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Classes: now with science
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Topic: Classes: now with science (Read 10184 times)
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December 04, 2011, 03:45:02 AM
Read 10184 times
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Classes: now with science
«
on:
December 04, 2011, 03:45:02 AM »
We had a nice discussion over the balance of classes, and decided we needed a completely different version.
Let's say YD's is smash brothers.
Let's say KY's is Street fighter.
Ours is Mario Party.
The crew:
Ideas and concepts:
Bikdark and Orange Juice
Michael712
Finitezero
OrangeMario
Coders:
Jack Corvus
YD I think
Michael712
Anyone who can code and wants to see the insanity unfurl
Testers:
Rebootraeg who was there that one day
Special thanks:
YD for making classes ever exist even though we never told him this happened
These are a few of our ideas:
(click to show/hide)
Megaman: swaps through all his weapons firing each once at megabuster RoF
Bass: buggy flybass that taunts every time he jumps
(Done- Jack Corvus)
Cutman: "shwing" sound replaced by taunt
Gutsman: Moonwalks. Alt replaced with the ability to pick up another player, whether ally or enemy and throw them for damage to both target and projectile.
Fireman: any damage dealt by fireman increases the victim's speed by 3 times, but drains health quickly
Bombman: Deals 500 damage to anything in 256 map units when he kills himself.
(Done- Jack Corvus)
Crashman: instant crashout
Metalman: blades move like shadowblades and instakill any metalmen they touch, including the one who fired it
(Done- Jack Corvus)
Quickman: moves at top speed, backwards.
Bubbleman: Cannot walk or shoot on land, and must "roboenza climb" his way across the ground.
(Done- Jack Corvus)
Flashman: allies near him go quickman fast when flashed
Topman: constantly spinning slowly, anything he touches dies
(Done- Jack Corvus)
Hardman: *0.1 armor, 0.1 speed.
Shadowman: handimasa
Geminiman: When he dies, 3 clones of him jump out. Lasers turn into quickbeams on their last bounce.
Magnetman: ALT: Anyone in his reticle is pulled towards him extremely fast and is stuck to him until either of them dies. The victim is stuck to his back and neither can turn around to shoot each other, so he must simply play turret attached to the unfriendly magnetman.
(Done- Jack Corvus)
Drillman: 1 minute drill time
(Possibly done- Jack Corvus)
Brightman: Lightbulb creates a "smoke cloud" (think Assassin mode) of rainbows for 10 seconds. Damages everyone, including allies and brightman himself
Toadman: Constantly surrounded by rain flush
Stoneman: anyone he lands on with his alt is gibbed and leaves a pile for the rest of the match.
Waveman: eternal wavebike
Gyroman: His alt attack causes him to spin his blades the wrong way, forcing him to fly straight backwards, building up speed until he crashes painfully into a wall. Any opponent behind the flying gyroman will be instantly killed with a different death sound effect (unless it's hardman, in which gyroman will instead explode, leaving hardman safe).
(Done- Jack Corvus)
Starman: 1.5 speed, immoble when star crashing. everything is pulled in and dies instantly if they touch him.
Napalmman: bombs do not explode until shot. Stronger fireman effect.
Plantman: buster heals the target.
Knightman: demoknight.
(Done- Jack Corvus)
Centaurman: Infinite ammo exit unit alt
Yamatoman: Has one spear which he throws (175 damage) and must recover. If it falls into a pit or someone else grabs it first, he must use his alt, which becomes a headbutt (that hat has to hurt) to recover it from whoever stole it or go on a rampage if it's lost forever
(Done- Jack Corvus)
Slashman: max speed possible, 10* armor. 200 damage slash claw.
Springman: Goes into a 5 second coma if he hits the ceiling. Alt is OHKO, and whoever codes this class may select a quote of his choosing to be announced when he obtains this OHKO
Burstman: Alt stuns an enemy for slightly longer than flashman's alt and summons a non damaging floaty bubble underneath them.
(Done- Jack Corvus)
Freezeman: Swapped ceiling and floor spikes. Shooting the ground creates a spike which flies upwards.
Enker: reflectionrune. MM10 style mirror buster. Does a centaur flash whenever hit
Punk: Alt goes full speed for 10 seconds. During these 10 seconds, he bounces off walls like a gemini laser.
Ballade: crackers do not explode unless they make contact, where they do 1 damage and make the target sound effect/explosion
learning to code: (Warning: contains hueg shadow blades and excessive amazingness)
http://www.mediafire.com/?wzr02b1fkpsupig
Most recent beta:
http://www.mediafire.com/?q2dar8rsj0l9yj9
Logged
December 04, 2011, 03:52:02 AM
Reply #1
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Classes: now with science
«
Reply #1 on:
December 04, 2011, 03:52:02 AM »
Not sure if serious or trolling
It actually looks like one of those mods that sounds incredibly dumb, but may end up being ridiculously fun.
