Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: xColdxFusionx on March 06, 2013, 04:36:44 AM

Title: [Total Conversion] Under Siege
Post by: xColdxFusionx on March 06, 2013, 04:36:44 AM
Current Version: v0a - ...Well, I did something.
Download: MediaFire (http://www.mediafire.com/?w1jys8zz68xczfs)

FAQ
(click to show/hide)

To-Do List

Maps
(click to show/hide)

Props
(click to show/hide)

Characters (Submission Guidelines (http://www.cutstuff.net/forum/viewtopic.php?p=235523#p235523))
(click to show/hide)

Role Tally (Bolded roles are currently being waitlisted)
(click to show/hide)

Waitlist
(click to show/hide)
More details will be added later.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: GameAndWatcher on March 06, 2013, 04:45:33 AM
Dan wasn't in Street Fighter II, he was in Alpha, and everything after that. Also, are you planning on adding other classes? (I would honestly like to see someone make a Homestar Runner-related character someplace.)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on March 06, 2013, 04:52:38 AM
Taking suggestions, eh? How about the Battle of Chi-Bi from Dynasty Warriors series for a map? And have it feature water you can fall in but slows you to 25% of your speed (on deep water, covering to the shoulders) or 50% on shallow water (covering half of the character), as well as the "fire attack" effect that constantly damages those on the burning ships but doesn't kill them.

And for character, Lu Bu, of course (which could be made from Enker or Yamatoman)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on March 06, 2013, 09:28:41 AM
I'm just going to mention a few things because Coldy would have never done work had I not shoved my e-peen in the doorway



Player characters will, on average, have two weapons they can switch between for their basic attacks. One is meant to be their "auto-attack" of sorts; a player can use this move repeatedly with little to no real penalty, and without a required cost. The other weapon can be another base attack, or a more powerful attack that requires ammo of some sort. With both weapons, the alt-fire will access that character's Skills. Every character has three specific Skills mapped to Forward, Neutral, and Back, and all Skills require some form of ammo (Weapon Energy, MP, Super Gauge, etc) to use. Some characters may only have one weapon while others may have three, but for the most part everyone gets two attacks and three supers. Keep these things in mind when suggesting a possible character. Does your character have enough of a moveset to have two base attacks with three special moves? Is their moveset too large, and will picking moves everyone agrees on turn out to be a nightmare?

On that note, I suggest putting up a poll to vote on FINISHED character suggestions. I think putting up a poll of whether or not people support or specifically hate a certain character will help flesh out the roster with characters that the dev team may not personally have a fan-boner for. Also, by "finished" I mean that the character in question has a FULL moveset blueprint, a skin to use (even something temporary), and someone willing to make HUD graphics for said character if they are accepted. The character doesn't have to be finished coding-wise, but there should be a sizable base to work from.

One more thing should be said, and it's that Coldy's Mobies (working title) covers a wide range of characters... but it's not Saxton Hale, if you catch my drift. Including references from various games and other popular media is fine, but requesting overused internet memes or unpopular community characters (read: self-inserts) is heavily frowned upon. For example, requesting the addition of CutmanMike would be fine as he's a community character that nearly everyone here is familiar with. Requesting the addition of Elena Ampere or Dr. Oshiro would also be fine as many fans of Cutstuff War are familiar with these characters. However, requesting a Jasper Whisp character would not be a good idea as a lot of people here have no idea who I am even talking about. Of equal "frowny face magnitude" would be if I asked for a SmashBro champion class, as the only reason I'd have for making such a ridiculous inquiry would be with the purpose of enlarging my e-peen to become as inflated as digitally possible. Also, knowing me I'd put in some awkward gameplay gimmick and try to change it every four months, but that's besides the point.

I'm also going to say that suggestions for things that aren't player characters would be lovely. Minion types, mid-bosses, stage designs... all of those things would be highly appreciated. I know everyone's just going to suggest player characters anyway but I thought this was worth mentioning.


Also, I'm not "officially" on the dev team. Coldy just so happened to use my base design for pretty much everything he's done so far. :ugeek:
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: LlamaHombre on March 06, 2013, 12:19:50 PM
I understand the lack of Mega Man stuff in props or maps but why is poor Mega overshadowed by a god damned japanese pop singer??? It's the main reason so many people have a problem with Saxton. There is nowhere near the amount of Mega Man stuff there should be in a Mega Man game. Duo could be a fantastic Clunk gameplayer (Punch people to slow them down, then shoulder charge them), Bass could be a fantastic agile asshole with his multiple jumps and dash, Wily could be an incredible wall with Bunbi Helis at his disposal to agitate opponents, so on and so forth. I don't care if you remove any characters, but try to keep a 1:1 ratio between Mega Man : Not Mega Man, please. Other than that rather distracting issue, this certainly seems like an interesting mod and I'd be willing to help out.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Magnet Dood on March 06, 2013, 01:09:10 PM
Quote from: "LlamaHombre"
I understand the lack of Mega Man stuff in props or maps but why is poor Mega overshadowed by a god damned japanese pop singer???

'Bout time someone finally agreed with me.

Why would anyone in their right mind feature a mascot for a VOCAL SYNTHESIZING PROGRAM in a game about SHOOTING THINGS

She's not even in a game
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Laggy Blazko on March 06, 2013, 01:44:31 PM
Someone enlighten me, I don't play MOBA games...

..Is this like AOW2 with characters or something?

(EDIT: AOW2 = All Out War 2)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on March 06, 2013, 01:45:13 PM
I see Pinkie got the boot...

Honestly, I do not have a problem with non-Mega Man material (/me glances over at the Kirby's Adventure Expansion that's existed for years *).  If it's a unique/interesting idea that you don't think can be captured with a Mega Man-related character, I say go for it.

Okay so previously I had presumed this was a sort of Mann vs. Machine thing and I was about to suggest Ixtem Tower as a siege map, but since it's LoL-style that's hideously uneven to the team that gets to start up-top.

Knowing literally nothing about any of the games present, exceptions being TF2, Street Fighter, and Vocaloid, I probably won't be able to help much with props or anything, but I'll fade in and out to see what I can't do.
And if it's of any use to you, Ryuga_Knight made an old, Roll-edit Hatsune Miku skin. (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=1417)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: fortegigasgospel on March 06, 2013, 02:22:14 PM
Quote from: "Magnet Dood"
She's not even in a game
I beg to differ.
(click to show/hide)
Quote from: "SmashBroPlusB"
I'm just going to mention a few things because Coldy would have never done work had I not shoved my e-peen in the doorway



Player characters will, on average, have two weapons they can switch between for their basic attacks. One is meant to be their "auto-attack" of sorts; a player can use this move repeatedly with little to no real penalty, and without a required cost. The other weapon can be another base attack, or a more powerful attack that requires ammo of some sort. With both weapons, the alt-fire will access that character's Skills. Every character has three specific Skills mapped to Forward, Neutral, and Back, and all Skills require some form of ammo (Weapon Energy, MP, Super Gauge, etc) to use. Some characters may only have one weapon while others may have three, but for the most part everyone gets two attacks and three supers. Keep these things in mind when suggesting a possible character. Does your character have enough of a moveset to have two base attacks with three special moves? Is their moveset too large, and will picking moves everyone agrees on turn out to be a nightmare?

On that note, I suggest putting up a poll to vote on FINISHED character suggestions. I think putting up a poll of whether or not people support or specifically hate a certain character will help flesh out the roster with characters that the dev team may not personally have a fan-boner for. Also, by "finished" I mean that the character in question has a FULL moveset blueprint, a skin to use (even something temporary), and someone willing to make HUD graphics for said character if they are accepted. The character doesn't have to be finished coding-wise, but there should be a sizable base to work from.

One more thing should be said, and it's that Coldy's Mobies (working title) covers a wide range of characters... but it's not Saxton Hale, if you catch my drift. Including references from various games and other popular media is fine, but requesting overused internet memes or unpopular community characters (read: self-inserts) is heavily frowned upon. For example, requesting the addition of CutmanMike would be fine as he's a community character that nearly everyone here is familiar with. Requesting the addition of Elena Ampere or Dr. Oshiro would also be fine as many fans of Cutstuff War are familiar with these characters. However, requesting a Jasper Whisp character would not be a good idea as a lot of people here have no idea who I am even talking about. Of equal "frowny face magnitude" would be if I asked for a SmashBro champion class, as the only reason I'd have for making such a ridiculous inquiry would be with the purpose of enlarging my e-peen to become as inflated as digitally possible. Also, knowing me I'd put in some awkward gameplay gimmick and try to change it every four months, but that's besides the point.

I'm also going to say that suggestions for things that aren't player characters would be lovely. Minion types, mid-bosses, stage designs... all of those things would be highly appreciated. I know everyone's just going to suggest player characters anyway but I thought this was worth mentioning.


Also, I'm not "officially" on the dev team. Coldy just so happened to use my base design for pretty much everything he's done so far. :ugeek:
Although I can pretty much agree with this. The mods based on other games have the issue of not focusing around Megaman stuff. Even the Battle and Chase mod has this problem, and thats based on a Megaman game.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 06, 2013, 02:51:50 PM
Quote from: "SmashBroPlusB"
-snip-
To be honest, I haven't exactly finalized the details; I'm still debating exactly how I want classes to work.

Quote from: "Magnet Dood"
She's not even in a game
Quote from: "xColdxFusionx"
Miku Hatsune (Vocaloid/Project Diva) - Nothing Done

In other news, expect polls here as I decide what to include and how this is going to work. Lots of polls.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Colonel ServBot on March 06, 2013, 04:14:36 PM
So your taking suggestions to characters?

How about this.

How about Alastair from Dragon Age: Origins?
Or  how about Frank West from Dead Rising?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 06, 2013, 06:30:14 PM
First poll's up. Give your opinions!

As for people giving suggestions, if you could post examples (pictures, gameplay clips, etc.) that would be great.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hinatediz on March 06, 2013, 06:42:27 PM
What about Ezio Auditore or Connor Kenway?

...or Simisage?

and i can contribute with my Nitori and Peacock skins...
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: FTX6004 on March 06, 2013, 06:49:59 PM
Can we have ideas that is from the same game on the list.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 06, 2013, 06:54:13 PM
I kind of want to "spread the love" as much as possible, so I'd prefer characters from different series, but feel free to suggest characters from games and series already on the list.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: FTX6004 on March 06, 2013, 06:55:46 PM
Well i would like to have guile from street fighter series i was thinking make a skin of him.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Colonel ServBot on March 06, 2013, 07:04:50 PM
Goku, so we can have things over NINE THOUSAAAAAAAANND.
sorry I had to, but I'd seriously like goku, and Ryu.
And in speaking of ryu's, how about Ryu Hayabusa? Y'know, from ninja Gaiden.

Also, how about we add a little bit of COLONEL FREAKING SERVBOT!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 06, 2013, 07:11:58 PM
Quote from: "Colonel ServBot"
Also, how about we add a little bit of COLONEL FREAKING SERVBOT!

[REJECTED]
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Myroc on March 06, 2013, 07:16:28 PM
May I make a suggestion?

Don't get me wrong, I love the idea. But considering this mod will include characters/maps/things from everything under the sun, not just Mega Man related things, and in addition, will not stick to MM8BDM standards at all, why make this a MM8BDM mod at all? Why not escape the bindings of MM8BDM as a whole, and make it it's own, separate, stand-alone Zandronum mod? You'll have a much greater control over the mechanics themselves and you don't have to stick to a forced 8-bit artstyle, saving you a fuckton of spritework. You'll have a much greater control over the mod itself, and don't have to work under the standard restrictions a normal MM8BDM mod requires.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Knux on March 06, 2013, 07:21:28 PM
I think the question is whether or not he needs to do things that exceed those limits.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 06, 2013, 07:29:57 PM
I actually thought about making this a mod that runs off of only megagame.wad at one point, but I kind of unsure if I really wanted to go through with that, primarily because I'm not entirely sure how I'd go about such a task.

Also because I mainly work in 8-bit anyway, so I'm not really bothered by MM8BDM's limitations.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Jc494 on March 06, 2013, 07:37:16 PM
Personally, I think that this is one of the worse questions to start off with because it depends on how the game mode will be played.

If it would be very action packed like your average game of MM8BDM DM then I would say that building characters like a normal 8BDM class would be ok-ish but this is a MOBA mod and unlike DM, MOBAs actually have an objective apart from just "kill enemies, get frags, win game." So then the other option would be like LoL/DotA/SMITE/WHATEVER in which you gain EXP from creeps and gold from last hits or kills to purchase items.

If it would be more like DotA, in which the game is very dependent on the laning phase, and players have a hard time making comebacks, a 8BDM class feel would be kind of pointless. An Awesomenauts or LoL system would be more effective.

But then there comes another issue. Will there be items in the mod? If the game is 8BDM-style in which your character has built-in abilities then what would be the point of items? Increased Health or Armor? You would just go down a lane and push it till the game's over. If items in the mod are like they are in Awesomenauts, (purchase skills, and then purchase upgrades for skills or just for the character) then items would not be that important. If the mod will be LoL-style, (get exp from creeps, gold from last hits/kills) then an item system of sorts would be needed.

My opinion? Make it an FPS version of SMITE. Preferably a tad more action based than DotA since this is a FPS for freaking sake.

As for characters, I'm not going to make any suggestions since they would either be stupid/pointless/broken. Only thing I would like to see is a stable 3-5 characters from each MOBA (DotA 2, LoL, Hon and SMITE). Due to the small hero pool of Awesomenauts I'd say 1 or 2 characters from that game.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 06, 2013, 08:06:22 PM
My plan was to make something between Smite and Awesomenauts; Laning is somewhat important, but there's still plenty of action.

Also, yes, I did plan for there to be a shop.

But yeah, now that you mention it, this was a bit early to ask about skills. Poll closed for now, will re-open once more gets finalized.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: GameAndWatcher on March 06, 2013, 10:07:21 PM
Quote from: "Game&Watcher"
Dan wasn't in Street Fighter II, he was in Alpha, and everything after that.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Korby on March 06, 2013, 10:26:56 PM
didn't you already get yelled at for doing that
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: DarkAura on March 07, 2013, 12:58:57 AM
Suggestion for a class:
(click to show/hide)
Or I could whip up my Dr. Mario (http://www.cutstuff.net/forum/viewtopic.php?f=47&t=5416&start=30#p222862) class if the game is in need of a "medic" class.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on March 07, 2013, 01:15:27 AM

Sorry for my skepticism, but I think that you'll be rather frustrated trying to find a balance between maintaining MM8BDM gameplay and just tearing everything out and making your own mechanics, at which point you might as well be a standalone game like Action Doom 2. Also, Duke Nukem needs to be based on his Duke Nukem I/II appearances because OPRAH
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on March 07, 2013, 01:59:26 AM
Quote from: "Balrog"

Sorry for my skepticism, but I think that you'll be rather frustrated trying to find a balance between maintaining MM8BDM gameplay and just tearing everything out and making your own mechanics, at which point you might as well be a standalone game like Action Doom 2. Also, Duke Nukem needs to be based on his Duke Nukem I/II appearances because OPRAH
Why not GBC Duke Nukem?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 07, 2013, 02:56:00 AM
Wow, there's absolutely no information out on the mod except for a general summary of what I plan to do and everyone's already suggesting classes.
I'm not sure whether or not to be grateful that I'm getting so much attention.

