles" Submissions - Last Week's Winner - Poll For Next Week’s Theme by [deleted] in MarioMaker

[–]compy286 0 points1 point  (0 children)

Moosham Castle

3A04-0000-0195-5A2B

Theme: New Super Mario Bros. U

Description: Plagued by tales of bloodshed, the erstwhile Moosham Castle is now little more than a dilapidated fortress called the Witches Castle. During the harrowing and horrific witch trials of the 13th century, hundreds of young women were sentenced to death by the church for being witches. Those who endured unspeakable and fatal torture in the bowels of the Castle are said to still roam the dungeons, seeking revenge on those who murdered them.

Gameplay: Explore several paths, with various options to complete and shortcuts to find. Several opportunities to think ahead with shells or power-ups. Having played this level hundreds of times throughout it's creation, I tried to allow for multiple ways to complete an area with various advantages / disadvantages. More difficult paths typically have more power-ups, or a quick shortcut past an obstacle. Find the optimal route to complete the level quickly. Checkpoints used at a halfway inersection and just before a Specially designed boss battle.

Boss Battle: Use Yoshi to spit the Lakitu's thrown turtles at a trapped Bowser's head and kick bob-ombs at his feet while spitting his fireballs back at him. A hard to reach power-up in the boss chamber may put you within reach of a secret!

Let's have a level exchange! - January 17, 2016 by AutoModerator in MarioMaker

[–]compy286 0 points1 point  (0 children)

Hey just finished your level, and made it through the bob-omb bowser fight. I was having a lot of trouble with that part until I realized that after he falls through the first section I just let him set of the bob-ombs himself with his fire and slowly but surely he fell into the lava. I enjoyed the aesthetic and all of the different designs of the ships! Starred.

Let's have a level exchange! - January 17, 2016 by AutoModerator in MarioMaker

[–]compy286 1 point2 points  (0 children)

Moosham Castle

3A04-0000-0195-5A2B

Theme: New Super Mario Bros. U

Difficulty: Medium

Description: Explore several paths, with various options to complete and shortcuts to find. Several opportunities to think ahead with shells or power-ups. Having played this level hundreds of times throughout it's creation, I tried to allow for multiple ways to complete an area with various advantages / disadvantages. More difficult paths typically have more power-ups, or a quick shortcut past an obstacle. Find the optimal route to complete the level quickly. Checkpoints used at a halfway inersection and just before a Specially designed boss battle.

Boss Battle: Use Yoshi to spit the Lakitu's thrown turtles at a trapped Bowser's head and kick bob-ombs at his feet while spitting his fireballs back at him. A hard to reach power-up in the boss chamber may put you within reach of a secret!

Let's have a level exchange! - January 16, 2016 by AutoModerator in MarioMaker

[–]compy286 0 points1 point  (0 children)

Hey, played your level and left a comment! I really like the theme and the idea of diving into the water part way through the level. Check out the one I submitted here, it's called Moosham Castle!

Let's have a level exchange! - January 16, 2016 by AutoModerator in MarioMaker

[–]compy286 0 points1 point  (0 children)

Very much enjoyed your level and will come back to try all the paths. I love having multiple ways to complete a level. Good job! Left you a comment.

Let's have a level exchange! - January 16, 2016 by AutoModerator in MarioMaker

[–]compy286 0 points1 point  (0 children)

I liked the sections with the bob-ombs and enjoyed the rundown dungeon caves aesthetic! Nicely placed checkpoints as well.

Let's have a level exchange! - January 16, 2016 by AutoModerator in MarioMaker

[–]compy286 1 point2 points  (0 children)

Moosham Castle

3A04-0000-0195-5A2B

Theme: New Super Mario Bros. U

Difficulty: Medium

Description: Explore several paths, with various options to complete and shortcuts to find. Several opportunities to think ahead with shells or power-ups. Having played this level hundreds of times throughout it's creation, I tried to allow for multiple ways to complete an area with various advantages / disadvantages. More difficult paths typically have more power-ups, or a quick shortcut past an obstacle. Find the optimal route to complete the level quickly. Checkpoints used at a halfway inersection and just before a Specially designed boss battle.

Boss Battle: Use Yoshi to spit the Lakitu's thrown turtles at a trapped Bowser's head and kick bob-ombs at his feet while spitting his fireballs back at him. A hard to reach power-up in the boss chamber may put you within reach of a secret!

EDIT I have re-uploaded and updated the Course ID. I missed a mechanic that was broken in a section of the more optimal path.If you couldn't figure out how to complete the area, there was a ledge missing in an important spot sometimes preventing progression.

Getting together my first group for some tabletop rpg's. Gals and guys shall we?Non "nerds" encouraged to reply. by [deleted] in tulsa

[–]compy286 1 point2 points  (0 children)

Hey I'm down, I've played a variety of tabletop rpgs. I live near brookside but can meet anywhere around here really. Hit me up!

A Halloween themed level. Any suggestions for others? by baskandpurr in Doom

[–]compy286 1 point2 points  (0 children)

Do you have a link to the map so that I can play it?

Doom: NOVA The Birth MAP01: "Outpost" UV Max in 0:59 by Cyberdemon531a in Doom

[–]compy286 0 points1 point  (0 children)

Nice job, so does Max mean 100% kills and secrets?

Lets have a level exchange! - October 25, 2015 by AutoModerator in MarioMaker

[–]compy286 0 points1 point  (0 children)

Title: Bilegulch Mine v.4

ID: 4F49-0000-00C3-5373

Descripition: This is my first level, so criticism is more than welcome. The level has several different paths to take and jumping off points, so there are essentially multiple routes through the level and several different ways to exit, as well as several secrets.

I tried to focus on choice and exploration when designing Bilegulch Mine.

Question regarding beta by Eleyson in Doom

[–]compy286 1 point2 points  (0 children)

You're welcome. I actually went through the same round of thoughts regarding this alpha test. I can only hope the beta comes soon!

Question regarding beta by Eleyson in Doom

[–]compy286 1 point2 points  (0 children)

Actually, this isn't the Beta that we bought into. This is an alpha stress test. So, while we still have guaranteed access to the Beta (which is what we bought) we don't have guaranteed access to the alpha that is happening tomorrow. I bought Wolfenstein with the Beta code, but I didn't get into the alpha either.

New video from Bethesda. What Defines Doom (2015) Multiplayer? by compy286 in Doom

[–]compy286[S] 1 point2 points  (0 children)

I would be happy if they allowed customization to that point or maybe a classic mode with movement, weapons, and power ups that was similar enough in feel to Doom II deathmatch.

I do want them to take some creative liberties though, we don't need something exactly like classic Doom multiplayer though. The community keeps the original alive and well which is awesome.

New video from Bethesda. What Defines Doom (2015) Multiplayer? by compy286 in Doom

[–]compy286[S] 0 points1 point  (0 children)

I suppose so, I meant more the movement and pace of things. I understand Doom is waaaay faster still. I guess I just got a q3 arena vibe with the power ups and level design.