Advanced Search

Author Topic: Megaman 8-bit Deathmatch  (Read 32542 times)

0 Members and 1 Guest are viewing this topic.

November 09, 2009, 12:45:16 PM
Read 32542 times

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Megaman 8-bit Deathmatch
« on: November 09, 2009, 12:45:16 PM »



More old screenshots here

What is it?

Megaman 8-bit Deathmatch is a new multiplayer mod that aims to puts Doom and Megaman into a blender and spew out a fun new way to blast your buddies online. I've always wanted to make a Megaman themed wad, and since my experimental multiplayer wad GVH wasn't a complete flop, I decided to make it deathmatch based. The 8-bit style stolen inspired by Kinsie was perfect for this, as it represents the time when I feel Megaman was in full fruition: on the NES.

Megaman 8-bit Deathmatch will play as if Megaman suddenly turned 3D. Everything will play as if it was being played back in 1987. Levels will use purely 8-bit textures and sprites. Megaman will jump high and take damage recoil. Weapons will behave exactly as they did back then, only from a 3d perspective. The plan is to eventually have all the levels and weapons from Megaman 1-6 (and maybe 9). Obviously some weapons will have minor changes because there are a lot of clones throughout the series.

Gameplay

The game can be played in pretty much any game mode in Skulltag (except map specific modes like CTF obviously), but will be designed for Deathmatch. Obviously there will be no Robot Masters to steal weapons from, so you will have to find them and pick them up. The catch is you can only use one at a time, but they can be discarded for the Mega Buster at any time. The Mega Buster has infinite ammo, but weapons will use a global weapon energy found around the level. Along with the weapons are special inventory items which can be used at any time, such as the Rush Coil and E-Tank.

November 09, 2009, 12:45:50 PM
Reply #1

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #1 on: November 09, 2009, 12:45:50 PM »
Here is the first alpha version of this mod. Thoughts?

http://cutstuff.net/files/MegaDMalpha.zip

November 09, 2009, 02:27:39 PM
Reply #2

Offline RindoAtoa

  • Standard Member
  • Date Registered: August 14, 2009, 02:03:04 AM

    • View Profile
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #2 on: November 09, 2009, 02:27:39 PM »
DL'ing it right now, by the screenshots it looks pretty good, I'll post something up once I've tested it.

EDIT: Alright, tested it a little and gotta say, it's pretty fun.
Here's a list of what I'm hoping to see in next releases:
*Three shot limit (maybe five?), just like the NES games.
*High jumps instead of swimming when you're underwater
*Charge shots
*Changing skin colors by weapons

Also, where's our catchy 8-bit music??

November 09, 2009, 03:56:24 PM
Reply #3

Offline Ivory

  • MM8BDM Extender
  • *********
  • Date Registered: August 25, 2009, 08:17:59 AM

    • View Profile
    • http://www.cutstuff.net/
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #3 on: November 09, 2009, 03:56:24 PM »
I love it! cannot wait to see this completed. To point out

-as said before, limited buster shots would be nice. Make them count.
-Right now there are not enough weapons, but if this does work out and you do add more weapons. Perhaps Megaman should be able to carry more weapons and the Mega Buster.
Such as The Mega Buster + 3 other special weapons. Right now however I see no need to do so with only a few weapons, just food for thought.
-If the above system or something like it does work, then I would suggest using unique energy for each weapon, and using acs to only give ammo to your current weapon. Or if you are using the Mega Buster, the weapon with the least amount of ammo.
-On top of that, Slot 1 should be the Mega Buster, and slot 2 would cycle through whatever Special Weapons Megaman is currently carrying.
-Fear Top Spin. Gamma does.

Edit: Revise of a Revise of a Revise of the original post.

November 09, 2009, 04:04:06 PM
Reply #4

Offline Mikk-

  • Standard Member
  • Date Registered: September 25, 2009, 03:51:26 PM

    • View Profile
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #4 on: November 09, 2009, 04:04:06 PM »
Very nice,
I loved it, would be cool to see a server with this!!

