This is an expansion based on the really awesome ROM hack of Megaman 4 by Matrixz127! If you haven't played it yet, then go play it! It's really good!
The expansion will include 8 new weapons, 10 new maps and a new bunch of skins to play with! But obviously, I can't do this alone and I think it would be fun if we all got involved!
Weapons:
Solar Laser - Done by FiniteZero
Propel Blade - Done by Michael712
Flame Sword - Done by Michael712, but waiting on HUDs and sprites
Toxic Burst - Done by Michael712
Blow Cyclone - Done by Michael712 (Though it might need a few tweaks)
Haze Dasher - Done by Michael712
Jolt Leader - Not done
Deflect Shield - Not Done
Weapon Descriptions:
Solar Laser:
Fires weak lasers and a very fast speed and rate and has a good amount of ammo. It makes an awesome noise too!
Propel Blade:
Similar to metal blade except it doesn't rip thought enemies and it travels a tiny bit faster. Does around 18% damage
Flame Sword:
Very close range fiery blade that can be used rapidly and quickly shreds apart enemies! Has plenty of ammo. Unlike slash claw, this has less range and power, but is much faster.
Toxic Burst:
Launches a big blob of toxic waste which is fired at a slightly random angle and speed. Upon hitting the floor, it splits into smaller blobs that go in random directions at different speeds.
Blow Cyclone:
Fires two tornado things, one forwards and one backwards. If you aim it correctly, they will move towards enemies. The tornadoes do no damage what so ever, but instead they blow enemies around! Could be useful for blowing them into pits or spikes! (Sure you wont get a frag, but the frag that they lose could cost them big time!)
Haze Dasher:
A fast air dash that hurts enemies. Although you are not invincible, you go strait though enemies and can be difficult to hit. Can also be used as a platforming tool.
Jolt Leader:
Fires a thing that looks somewhat like Spark Chaser. In the original, it used 7 ammo, is controlled manually, does lots of damage and carries on until you pause the game or it goes offscreen. In this however, when you fire it, it chases after enemies, going strait through them and doing a lot of damage to them. The more it stays in play, the more ammo you lose. The Jolt Leader will stay in play until you change weapon or run out of ammo.
Deflect Shield:
Upon firing, you hold up a big shield that makes other projectiles bounce of the shield and go back at enemies. It is stand alone, and cannot be using with other weapons and stuff. Every time something hits the shield, you lose one ammo unit.
Okay everyone listen, Megaman Forever has BIG levels in it, so these maps will have to at least be Medium/Large Size! (Guardman's map must be like Mr. X size only bigger!)
Maps:
Grove Robot Facility (Intro stage) - Not Done
Photonman - Done by Duora Super Gyro
Propelman - In progress by KillerChair
Boilman - In progress by Fr3ckGamer
Chemicman - Not Done
Wingman - Not Done
Hazeman - Done by Duora Super Gyro
Chronoman - In progress by Eon_and_Rush
Guardman - Not Done
Offshore Fortress* - Not Done
*This stage appears glitchy in the MMF demo 3, but not the unabridged one. We can use textures from that
Textures that you can use if you're map making:
(http://img231.imageshack.us/img231/9053/chronomantiles.png)
(Chronoman textures ripped by Lego)
Skins:
Photonman - Done by Michael712
Propelman - Done by FTX
Boilman - Done by FTX
Chemicman - Done by FTX
Wingman - Done by FTX
Hazeman - Done by Michael712
Chronoman - Done by FTX
Guardman - Done by FTX
Special Items:
Sub-tank - In progress by Michael712
Shock guard - Done By Gummywormz
Weapon energy balencer - Done by SickSadWorld
[?] boxes - Done by SickSadWorld
Shiny chip thing - In Progress by Michael712
Rush Star thing - In Progress by Michael712
Rush Marine - Not Done
Other Stuff:
Bonus Game - Reserved By Michael712
The music has already been done by me! Don't bother making a music pack! (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2026)
Contribute! Your help is what we need to make this a successful expansion!
No, I just thought Blaze was doing something about it. I'l post some snappys of the robot masters, except Photonman, reason?
(http://img37.imagefra.me/i57i/michael712/114n_34e_ubf6m.png) (http://i.imagefra.me/b9difsvo)
Can't let this go to waste.
Also I'm trying to get through Chronoman' stage right now, so when I do that I can get the jolt leader colours and sprites (for those rotations)
EDIT: Okay, here we go! Got some Robot Master snapshots for people to use if you want to skin something. I will update with Boilman and Wingman's standing frame (and not a footless flight sprite -_-) but Guardman might be a problem, since his chamber background and his rifle are both black.
(http://img38.imagefra.me/i597/michael712/wm02_e2b_ubf6m.png)
Due to limited sprites, you may have to get a bit creative. Hazeman can be made by editing Metalman and Chemicman can be made I editing Skullman (i think). Wingman looks familiar....based off Ballade's design?
Okay, I'm back with some of the textures from some of the stages. I am NOT that good at texture ripping (especially since I find it a tedious job) and if anyone else wants to help, then that would be very good! I will especially need help with some of them like Boilman, as that one and propelman both have some kind of texture wobbling effect for their stages.
Also, can someone please tell me how I would make a floor texture? I don't actually know how I would make that yet. (Because of this, the following textures don't have them). If you want, I can send you the actual images separate so that you don't have to take them from the picture yourself.
