Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on August 12, 2013, 03:46:04 PM

Title: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 03:46:04 PM
Download links below the change log. Have fun!

Code: [Select]
[Core]
Upgraded to Zandronum 1.1.1
Added Co-operative to the game mode drop down list (for custom mods).

[Weapons]
- Danger Wrap in team game modes fixed
- Sakugarne - sv_fast weapons 1/2 crashing issue fixed.
- Search Snakes are no longer effected by moving floors. (Mostly)
- Centaur Flash has correct colors.
- Homing Sniper no longer fires a projectile before starting to charge. Homing buff ~33%
- +WEAPON.NOAUTOAIM added to Super Arm
- Duo Arm initial fire delay halved
- Laser Buster damage buffed 4 -> 5
- Oil Slider now uses flags instead of Ammo2.  Also changed to use IsUnderWater inventory item
- removed +2 weapon energy gain on Hyper Bomb and Atomic Fire
- Added +4 energy gain to Time Slow
- Cut Time Slow's time that the player is frozen when it is activated
- Fixed Sakugarne in sink terrain (snow, water etc)
- Proto Buster shots no longer hit its own shield
- Busters now have their own damage types (Ex. BassBuster, ArrowBuster etc)
- Mirror Buster and Scorch Wheel now here meters (like Oil slider) to show how much time is left before a forced action
- Altered Slash Claw's SFX
- Wind Storm projectile revamp

[Maps]
All maps in general were edited in some way shape or form, even if it's so minor that it wasn't listed here.

All deep water maps: Trasparent water
MAP01 - Auto's Truck and Beat Cage added to Light's labs
MM1OIL - Swapped Pharaoh Shot and Flash Bomb
MM1DW1 - Replaced Wind Storm with Search Snake
MM2BUB/MM4DIV - Now uses the proper water map low gravity item.
MM2QUI - New safe paths added to the center areas. Quick Beams now only fire 2 at a time. (by Ivory)
MM2WOO - Aired out the stage, added a new way into caves. (by Ivory)
MM2DW1 - Added more small health to the map.
MM3MAG - Overhauled layout (by Ivory)
MM3GEM - Overhauled layout(by Ivory)
MM3TOP - New Map (by Copy Robot)
MM3SHA - New Map (by Copy Robot)
MM4TOA - Replaced Crystal Eye with Rolling Cutter and the old spots with Gemini Laser. Slight level expansion. (by Ivory)
MM4SKU - Swapped Yamato Spear and Metal Blade. Second Metal Blade is now a Bubble Lead
MM5CHA - The real chargeman rails are implimented and various other proper textures in place. You can now go onto the roof of the cars.(by Ivory)
MM5STO - Wall fixed
MM5WAV - New Map (by Beed28)
MM6YAM - Fixed a missed impassible wall.
MM6MRX - Swapped Laser and Super Adaptor locations
MM7JUN - Deathpit fixed
MM7BUR - New map (by Mendez)
MM7SPR - New Map (by Shade Guy)
MM7TUR - Spot of Shame gone. Again.
MM8CLO - Fixed tile exploits.
MM8DUO - Made it more beachy
MM8DW1 - safe spots removed
MMCTF02 - Mag Flies Added
MMCTF08 - Replaced Flame Sword
MMCTF09 - Death pit fixed, various locations blocked.
MMCTF10 - More thunder claw pegs added
MMCTF11 - Block Monsters added
MMCTF15 - Fixed base spawns
MMCTF16 - Added boss music

[Script Changes]
- Tweaks to wcolors and Global
- Reworked Bot ammo give script to give from NoAmmo script instead of every freaking tic
- Added new IsBot item ....pretty self explanitory
- IsUnderWater Inventory item added (Self explanitory)
- Rewrote most underwater scripts
- Sniper joe TID changed from 5000 to 1001 in Lights Lab
- Changed all charging weapons to use IsBot to randomly release shots when full charge release.  This works online unlike the old 974 method
- Added FORCEYBILLBOARD to the bomb pillars ...finally
- Added CANTSEEK to the ThunderClaw Pegs and Junk Pillars
- Removed the possession artifact....I think
- LMS/TLMS boss / victory music
- support for up to 64 players (Scripts only, maps still only have 32 players starts at most)