Please hold off on suggesting how characters will work until we actually finalize a format for how we're going to set this thing up.

EDIT: First post updated with a finalized v1 character list and a bit more information.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: FTX6004 on March 13, 2013, 05:16:54 PM
I know some guy made a Duke Nukem skin and will you add guile or not?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 14, 2013, 06:08:10 PM
Quote from: "Right before the page break, FTX"
I know some guy made a Duke Nukem skin and will you add guile or not?

I personally am not a fan of the Duke Nukem skin. I would prefer an alternative one that isn't as tall as Stoneman, if possible.

As for Guile, possibly in a future release, but for v1 the dev team and I decided it would probably work best if we make a small list of characters so we don't bog ourselves down with too much work, considering how ambitious this project is. What you see in the first post is what you'll get when this thing launches.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: fortegigasgospel on March 14, 2013, 06:47:37 PM
My personal suggestion, keep it one character per series, for now.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Colonel ServBot on March 14, 2013, 06:49:43 PM
Quote from: "fortegigasgospel"
My personal suggestion, keep it one character per series, for now.
I agree, and for the max amount of characters per series, two. That's it.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hilman170499 on March 16, 2013, 04:57:01 AM
Just saying, I'm a bit surprised that nobody suggested anything from the Sonic the Hedgehog series yet...

Should I step up and do so? I don't have any ideas at the moment...
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Korby on March 16, 2013, 07:09:11 AM
We have a concept for a Sonic already, so you're a bit late.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on March 20, 2013, 02:29:59 AM
Bump for progress

Minion AI is done, as are Turrets. We have a very crude version of Proving Grounds done, though there's currently no win condition.

Inhibitors and Nexus...es still need to be coded, but those shouldn't be too hard.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Magnet Dood on March 20, 2013, 02:33:28 PM
I think it's pronounced Nexi, just as the plural of octopus is octopi.

Good to hear, anyway! Can't wait to get my hands on this.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on April 11, 2013, 10:46:59 PM
Progress doesn't seem to want to happen with me at the moment. Hopefully I can finish up my Proving Grounds prototype at some point within the next week.

In the meantime, let's design some characters, shall we?

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on April 13, 2013, 02:19:53 PM
Coming from a guy who plays League of Legends (alot) and Dota 2 (rarely), please, try to avoid making everybody a carry. (*cough* Dota 2 has too many carrys.)

And if possible, (I have NO idea how you would be able to do this.) see if you can implement a feature where you can't have two of the same class on one team. This prevents a full megaman team.

As for characters, see about Count Bleck, I liked that guy. While there's no skin for him, I've seen a spritesheet for him (http://zebesian.deviantart.com/art/Count-Bleck-Sprites-55000046), however, it requires credit/permission of use by the creator.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Korby on April 13, 2013, 06:22:12 PM
Thankfully, at least half of the characters on that list are tanks and supports.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 12, 2013, 09:56:08 PM
We're not dead yet, folks! Only mostly dead!

Vinnie's weapon is roughly 40% done; all he's missing is his smokescreen and upgrades.
It's currently using placeholder graphics, though.
Still, it's something (partially) knocked off the list of things to do!

Now if only I can get back to coding the stuff on the Proving Grounds...
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rena-kun on May 13, 2013, 02:36:01 AM
So what are you looking for in character suggestions? I don't wan to give a suggestion and find out I formatted it wrong or something, or suggested something stupid.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 13, 2013, 03:28:26 AM
...I'm not sure if that's the perfect segue or a rather awkward coincidence.

Quote from: "People on Skype"
[7:53:48 PM] xColdxFusionx: I just had this sudden, terrible realization:
This mod is probably the most likely to get C&D'd
[7:54:49 PM] xColdxFusionx: I mean, I don't think any of the legal teams we're dealing with care enough
to actually go after us
but still
[10:42:18 PM] SmashBroPlusB: why don't you
[10:42:27 PM] SmashBroPlusB: just invent your own moby
[10:42:39 PM] SmashBroPlusB: it's going to be standalone anyway so I don't see the problem
[11:19:40 PM] xColdxFusionx: ...You know what
[11:19:46 PM] xColdxFusionx: That would actually be somewhat interesting
[11:20:14 PM] xColdxFusionx: I kind of want to do that now
[11:21:42 PM] xColdxFusionx: ...What if we go somewhere in between
[11:21:49 PM] xColdxFusionx: And have people submit characters
Welp, I guess it's poll time, ladies and gentlemen.

To answer the question at hand, though, a suggestion can really be formatted however you want, as long as we get the character's name and (if we keep the original "mash-up" theme) where they're from. And maybe a brief description of what exactly they do.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rena-kun on May 13, 2013, 04:12:02 AM
Quote from: "xColdxFusionx"
this is a quote
just voted, i had a hard time choosing haha. ill think of a suggestion after the poll ends so it doesn't become like void or something.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 13, 2013, 02:43:17 PM
Make up our own characters?

I believe the second option is like making another CSCC.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 13, 2013, 03:19:44 PM
By "community characters," I mean "characters the community creates," not "characters based on community members."

To be honest, I kind of thought that as well, which is why the third option exists in the first place. If the second option is picked, though, hopefully we can differentiate the two character sets enough to make this mode stand out.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 13, 2013, 04:00:29 PM
Oh, looks like I'm not allowed to revote for some reason.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 13, 2013, 04:22:08 PM
I set it to not allow revotes to prevent people from seeing the results and immediately jumping on a bandwagon.
And, unfortunately, changing the setting now would delete the current results. Sorry.
I'll make a note here so that hopefully when I see it I'll remember to move your vote when I look at the final tally.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on May 13, 2013, 04:27:52 PM
Change my vote/the first vote to the second vote.
Dr. Clyde von Belmont in a MOBA using his fancy science must become a reality.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: TheDoc on May 13, 2013, 08:14:08 PM
Quote from: "xColdxFusionx"
I set it to not allow revotes to prevent people from seeing the results and immediately jumping on a bandwagon.

You know you can see the results without voting, right?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 13, 2013, 08:28:03 PM
Really? Damn, I didn't think you could.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 13, 2013, 08:47:11 PM
I cast a vote for Community Characters.  We are a community populous and imaginative enough that we could have some really neat original characters.
Also, I'd be happy to offer any of my characters, for the record (I have 60+), though my skill in making their needed materials will vary.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Myroc on May 14, 2013, 12:21:47 PM
So, a stand-alone, first-person moba using characters created and submitted by the community? Sounds neat, I'd gladly support that.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 18, 2013, 01:09:56 AM
Welp, it looks like we know fairly well what we want.
So let's lay down a few ground rules for this so it doesn't become a total mess.

...Or not, since this post has been deprecated. Go here (http://www.cutstuff.net/forum/viewtopic.php?p=235523#p235523) instead.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 18, 2013, 03:15:16 AM
I've begun working on a design for a character submission, but there are a couple things I don't quite get:

> What's up with the bullet points under the skills for some weapons?  Are these examples of Consumables said character has unique to him/her?  Are they the Skill Upgrades mentioned under "Leveling Up?"  You lost me.
> Matter of fact, I'm confused about Items in general.  Are all Consumables and Beacons shared between all characters, or do they each have unique ones?
> I notice the mention of "killing enemies."  I recall hearing this game mode was inspired by LoL, where I know it's a 5v5 team match, so would "killing an enemy" consist of destroying an enemy player, or are there AI goons too/instead?  If it is the former, what repercussions if any are there for dying?  If it is the latter, why is there no mention of bringing in other units?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 18, 2013, 03:18:49 AM
This is all I have to offer. Please suggest changes.
Also, I probably still don't even understand some of this stuff. Yes, the skill upgrades are missing.

(click to show/hide)

I'm totally making an army of robots. No, I'm not. Okay, maybe. I don't know.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 18, 2013, 03:58:13 AM
Questions:
A. What if the character suggested is an adaptation of another work?
B. If a character is accepted, who will do the coding and spriting?

And Idea cuz I bored:
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 18, 2013, 02:28:59 PM
Whoops, forgot to clarify a few things:

Quote from: "CHAOS_FANTAZY"
> What's up with the bullet points under the skills for some weapons?  Are these examples of Consumables said character has unique to him/her?  Are they the Skill Upgrades mentioned under "Leveling Up?"  You lost me.
You kind of answered your own question there. The bullet points are the Skill Upgrades. Each one can be purchased up to 5 times using Skill Points, after the skill itself is obtained. Probably should have made that a bit clearer.
> Matter of fact, I'm confused about Items in general.  Are all Consumables and Beacons shared between all characters, or do they each have unique ones?
Consumables and Beacons are shared between characters, but what's available in the shop may vary between maps.
> I notice the mention of "killing enemies."  I recall hearing this game mode was inspired by LoL, where I know it's a 5v5 team match, so would "killing an enemy" consist of destroying an enemy player, or are there AI goons too/instead?  If it is the former, what repercussions if any are there for dying?  If it is the latter, why is there no mention of bringing in other units?
By "killing enemies", I mean anything not on your team, which includes minions, neutral monsters, and even enemy champions. If you die, you lose any held items (consumables + beacons), as well as being held in your base for a bit based on how long into the game your untimely death was.
The reason I never mentioned minions or anything can pretty much be summed up as "I forgot."

Quote from: "tsukiyomaru0"
Questions:
A. What if the character suggested is an adaptation of another work?
While a full character is not recommended, shoutouts are certainly welcome.
B. If a character is accepted, who will do the coding and spriting?
Coding will hopefully be done by the devteam, though you're certainly welcome to submit code for us to play with if you come up with something really outlandish.
Spriting, on the other hand, is kind of a talent we're lacking. Anyone here who's willing to help with the art, please contact me.

Also, forgot to mention: You can (optionally) give your character a special quality to their jump. Tweaked Alphonse's profile to demonstrate.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 18, 2013, 03:21:15 PM
Added a Jump Skill, Predator Unit is almost constantly being edited.

UPDATE TO UPDATE OF UPDATES:

Beam has been removed to keep him full melee, Weapon 3 staying as Weapon 2, but with the ultimate skill on Weapon 3.
Title: rule of fours is a registered trademark of oshiro whatevers
Post by: Korby on May 18, 2013, 06:13:27 PM
for future reference, to consider not making your champion clunky[remember, it's still an fps], go by the "rule of fours."

examples: 3 weapons and 1 skill for all of them, 2 weapons and 2 skills for them, 1 weapon and three skills for it, four upgrades to your skill and/or weapon

this is basically the rule I'll be following when I start working on this so I figured I'd share it.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 18, 2013, 07:30:22 PM
Alright, thanks for the information.
So let me try to step up to the plate and see if I have a bloody clue what I'm doing?

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 18, 2013, 07:44:28 PM
Quote from: "CHAOS_FANTAZY"
Alright, thanks for the information.
So let me try to step up to the plate and see if I have a bloody clue what I'm doing?

(click to show/hide)

I like his jump skill, emitting a shockwave.

Universal Buster is strange, it's like a revolver with different sorts of bullets fired each time.

Hacking Terminal can take minions and neutral monsters to attack their own team? Is the hypnotization temporary, or permanant?

Virulent Vial's control reverse can be adapted to if you know how to deal with it. Health and Mana drain and sight screw are understandable, and may allow teams to escape. It's the friendly fire that worries me.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 18, 2013, 07:57:32 PM
Welp
Smash is flipping out at me for trying to give examples for everything
I highly advise you all look at the "UPDATE" section of the Guidelines tab

...Especially CHAOS_FANTAZY. You look like you're trying to do a bit too much at once with Dr. Coda.
Also stealing control is right out. Genji (Awesomenauts) is broken beyond repair because of it, and I'm not even sure it's physically possible.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 18, 2013, 08:07:24 PM
Quote from: "xColdxFusionx"
I highly advise you all look at the "UPDATE" section of the Guidelines tab...Especially CHAOS_FANTAZY. You look like you're trying to do a bit too much at once with Dr. Coda.
Well, yes; I have been struggling to fill out all the requirements for a character and I probably did fudge a few things...
Quote from: "xColdxFusionx"
Also stealing control is right out.
...Well, there goes that.  Hacking is one of Coda's primary themes as a character and if it can't be represented in his moveset, there's not that much point in including him.

Might be back later with a different character, but for now forget I said anything.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on May 18, 2013, 09:10:57 PM
Cold Fusion didn't listen so I'm doing it on my own



Rule of Fours for Dummies: First Edition


What is the Rule of Fours, anyway?
Rule of Fours is an easy-to-use standardization of player classes for Coldy's Mobies (tentative title). Basically, everything relevant to building your character boils down to the number four. You have a total of four weapons and skills. You can buy four types of Player Mods to boost the strength of your weapons and skills. There are four Stat Boosters available per map that increase your character's properties. In essence, Rule of Fours allows you to have flexible options while still keeping a semi-rigid limit, to avoid overcomplicating things.

I'm a little confused. I just wanted to build a player class!
As mentioned earlier, player classes have a total of four weapons and skills. This means your class will either have a single weapon in three slots, each slot containing a vastly different special skill; two unique weapons, with their own unique skills; or three unique weapons, all with a shared skill (which may slightly change based on what weapon you have out, but for the most part it's the same). Player classes also have a Passive Power, which is always on, all the time, forever and ever, no matter what. Passive Powers never really have to be used per se, but they might have a condition which needs to be fulfilled before taking effect. Passive Powers could be unique types of ability stacks, stat bonuses while doing a certain thing, or even modifiers to your normal jump ("jump skills", essentially).

How should I design my Player Mods?
The Rule of Fours actually makes designing Player Mods extremely easy. With the 1/3 model, you could have a mod for each skill, and then the fourth mod for either the default attack or your character's inherent abilities. With the 2/2 model, you could have two generic boosts and one boost for each skill, or two boosts for each skill, or a boost for each weapon plus a boost for each skill. With the 3/1 model, you could have a boost for each weapon plus a boost for the shared skill, or modifiers that adjust the shared skill for each of the three weapons, or even have all of your boosters fuel that one shared skill. It's really up to you how you want to design Player Mods, but keep in mind that you'll have to spend Level Shards to get them. Also note that two of your Player Mods should be stackable; e.g. you can buy them more than once to boost their effects.