November 09, 2009, 04:04:39 PM
Reply #5

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #5 on: November 09, 2009, 04:04:39 PM »
I'm going to add all the 8-bit megaman weapons and map authors can decide what weapons they want in their maps.

Btw Ivory you edited your post saying the weapon system doesn't feel like megaman cause you can only have one at a time? This is important if you still feel this way as the weapon system is NOT final. If you'd like it so you could pick up more than one go ahead and say so!

November 09, 2009, 04:46:52 PM
Reply #6

Offline Lighting

  • Standard Member
  • Date Registered: October 15, 2009, 03:51:17 PM

    • View Profile
    • http://ffcolosseum.foros.ws
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #6 on: November 09, 2009, 04:46:52 PM »
This is a good idea cutman, I wonder if it will be possible a version of, megaman x  :D  I always preffered it than the original, but I know that you are having too many work and so, you won't do it

November 09, 2009, 08:54:00 PM
Reply #7

Offline TERRORsphere

  • MM8BDM Contributor
  • ****
  • Date Registered: August 22, 2009, 08:45:17 PM

    • View Profile
    • http://www.youtube.com/user/DoomThroughDoom
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #7 on: November 09, 2009, 08:54:00 PM »
Megaman X got nothing on the original. I've got nothing else to say apart from this wad kicks ass.

November 09, 2009, 10:21:37 PM
Reply #8

Offline White

  • Standard Member
  • Date Registered: August 15, 2009, 12:31:46 AM

    • View Profile
    • http://cybruiserdomain.freeforums.org/index.php
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #8 on: November 09, 2009, 10:21:37 PM »
OH LOOK WHAT CLEVER WAD DESIGNERS!

<3

November 10, 2009, 02:51:36 AM
Reply #9

Offline lord_of_hell

  • Standard Member
  • Date Registered: August 14, 2009, 04:54:15 AM

    • View Profile
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #9 on: November 10, 2009, 02:51:36 AM »
nice!, the sprites can work for a invasion wad what i have in mind.

November 11, 2009, 04:55:44 PM
Reply #10

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #10 on: November 11, 2009, 04:55:44 PM »
Megaman 8-bit music is on the way.


Edit: I screwed up and split too many posts off this topic. Basically Pucy was derailing again. Once more Pucy and I'm taking action, just stay on topic at all costs.

November 11, 2009, 04:56:36 PM
Reply #11

Anonymous

  • Guest
.
« Reply #11 on: November 11, 2009, 04:56:36 PM »
.

November 18, 2009, 10:49:49 PM
Reply #12

Offline PowerGloveNinja

  • Standard Member
  • Date Registered: November 18, 2009, 10:01:35 PM

    • View Profile
    • http://teamkuwanger.webs.com/
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #12 on: November 18, 2009, 10:49:49 PM »
Doom and Megaman in one? My life is Complete!!!

November 19, 2009, 04:24:19 PM
Reply #13

Offline Mikk-

  • Standard Member
  • Date Registered: September 25, 2009, 03:51:26 PM

    • View Profile
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #13 on: November 19, 2009, 04:24:19 PM »
Quote from: "lord_of_hell"
nice!, the sprites can work for a invasion wad what i have in mind.
You're going to take his work and use it in a project of your own?   :-|

November 20, 2009, 09:38:06 PM
Reply #14

Offline lord_of_hell

  • Standard Member
  • Date Registered: August 14, 2009, 04:54:15 AM

    • View Profile
Re: Megaman 8-bit Deathmatch - Alpha released!
« Reply #14 on: November 20, 2009, 09:38:06 PM »
Quote from: "Mikk-"
Quote from: "lord_of_hell"
nice!, the sprites can work for a invasion wad what i have in mind.
You're going to take his work and use it in a project of your own?   :-|
exactly :D