[Random Things]
- Herobrine Mike Added
- Wood man chat script updated
- All wily stage and Dr. Cossack music codes changed #DW#MUS to match up with MM8's new standard.
- New Music for Time/Oil by OrangeMario
- Death.Telefrag added to the player class
- Proto Man & Break Man have new skins (Copy Robot)
- Magflys (credits: Ukiyama for coding base)
- Fixed a bug in light labs which caused certain weapons to freeze the player.
- Clown Man trains now use A_Recoil instead of ChangeVelocity
- Jump Canceling glitch in Gyro Man fixed
- Added obituary to Mega Buster projectile
- All items that were specifically removed in duel are now returned.  (Fix for duel crashing)
- Duo Boss chat color fixed, then broken, then fixed, broken, ....it's possibly fixed now?
- Bots no longer pick up items in unkown map
- Treble no longer breaks when the user spectates after Treble lands.
- MM8BDM.pk3's sprite section entirely reorganized to make finding sprites easier.
- Added Tilde and apostrophe to the ingame font. 'C' has been revised to look less like '('
- Party Ball assist weapons drop are now weighted (Tango, Treble and Beat Support).
- 300Watt and Dompan no longer drop Large Health
- Bots can now use Time Stopper, Skull Barrier and Plant Barrier properly.
- Hard Man Skin now uses new shoulders (by YD)
- Herobrine Mike Removed
- MM8BDM.pk3 botchats organized by game.
- MM8BDM.pk3 Graphics reorganized
- MM8BDM.pk3 sounds reorganized

Download - https://mega.co.nz/#!yVRmGZCY!HNyVzmLv1 ... JpjpY8qBao (https://mega.co.nz/#!yVRmGZCY!HNyVzmLv1ho9_iZ_okYLhiNjBmYPnA3WdJpjpY8qBao)
 (81.1 MB)
Title: I beat Beed28
Post by: SmashBroPlusB on August 12, 2013, 03:46:53 PM
FIIIIIIIIIRST


I have been waiting on this for HALF AN HOUR
but yeah thanks for the update it looks rad as hell
Title: Re: MM8BDM V3b Released!
Post by: FTX6004 on August 12, 2013, 03:49:43 PM
So will Messatsu start the server with v3b right now?
Title: Re: MM8BDM V3b Released!
Post by: Mr. Sean Nelson on August 12, 2013, 03:52:19 PM
I'm excited.

What's this all about, though?

 "All items that were specifically removed in duel are now returned.  (Fix for duel crashing)"
If it fixes the crashing, that's nice and all, but those items were removed for a very good reason.

EDIT: Added and then removed Herobrine Mike, rofl.
We think he was removed from the game, but we're not sure.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 12, 2013, 03:52:56 PM
(http://www.legends-station.com/mml1/screens/firstmission/003.jpg)
YES YES A NEW VERSION IS OU--

Wait a minute, why am I posting this image again? :roll:
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 03:53:43 PM
Quote from: "Mr. Sean Nelson"
If it fixes the crashing, that's nice and all, but those items were removed for a very good reason.

Indeed... but it was crashing the game which we can't have. We'll have to come up with a better solution for this.
Title: Re: MM8BDM V3b Released!
Post by: Mr. Sean Nelson on August 12, 2013, 03:55:18 PM
Well, I'm hoping for the best, and I understand why you did it.
But didn't Zandronum fix things like that?
Could we contact them for help or something?

EDIT: I'm happy we'll all be on v 1.1.1 now.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 12, 2013, 03:56:22 PM
And the download link isn't working.
(http://nooooooooooooooo.com/vader.jpg)

Can someone mirror?
Title: Re: MM8BDM V3b Released!
Post by: Emmanuelf06 on August 12, 2013, 03:57:08 PM
YEAAAAAH, need to try chargeman map and others things! =D
Thank you Cutstuff Staff!  :D

I will use it for the next conventions with MM8BDM V3B STAND Deathmatch! :cool:
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 03:57:55 PM
Here is a sendspace mirror http://www.sendspace.com/file/yf66g0 (http://www.sendspace.com/file/yf66g0)
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 12, 2013, 03:58:25 PM
Oh wait, I think I've figured it out. I've never downloaded from MEGA before, so it was a bit confusing. :?
Title: Re: MM8BDM V3b Released!
Post by: Mr. Sean Nelson on August 12, 2013, 03:58:59 PM
Yeah, that was kind of annoying.