Level Shards? What the heck are those?
Level Shards are earned upon levelling up. Instead of a "hard" increase in conditions like attack power or health, you instead earn Level Shards which can be spent on these stat increases... or instead spent on Player Mods to boost your skills. Basically, you get to choose how your class levels up during the game. Do you keep your skills at base level to become a tanky wall of meat? Do you stay glassy to have godly skills early in the game? Do you focus all of your Level Shards in a single area to sharpen advantages or cover weak points? It's really up to you. Keep in mind that Stat Boosters change out based on what map you're playing, so if you want to guarantee that your class always has access to an item that boosts their MP, or the ability to automatically regenerate health, you should set that aside as one of your Player Mods.

Can I see an example? I'd like to go over all of this.
Sure thing! Just open this spoiler down here...

(click to show/hide)
So, what should I get from all this?
Basically, it boils down to Keeping It Simple, Stupid. The idea with the Rule of Fours is to have a character's skills and weapons all be tightly knit with each other, so you don't have this one guy that can "have it all". It also keeps the game very easy to learn and fast to play, while still maintaining a general sense of strategy and counter-play.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 18, 2013, 09:39:59 PM
Are you telling me you want this- what is even going on.

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 18, 2013, 10:19:09 PM
...Smash, you're just making this more confusing for everyone.

The main thing that I wanted people to get out of that guide is the "Rule of Fours design" that I tried to allude to in the update to my post.
You just tried to completely change the system on everyone.

If we're going to go and throw everyone for a loop, let ME do it.

...Quick time-out while we actually finalize how all of this is going to work, since apparently we're on five different pages over here. :/
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on May 18, 2013, 11:46:11 PM
And people ask my why I don't have a dev team.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Korby on May 18, 2013, 11:58:46 PM
this is more cold fusion posting before everything was worked out.

it's an error with the leader, not the team.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 19, 2013, 12:03:58 AM
Quote from: "Balrog"
And people ask my why I don't have a dev team.
you should, makes debugging and balancing much easier.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 19, 2013, 01:02:01 AM
Quote from: "Korby"
this is more cold fusion posting before everything was worked out.

it's an error with the leader, not the team.

Y'see
I based this idea on earlier discussions we had
But then ideas were thrown around when I wasn't paying attention
So now we're all over the place and have to reassemble everything
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 19, 2013, 11:23:43 PM
Disregard what we posted yesterday; we were still in the process of getting our stuff together.
Sorry about the confusion, folks. New stuff going up.

Under Siege Setup
(click to show/hide)

Character Submission Guidelines
1.) You can't submit an author avatar. Those characters have their own mod. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118)
2.) I reserve full rights to accept and deny character submissions. Anyone who's submitted a character to CSCC knows how this works.
3.) If we have too many of a specific type of character, a waitlist will be created. Characters on the waitlist will be accepted as other types of characters are added.
4.) Put some effort into your character! If you make something really lazy and generic, it will be rejected.
5.) Follow the formatting, and make sure you have all the information planned. If you're missing things, don't expect me to help you fill them in nearly as much as I do with CSCC.
6.) The word of the day is "Kiss": Keep It Simple, Stupid! Don't give your character fifty different modes just for the sake of adding more stuff; “less is more,” as the saying goes.
7.) Try to keep in mind a specific playstyle when building your character. If you need an example, Alphonse's entire moveset is based around the concept of trying to hold his target in a specific range while poking them with his revolvers.
8.) Make sure all of your upgrades have something interesting to them that makes people want to upgrade them. While flat values are easy to make, you want to make the player say "hey, I kind of want that."
9.) It has to be your character. Don't submit copyrighted characters. I didn't think I'd actually have to write this down. Thanks, YD. :/

Condition Glossary
(click to show/hide)

Tag List
(click to show/hide)

Character Example
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 20, 2013, 12:06:08 AM
K, now I gotta hunt for that post I made with my character suggestion.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 20, 2013, 01:07:44 AM
So we don't need those ultimate abilities anymore? I wasn't really a big fan of Lockdown anyway, so I think I like that. Or is there something I don't understand?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on May 20, 2013, 01:32:51 AM
Basically, the Ultimate Mod isn't really an "ability" anymore. In Alphonse's example, it unlocks one of his Skills, sure, but for your character it could do something else. Maybe an existing skill completely changes its effect. Maybe all of your weapons have some sort of extra bonus tacked on to them with the Ultimate Mod. Maybe your character just gets a really REALLY good passive ability to make them more badass.

The Ultimate Mod is really supposed to sort of mark the transition into the "big leagues"; it's like, say, if a Medic in TF2 needed to buy the ability to use the Medigun's Ubercharge, or if the Pyro bought their ability that turns reflected projectiles into critical hits. Does it need to be an ability? No, not really. However, your Ultimate Mod can't be bought until Level 6 (when you get the first Gold Level Shard) so it's gotta be something pretty damn impressive.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 20, 2013, 02:50:41 AM
I think I've got it. Although there's not really much to change at all.

(click to show/hide)

If this guy gets accepted, he'l be on the list, yes? Infact, when are you going to start approving of some things?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 20, 2013, 03:36:44 AM
Revised the revised Eigil
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 20, 2013, 03:41:26 AM
Quote from: "tsukiyomaru0"
> Shield Breaker - Makes the projectiles ignore the defense of the target.

.. What? Armor Piercing at a percentage is fine, but 100% armor piercing? That cannot end well.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 20, 2013, 04:19:44 AM
Quote from: "Zerokk"
Quote from: "tsukiyomaru0"
> Shield Breaker - Makes the projectiles ignore the defense of the target.

.. What? Armor Piercing at a percentage is fine, but 100% armor piercing? That cannot end well.
more like "always 1.0". And, yes, this applies to those who would take 1.5 from that as well. As in: characters with naturally low defense would take the same damage as a character with naturally high defense. Example: Projectile does 70 and Target A has overall DamageFactor of 0.5 and Target B has DamageFactor of 2.0. Rather than A taking only 35 points of damage and B taking 140, both would take exact 70.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on May 20, 2013, 04:49:06 AM
Just thought I'd point out that we're not using armor factors for inherent health. Since this is a total conversion rather than an add-on modification, player classes will be using actual Max Health values. The only things changed by damage factors are when a player buys an armor upgrade or has their defense weakened by an enemy champion's skills.


Also, you both aren't done. Champions need four Skill Mods, not three.

Also also, since I'm seeing only 2/2 layouts (two weapons, two skills) I'll post a 3/1 or a 1/3 later so you know how that works.

Also also also WE DON'T STILL HAVE JUMP SKILLS DANGIT. If you want a jump bonus or something, it uses the passive slot.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 20, 2013, 04:59:27 AM
Quote from: "SmashBroPlusB"
Just thought I'd point out that we're not using armor factors for inherent health. Since this is a total conversion rather than an add-on modification, player classes will be using actual Max Health values. The only things changed by damage factors are when a player buys an armor upgrade or has their defense weakened by an enemy champion's skills.


Also, you both aren't done. Champions need four Skill Mods, not three.

Also also, since I'm seeing only 2/2 layouts (two weapons, two skills) I'll post a 3/1 or a 1/3 later so you know how that works.

Also also also WE DON'T STILL HAVE JUMP SKILLS DANGIT. If you want a jump bonus or something, it uses the passive slot.
Look up again, I revised the revision.
As for the 2/2, I opt to because that's my standard way of playing Borderlands (sticking mostly to two weapons even with four slots open.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on May 20, 2013, 05:06:43 AM
Quote from: "tsukiyomaru0"
As for the 2/2, I opt to because that's my standard way of playing Borderlands (sticking mostly to two weapons even with four slots open).
Disregard my previous burst of fervent range.


I totally understand where you're coming from; as a fully-decked Mechromancer, I still find myself using only two neighbouring weapons, with the other two being backup devices for getting easy Second Wind (because nothing says "free Second Wind" quite like a Torgue Rocket Launcher).

Actually, Borderlands 2 was one of the main inspirations for answering the question of "How do I make a MOBA game interesting in first person?" along with Awesomenauts, Monday Night Combat, and SSBB's Subspace Emissary. The game was veering to be a lot slower and focused on sharp min-max specializing, but after a lot of persuasion we're down to the quick and fast-paced build Coldy presented on the previous page.



EDIT: After looking back, seems like there's still a slight breakdown in communication! Basically, all four of your Skill Mods have three levels each; the initial purchase of Ragnarok would also be its Level 1, so to speak. In other words, the initial purchase effects of Ragnarok (halved MP for everything and low charge on top of it? wow that's OP) as well as the Level 1 effects (accuracy bonus plus auto-blind!? hell, that might be worse) are both earned from buying the Ultimate Mod ONCE. Sweet geezus, that's going a bit too far. Adjusting the power of the Ultimate Mod, as well as changing up your Skill Mods to all have three ranks would fix up the remaining issues.

Also, note that some of Alphonse's Skill Mods also apply some secondary effect at the Level 3 final purchase; this is to sort of encourage players to opt for getting a Level 3 in a Skill Mod earlier in the game to make that particular bonus "super badass", instead of just waiting until end-game to Level 3 everything. Again, like Borderlands gives you the freedom to fill in select skills or just have a wide balance of skill points, the Skill Mod system is meant to allow players who evenly spread their Mods to stand on a roughly even ground with players who specialize in one area before moving on.

I see where you're coming from though, so if you're a little confused I could actually use your character as a good example for an alternate 2/2 build (where, unlike Alphonse, the Ultimate Mod isn't so much a skill as it is an upgrade).
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 20, 2013, 06:13:25 AM
Quote from: "SmashBroPlusB"
-snip snip-

This whole ranks and skills thing is much more confusing... Why not use something in a more solid context, like based of a game such as Borderlands, where we know that each point in a skill just gives a boost to what it currently does?
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on May 20, 2013, 05:52:50 PM
Quote from: "tsukiyomaru0"
Kung-Fu Cutman
HUZZAH

YOU DID IT



That's pretty much what the theme is, yeah. You get a skill, then you can buy the same skill twice more to upgrade it. Sure, added effects are cool, but if the skill is good enough then you can "just have each point in a skill give a boost to what it currently does". Head Count would probably also increase duration per Rank, but you have the idea of it pretty much down to a science.

I'll go punch Cold Fusion out of hibernation and let 'em know he has something!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 20, 2013, 07:49:44 PM
Quote from: "SmashBroPlusB"
Quote from: "tsukiyomaru0"
Kung-Fu Cutman
HUZZAH

YOU DID IT



That's pretty much what the theme is, yeah. You get a skill, then you can buy the same skill twice more to upgrade it. Sure, added effects are cool, but if the skill is good enough then you can "just have each point in a skill give a boost to what it currently does". Head Count would probably also increase duration per Rank, but you have the idea of it pretty much down to a science.

I'll go punch Cold Fusion out of hibernation and let 'em know he has something!
Ah, got it. So it goes the Borderlands-style...
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Orange juice :l on May 20, 2013, 07:55:23 PM
Two maps and Three characters Incoming
Open to feedback cause I have no idea what I'm doing

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 20, 2013, 08:23:59 PM
Quote from: "Orange juice :l"
Runeterraria WIT
We're trying to go for more original content here, but I have to give props for the idea of a "Hard Mode lane".

Quote from: "Orange juice :l"
Worldstone Keep
This one might actually be used as-is. The side-objective is certainly a cool idea.

Quote from: "Orange juice :l"
Communist Mage
As much fun as Nasus/Veigar is, I'm a bit hesitant about including this guy because he suffers the same problem as Daveris in CSCC: Snowballs are REALLY hard to balance effectively in something like Zandronum.
Also last-hits are really hard to pull off when there's no visible enemy health bars
Also also see rule 1.

Quote from: "Orange juice :l"
Jeus the Pious
The only thing I'm hesitant on is having Undying Rage + VoliPassive as a passive. I'd reduce the duration of Honorboud's UnderShirt period, but other than that I think he's pretty good.
...Also I'm willing to let the edge-skirting of Rule 1 slide on this one because I kind of like the character idea. You win this round...

Quote from: "Orange juice :l"
Skeletron Prime
See my note under Runeterraria.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on May 20, 2013, 08:49:39 PM
Quote from: "Orange juice :l"
MAPS:
--------
Runeterraria WIT
This once pure landscape has been washed over by two warring elements: The Hallow, and The Corruption.

This map has Two Lanes.

UPPER LANE: The Hallow
A land of peace and benevolence, this lane is well-defended against enemies who see it as an easy route into your base. It has Two towers. Neutral Creeps are weak and drop moderate gold.

LOWER LANE: The Corruption
A fearful, blighted area, left unguarded as it was not thought that anyone could survive. The lane is full of aggressive neutral creeps that will most likely kill anyone under level 10, and seriously harass anyone who isn't level 20+. There is only one tower.
This lane is home to the Eater of Worlds, a large boss that will provide a buff to the team of whoever kills it.
So, Murderbridge with a jungle from hell.

Quote from: "Orange Juice :l"
Worldstone Keep
At the heart of the world itself, the two warring factions now seek omnipotence by laying claim to the enigmatic Worldstone.

This map has Three Lanes.

The top and bottom lanes are standard, with two towers each and neutral creeps.

The middle lane CANNOT be used to access the enemy's base (One way door/teleporter), but instead serves as a KotH style capture point. Whoever holds the point procures a strong buff for his team, and allows them to move between top, middle, and bottom lanes through a shortcut circumventing the Worldstone.
Baron Nashor, eat your heart out.

This I like. Not sure how you can squeeze neutral creeps into a lane, though, and the capture point would be hell to balance between the buff and the teleport; Shen is OP primarily because his ult lets him turn around teamfights and gank all over the place.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 21, 2013, 01:54:01 AM
Welp
I made a thing
(http://imageshack.us/a/img827/7411/artn.png)

...Anyone want to try their hand at cleaning up and adding a [firing/reload/twirl/any combination of the above] animation for these things?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 21, 2013, 01:58:52 AM
Quote from: "xColdxFusionx"
Welp
I made a thing
(http://imageshack.us/a/img827/7411/artn.png)

...Anyone want to try their hand at cleaning up and adding a [firing/reload/twirl/any combination of the above] animation for these things?
Coldfusion, that's damn awesome.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 21, 2013, 02:32:18 PM
I added a thing like a fourth skill mod and other stuff

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 21, 2013, 07:43:48 PM
Well, I had a bit of an idea for a stage.  I figured I'd go ahead and pitch it now, even though I'm not done with my new character design (Haven't even started, in fact).

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 21, 2013, 07:48:02 PM
Quote from: "CHAOS_FANTAZY"
Well, I had a bit of an idea for a stage.  I figured I'd go ahead and pitch it now, even though I'm not done with my new character design (Haven't even started, in fact).