...I have to try this now.
Logged
December 04, 2011, 03:53:35 AM
Reply #2
Red
Standard Member
man is the animal
Date Registered: March 13, 2011, 02:47:45 PM
Re: Classes: now with science
«
Reply #2 on:
December 04, 2011, 03:53:35 AM »
this is only messing up with 1a that oj stole and gave it a name.
i didn't even know about his ideas.
Logged
December 04, 2011, 04:06:46 AM
Reply #3
xColdxFusionx
MM8BDM MM&B Contributor
Date Registered: August 02, 2011, 01:07:17 PM
Re: Classes: now with science
«
Reply #3 on:
December 04, 2011, 04:06:46 AM »
Dear mother of god, the pickups.
That killed the entire mod for me. I'm sorry, but I can't have fun when I can't see what the scrap is going on.
It's just like Mario Party: Sounds fun, but is frustrating as hell in reality.
Logged
December 04, 2011, 04:39:05 AM
Reply #4
SaviorSword
Standard Member
Yar har, fiddle dee dee...
Date Registered: January 01, 2011, 02:13:30 AM
Re: Classes: now with science
«
Reply #4 on:
December 04, 2011, 04:39:05 AM »
My 1st thought was this'll be the simple combination of KY and YD where ya had the choice of pickin' either version of a class from either mod in the same mod. Turns out this isn't to be that case...
This'll die out pretty soon without seasoned codin' professionals. Fun idea to twist balance beyond the regions of time and space.
Logged
December 04, 2011, 04:45:44 AM
Reply #5
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Classes: now with science
«
Reply #5 on:
December 04, 2011, 04:45:44 AM »
The file we have up now isn't representative of the final product, it's just Red screwing around to get something out there at first.
Logged
December 04, 2011, 04:47:22 AM
Reply #6
SaviorSword
Standard Member
Yar har, fiddle dee dee...
Date Registered: January 01, 2011, 02:13:30 AM
Re: Classes: now with science
«
Reply #6 on:
December 04, 2011, 04:47:22 AM »
What do ya have for the final
countdown
product in mind?
Logged
December 04, 2011, 04:59:59 AM
Reply #7
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Classes: now with science
«
Reply #7 on:
December 04, 2011, 04:59:59 AM »
Read the ideas we have in mind; the final product will be just balanced enough to be horribly broken.
Logged
December 04, 2011, 05:19:01 AM
Reply #8
Sora
MM8BDM MM8 Contributor
Date Registered: April 22, 2011, 06:23:08 PM
I have the horrible feeling I'll live to regret this
«
Reply #8 on:
December 04, 2011, 05:19:01 AM »
I volunteer for wacky ideas/glitch testing
But isn't this just like one big glitch?
Logged
December 04, 2011, 05:38:01 AM
Reply #9
Hiffe150
Standard Member
kwgs dzb yvggvi gszm kw2
Date Registered: December 13, 2010, 10:39:59 PM
Re: Classes: now with science
«
Reply #9 on:
December 04, 2011, 05:38:01 AM »
Can i test too?
There isn't enough awesome in my life yet.
Logged
December 04, 2011, 05:47:15 AM
Reply #10
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Classes: now with science
«
Reply #10 on:
December 04, 2011, 05:47:15 AM »
We need more coders before we can test (and by test I mean see if it crashes in the first 10 minutes then throw it to the world), Red's got dozens of classes to do solo
Logged
December 04, 2011, 05:52:05 AM
Reply #11
Bikdark
Standard Member
Date Registered: December 26, 2010, 01:51:13 AM
j!1!111!1!!!11111
«
Reply #11 on:
December 04, 2011, 05:52:05 AM »
Oj, y u no make every class ridiculously op so they're all balanced.
Edit: Now that I've eff'd around with weapons a bit, with more practice I'll be able to code for this mod!!111!11!1
Logged
December 04, 2011, 05:53:26 AM
Reply #12
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Classes: now with science
«
Reply #12 on:
December 04, 2011, 05:53:26 AM »
It'll be more lulzy if they're not all OP. Remember, insanity not balance.
Logged
December 04, 2011, 04:12:24 PM
Reply #13
Jc494
Enthusiast
>
Date Registered: February 23, 2011, 06:57:17 PM
Re: Classes: now with science
«
Reply #13 on:
December 04, 2011, 04:12:24 PM »
I wouldn't mind helping out as a coder. I am a beginner however I know how to do some of the stuff mentioned in the opening post.
Logged
December 04, 2011, 04:21:13 PM
Reply #14
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Classes: now with science
«
Reply #14 on:
December 04, 2011, 04:21:13 PM »
If you can make any of the aforementioned classes, that'd be MLG pro
Send any you make to Red for compilation
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Classes: now with science