Better than SendSpace right now, though.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 04:00:16 PM
If anyone needs a quick list of the significantly changed maps:
MM2QUI
MM2WOO
MM3MAG
MM3GEM
MM3TOP
MM3SHA
MM4TOA
MM5CHA
MM5WAV
MM7BUR
MM7SPR

Keep in mind Wood and Toad were the only ones not covered by my V3B Map Spotlight segment in the screenshots thread.
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 12, 2013, 04:02:19 PM
Now everybody can get back to their held off game mods.

What do I have to replace again? Just everything in the new folder over the current?

EDIT: I used the sendspace download, and it's now saying that MM8BDM-v3b.zip appears malicious. What do. Can we get a dropbox mirror? I dislike Sendspace.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 04:03:41 PM
You can omit the default.ini and skins folder. Both are there for the sake of new players. Everything else can be replaced to ensure it works.
Title: Re: MM8BDM V3b Released!
Post by: -Daiki-TheOni on August 12, 2013, 04:05:04 PM
I know, this is not 4chan but, I need to espress my happyness!! (Awesome work, like always, Dev team!)

Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 04:05:13 PM
Yeah a lot of people have that issue with sendspace I'm not sure why. Try the MEGA mirror. My dropbox bandwidth doesn't last very long so no point me uploading it there.
Title: Re: MM8BDM V3b Released!
Post by: ZeStopper on August 12, 2013, 04:05:37 PM
It came out finally!
Moving files should be a piece o cake!
3 ninjas
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 12, 2013, 04:08:09 PM
Even MEGA bothers me somewhat.

Screw it, trying MEGA.
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 04:11:43 PM
Hopefully someone will pop up a different mirror soon then, not sure where else I can try for free.
Title: Re: MM8BDM V3b Released!
Post by: ZeStopper on August 12, 2013, 04:13:50 PM
Media fire?
Since 3b doesn't add alot of anything to the weapons, I'll assume all mods should work.
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 04:15:43 PM
Alright finally got my uploader to behave, here's a cutstuff.net one.

http://cutstuff.net/files/MM8BDM-v3b.zip (http://cutstuff.net/files/MM8BDM-v3b.zip)

Not gonna link this on the main page though as it may drain my bandwidth, only use as a last resort.
Title: Re: MM8BDM V3b Released!
Post by: Geno on August 12, 2013, 04:17:06 PM
Yes! YES!

New stuff!
Title: Re: MM8BDM V3b Released!
Post by: Emmanuelf06 on August 12, 2013, 04:22:53 PM
Can we add the v3b to BE list wads?  :)
Title: Re: MM8BDM V3b Released!
Post by: Geno on August 12, 2013, 04:34:10 PM
Oh, hey, I noticed you didn't put Oilman's now palette that obviously has nothing to do with this (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=348&start=5660#p251511) on the changelist.


Time to look for smileyfaces in MM3MAG
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 12, 2013, 04:34:34 PM
Ever since I managed to update, I noticed that the small text spacing has increased vertically. How do I fix this?
Title: Re: MM8BDM V3b Released!
Post by: Mr. Sean Nelson on August 12, 2013, 04:42:23 PM
I'm loving the new MM3SHA.

EDIT: Ba da ba ba baaaaaaa.

DOUBLE EDIT: Also, MM3GEM.
Title: Taken in Software by the way
Post by: Magnet Dood on August 12, 2013, 04:54:27 PM
(http://i43.tinypic.com/27z9bv9.png)

Uh... I don't think this looks right...
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 05:12:47 PM
Whoops! Looks like someone used the wrong floor texture for that one, it looks a-ok in openGL mode if that's an option.
Title: Re: MM8BDM V3b Released!
Post by: Mr. Sean Nelson on August 12, 2013, 05:15:44 PM
Just pretend that your character is trippin' balls.
Title: Re: MM8BDM V3b Released!
Post by: ZeStopper on August 12, 2013, 05:16:21 PM
I doubt I would have noticed that, I am too busy shooting things!
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 12, 2013, 05:30:18 PM
Quote from: "CutmanMike"
Code: [Select]
[Core]
- Added Tilde and apostrophe to the ingame font. 'C' has been revised to look less like '('

Sora

get over here

now

get ingame
Title: Re: MM8BDM V3b Released!
Post by: beta on August 12, 2013, 05:32:12 PM
I'm so happy i'm light headed
Title: Re: MM8BDM V3b Released!
Post by: Flakk on August 12, 2013, 05:43:29 PM
From the looks of the changelog this is quite good looking!