(click to show/hide)
Can't resist this:
THE ENEMY IS AT OUR MAIN GATE! SECURE IT AT ONCE!
THE ENEMY IS IN THE MAIN CAMP! SEND REINFORCEMENTS!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on May 21, 2013, 11:01:22 PM
Quote from: "xColdxFusionx"
We're trying to go for more original content here,
have fun having no content then
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Orange juice :l on May 21, 2013, 11:04:33 PM
Cold's idea of "original content" is apparently renaming, reskinning, and generally giving a new paint job to any derivative characters.

The rule's still dumb (Doubly so seeing how "self-insert" characters are also banned), but I suppose if it's that easy to circumvent then meh.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 21, 2013, 11:08:45 PM
Quote from: "Orange juice :l"
Cold's idea of "original content" is apparently renaming, reskinning, and generally giving a new paint job to any derivative characters.

The rule's still dumb (Doubly so seeing how "self-insert" characters are also banned), but I suppose if it's that easy to circumvent then meh.
Quote from: "Balrog"
Quote from: "xColdxFusionx"
We're trying to go for more original content here,
have fun having no content then
My champion idea, for example, was based in nothing of my interest. Just some random idea that popped up in my mind.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 21, 2013, 11:46:48 PM
My characters are pretty original, maybe.

although I assume they're not getting into the release because something

There's hardly any skill mods related to Stealth Module because the speed thing is already a thing on Pursuit and making it give you bonus defense turns it into a shield cloak. Just saying.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on May 22, 2013, 12:04:48 AM
"Dumb" doesn't begin to cover it. At this stage, you want to have characters that fulfill familiar DotA-like archetypes. HoN did it, LoL did it, Infinite Crisis seems to be doing it to an extent (sticking random LoL abilities on characters) and it's generally a good idea for you to do it, at least to start out. Once you have a basic stable, then you can start diversifying. (Just talking about game mechanics here. You could add a character that looks like this (http://th02.deviantart.net/fs71/PRE/f/2011/114/7/7/moar_mary_sue_fun_xd_by_shioku_990-d3es2o1.png) for all I care, as long as it plays well.)

lol lame idea that will probably get rejected
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on May 22, 2013, 02:21:00 AM
Ahem, Gentlemen:
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 22, 2013, 02:40:37 AM
Quote from: "Rozark"
Ahem, Gentlemen:
(click to show/hide)

What.

.. I want this in.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 22, 2013, 01:40:24 PM
Unfortunately, as is, it breaks format with Toasty-O's being a fourth skill.
I do plan on adding Clyde, so I'll put his name on the list, but his profile needs to be fixed.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 22, 2013, 04:46:46 PM
Tsuki, how do you intend for Eigil to be pronounced?

E-jool, Eh-gill, Ai-jel, or Ai-gill? Or something completely different?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Myroc on May 22, 2013, 05:35:40 PM
Hello.

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 22, 2013, 06:11:49 PM
Quote from: "Myroc"
Hello.

(click to show/hide)

Well, a health caster? I like this. Some of this reminds me of Morgana and Vladimir. Spiteful Arcanery works very well with the character, but hey, most of the moveset works with eachother as well.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 22, 2013, 06:55:19 PM
Well, we're starting to build up quite the cast here.
I might have to start putting people down on the waitlist!

Going to throw down one of my backup characters so that we have a support class in case of emergencies.
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 22, 2013, 07:45:08 PM
Quote from: "Zerokk"
Tsuki, how do you intend for Eigil to be pronounced?

E-jool, Eh-gill, Ai-jel, or Ai-gill? Or something completely different?
More like Ee-Gill. Looked up some old norse phonetics and the "E" is pronounced in the same way as fEEt, pEA...
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on May 22, 2013, 08:44:34 PM
Fixed a few things, such as making the previous ultimate an actual skill. This removes the ultimate, however, I believe that adding the "If first maxed" gimmick is similar to an ultimate as it would apply powers similar to such. So yes, all three abilities are available from the start. I also somehow forgot to add the autoattack upgrade in the previous version, so I added that under the upgrades as well.

I didn't actually count the levelups, but do note that the autoattack upgrade is a one time use. The remaining three skills are to be leveled normally. Hopefully this equals/reaches the highest level as intended.

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on May 22, 2013, 09:57:19 PM
Probably going to catch hell for this, but why hasn't the Skulldro thing been added to the list with the others?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 22, 2013, 11:37:28 PM
I didn't add it because it didn't look quite finished, but I can throw it on the list, I guess.

Also Clyde now gets a link. The Udyr-style "No Traditional Ultimate" is actually pretty cool, though it does leave Clyde with no use for Gold Shards.

Also, we're starting to enter carry overload. Any more carries will be tossed onto the waitlist. And I might push a couple of the ones on the mainlist to the waitlist if we get more ideas for other classes.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 22, 2013, 11:55:26 PM
Quote from: "xColdxFusionx"
I didn't add it because it didn't look quite finished, but I can throw it on the list, I guess.

Also Clyde now gets a link. The Udyr-style "No Traditional Ultimate" is actually pretty cool, though it does leave Clyde with no use for Gold Shards.

Also, we're starting to enter carry overload. Any more carries will be tossed onto the waitlist. And I might push a couple of the ones on the mainlist to the waitlist if we get more ideas for other classes.

There's only like, two carrys.

Also, if we can get something done on my new, yet unfinished champion, that'd be great. Some tweaks and actual names. We can probably call it Guardian Unit.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on May 23, 2013, 12:30:48 AM
3 of the currently accepted 7 characters are carries.
Based on statistics, i'd say that would lead to a large chunk of future characters to be carries.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 23, 2013, 12:31:43 AM
Well, I'm back again.  Tried to stick more to a general theme this time and fudge fewer things.
Here's what I got.

(click to show/hide)

Also, still looking for a general response on Gated Fortress (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=5476&start=91)...didn't hear any "yeahs" or "nopes" tossed around.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 23, 2013, 12:56:29 AM
- Insert blatant overreaction here -
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Orange juice :l on May 23, 2013, 01:11:37 AM
I reskinned everything because CF wanted me to so here you go
Communist Mage was just renamed Archmage Karl so I didn't bother posting him
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Korby on May 23, 2013, 01:15:35 AM
Quote from: "xColdxFusionx"
...I'm going to be really blunt here, but this guy looks like something out of a terrible fanfiction.
I'm sorry[I'm not.], what? You let volitryndagarefiora in and an OBVIOUS joke character like Belmont in, but when something interesting and, most importantly, original, was submitted, you turned it down?
And you asked why I left!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 23, 2013, 01:21:16 AM
Quote from: "xColdxFusionx"
...I'm going to be really blunt here, but this guy looks like something out of a terrible fanfiction.
...And these sentences don't help.
Yes, I get it.  In truth, Shalein did originate from my times playing AdventureQuest Worlds (If the profile picture didn't make that horribly obvious)...in which, Chaos, a third independent force separated from Good and Evil, has reared its ugly head on the world and is attempting to throw the world into anarchy.  Good and Evil are in an alliance, no matter how small, in order to defeat this greater foe—and that's where Shalein comes in.  He's always had the "Why can't we just get along" attitude, but in a situation like this, he has a chance to make a point for once.  To counteract Chaos, neither Good nor Evil, he became a man of Order, both Good and Evil—and, well, you know the rest.

In truth, it probably would be better if I put forth one of my completely original characters instead of leaning on some of my favorite inspired ones like a twisted, gnarled crutch, but every time I look at my OC list, I think that they're either too boring, or they wouldn't translate well into this sort of sheet (Either too few powers to fill out the whole list or too many).  Jack, the Reaper of Tears, is boring and lacks originality; Zion Takure, the Last Wielder, has too many powers of the normal variety and not many aspects about him to upgrade; Soire and Jenzi, Gemini Unit Five wouldn't be able to even function without crazy coding; The Dean, Master of Role-Play, is by definition ridiculously overpowered; I could be here all day (And by all day I mean until I run out of characters).
Also, I noticed a lack of medic-type Champions and the only good matches were Heart-Man or Shalein.  Standard-issue Robot Master, or innovative man of legend?  Not a hard choice to me.

Quote from: "xColdxFusionx"
I thought I already told you this wasn't a thing.
It's not only because stealing enemy units is broken; it's also because it would be incredibly obnoxious to have to code.
My mistake; I thought that referred to seizing control of enemy Champions in specific.  Scrap that bit.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 23, 2013, 01:30:36 AM
Quote from: "Korby"
Quote from: "xColdxFusionx"
...I'm going to be really blunt here, but this guy looks like something out of a terrible fanfiction.
I'm sorry[I'm not.], what? You let volitryndagarefiora in and an OBVIOUS joke character like Belmont in, but when something interesting and, most importantly, original, was submitted, you turned it down?
And you asked why I left!
The issue here is that, while Shalein is original, I can't bring myself to like him. His flavor feels really, really heavy on the "I am a super cool character and you should like me" end of things. If his flavor were tweaked and some of his attacks were spruced up to be a little more interesting, I might consider adding him. But as he is, I can't bring myself to allow him onto the roster.

I do admit, that might have been a little harsh. It was kind of a heavy gut reaction, and I apologize for that.

Quote from: "CHAOS_FANTAZY"
-snip-
That does explain some of it. RPG's are very heavy on trying to make you uber-powerful, which (unfortunately) often translates to your character becoming too "awesome" to really fit anywhere reasonably.
Here's an idea that might help; try thinking more along the lines of a "low-level" version of him; don't think of him as a "chosen hero", but instead as just some guy who happens to have some minor magic powers and wants to use them to help maintain balance in the world.

Quote from: "CHAOS_FANTAZY"
Quote from: "xColdxFusionx"
I thought I already told you this wasn't a thing.
It's not only because stealing enemy units is broken; it's also because it would be incredibly obnoxious to have to code.
My mistake; I thought that referred to seizing control of enemy Champions in specific.  Scrap that bit.
S'ok, miscommunications happen.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Colonel ServBot on May 23, 2013, 01:39:51 AM
erm... i have a question....
are we also doing characters from other games? or just community based characters. either way, i have great Character ideas. one from a Video game, another, is a character i created playing through Dragon Age....
just curious. sorry if i'm being an annoyance.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 23, 2013, 01:49:33 AM
Characters directly taken from another video game are right out.
The Dragon Age character might be worth a shot, though. Just remember the tip I gave C_F regarding RPG character conversions.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on May 23, 2013, 02:52:16 AM
Quote from: "Korby"
Quote from: "xColdxFusionx"
...I'm going to be really blunt here, but this guy looks like something out of a terrible fanfiction.
I'm sorry[I'm not.], what? You let volitryndagarefiora in and an OBVIOUS joke character like Belmont in, but when something interesting and, most importantly, original, was submitted, you turned it down?
And you asked why I left!

Less joke and more innovative.
If he appears as a joke, that wasn't intended, its just his personality.
Also, just because he has the last name Belmont doesn't mean he's related to those vampire hunters.
That whip segment could be relatable, but hey, I like chain whips. He usually uses a cane with that whip being prized/mounted in his mansion. However, after -insert plotline here that i'm not revealing- occurred, he had to defend himself somehow.
Title: I'm just gonna sit back and watch the sparks fly.
Post by: Hallan Parva on May 23, 2013, 06:15:13 AM
Those of you paying attention to the guidelines post might have noticed a new hero archetype: Lockdown. Specifically, I pointed out to Coldy that he lacks a general "defense" category. Carry implies you're good at punching noses in; Pusher implies that you can not only stop waves of minions, but you can also go punch minions in their miniony noses; Tank implies you have tons of health; Support implies you are a medic. Another reason Lockdown was added was due to the playstyle of a character I had the pleasure of creating, not only for the skill mechanic but also because it was hilarious to watch Coldy's reaction.


Gentlemen. Please dust off your suits and adjust your ties.

(click to show/hide)
Title: Re: I'm just gonna sit back and watch the sparks fly.
Post by: Turbodude on May 23, 2013, 10:39:43 AM
Quote from: "SmashBroPlusB"
(click to show/hide)

holy shit

I support this wholeheartedly.  :ugeek:

Also, pardon me for asking because I haven't paid a whole lot of attention to this mod:
I remember the proposed cast being different (mainly consisting of various canon characters), what happened to that?
Title: Re: I'm just gonna sit back and watch the sparks fly.
Post by: xColdxFusionx on May 23, 2013, 03:06:46 PM
Quote from: "Turbodude"
I remember the proposed cast being different (mainly consisting of various canon characters), what happened to that?

Call it paranoia or whatever else you will, but I had this sudden, unshakeable feeling that we were going to get a cease-and-desist order if someone from higher up saw what we were doing with their characters
So I held a poll to see if we should keep going or try making our own custom shenanigans
And the custom shenanigans won out by a long shot.

In other news, Smash why
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 24, 2013, 02:50:10 PM
Okay, did some work with Other CF and I think we have a draft of Shalein that he finds acceptable.  Posting for evaluation.

(click to show/hide)
Title: Re: I'm just gonna sit back and watch the sparks fly.
Post by: Ceridran on May 24, 2013, 11:56:21 PM
Quote from: "SmashBroPlusB"
Those of you paying attention to the guidelines post might have noticed a new hero archetype: Lockdown. Specifically, I pointed out to Coldy that he lacks a general "defense" category. Carry implies you're good at punching noses in; Pusher implies that you can not only stop waves of minions, but you can also go punch minions in their miniony noses; Tank implies you have tons of health; Support implies you are a medic. Another reason Lockdown was added was due to the playstyle of a character I had the pleasure of creating, not only for the skill mechanic but also because it was hilarious to watch Coldy's reaction.


Gentlemen. Please dust off your suits and adjust your ties.

(click to show/hide)

My complaint? Ken appearing out of nowhere, in a battle field, no explanation how, to assist like this. I don't think I like that, but the character herself is interesting. hnng unoriginal character

Quote from: "CHAOS_FANTAZY"
Okay, did some work with Other CF and I think we have a draft of Shalein that he finds acceptable.  Posting for evaluation.

(click to show/hide)

Caduceus Blade is pretty cool, and I see you really want something like Universal Buster.

Rank 2 Ultimate Mod creates larger minion waves, yes? Still, it's similar to hypnotization effects, but might be fine.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: varogon on May 25, 2013, 03:09:55 AM
ok, I'm new here, but not new to cutstuff stuff. so CF told me about this thing so imma throw my character for a spin.

(click to show/hide)

please do not shoot this down because I have never posted before.
Title: Re: I'm just gonna sit back and watch the sparks fly.
Post by: xColdxFusionx on May 25, 2013, 04:07:51 AM
Quote from: "Zerokk"
Rank 2 Ultimate Mod creates larger minion waves, yes? Still, it's similar to hypnotization effects, but might be fine.