Here is what I have so far:
Hazeman:
(http://img38.imagefra.me/i5a8/michael712/nkoe_8fc_ubf6m.png) (http://i.imagefra.me/dc8iocsc)
The texture there is very big since I have decided to be nice and save you time in building the texture lump.
Photonman:
(http://img38.imagefra.me/i5a8/michael712/11qr_2fb_ubf6m.png) (http://i.imagefra.me/873iocsd)
I have NOT got them all yet, but here is what I have so far. I'm pretty sure some texture that are not on here are already in MM8BDM (like the trees and stuff).
Offshore Fortress: (This might be an optional one)
(http://img38.imagefra.me/i5a8/michael712/wd79_c34_ubf6m.png) (http://i.imagefra.me/859iocse)
I think you might well have limited textures if you choose to make this map. I recommend that you include both stages 1 and 2. I think I have all the textures. The stars, moon and boat textures are used as decorate items for the skybox.
Also, I need help with weapon sprites:
(http://img37.imagefra.me/i5a6/michael712/14wq_7e5_ubf6m.png) (http://i.imagefra.me/f27io6h5)
I need:
-Propel Blade Rotations
-Propel Blade HUD. (JUST the frame where the arm is holding the blade.)
-Flame Sword HUD.
-Flame Sword blade effects.
If you're doing this, then use the same colours as seen in the sprites.
Also, POLL!!!! How should the [?] boxes be used? (Yes, SSW has let me use them). The poll is being a dick for some reason. How do I fix this?
Sorry about the double post bump but this kinda needed.
Ahh, thanks for the reminder. I've been trying to rip the tiles a bit and stuff, although I am gonna need help with any floor tile that I can't get by editing the existing ones.
Here's the tiles I've ripped:
Photon - Most of them
Propel - All of them
Boil - None yet, and I don't know how I'l get them (ripple effect -_-).
Chemic - Some of them
Wing - Can't remember
Haze - All of them
Chrono - Lego already done this
Guard - Some of them
Intro - Phth, I have to leave this one to a professional -_- JC's done this now!
Off - All except floor, which might be easy to get.
If you're wondering why I'm having trouble, it's because I find it very long and tedious. I often forget too.
If you took Propelman's map, you would be able to use 2 mobys, but there's water so yeah.
That, Photon, Haze, Chrono and Offshore fortress are open with textures. If you need help with any special gimmicks and/or level ideas then ask. (By that I mean things like barrels, fog, airship movement, moby etc.)
EDIT: Jack Corvus has sent me the intro stage textures! Here they are for anyone who would like to map the map. (Or you can PM me for the separate textures).
(http://img38.imagefra.me/i5cd/vui7_016_u0.png) (http://i.imagefra.me/459ittyz)
Oh yeah, updates.
Duora has made a pro map!
(http://img14.imagefra.me/i561/michael712/1pnb_4af_ubf6m.png) (http://i.imagefra.me/d1aj54gp)
(http://img13.imagefra.me/i561/michael712/1pnb_343_ubf6m.png) (http://i.imagefra.me/5a5j54go)
(http://img13.imagefra.me/i561/michael712/1pnb_08b_ubf6m.png) (http://i.imagefra.me/61bj54gn)
The <!> things are MMF weapons but they don't appear here because these screenshots were taken with the map separate.
All this map needs right now is weapon/item placement and stuff, which I'm slowly working on in the background.
Also Propel Blade is getting changed in how it works. It still fires at roughly the same speed and does the same damage, but instead of holding the button down you have to press it rapidly for rapid fire. Although this means you can fire loads, you can run out of ammo faster and you stop whenever you fire one (kinda like how the original metal/propel blade worked). Any objections?
There's still plenty of maps and skins open, so if you want to take one of them tell me so that I can send you the tiles/sprites!
Some more updates of stuffs.
Flame sword. Still needs HUDs and weapon sprites, along with a few balance tweaks, but aside from that it's okay I guess.
Yep, those are the exact Flame sword colours and not fire storm. ATM it basically works like current slash claw (V2) but has less range and damage output with much higher RoF. It will probably stay like that.
(http://img14.imagefra.me/i56a/michael712/1pnb_70c_ubf6m.png) (http://i.imagefra.me/4d3j5je1)
And something I had in my mind. In MMF, the select screen has a little hour count in the corner. Every time you complete a level or get game over, it increases by one. Once it reaches 7, some stages (Photon, Haze and Wing) enter some sort of nighttime effect where it gets darker (though Photon's stage reaches sunset).
So I thought that I might as well do it for the maps here.
After 15 minutes of playing this happens! May also adapt LMS mode to make this happen after 6 or 7 rounds or something too.
(http://img13.imagefra.me/i56a/michael712/1pnb_fb2_ubf6m.png) (http://i.imagefra.me/782j5je0)
And I've changed Propel Blade. You no longer hold it down, as it's no a rapid button press weapon. You can fire blades up to twice as fast with good timing (this may change) but when you fire you stop moving for a bit. Basically it's a long range weapon now that can do a lot if used correctly.
There's still a lot of maps open, so PM me if you want tiles. As for skins, I'm having trouble getting some sprites, specifically Guardman's. Since his chamber is completely black, and there's so flash effects or access to it via level editor, I can't really get his sprites. What should I do?