Can't wait to try it out!
Title: Re: MM8BDM V3b Released!
Post by: FTX6004 on August 12, 2013, 05:43:49 PM
I never knowed Auto's truck can be pushed. :shock:
Title: Re: MM8BDM V3b Released!
Post by: beta on August 12, 2013, 05:52:09 PM
Now I see what you guys did with the party ball. Looking great so far.
Title: Re: MM8BDM V3b Released!
Post by: <geminibro> on August 12, 2013, 05:55:36 PM
Woo! I'll give it a spin when i get home from Summer School.
Title: Re: MM8BDM V3b Released!
Post by: ZeStopper on August 12, 2013, 05:56:55 PM
Quote from: "<geminibro>"
Woo! I'll give it a spin when i get home from Summer School.
I feel sorry for you, I know how Summer School feels.
Title: Re: MM8BDM V3b Released!
Post by: -FiniteZero- on August 12, 2013, 06:04:02 PM
Okay, don't know if this is just me, but...

I was using chasecam in front of the mirror by Roll. I was firing off the Mega Buster while the frame of the skin in the mirror sprite was at sideframe, when the skin disappeared completely. It did that on several frames, but only when the mirror was in view. Weird.
Title: Re: MM8BDM V3b Released!
Post by: Oliver on August 12, 2013, 06:04:48 PM
:shock: O...M...G :shock:

Finally, i have waited for this...
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 06:41:41 PM
Quote from: "-FiniteZero-"
Okay, don't know if this is just me, but...

I was using chasecam in front of the mirror by Roll. I was firing off the Mega Buster while the frame of the skin in the mirror sprite was at sideframe, when the skin disappeared completely. It did that on several frames, but only when the mirror was in view. Weird.

It's a weird rendering issue, mirrors are very picky about where they're placed in maps. I can't tell if it's the new zandronum or the WIP room that is causing this.
Title: Re: MM8BDM V3b Released!
Post by: Lobsters on August 12, 2013, 06:48:14 PM
Quote from: "ThePlayer"
Media fire?
Since 3b doesn't add alot of anything to the weapons, I'll assume all mods should work.

Maps that use stock music from the fort stages (except for MM8 fortress tracks) will have the music broken. EX: W2MUS is now 1DW2MUS. Music is the only thing I know off the top of mah head. of that'll "break" mods. Cough No music playing COUGH

Quote from: "Beed28"
Ever since I managed to update, I noticed that the small text spacing has increased vertically. How do I fix this?


Yeah pretty much this. Before I updated from v3a to v3b the text was normal even in 1.1.1. Posting some photos to show this. These photos were taken while testing a wad for changes between v3a and v3b sorry not trying to advertise it. It's just when I happened to take the photos.... >_>

Old
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/RANT%20TO%20CMM/Screenshot_Doom_20130812_141749.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/RANT%20TO%20CMM/Screenshot_Doom_20130812_141749.png.html)
Like it says, testing the showing the spacing off with using binds. Sorry about the blatant use of such and such wad I'm not trying to show it off. THE COLORS ARE NOT IN THE CORE! JUST IGNORE THEM!
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/RANT%20TO%20CMM/Screenshot_Doom_20130812_141650.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/RANT%20TO%20CMM/Screenshot_Doom_20130812_141650.png.html)

New
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/RANT%20TO%20CMM/Screenshot_Doom_20130812_141756.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/RANT%20TO%20CMM/Screenshot_Doom_20130812_141756.png.html)

The spacing can be great for some um... players but personally I like it all cluttered. I've always hated double spaced and what typed papers always looked off to me.

Anyways if there is a way to tweak this, that'd be wonderful. If not, I'll just have to suck it up. R.I.P. Original Burstman

- Lobsters the only fan of Original Burstman CHANGEMUS TOPWHY.