That effect was actually the result of Korby and I brainstorming (and by that I mean "Korby talking while I just kind of sat there listening") how we could salvage Shalein

Quote from: "varogon"
ok, I'm new here, but not new to cutstuff stuff. so CF told me about this thing so imma throw my character for a spin.

(click to show/hide)

please do not shoot this down because I have never posted before.

Hello mysterious person that I have no clue who you are. I'm going to assume you're the other C_F's buddy, since asking everyone I know turned up no results.

> The sheer number of times you used the word blood makes my head spin a little. If we could perhaps apply a bit of thesaurus to these descriptions that would be a huge help to my brain.
> Why can't we just use the word vampire? We already establish that he's pretty much a vampire the instant his race is brought up.
> ...OK, that passive is way too complex. Perhaps we could change it to "taking and dealing damage fuels the Blood Bar, which slowly drains to regenerate his HP over time."
> What is with everyone and their super-fancy enchanted weapons? A magic halberd probably would have sufficed.
> I know you probably have never worked with Zandronum before, but five tiers of attack plus a skill mod that applies an on-hit effect is a bit complex. What if we just changed it to three tiers: 1x, 1.5x, and 2x + Heartstop Effect?
> Bloody Lashing is actually fairly interesting. Leave that as-is.
> Blood Tie might be a little hard to code, but I'm sure I could figure out a way. Leaving as-is for now.
> While Bloody Marionette seems cool, it's redundant (Snare + damage when pushing movement keys? What's the point of pushing keys if you're snared anyway?) and would require a ton of trickery to get the movement damage to work right.
> Soul Shatter seems really tacked on; I quite literally just accepted a champion with a very similar effect. Not to mention, how would you determine which wave the Pawn would be added to? The Minions work because each wave has a matching wave going the other way, so you can just do a one-to-one conversion. Just the last effect would probably be fine, though I'd probably switch that with Dormant Despair because removing the primary counter-play aspect to your ultimate. Damn.
Title: Re: I'm just gonna sit back and watch the sparks fly.
Post by: varogon on May 25, 2013, 04:34:28 AM
Quote from: "varogon"
ok, I'm new here, but not new to cutstuff stuff. so CF told me about this thing so imma throw my character for a spin.

(click to show/hide)

please do not shoot this down because I have never posted before.

Hello mysterious person that I have no clue who you are. I'm going to assume you're the other C_F's buddy, since asking everyone I know turned up no results.

> The sheer number of times you used the word blood makes my head spin a little. If we could perhaps apply a bit of thesaurus to these descriptions that would be a huge help to my brain.
> Why can't we just use the word vampire? We already establish that he's pretty much a vampire the instant his race is brought up.
> ...OK, that passive is way too complex. Perhaps we could change it to "taking and dealing damage fuels the Blood Bar, which slowly drains to regenerate his HP over time."
> What is with everyone and their super-fancy enchanted weapons? A magic halberd probably would have sufficed.
> I know you probably have never worked with Zandronum before, but five tiers of attack plus a skill mod that applies an on-hit effect is a bit complex. What if we just changed it to three tiers: 1x, 1.5x, and 2x + Heartstop Effect?
> Bloody Lashing is actually fairly interesting. Leave that as-is.
> Blood Tie might be a little hard to code, but I'm sure I could figure out a way. Leaving as-is for now.
> While Bloody Marionette seems cool, it's redundant (Snare + damage when pushing movement keys? What's the point of pushing keys if you're snared anyway?) and would require a ton of trickery to get the movement damage to work right.
> Soul Shatter seems really tacked on; I quite literally just accepted a champion with a very similar effect. Not to mention, how would you determine which wave the Pawn would be added to? The Minions work because each wave has a matching wave going the other way, so you can just do a one-to-one conversion. Just the last effect would probably be fine, though I'd probably switch that with Dormant Despair because removing the primary counter-play aspect to your ultimate. Damn.[/quote]


too tired for the night, will get around to it tomorrow or something. I will be sure to fix
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: tsukiyomaru0 on May 25, 2013, 04:35:19 AM
Quote from: "varogon"
-Kung Fu Cutman'd-
Am I the only getting the Mari0 feeling here?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: CHAOS_FANTAZY on May 25, 2013, 02:40:29 PM
Alright, looks like I have some 'splainin' to do.
Meet Varogon, Varogon Razorwing.  Without getting horribly off-topic, we're real-life friends that met in second grade and we probably kept each other from degenerating into serial killers.  He's known about MM8BDM since I had the opportunity to tell him about it, and he has played a little (Though he really ought to play more).  I recommended he didn't get a CutStuff account unless he could count on contributing, but now he has, so...um, here he is, I suppose.

Anyways, I helped him write this out (And will more likely than not be fixing up the design myself, as I help polish many of his ideas), so I guess I'll be speaking for him now:
Quote
> The sheer number of times you used the word blood makes my head spin a little. If we could perhaps apply a bit of thesaurus to these descriptions that would be a huge help to my brain.
Apologies; they never taught me any synonyms for "blood."  I'll be sure to investigate a thesaurus before the rework.
Quote
> Why can't we just use the word vampire? We already establish that he's pretty much a vampire the instant his race is brought up.
I think the important distinction is the whole "stronger when almost dead" thing.
Quote
> ...OK, that passive is way too complex. Perhaps we could change it to "taking and dealing damage fuels the Blood Bar, which slowly drains to regenerate his HP over time."
To First Blood, it's an aspect of his character that he has to use his blood specifically for his Blood Arts.  And having the Blood Bar restore health would honestly completely defeat its purpose.
Quote
> What is with everyone and their super-fancy enchanted weapons? A magic halberd probably would have sufficed.
This one I'm not sure about, but previously in his design it randomly shot off "bursts" of magic/technology.  I removed this effect, thinking coating the weapon in his blood was enough.
Quote
> I know you probably have never worked with Zandronum before, but five tiers of attack plus a skill mod that applies an on-hit effect is a bit complex. What if we just changed it to three tiers: 1x, 1.5x, and 2x + Heartstop Effect?
I'm sure he'd yield, but...There's a Heartstop effect?  Unless you're referring to his halberd randomly affecting their bloodstream.
Quote
> While Bloody Marionette seems cool, it's redundant (Snare + damage when pushing movement keys? What's the point of pushing keys if you're snared anyway?) and would require a ton of trickery to get the movement damage to work right.
Bloody Marionette is more accurately a possession attack (But that's a big no-no here, so we got creative).  In an RPing scenario, it would be more along the lines of "the target is under Valoures's control, and resisting his control results in pain as if you're being torn apart from the inside out."  I honestly don't have a better idea than forcing the target to not be able to move, but I'd be delighted to hear additional suggestions.
Quote
> Soul Shatter seems really tacked on; I quite literally just accepted a champion with a very similar effect. Not to mention, how would you determine which wave the Pawn would be added to? The Minions work because each wave has a matching wave going the other way, so you can just do a one-to-one conversion. Just the last effect would probably be fine, though I'd probably switch that with Dormant Despair because removing the primary counter-play aspect to your ultimate. Damn.
I think what happened is he scanned the topic real quick, didn't see anything about summoning minions, and assumed that earning them in combat was the only way to get them.  I also handed him Shalein as an example (Given that he's very familiar with that character), so I could see how he might think a thing like that mandatory.  Darn it, I told him to compare the draft to other accepted characters first!
As for Dormant Despair, it was previously just random whether or not you'd break free from Bloody Marionette early...the effect could probably use a rework entirely.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 25, 2013, 04:17:12 PM
Quote from: "CHAOS_FANTAZY"
Quote
> Why can't we just use the word vampire? We already establish that he's pretty much a vampire the instant his race is brought up.
I think the important distinction is the whole "stronger when almost dead" thing.
The issue I have here is the fact that you could just remove the entire first sentence and the character still works.
Also, the fact that, like Shalein, that one sentence gives me this "I'm a Vampyrous! ...It's like a vampire, but better!" vibe that makes me feel a bit uneasy.
Quote
> ...OK, that passive is way too complex. Perhaps we could change it to "taking and dealing damage fuels the Blood Bar, which slowly drains to regenerate his HP over time."
To First Blood, it's an aspect of his character that he has to use his blood specifically for his Blood Arts.  And having the Blood Bar restore health would honestly completely defeat its purpose.
If you want to go that route, I'd also throw the "Tank" tag on him as well.
Quote
> What is with everyone and their super-fancy enchanted weapons? A magic halberd probably would have sufficed.
This one I'm not sure about, but previously in his design it randomly shot off "bursts" of magic/technology.  I removed this effect, thinking coating the weapon in his blood was enough.
The Halberd suffers a similar problem to Unity and Harmony: It's just too blatantly "Hey look at how cool this thing is," especially on a character who's supposed to be using his spells to fight.
Quote
> I know you probably have never worked with Zandronum before, but five tiers of attack plus a skill mod that applies an on-hit effect is a bit complex. What if we just changed it to three tiers: 1x, 1.5x, and 2x + Heartstop Effect?
I'm sure he'd yield, but...There's a Heartstop effect?  Unless you're referring to his halberd randomly affecting their bloodstream.
I was referring to his disable that he gains at max Blood. But yeah, as opposed to programming 9 different variations of the same attack where 6 have a unique on-hit effect, I'd much rather program 5 with 3 having the effect.
Quote
> While Bloody Marionette seems cool, it's redundant (Snare + damage when pushing movement keys? What's the point of pushing keys if you're snared anyway?) and would require a ton of trickery to get the movement damage to work right.
Bloody Marionette is more accurately a possession attack (But that's a big no-no here, so we got creative).  In an RPing scenario, it would be more along the lines of "the target is under Valoures's control, and resisting his control results in pain as if you're being torn apart from the inside out."  I honestly don't have a better idea than forcing the target to not be able to move, but I'd be delighted to hear additional suggestions.
The issue here is that the bound player has no incentive to push the movement keys, so there's no point to the damage. Replace the Snare with a Slow and you might have something there, but what's the point of a "bleed on move" effect if you can't move in the first place?
Quote
> Soul Shatter seems really tacked on; I quite literally just accepted a champion with a very similar effect. Not to mention, how would you determine which wave the Pawn would be added to? The Minions work because each wave has a matching wave going the other way, so you can just do a one-to-one conversion. Just the last effect would probably be fine, though I'd probably switch that with Dormant Despair because removing the primary counter-play aspect to your ultimate. Damn.
I think what happened is he scanned the topic real quick, didn't see anything about summoning minions, and assumed that earning them in combat was the only way to get them.  I also handed him Shalein as an example (Given that he's very familiar with that character), so I could see how he might think a thing like that mandatory.  Darn it, I told him to compare the draft to other accepted characters first!
As for Dormant Despair, it was previously just random whether or not you'd break free from Bloody Marionette early...the effect could probably use a rework entirely.
Yeah, from how I understood it, any ally could break a character out of the Bloody Marionette by bumping them or some such action, which adds a really neat counterplay aspect to the ability where you want to run over and tag people you see bleeding out so you can keep them from accidentally killing themselves. By negating that aspect of the ability, you take away quite a bit of the "Oh, hey, that's actually pretty cool" part of the ability.

EDIT FOR EVERYONE: Added a couple more tags and tweaked some already existing ones to be a bit more descriptive. Double-check that your tags match your characters!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Korby on May 26, 2013, 01:18:17 AM
I was going to troll Cold Fusion and make a character with every single tag, but then I decided that a Melee Sniper sounds absolutely hilarious and I'll probably make his concept eventually.

Just putting this down for future reference.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hilman170499 on May 26, 2013, 05:08:19 AM
So quick and simple question;

Are people allowed to make up characters for this thing or should they use ones that they already made up in the past?

Map Idea here:

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on May 26, 2013, 06:27:23 AM
Hey ColdFusion.

I think you have a rival on that fancy airstuff

http://airstuffvcutstuff.webs.com/apps/ ... ing-title- (http://airstuffvcutstuff.webs.com/apps/forums/topics/show/8998541-under-attack-working-title-)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: doofusroad on May 26, 2013, 01:24:12 PM
Quote from: "Rozark"
Hey ColdFusion.

I think you have a rival on that fancy airstuff

http://airstuffvcutstuff.webs.com/apps/ ... ing-title- (http://airstuffvcutstuff.webs.com/apps/forums/topics/show/8998541-under-attack-working-title-)

The link leads to a not found error...
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: leoalex50 on May 26, 2013, 01:31:24 PM
Quote from: "doofusroad"
Quote from: "Rozark"
Hey ColdFusion.

I think you have a rival on that fancy airstuff

http://airstuffvcutstuff.webs.com/apps/ ... ing-title- (http://airstuffvcutstuff.webs.com/apps/forums/topics/show/8998541-under-attack-working-title-)

The link leads to a not found error...
umm airstuff used all their monthy bandwidth in a night thats why it leads to nowhere
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 29, 2013, 04:49:16 PM
And we're back, everybody!
Updated the first post with more progress information. Only resource I still need for Alphonse is two skins: one with him holding his revolvers, and one with him holding his shotgun. There are a few weapon animations that would also be appreciated:
> Throwing the Lasso (probably the closest to "necessary" on this list; I have viable (albeit a bit cheesy) workarounds for the others)
> Reload animations for the pistols and shotgun (I can send you the base sprites if you PM me)
> Animations for Improbable Aim (These aren't really necessary, since using the normal idles as placeholders actually looks OK, though might look nice if they were added.)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 29, 2013, 05:11:15 PM
I've changed this guy up a little bit, so all his stuff feels more in place.
now that I looked at it I hardly changed anything
Also added updates, fixing some things I may have forgotten to add.

(click to show/hide)

I'm thinking about getting rid of Drain, especially since you aren't building damage.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 29, 2013, 08:25:12 PM
If the Energy Axe and Normal Axe do the same thing, they can count as the same attack. In which case you can add another skill if you want.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 29, 2013, 08:28:01 PM
Quote from: "xColdxFusionx"
If the Energy Axe and Normal Axe do the same thing, they can count as the same attack. In which case you can add another skill if you want.

I don't get how you maneuver between all those skills with one weapon. That's my problem with it.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 29, 2013, 08:55:45 PM
The same way you'd maneuver through multiple weapons with one skill:
They're actually just multiple weapons with the same mainfire
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 29, 2013, 09:07:25 PM
Quote from: "xColdxFusionx"
The same way you'd maneuver through multiple weapons with one skill:
They're actually just multiple weapons with the same mainfire

(click to show/hide)
That's exactly what I'm doing. However, I also want to include a visual change, which includes the activated power. I don't want the axe to always appear activated/unactivated, and only appear activated when healing. I think that looks pretty bad.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on May 29, 2013, 09:25:36 PM
You can change the visual effect on the axe in its idle/firing poses if you want
I'm just saying that if it's functionally the same in both forms, it might as well just be considered the same weapon.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on May 29, 2013, 09:32:22 PM
Might as well have the energy always activated. I'l go edit the things.