Well back to tweaking things to get V3B'd Music tweaks ahoy! Again sorry for not using photos in the core/vanilla only.
Title: Re: MM8BDM V3b Released!
Post by: Shadow Blade on August 12, 2013, 06:49:14 PM
How do I get this to work? do I just move all my files from 3a to 3b? I tried that and when I started it it didnt update :( Please help
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 06:57:48 PM
What do you mean by "move all my files" If you mean downloaded files like mappacks and fan expansions and such, then that's okay. But don't replace any contents that are included with v3b aside from the default.ini and skins folder. Zandronum was updated to 1.1 so it's critical that you do not write it with v3a's zandronum.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 12, 2013, 06:58:00 PM
Quote from: "Lobsters"
Quote from: "Beed28"
Ever since I managed to update, I noticed that the small text spacing has increased vertically. How do I fix this?


Yeah pretty much this. Before I updated from v3a to v3b the text was normal even in 1.1.1. Posting some photos to show this. These photos were taken while testing a wad for changes between v3a and v3b sorry not trying to advertise it. It's just when I happened to take the photos.... >_>

Old
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/RANT%20TO%20CMM/Screenshot_Doom_20130812_141749.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/RANT%20TO%20CMM/Screenshot_Doom_20130812_141749.png.html)
Like it says, testing the showing the spacing off with using binds. Sorry about the blatant use of such and such wad I'm not trying to show it off. THE COLORS ARE NOT IN THE CORE! JUST IGNORE THEM!
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/RANT%20TO%20CMM/Screenshot_Doom_20130812_141650.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/RANT%20TO%20CMM/Screenshot_Doom_20130812_141650.png.html)

New
(http://i1183.photobucket.com/albums/x475/BoxulonandAndy/RANT%20TO%20CMM/Screenshot_Doom_20130812_141756.png) (http://s1183.photobucket.com/user/BoxulonandAndy/media/RANT%20TO%20CMM/Screenshot_Doom_20130812_141756.png.html)

The spacing can be great for some um... players but personally I like it all cluttered. I've always hated double spaced and what typed papers always looked off to me.

Anyways if there is a way to tweak this, that'd be wonderful.
It's also messed up the credits slightly:
(http://img200.imageshack.us/img200/2855/m4w.png)
Thank you so much for the Wave Man map credit, btw!
Title: Re: MM8BDM V3b Released!
Post by: Shadow Blade on August 12, 2013, 06:59:25 PM
Does this mean I have to remake all my binds then? or can I copy that file over?
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 07:00:46 PM
You can copy over your .ini file safely, so yes. I would of recommended overriding v3a files with v3b though. Far safer and quicker.
Title: Re: MM8BDM V3b Released!
Post by: Shadow Blade on August 12, 2013, 07:02:03 PM
How do I go abouts doing that properly?
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 07:04:36 PM
The most simple way is to just have a folder called MM8BDM (which would be your v3a folder) and when a new version arrives (like v3b), just drag all the new version contents into that folder and replace the files as needed.
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 12, 2013, 07:26:19 PM
Well, looks like aesthetics are slowly becoming more important than layout and weapon selection.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 07:27:48 PM
Could you be a bit more in depth? That response is a kinda vague and doesn't really suggest what you are referring too, if it is something specific.
Title: Re: MM8BDM V3b Released!
Post by: Tfp BreakDown on August 12, 2013, 07:37:45 PM
I believe he is saying that gimmicks are being favored over layouts and weapon placement in the new map designs.
Title: Re: MM8BDM V3b Released!
Post by: Shadow Blade on August 12, 2013, 07:54:30 PM
Do I have to redownload Doomseeker or something? Because I have V 3b in my folder and my doomseeker going TO that folder but it says its missing... Im also confused with the different "versions" theres MM8BDM-3b and mm8bdm-3b..
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 08:01:09 PM
No, you just need to update doomseekers filepaths in options -> config and then the filepaths option. It would be best just to call the folder "MM8BDM" if you haven't already. Makes updating way easier as the filepaths wouldn't change.
Title: Re: MM8BDM V3b Released!
Post by: Shadow Blade on August 12, 2013, 08:04:25 PM
I must have seriously messed things up because it keeps thinking its missing... bah, might have to re download
Title: Re: MM8BDM V3b Released!
Post by: Jdude330 on August 12, 2013, 08:14:49 PM
cool! playing right now!

will ther be a mm9-10 expansion?
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 12, 2013, 08:18:22 PM
I'll gladly explain.
One of the biggest offenders in terms of map design is Topman. It just seems like a huge box with weapons scattered around, and it has very little sense of direction. Yes, it looks nice and pretty, but I don't feel enough effort was put into thinking "Hmm, how does the map flow with the current weapon selection, and how can I improve it? Where do I want most of the action to take place, and how can I make that happen? Is the whole idea of platforms moving up and down a good idea, or am I just throwing it in because it thematically fits?". The whole idea of map design principles have been thrown out the door in favor of gimmicks and pretty textures. Another map, while not exactly recent that fits the bill for being extremely clunky and frustrating to fight on is mm5gyr. It's difficult to navigate especially in the heat of battle, and it's overall sloppy and still has the issues the old mm5gyr had (impossible to not fall a few times per game, too open, too restricting)

On a side note, I'm sure most will agree that mm2dw1 and mm5dar have too many damn weapons just piled up together. mm2dw1 having 16 and mm5dar having 18(?). That's plain unacceptable. Either remove most of the overly similar weapons and space the others out more, or remove a few weapons and repeat others, keeping the general spawns the same.

Tried and true excellent maps like mm6fla, mm4sku, mm4dc1, mm7jun, mm6kni and mm5sto should be the standard for maps today, not maps like mm8fro that completely break the flow of gameplay with ridiculous gimmicks.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 12, 2013, 08:49:58 PM
We're in the news!
http://www.rockman-corner.com/2013/08/m ... o-v3b.html (http://www.rockman-corner.com/2013/08/mega-man-8-bit-deathmatch-updated-to-v3b.html)

Also, I just sent The Mega Man Network (http://www.themmnetwork.com/) a news tip about this release as well.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 08:54:22 PM
MM8BDM is a huge game with as of now, 78 DM maps. And not everyone will enjoy every map. For example, not everyone likes MM2DW1, but it's the big open arena map of the game and such. Some maps are more gimmickless (Skullman, Stone Man, etc), some feature minor gimmick layouts (Magnet Man, Junk Man, etc) and then some with huge map gimmicks (Wave, Gravity, etc).

The other issue to consider is maps like Gyro, Air... (just about every air theme robot master that isn't Tengu Man), Shadow, etc have very limited map layout choices because of their texture sets are so limited.

All in all, what I'm getting at is MM8BDM is always going to have liked/dislikes maps that are mostly opinion based. That's why I aim for changing maps that have objectively bad problems. I.e. Toad Man. Great map, but it always degrades into "Grab rolling cutter, throw rolling cutter". Quick Man, only two lasers go off at a time now because being locked into the various box rooms sucked. Wood Man, same problem as Toad. Rolling Cutter madness. The map needed to be aired out to reduce the effectiveness of using it in all the cramped areas.

Wood Man is also one of the few times where the aesthetic improvements were not my idea, it was Mike who asked for it to be done.
Title: Re: MM8BDM V3b Released!
Post by: ZeStopper on August 12, 2013, 08:56:07 PM
Awwwwwwwwwwwww yeeeeeeeeeah.
I can only express my happeness with this picture-
(http://i0.kym-cdn.com/photos/images/newsfeed/000/106/887/backpain-1292835351.jpg)
MM8BDM v3b!!!
Title: Re: MM8BDM V3b Released!
Post by: Magnet Dood on August 12, 2013, 09:01:44 PM
Quote from: "JoshAdams88"
I'll gladly explain.
One of the biggest offenders in terms of map design is Topman. It just seems like a huge box with weapons scattered around, and it has very little sense of direction. Yes, it looks nice and pretty, but I don't feel enough effort was put into thinking "Hmm, how does the map flow with the current weapon selection, and how can I improve it? Where do I want most of the action to take place, and how can I make that happen? Is the whole idea of platforms moving up and down a good idea, or am I just throwing it in because it thematically fits?". The whole idea of map design principles have been thrown out the door in favor of gimmicks and pretty textures. Another map, while not exactly recent that fits the bill for being extremely clunky and frustrating to fight on is mm5gyr. It's difficult to navigate especially in the heat of battle, and it's overall sloppy and still has the issues the old mm5gyr had (impossible to not fall a few times per game, too open, too restricting)

On a side note, I'm sure most will agree that mm2dw1 and mm5dar have too many damn weapons just piled up together. mm2dw1 having 16 and mm5dar having 18(?). That's plain unacceptable. Either remove most of the overly similar weapons and space the others out more, or remove a few weapons and repeat others, keeping the general spawns the same.