Also, the weapon should appear to be glowing (Like in GVH, the Hunter's hand when using magic.) when using Force.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on May 29, 2013, 09:57:41 PM
Just going to let everyone know ahead of time...


YOUR CHANCES OF ADDITION SHOOT UP BY 266.8% IF YOU HAVE HUD GRAPHICS READY


We don't really have a dedicated HUDs guy, so if you can take care of it you're a beautiful and sexy person.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hilman170499 on June 02, 2013, 05:24:28 AM
Can I try submitting a class?

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on June 02, 2013, 04:57:06 PM
+ I like the "spawns a destructible wall" idea. Could certainly make for some interesting ganking situations.
* The pinch mode idea seems a bit generic and kind of almost overdone at this point. Then again, I guess there isn't really that many interesting passive ideas out there, so...
- ...Claw Droid sounds a bit similar to Predator Unit, don't you think?
- Mixed, Hybrid, Duelist, Pusher. I'm sorry, what?! What exactly are supposed to be his pros and cons?
- All the attacks feel a bit mis-matched; it just feels like you started throwing stuff together...
- ...How would the tiers on Extra Claws work? Everything else I can mess with easily, but I really can't think of a good way to make Extra Claws into 3 tiers.

Overall Vedict: Needs some serious work; it's way too broad and feels way too much like he's supposed to be a one-man army.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 02, 2013, 05:49:36 PM
Moo.

I've edited this since I first posted and it's different but you knew that.

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on June 02, 2013, 06:25:12 PM
asdf
The entire purpose behind me saying that Energy Axe only counts as one autoattack was because it gives you another slot for skills
Please, take advantage of it
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 02, 2013, 06:30:03 PM
Oh wait. 3 skills.

I'l get to that, if I can.

EDIT: Aaand it's done because yeah.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Colonel ServBot on June 03, 2013, 03:08:19 PM
Actually, may I be able to give that Dictator BirdBot thing as an idea? It's quite the opposite of me.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Orange juice :l on June 03, 2013, 05:18:49 PM
Cold won't take your copyrighted ideas. It wasn't my idea, but I guess he's afraid of getting a C&D or somesuch.

Which is quite silly, seeing how we're infringing on Megaman and Doom already.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on June 03, 2013, 09:42:17 PM
Quote from: "Orange juice :l"
Cold won't take your copyrighted ideas. It wasn't my idea, but I guess he's afraid of getting a C&D or somesuch.

Which is quite silly, seeing how we're infringing on Megaman and Doom already.
^

Anyway, anything actually being worked on? We have enough awesome ideas with no follow-through in this community.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 03, 2013, 09:46:29 PM
Quote from: "Balrog"
Quote from: "Orange juice :l"
Cold won't take your copyrighted ideas. It wasn't my idea, but I guess he's afraid of getting a C&D or somesuch.

Which is quite silly, seeing how we're infringing on Megaman and Doom already.
^

Anyway, anything actually being worked on? We have enough awesome ideas with no follow-through in this community.

Eigil is being coded by Coldfusion right now, going down the list, Jeus will be coded when Eigil is done, and Predator Unit after Jeus. We need spriters, though.

Like uh we really need people who can do good spriting. A smashing fellow already said something about this but whatever.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on June 03, 2013, 10:13:19 PM
Quote from: "Balrog"
Anyway, anything actually being worked on?
NSFB - Not Safe For Beed28
(click to show/hide)
Covert Quarry, Alphonse's "home stage", is near completion. The only things missing are the two bases, but after that we've got an actual map finished and ready to go (and not a straight line test map whooooo). Coldy's got a class base in the works and weapons done for Alphonse. Eigil's got weapons nearly done, but Coldy's still trying to decipher how to incorporate the Skill Mods. I've got basic weapon skeletons set up for Vanessa and Rock (who I haven't posted - FOR SHAME!) but I'm sort of waiting for Coldy to finalize the class base before I start screwing around with things.

So yeah, we've got things being worked on. Now stop asking. :ugeek:


EDIT: Zerokk is a ninja scrub who likes spamming the Gran Faust
Quote from: "Zerokk"
Jeus will be coded when Eigil is done, and Predator Unit after Jeus.
You're... half-right. Coldy's going after Jeus next, but we're a bit iffy on what's after that. The list only indicates the order they came in, not their order of relevance.

also holy deep-fried asscheeks spriters would be the best thing in the world right about now
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Magnet Dood on June 04, 2013, 04:39:15 PM
I can help I guess or whatever
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Reemu on June 04, 2013, 10:31:21 PM
Let's see how this goes, here you go OP class, wooooooooooo!!!
Have fun with references and see if you can catch them all!!

(click to show/hide)
Eh, I may missed some stuff I fixed but eh, I will edit it if needed.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 15, 2013, 08:45:23 PM
I'm cancelling Guardian Unit, he did not feel well made.

Anyway, I created this character today. Have a look.

Make sure your bodies are ready for the incredible redundancy. .. Probably. (http://tvtropes.org/pmwiki/pmwiki.php/Main/DepartmentOfRedundancyDepartment)

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on June 15, 2013, 10:35:33 PM
I'm not sure people are understanding how the Ultimate Mod is supposed to work.

The Ultimate Mod is supposed to be fairly similar to the other mods; it buffs up one particular area of the character. This can be one particular aspect of a skill (like Maria's) or various addons to it (like Alphonse's or Jeus's), but it's always based around a certain skill or attack in some way.

Sorry if I didn't make this clear in my first few posts. Classes that were submitted before this announcement will have their ultimate mods tweaked to fit this style, if possible.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 15, 2013, 11:05:31 PM
He's been edited, and I also pulled an Equalizer-Escape Plan. I can put the two back together, but I don't have many options. I want to avoid adding in slows, stuns, silences, etc, to Sharahin.

I'm sure Predator Unit's ultimate mod is fine, so no need to worry about that.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on June 15, 2013, 11:28:00 PM
...Not sure you understood what I meant regarding the ultimate mod.
Let me try a different approach: showing a mod that I've already come up with a possible tweak for.

Old Mod:
(click to show/hide)

New Mod:
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 15, 2013, 11:34:26 PM
I like this change. The original Rank 1 really set an imbalance in power on Predator Unit.
Seeing as it's already linked via main post, I'l edit the "confirmed predator unit" post, adding this in.

Thanks!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hilman170499 on June 17, 2013, 04:07:13 PM
Claw Droid Application Take 2, Commence.

(click to show/hide)

Just a few notes regarding my changes:
(click to show/hide)

Also, here's a question regarding the mode when it comes out:
When a player dies, do they lose or keep all their upgrades upon respawn?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: xColdxFusionx on June 17, 2013, 04:47:10 PM
Quote from: "Hilman170499"
Claw Droid Application Take 2, Commence.

+ I like the idea of abilities that play off of your teammates' actions as well as your own. Gotta make the game more interesting for everyone involved, right?
* Though his ability set is different, he still seems thematically similar to Predator Unit. Are you sure you can't think of different "flavor" for his stuff?
* Claw Torch and Droid Shredder are rather oddly specific in their requirements. I'd make it so the torches ignite automatically and shooting them with anything will push them, and Droid Shredder's dis-assembly effect should be cosmetic.
- Intimidate seems ridiculously powerful for a passive ability, especially with the Disorient involved.

Quote from: "Hilman170499"
Also, here's a question regarding the mode when it comes out:
When a player dies, do they lose or keep all their upgrades upon respawn?

Players will keep all upgrades upon respawning, as well as all of their experience, Shards, and held money. Consumables, however, will be lost.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Korby on June 18, 2013, 12:02:41 AM
hi
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: TheDoc on June 18, 2013, 01:22:35 AM
I REALLY don't want to come across as selfish, but when can a release be expected? What will it have?
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on June 18, 2013, 01:28:28 AM
Quote from: "TheDoc"
I REALLY don't want to come across as selfish
you already are

I really don't want you complaining like you did over at Strength in Numbers though so I'll answer question things possibly

Quote from: "TheDoc"
When can a release be expected?
when it's done

Quote from: "TheDoc"
What will it have?
nothing's concrete, but our projected totals are

3 Maps!
8 to 16 Classes!
24 Levels to grind!
32 unique Items!
All making for 1 exciting mod!

COLDY'S MOBIES: UNDER SIEGE
coming never 20XX
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Myroc on June 18, 2013, 08:37:01 PM
So, I made some changes to Mordecai, juggling around a few of his skill mods and, most importantly, adding an actual background.

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 21, 2013, 10:42:02 PM
This is totally going to end well will it no it won't but it might but it won't but it shall but it will never end well.

(click to show/hide)

What I have added doesn't instantly turn him into a Disabler, right? I hope not. You know, if every character in Dota 2 with some form of CC was instantly a Disabler, I think that nearly everybody would be a Disabler.

If you feel the percentages contain imbalance, (too low, too high, etc) feel free to edit them. I'm usually pretty bad at guessing what will happen with them.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hilman170499 on June 25, 2013, 05:11:06 AM
At least 2 pages haven't passed, but days had so I'll leave this here.

(click to show/hide)

More notes
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on June 29, 2013, 06:14:36 AM
warning - NSFB
(click to show/hide)
Thanks to an incredibly attractive children's building tool (http://cutstuff.net/forum/memberlist.php?mode=viewprofile&u=992), Coldy's Mobies: Under Siege is now 100% standalone. This means a number of things, the most important being that we can take advantage of new Zandronum features that 8BDM can't, due to being locked on to a single Zandronum build. Lego didn't stop being beautiful though, and now we have a smorgasbord of neat little shiny bits, including:


There's some other changes in there too but honestly I can't even remember them all. Lego is a freaking baus, be sure to donate all of your monies in his general direction. On behalf of the Coldy's Mobies development team, I'd like to leave with a quick "thank you for your continued support, have a nice day".

* Awesome announcer voice from "The Halo Guy" Jeff Steitzer not included.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on June 29, 2013, 07:50:36 AM
It's always nice when Smash bro likes things I do, because his reactions are over-the-top and it makes me feel appreciated.

Anyway, changes I plan to make are:

If anyone has any questions or suggestions, now would be a pretty good time for them, I suppose, because we're doing stuff!

* Ring outs are when a player falls into a pit. The plan here is to try and have that earn a frag if an opponent assaults you into a pit. There is a special message when rung out by an opponent.
** Denials are when a player kills another during a streak, which requires at least two kills to achieve.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on June 29, 2013, 11:12:26 PM
This is part "I'm posting so Lego doesn't feel bad about double posting" and part "he's been confirmed for eons but nobody outside of the dev team actually knew about it".

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on June 29, 2013, 11:16:39 PM
And now to submit my character~

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on June 29, 2013, 11:29:57 PM
Quote from: "SmashBroPlusB"
lego is awesome
I would have helped you, you know. You just have to ask and give me a checklist of what you want done.

EDIT: making it standalone was completely unnecessary btw
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on June 29, 2013, 11:35:28 PM
The difference here is, I volunteered actively and did stuff...this would be the second time I rebooted a mod, the first being AwNet's reinception.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on June 29, 2013, 11:37:44 PM
Quote from: "Lego"
The difference here is, I volunteered actively and did stuff...this would be the second time I rebooted a mod, the first being AwNet's reinception.
I didn't volunteer because nobody asked me, therefore I assumed that coding was well in hand. (If "did stuff" refers to RNC, I left that hanging because nobody gave me info on what needed fixing.)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on June 29, 2013, 11:45:04 PM
By did stuff, I mean I offered to work for CF, realized a small thing that is in most MOBAs, (that is class locking) and immediately knew how to make it on account of my knowledge of clientside scripts. After which I decided to make a turret system and upon realizing how bad the turrets were then, I made them better then made some status effects and a kill streak/spree system. Before I knew it, I had half the mod's vital systems completed.
Title: #sadbuttrue #slamdunk #needburnheal
Post by: Hallan Parva on June 29, 2013, 11:49:02 PM
Quote from: "Balrog"
making it standalone was completely unnecessary btw
Among the advantages I brought up earlier, making the mod standalone also fixes a problem that's been plaguing Saxton Hale since the beginning of time...


Morons can't host this with Jax Classes.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on June 30, 2013, 12:05:02 AM
Morons don't know how to use alpha builds. MM8BDM should run just fine on 1.1.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on June 30, 2013, 12:24:26 AM
His argument is that the positives outweigh the negatives in the case of being standalone. Considering the negatives are literally just "What about resources!?" which are being ported from 8BDM core at this point anyway. True, the mod would be smaller if it didn't have core resources, which would be an advantage of using core 8BDM. Due to it being a total conversion there is really no need for core and I firmly believe it is for the better, because it means we won't have to have silly workarounds for removal of GLOBAL.acs, WCOLORS.acs, and SINGLEP.acs, which are all global/mapscope scripts that make a mod look less classy in general if it requires replacing things... I know that is barely an argument, but I have one more argument that is considerably large. This mod is not going to have anything in it from Megaman except for textures. This is huge because if it were a mod of Megaman 8-Bit Deathmatch, it is pretty much expected to see Megaman in it somewhere.

Pros:
Less replaces
No constraints on character creation
No constraints on visual content (in spite the use of 8-Bit sprites and graphics)
Use of alpha builds at any point, which means we can take advantage of new features/fixes.
Cons:
None...
No seriously are there any, because I can't think of any besides file size, which almost doesn't matter because it would be its own game anyway...
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on June 30, 2013, 02:44:51 AM
CALLING ALL ARTISTS OF ANY INCLINATION


We're looking for cute things to shove in the game. Minions, neutral creeps, mid-bosses, you name it. We really don't want to be boring and have gremlins / robots everywhere, and the idea's to have a few maps in the game to change the scenery... and being a community mod, I had the idea of asking the community directly for things. Even if you can't sprite, draw some concept art; something's more helpful than nothin' at all!

this has been an announcement from the Under Siege Dev Team~
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Colonel ServBot on June 30, 2013, 03:39:39 AM
Sure, I'll take up the challenge!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: ZeStopper on June 30, 2013, 03:48:01 AM
You wanted something, you got it! even though its not art
(click to show/hide)
Note that "Small Guy" isn't gonna be small, more like the size of your average robot while "Huge Guy".......well DUh he's pretty powerful and Huuuuuuge!
 I also took some inspiration from Smite with the Phoenix and Minotaur thing.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Myroc on June 30, 2013, 08:54:41 AM
Quote from: "SmashBroPlusB"
CALLING ALL ARTISTS OF ANY INCLINATION
This reminds me of something, have you people decided on an artstyle yet? By that I mean an artstyle that isn't just "mega man with more than 8-bit colors thrown in", because I find that to be quite lazy when you can easily do much more. I'm not asking for Ultra-High Detailed Hand-Drawn HD Sprites (TM), nor for you too look like any of the other infinite amounts of doom mods out there, but there are plenty of pixelated artstyles available. For example, you could trying to make it look similar to, say, a 16-bit era JRPG, in the likes of Seiken Densetsu or Chrono Trigger. I just want something other than a lazy poorly thought out megaman-like aesthetic.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on June 30, 2013, 10:24:03 AM
I like this idea, but the entire reason the mod was being built based around the "Megaman-like" artstyle was because apparently no one on the development team knows how to work with anything higher...which I think is completely bullshit. This being a total conversion, it is capable of much, much more.