Tried and true excellent maps like mm6fla, mm4sku, mm4dc1, mm7jun, mm6kni and mm5sto should be the standard for maps today, not maps like mm8fro that completely break the flow of gameplay with ridiculous gimmicks.

Hate to burst your bubble here, but it's time for a little cross-ex.

MM5GYR pre-v3 was WAY worse than it is now. The map was always held up by stalling Leaf Shielders who found it enjoyable to fly around on gyro pads and make all but three weapons on the entire map useless (maybe 4, it's been a while), one of which was Leaf Shield itself and all of which sucked ass at long range. While your claim is somewhat reasonable since there still certainly are problems with falling off the map, I would rather take that than the former alternative. MM5GYR has become a respectable map after its retool from its "shit not here again" status.

In response to Top Man, I do believe you are mistaken. The weapons currently in the map were carefully picked in order to use the layout as an advantage. Water Wave is present due to the long flat surfaces across the map, Yamato Spear is useful because of the openness and long stretches (and both of these warrant Skull Barrier's presence). I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest. Top's current layout emphasizes open brawling, which the current weapon selection caters to. However, it's interesting to note that this map was supposed to fix that problem, due to it being the emphasis of the old map...

As to your weapon overload complaint, it is difficult to use MM5DAR and MM2DW1 as valid examples. Both maps have a large enough size to warrant the large number of weapons present. As I stated before in Top's defense, the weapons all have purpose- I'll use MM5DAR as an example. Fun fact, the areas you find those weapons are usually where they're most effective. Water Wave is found on a long, wide, and empty wall- it's useful for long stretches with little cover. Crystal Eye is found in a tight corridor- use it in spaces with little breathing room. Flame Sword is next to a teleporter, and it's a brilliant weapon for ambushes. Power Stone can be located in the courtyard area which is sunk in the ground, and it's good in wide open spaces- or at least where it has enough breathing room. Star Crash is found in a room with only two narrow escape routes- and it's a good cornering weapon. These are only a few examples- all of the weapons serve a purpose on that map, the devs know what they're doing.

I find it difficult to believe that the game as a whole is weighed down by one or two maps that feature gimmicks that break from the norm. Really, the only one I could think of was old Wave Man and how it depended so much on the bikes. Frost Man doesn't nearly have that much emphasis on the snowboards- they're shoved into two corner sections, so it's hard to see how they literally break tbe game.

One final note- last time I checked, MM6FLA and MM7JUN have gimmicks that cover 1/3 of their maps.

EDIT: Ivory you ninja man
Title: Re: MM8BDM V3b Released!
Post by: Laggy Blazko on August 12, 2013, 09:16:58 PM
I'm in a DM server.
Waiting to go kamikaze into someone. :D

I'm loving the gimmick in Magnetman's stage.
Title: Re: MM8BDM V3b Released!
Post by: The Killer Nacho on August 12, 2013, 09:29:21 PM
Any legacy codes built in for the old Timeman and Oilman music? Or do I have my own music pack for that?
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 09:40:20 PM
Nope, sorry, not in the core anymore.
Title: Re: MM8BDM V3b Released!
Post by: Celebi on August 12, 2013, 09:43:28 PM
Quote
Jump Canceling glitch in Gyro Man fixed

I'm upset, you fixed my "example" of the jump canceling thing, but not jump canceling itself, I think?
Actually I can't tell anymore, will need to test later