Sure, you can't do much with 8-Bit- wait...yes you can! You see, we could move from NES 8-Bit to...I don't know...real 8-bit in the technical sense, which is a limit to 256 colors, which is just slightly above what we have now. I agree with this sentiment on a new artstyle and I think it would be that one little thing that would just drive this mod into being a good one.

Now, from our current standpoint, would that be an easy thing to accomplish? By all means not, considering it would mean we truly would be independent from 8BDM's core and would thus mean we ourselves would have to fabricate our own resources...our own worlds, which I'm fairly certain no one of the developers truly wants to take on by themselves.

tl;dr - Would it be better to have our own artstyle? of course! The real question is, would it be a goal worth pursuing?
Also when writing this post, my focus was probably keeping 8-bit...but I can't feel myself holding ground to that idea...I think vast, dynamic worlds with brilliant texture flow would be just what the doctor ordered. By this, I mean I was just kind of thinking of how Good Chrono Trigger looked.

I also feel I should add that it is possible to create so much with even 8-bit. Just look at Zexion's work (http://zexion-teh-wolf.deviantart.com/gallery/), how it varies from the Megaman style while still retaining the same feeling; or while probably not fully 8-bit exactly...the many, many, many, texture packs that exist for Minecraft.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Balrog on June 30, 2013, 02:09:59 PM
Quote from: "Lego"
I like this idea, but the entire reason the mod was being built based around the "Megaman-like" artstyle was because apparently no one on the development team knows how to work with anything higher...which I think is completely bullshit. This being a total conversion, it is capable of much, much more.

Sure, you can't do much with 8-Bit- wait...yes you can! You see, we could move from NES 8-Bit to...I don't know...real 8-bit in the technical sense, which is a limit to 256 colors, which is just slightly above what we have now. I agree with this sentiment on a new artstyle and I think it would be that one little thing that would just drive this mod into being a good one.

Now, from our current standpoint, would that be an easy thing to accomplish? By all means not, considering it would mean we truly would be independent from 8BDM's core and would thus mean we ourselves would have to fabricate our own resources...our own worlds, which I'm fairly certain no one of the developers truly wants to take on by themselves.

tl;dr - Would it be better to have our own artstyle? of course! The real question is, would it be a goal worth pursuing?
Also when writing this post, my focus was probably keeping 8-bit...but I can't feel myself holding ground to that idea...I think vast, dynamic worlds with brilliant texture flow would be just what the doctor ordered. By this, I mean I was just kind of thinking of how Good Chrono Trigger looked.
Wait, crippling your art style is a good thing? "8-bit in the technical sense" would be sheer hell to work with. For example, the NES PPU only handles 16 colors onscreen at a time. That's for the entire level, all the actors, and the HUD. Also, you have maybe two artists at this point. Staying tied to MM8BDM lets you reuse Mega Man assets, which means you might be able to get something shipped within the decade without paying through the nose for commissioned art and audio. Save the grand ambition for after you have some groundwork laid down.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on June 30, 2013, 02:15:12 PM
8-bit in the technical sense just means it could basically be up to Doom's standards. That's it. Redoing the art style was an idea broughy up by Myroc and I was just supporting it because I think a new art style would be freaking amazing.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on June 30, 2013, 02:18:25 PM
Anyway uh

Fine, Smash. You guys can use Drilvee.

but Drilvee is still er mine because I might use it for something else who knows

bwararararar (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=3225&start=1022)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on June 30, 2013, 05:06:22 PM
Quote from: "Myroc"
This reminds me of something, have you people decided on an artstyle yet?
hahahaaaa NOPE

Quote from: "Myroc"
There are plenty of pixelated artstyles available. For example, you could trying to make it look similar to, say, a 16-bit era JRPG, in the likes of Seiken Densetsu or Chrono Trigger. I just want something other than a lazy poorly thought out megaman-like aesthetic.
Even if we don't jump into 16-bit, I'd like to bring up something I mentioned in the dev chat.

[12:48:39 PM] Cobbler: there's more to 8-bit than just Mega Man
[12:48:43 PM] Cobbler: cough
[12:51:19 PM] Cobbler: look at the differences between Final Fantasy II and Super Mario 3
[12:51:27 PM] Cobbler: and then compare both of those to Batman: Return of the Joker
[12:51:37 PM] Cobbler: they're all 8-bit, technically speaking
[12:51:45 PM] Cobbler: but holy fuzznuggets would you look at those styles
[12:51:52 PM] xColdxFusionx: ...There's a thought

Even for non-NES examples: Cave Story, Mutant Mudds, the original Meat Boy, VVVVVV, Super Smash Land... they all have a retro pixel feel to them, but each game is vastly different in appearance. Sticking to "8-bit" or even a fake 8-bit imitation isn't bad, it just shouldn't scream "Mega Man" in an obnoxious high-pitched voice.

this has been an announcement from the Under Siege Dev Team~
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Colonel ServBot on June 30, 2013, 11:58:10 PM
Quote from: "SmashBroPlusB"
CALLING ALL ARTISTS OF ANY INCLINATION



Well, heres two things i thought of...

(click to show/hide)

AND

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on July 01, 2013, 01:51:10 AM
While not my own designs, I thought these two would be fun minions. (Specifically the latter)

(click to show/hide)
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: ZeStopper on July 01, 2013, 03:12:23 AM
I call it TNT d00d, a mini-boss/"Small Guy."
(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on July 01, 2013, 03:42:54 AM
I've got some fancy dancy handy dandy Shell Soldiers for you

I think I heard something about an area around a beach.

I had no idea what I was doing when I was drawing the one on the right.

(click to show/hide)

If you use special minions for each map, cool. If not, just use the blue one as a neutral enemy because that is way better than the red one.

Also also also I made a Mixed/Physical/Tank/Sniper type character but I can't really put him up because I don't have any good names for him. by the way I haven't gotten any info on if Sharahin is accepted or denied but it probably doesn't matter he can be scrapped I guess
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Hallan Parva on July 01, 2013, 05:50:59 AM
Quote from: "Zerokk"
I think I heard something about an area around a beach. If you use special minions for each map, cool.
I haven't heard anything about a beach, though I'm putting together a quick seaside villa for Lego so he has a more... erm, flat and simple map to test out minions and turrets. You know, make sure they work and everything. It's called Stardust Plaza and the idea was to make the team-based minions into robots shaped like little girls. That explode. Because why the hell not.

The idea was to have a few different minion types for each stage, which is why I made this "open challenge" of sorts in the first place. I thought that would help to make each stage more unique and liven up the game a bit, and so far nothing's gone wrong or anything. Some pretty groovy designs have come in already and it seems like we're having a bit of fun with this. Because why the hell not.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on July 01, 2013, 06:49:53 AM
Quote from: "SmashBroPlusB"
I haven't heard anything about a beach, though I'm putting together a quick seaside villa for Lego so he has a more... erm, flat and simple map to test out minions and turrets-

No need. I made a needleman based map to deal with those shenanigans. It isn't very open, but it gets the job done. As of now, a minion base has been made and is in partial functionality. The only issue now is that it doesn't properly alert the turrets when they move around and stuff, but that's easy to do because it's literally just spam of A_AlertMonsters like with the weapon.
Pardon my language, but fuck the minions and all they are worth. I had a system going and adding them to it was literally impossible, cauing me to have to completely rewrite how the turrets work, making their detection sporadic and crappy...just ughhhhhhh.

In other news, I have taken it upon myself to redraw some minions posted here...currently, I have redrawn Smash's flying minion STEVEN and the "TNT D00d" which am calling Bash Crates, referencing an enemy type in Banjo-Tooie (http://banjokazooie.wikia.com/wiki/Bang_Box), because that's what it reminded me of. Not to mention, I freaking love shout outs, hence Evil Sealing Circle (http://touhou.wikia.com/wiki/Imperishable_Night:_Stage_4A_Spell_Cards#Spell_Card_064) as a runic enchantment for Felicia.

Anyhow, I will probably redraw Servbot's and my interpretation of one of Zerokk's because what I saw at first was not what he intended...I had to look three times to figure it out, but I like the idea I had first, so I'm gonna draw that~ (along with what he intended...just to make sure either one gets worked through.)

Also, just so we're clear here, this doesn't mean all designs are getting accepted, it just means I am trying to interpret these designs in a different (and possibly more pleasing...but that part is subjective and I can't draw) light.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on July 01, 2013, 01:34:07 PM
After viewing Smash's little doodle, I realized that Shell Soldiers can just be recurring guys that use things to blend in with. Probably with a new name, so we don't have like 15 different "soldiers"

Shells, pottery, leaves, rocks, etc.

Occasionally warping around the map to different locations, so they can actually catch you off-guard. Plenty of locations to be. So you're not memorizing that one place they'l be. You don't know where they WILL be.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on July 01, 2013, 02:46:05 PM
You wanted a minion idea well ok.

(click to show/hide)

Goes with the first one:
(click to show/hide)

Annnnnnnnnnnnd goes with the second one:
(click to show/hide)

This idea was brought to you by: The Kindergarten Class of 2013.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on July 01, 2013, 08:53:27 PM
I'm just gonna post that character I mentioned.

Everything that's supposed to have his name is replaced with "WIP."

(click to show/hide)

Aaaand I don't know what I'm doing.

I also have this thing for you.

Voltwraith.

(click to show/hide)

Just take this one too. (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=3225&start=1032)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on July 02, 2013, 01:33:51 AM
Alright...so I redrew my interpretation of three monsters/minions. One by Smash, one by ThePlayer, and one by Zerokk.

First off, I present my interpretation of ThePlayer's "TNT d00d", which seems quite aptly named. I redrew it in what I thought would seem better and, as I said previously, renamed it to "Bash Crate" referencing the Bang Box (http://banjokazooie.wikia.com/wiki/Bang_Box).
(click to show/hide)
The skated were removed in replacement of tank treads, removed eyes to give it less emotion, creating a mindless feeling around it. This allows to make it seem more of a feared threat than as a troll living in a mine.

Next up is Steven, who I simply moved the visor...not much else done there.
(click to show/hide)

Finally, we have my [initial] interpretation of Zerokk's second minion drawing.
(click to show/hide)
When I saw that drawing, my thoughts turned to "Giant ancient gigalith with only two hands and a head" a la "Eyerok (http://www.mariowiki.com/Eyerok)." I reread the post later and thought of turtles, so I thought "Not a Koopa and Not Rammus (http://leagueoflegends.wikia.com/wiki/Rammus)" and I could not do it because all forms of turtle have been used. Only then did I realize that you meant seashells, so I thought of Yards (Hermit crab-like enemies) from Metroid Fusion.

Either way, I hope you enjoy the drawings.
(I would have drawn Servbot's designs, but they seemed sort of eh...done before...
And Rozark's cow design...so much why...)

I will probably draw Zerokk's volcano thingy later, if I don't feel up to program
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on July 02, 2013, 01:37:43 AM
The second one was intended to look more like..

.. This?

(click to show/hide)

I originally had in mind team-colored Shell Soldiers, but the blue one is good enough to stay as a neutral enemy. I can see the one you redrew as an enemy in a pyramid map, if we went with him as a recurring disguise guy!
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Rozark on July 02, 2013, 02:50:35 AM
Quote from: "Lego"
And Rozark's cow design...so much why...)

It's Marcus the Hamster and he's sensitive if you say he's a cow.
In all seriousness you should/need to redraw this because the Kindergarten Class of 2013 doesn't do a very good job.
If not that, at least the concept.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Russel on July 02, 2013, 04:22:50 AM
Well, a hamster at least has a little more merit than a cow...
I mean, it could go through a hamster ball or something....I dunno

Also I refuse to draw more until I finish everything on my list except the minions because those things are just complete shit and don't deserve any more time until I have things thought through.
And by that I mean, I tried everything; literally everything and I can't get these fucking things to work the way I want them to.
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: Ceridran on July 02, 2013, 07:23:20 PM
What do you even name these guys? Scenery Soldiers?

(click to show/hide)
Title: Re: [Mod/Game Mode] Under Siege (Working Title)
Post by: ZeStopper on July 02, 2013, 08:34:54 PM
Quote from: "Lego"
Alright...so I redrew my interpretation of three monsters/minions. One by Smash, one by ThePlayer, and one by Zerokk.

First off, I present my interpretation of ThePlayer's "TNT d00d", which seems quite aptly named. I redrew it in what I thought would seem better and, as I said previously, renamed it to "Bash Crate" referencing the Bang Box (http://banjokazooie.wikia.com/wiki/Bang_Box).
(click to show/hide)
The skated were removed in replacement of tank treads, removed eyes to give it less emotion, creating a mindless feeling around it. This allows to make it seem more of a feared threat than as a troll living in a mine.
I like it, it's more of a kamikaze drone than some guy on wheels.
Title: Re: [Total Conversion] Under Siege
Post by: Balrog on July 09, 2013, 12:56:27 PM
Here, have a lore.

Quote
The multiverse is a bizarre place of infinite wonders. One world may be a idyllic paradise, the next a dystopian hellscape, all according to the ebb and flow of the aether. In this particular corner of the multiverse, the balance has been disrupted by an army of the damned, roaming the universe like a Mongol horde. Sweeping up world after world, catalyzing them into the dark matter that fuels their war machine, making twisted mockeries of their enemies - they are the Imperium Magnus.

All is not lost however, for this sector is familiar with the dangers of the multiverse. Even now, its heroes are gathering to lay siege to the Imperium and halt their advance. What has been lost cannot be regained; what is left may yet be defended.

These are their stories.
Title: Re: [Total Conversion] Under Siege
Post by: Hallan Parva on July 09, 2013, 05:04:43 PM
I don't mean to offend you or anything... no wait, that's EXACTLY what I'm doing!


ha ha I'm funny (http://cutstuff.net/forum/viewtopic.php?f=9&t=5777)
Title: Re: [Total Conversion] Under Siege
Post by: Hilman170499 on July 09, 2013, 05:54:08 PM
Did you-know-who Droid get the boot or what?

While I wait for the answer, can I submit a class with an actual gender and the ability to use magic?

(click to show/hide)

Note(s) on this one:
(click to show/hide)
Title: Re: [Total Conversion] Under Siege
Post by: Balrog on July 09, 2013, 06:58:23 PM
Quote from: "SmashBroPlusB"
I don't mean to offend you or anything... no wait, that's EXACTLY what I'm doing!


ha ha I'm funny (http://cutstuff.net/forum/viewtopic.php?f=9&t=5777)
What the fuck is a Nova Spark? Anyway, what I've suggested isn't really inconsistent with what you've already written. I was mainly just trying to set the tone. For example:
Title: Re: [Total Conversion] Under Siege
Post by: Zytix on July 09, 2013, 11:34:35 PM
I come bearing a hero/champion/class

(click to show/hide)
Title: Re: [Total Conversion] Under Siege
Post by: xColdxFusionx on July 09, 2013, 11:38:27 PM
Quote from: "Balrog"
Two distinct looks: one for the Imperium and one for the non-Imperium team which I'll refer to here as the Heroes
We currently have the Crimson and Cobalt teams...
The Imperium's champs and buildings are cyberpunk-meets-D&D, with intricate circuitry, menacing robotics, and leather jackets blending smoothly with plate, chain, and stone; their palette is black, grey, dark grey, and a lovely shade of red.
The Heroes' buildings are generic Mega Man cartoon techno stuff ... their palette is white, grey, yellow, and various shades of blue.
...though this, I might use. I like the idea.
The Imperium generally doesn't have its own champs; they steal them from the Heroes, making copies that are basically black palette swaps with a robotic voice effect
Color pallete switch, maybe. Voice effects, probably not.
The Imperium's objective building is a catalysis unit that breaks down matter and turns it into the ever-adaptable dark matter
The Heroes' objective building is a mobile base that they pilot from universe to universe
The current plan is for both teams to have a similar base, as the current was designed around the concept of a fighting tournament.
The Imperium-exclusive champs are all monstrous; champs that fit this include Trashwerk, Mordecai, and Skulldro
...This is where I draw the line: No exclusive champs. Balancing without exclusive champs is already going to be kind of tricky; balancing and taking exclusive champs into account would be an absolute nightmare.
Title: Re: [Total Conversion] Under Siege
Post by: Balrog on July 09, 2013, 11:41:36 PM
Quote from: "xColdxFusionx"
Quote from: "Balrog"
The Imperium-exclusive champs are all monstrous; champs that fit this include Trashwerk, Mordecai, and Skulldro
...This is where I draw the line: No exclusive champs. Balancing without exclusive champs is already going to be kind of tricky; balancing and taking exclusive champs into account would be an absolute nightmare.
I was just talking to smush about this, actually. Here's a copypaste:
Quote
7:23 PM - MetalSonicV3: well I was going to come up with SOME explanation about having Imperium players on the other team
7:23 PM - MetalSonicV3: eventually
7:23 PM - MetalSonicV3: even if it was just a new champ with the same abilities
7:24 PM - MetalSonicV3: Take Skulldro for instance.
7:25 PM - MetalSonicV3: Give him robo-y sprites and some "purification" flavor text and he's the Zeta Droid, made as an experiment in recovering catalyzed worlds
Title: Re: [Total Conversion] Under Siege
Post by: xColdxFusionx on July 09, 2013, 11:45:57 PM
Quote from: "Balrog"
Team-specific skins

...I'm...
...Huh.

I'd have to look into this. It's actually kind of an interesting idea.
Gonna have to see if we can pull it off in a manner I approve of, but I think it would be kind of neat.
Title: Re: [Total Conversion] Under Siege
Post by: Balrog on July 09, 2013, 11:57:17 PM
Glad to hear it. You're probably going to have to make a special picker room anyway, so team-specific skins should be trivial to implement. (I'd want a special picker room, anyway.)

Also, regarding the idea of a fighting tournament story: I fucking hate fighting tournament stories. They have their place in games like the VS. series, where the avowed purpose of the series is to get random characters on the same screen. If you're doing something like a TV series they're also acceptable since you have room to add intrigue and explore individual characters. In most other situations, and especially in video games, they do little but scream "lol, we were too lazy/ran out of time to write an actual story." In League of Legends please don't kill me smash most of the lore has been devolving to "lol these dudes are cool and you shoudl play as them" when before they at least attempted some world-building and fiction. Please don't stoop to that level.

The bases are functionally identical. The suggested differences I mentioned were intended to be cosmetic only, to provide a reason why they'd be able to spit out an infinite number of minions and be so vital that their destruction would mean utter and instant defeat.

EDIT: This is also my 667th post. yay, me
Title: Re: [Total Conversion] Under Siege
Post by: Russel on July 10, 2013, 12:04:43 AM
Balrog, I will have you know that class locking is INCREDIBLY difficult to implement effectively, now...so a picker room would probably be out of the question.
By incredibly difficult, I mean impossible.

EDIT: The closest thing I have to class locking is telling the player to use this class they have spawned as or they can't play.
Title: Re: [Total Conversion] Under Siege
Post by: Balrog on July 10, 2013, 12:06:58 AM
Quote from: "Lego"
Balrog, I will have you know that class locking is INCREDIBLY difficult to implement effectively, now...so a picker room would probably be out of the question.
By incredibly difficult, I mean impossible.

EDIT: The closest thing I have to class locking is telling the player to use this class they have spawned as or they can't play.
Bleh, I thought there was a function for setting the player's class. Oops.
Title: Re: [Total Conversion] Under Siege
Post by: Ceridran on July 10, 2013, 12:07:20 AM
Quote from: "xColdxFusionx"
Quote from: "Balrog"
Team-specific skins

...I'm...
...Huh.

I'd have to look into this. It's actually kind of an interesting idea.
Gonna have to see if we can pull it off in a manner I approve of, but I think it would be kind of neat.

Due to the robot fuss, I was actually thinking about renaming and redesigning the appearance of Predator Unit into some "reptillian mutation"  that'd actually be a much better character, and this would encourage it.

Although, I'm not quite sure how that'd look.

May I also note a double ninja.
Title: Re: [Total Conversion] Under Siege
Post by: Russel on July 10, 2013, 12:08:46 AM
Quote from: "Balrog"
Bleh, I thought there was a function for setting the player's class. Oops.

Yeah. I blame Ijon.

I wanted to put in a tracker ticket, but I don't think it would go through considering it would literally be only useful for like three mods.

Quote from: "Zerokk"
Due to the robot fuss, I was actually thinking about renaming and redesigning the appearance of Predator Unit into some "reptillian mutation"  that'd actually be a much better character, and this would encourage it.

Although, I'm not quite sure how that'd look.

May I also note a double ninja.

Yay, Shoving double posts together!

I'd be ok with that~
(click to show/hide)

You know I'm only joking, of course. But I still can't help but think of Renekton when thinking Predator Unit, him being a reptile thing just sort of seals it.
Title: Re: [Total Conversion] Under Siege
Post by: Hallan Parva on July 10, 2013, 12:31:18 AM
Quote from: "Zytix"
archer class
I showed this to Cold Fusion but it's not really urgent or anything.

Then I saw an archer and felt the need to be a prick and upstage said archer with another archer.

(click to show/hide)
wow I'm late
Title: this guy is terrible ew
Post by: Ceridran on July 10, 2013, 12:44:36 AM
By the way I was feeling unoriginal again and stole abilities from LoL threw together another guy.

I'd like to note that Predator Unit's ultimate name has been changed.

(click to show/hide)
Title: Re: [Total Conversion] Under Siege
Post by: Jakeinator on July 10, 2013, 04:13:31 PM
I'm currently working on a character submission i just need to finalize the skills, finish the drawing and come up with the skill mods, but that's beside the point. Are you planning on having different skins for characters or are we just keeping one appearance for the characters?
Title: Re: [Total Conversion] Under Siege
Post by: Ceridran on July 10, 2013, 07:48:52 PM
For visuals, start with "the character's actual appearance." Don't worry about "alternate skins."

Can't guarantee skins, alternate skins probably won't happen.
Title: Re: [Total Conversion] Under Siege
Post by: Russel on July 10, 2013, 08:08:21 PM
Well, the thing is, there can be alternate skins coding-wise. That is incredibly easy...the problem is who would want to do the work for that?
Also, Bhautik is being awesome and drawing designs to match the character descriptions.

And Bhautik is a guy Smash knows.
Title: Re: [Total Conversion] Under Siege
Post by: Ceridran on July 11, 2013, 01:42:12 AM
So "Predator Unit," or so it was, needed a little rework that may somehow change alot. Also clarified things and fixed values and fixed things that don't NEED values.

I'm too lazy to try drawing it, but I feel that I couldn't do it justice. Which is why I listed some things (like everybody does) hoping that Bhautik is awesome as I have been told.

(click to show/hide)

Also he's actually quite capable of talking you face

(click to show/hide)

Both Sharahin and Remaghin are cancelled.
Title: Re: [Total Conversion] Under Siege
Post by: Ceridran on July 15, 2013, 10:24:44 PM
Doublepost, but this is kind of an update.

I tried the HUD, but there's not much effort put into it, I would think.

(click to show/hide)

You could probably move the Attempt 2 hands a little more offscreen on each side. Now, I do feel that it doesn't quite have the right "texture" in a sense. But for now, it's probably an okay base.
Title: Re: [Total Conversion] Under Siege
Post by: Russel on July 15, 2013, 10:54:15 PM
Instead of wolverine claws, I was thinking of letting his fingers do the talking be the claws...
Unless this isn't Predator Unit, in which case, I am thoroughly confused.
Title: Re: [Total Conversion] Under Siege
Post by: Ceridran on July 15, 2013, 11:29:45 PM
Well, it was intended to be more like Predator Unit, but I thought looking like wolverine style claws. If there's a way somebody can merge the claws with his fingers and make it look good, that'd be nice.
Title: Re: [Total Conversion] Under Siege
Post by: Russel on July 16, 2013, 01:14:22 AM
I suppose I can try later...after I get better at drawing lizards...
Title: Re: [Total Conversion] Under Siege
Post by: Ceridran on July 20, 2013, 12:03:32 AM
So this happened

(click to show/hide)

Wow that makes Niokendi's backstory actually look good when it ISN'T.

So it's gone. It was like a generic RPG blacksmith's backstory or something.
Title: Re: [Total Conversion] Under Siege
Post by: Hallan Parva on July 21, 2013, 05:46:44 AM
A notice to all Under Siege fans...


Our artist is getting tired of half the champions being "dude in a cloak", so if there are no objections he's going to re-tool your character's appearance to better fit a more unique personality or archetype. The weapons / skills / english muffins will remain the same, we're just making your guy actually stand out from the other guys.

On an unrelated note, I like Zerokk's idea of a "Team Passive" where unrelated champions that might not even be designed to combo with one another end up getting certain bonuses or buffs by being in the same area or on the same team. I'm not sure about its current incarnation (and to be honest I couldn't tell you what Coldy looks for in his lunch sandwich, let alone a character submission) but it's definitely a welcome idea.

This has been an announcement from SmashBro~
Title: Re: [Total Conversion] Under Siege
Post by: Myroc on July 21, 2013, 10:21:50 AM
Hey, I resent that. Mine was a dude in a longcoat. :ugeek:

(Joking aside, feel free to toy with appearances as you please.)
Title: Re: [Total Conversion] Under Siege
Post by: Ceridran on July 21, 2013, 01:38:19 PM
Myroc, I believe you still have to tinker around with Mordecai's ultimate ability ranks. I was able to help out Chaos_Fantasy, (probably because I could come up with stuff) but I don't really know if I brung another chicken sandwich for that. You can move the Rank 3 from Mark of the Heretic over to one of the Ultimate Ranks, but where to move one of the ultimate ranks? Possibly make a switcheroo.

When I was thinking of the team passive, I was thinking of the two characters having some sort of connection in a way, even though it wouldn't happen and it wouldn't have to happen. They're both gamblers.

Also, I checked with Coldfusion before I sent this in, he seems to like the character in general.

Also also, how many dudes in a coat do we have, anyway? Some may be what I think, but I can't tell. I want to mark Dr. Belmont as an exception, because he's THAT kind of character. Maybe Mordecai too, but he needs something cool tacked on.

Also also also, does OJ really still want Archmage Karl/Communist Mage in there, because it could probably go somewhere in CSCC if he even cared, and it's pretty much still "him" but with a different name.
Title: Re: [Total Conversion] Under Siege
Post by: Korby on July 21, 2013, 03:05:01 PM
drameda is a dude in a cloak with metal claws and optional scary red eyes

I'm fond of the metal claws thing seeing as it's pretty much the only defining lore-esque characteristic on the dude, but aside from that I'm okay with things being changed.

I would be just as okay with him being the only dude in cloak, though.
Title: Re: [Total Conversion] Under Siege
Post by: Orange juice :l on July 21, 2013, 08:58:36 PM
Quote from: "Zerokk"
Also also also, does OJ really still want Archmage Karl/Communist Mage in there, because it could probably go somewhere in CSCC if he even cared, and it's pretty much still "him" but with a different name.

I recalled everyone but Jeus and Thrashwerk because Karl wouldn't have played well anyways

Besides, now I can shovel in more characters
Title: Re: [Total Conversion] Under Siege
Post by: Balrog on July 21, 2013, 11:04:31 PM
Quote from: "SmashBroPlusB"
Our artist is getting tired of half the champions being "dude in a cloak",
Mine wasn't "dude in a cloak." I never actually made a proper appearance for him actually. It wouldn't be "dude in a cloak" though, more like "dude in a leather jacket and a chain shirt with cyberware and assorted bits of plate armor."
Title: Re: [Total Conversion] Under Siege
Post by: Hilman170499 on July 23, 2013, 04:59:22 PM
Since I'm bored, have a specific-element ariel-type class, because the latter is rare.
(click to show/hide)

Notes on this class:
(click to show/hide)

Notes on my other class ideas:
(click to show/hide)

Speaking of backstories, man, I am tempted to make some long ones for my 3 characters submitted here.
Title: Re: [Total Conversion] Under Siege
Post by: Russel on July 23, 2013, 05:36:53 PM
There was literally nothing going on for half of my speech class today, so I tried to design a turret. Keep in mind that all I had was notebook paper and a pen and I was sketching, so it's pretty much guaranteed to look bad.

(click to show/hide)
I sort of based it off of this:
(click to show/hide)
Title: Re: [Total Conversion] Under Siege
Post by: Korby on August 01, 2013, 08:02:09 PM
gonna lock this one because of the new one but I'll leave it here for historical purposes