Edit: Other than that, those magfly things are fun, but why in CTF02.
Title: Re: MM8BDM V3b Released!
Post by: Awbawlisk on August 12, 2013, 10:12:41 PM
WAIT WAIT WAAAIT! I found a HUGE problem with the campaign. Who in the DEV team thought it was a good idea to change Pharaoh's MAPINFO back to what it was in v2c? Cause now after you beat MM4PHA during the campaign, it sends you to MM4BRI, supposedly the last RM map in the campaign. Which means, after you beat MM4BRI it leads into MM4DC1, which also leads to the chapter boss. Just pointing this out so newcomers would be able to experience the 6 other RM maps other than just Pharaoh and Bright.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 12, 2013, 10:14:33 PM
Found a texture problem in Magnet Man's stage:
(http://img694.imageshack.us/img694/5337/7vv.png)
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 10:19:39 PM
Quote from: "Obelisk"
WAIT WAIT WAAAIT! I found a HUGE problem with the campaign. Who in the DEV team thought it was a good idea to change Pharaoh's MAPINFO back to what it was in v2c? Cause now after you beat MM4PHA during the campaign, it sends you to MM4BRI, supposedly the last RM map in the campaign. Which means, after you beat MM4BRI it leads into MM4DC1, which also leads to the chapter boss. Just pointing this out so newcomers would be able to experience the 6 other RM maps other than just Pharaoh and Bright.

I've been trying to figure out that mystery myself. During development, I noticed Pharaoh Man's map reverted back to the v2c version of the map a few days before release. I could never trace at what point did someone pull out Pharaoh from v2c and handed it to me since every single core map was edited at least twice. However this will also break the save system so I GUESS IT LOOKS LIKE V3C WILL HAVE TO HAPPEN!!!11!1!!1! probably anyways.
Nevermind, the v2c mapinfo still has the correct level number, there is no breakage there.
Title: Re: MM8BDM V3b Released!
Post by: Rozark on August 12, 2013, 10:38:13 PM
Quote from: "Magnet Dood"
I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest.

Oh the irony

Anyways, New Gemini/Magnet/Wood are amazing and now I feel the need to place monkeys in every map I make.
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 12, 2013, 10:39:02 PM
Did you make a Capital Science based map yet?
Title: Re: MM8BDM V3b Released!
Post by: Rozark on August 12, 2013, 10:41:24 PM
Quote from: "Zerokk"
Did you make a Capital Science based map yet?

That's irrelevant to this but uh, I sorta did yes.
Like a long time ago before it became a forum thing. and then removed to oblivion profound sadness
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 12, 2013, 10:43:57 PM
These release threads are the only form of general MM8BDM discussion as far as I see, not that there is much to be said.
Title: Re: MM8BDM V3b Released!
Post by: Emmanuelf06 on August 12, 2013, 10:52:35 PM
Just to say, i sent the news to Protodude Rockman Corner!

http://www.rockman-corner.com/2013/08/m ... o-v3b.html (http://www.rockman-corner.com/2013/08/mega-man-8-bit-deathmatch-updated-to-v3b.html)

Yeah!  :cool:
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 12, 2013, 10:53:52 PM
I traced back where the switch occurred and found the person that is 99% likely to be responsible for the accident. Nonetheless, this problem completely breaks the campaign save system so there actually will be a need for a v3c fix in the near future that will deal with that and other things like Shadow Man's floor in software and such.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 12, 2013, 10:59:03 PM
Why not start thinking on hotfixes? I mean: how often does MM8BDM gets any hotfix at all?
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 12, 2013, 11:26:58 PM
Hotfixes would require people to download all 80mb of data again which isn't very hot at all. Could have patch wads true, but I don't like having to rely on users to add everything correctly just to play the damn game.
Title: Re: MM8BDM V3b Released!
Post by: TailsMK4 on August 13, 2013, 12:03:38 AM
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man. I wasn't involved in any of that, but it was certainly strange to see something like that.

Aside from Burst Man, I like the new changes, though I disliked having to go find the new damagetypes and put them in so people do not TK in mods. I can understand why it happened, though. As usual, the new updates are worth the wait.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 13, 2013, 12:09:11 AM
Quote from: "CutmanMike"
Hotfixes would require people to download all 80mb of data again which isn't very hot at all. Could have patch wads true, but I don't like having to rely on users to add everything correctly just to play the damn game.
Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.
Title: Re: MM8BDM V3b Released!
Post by: Tengu on August 13, 2013, 12:17:30 AM
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 13, 2013, 12:20:56 AM
Quote from: "TailsMK4"
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man. I wasn't involved in any of that, but it was certainly strange to see something like that.
Kinda strange considering popular vote was for that map. But then I did notice some people in the servers today who were just plain allergic to change so you may be thinking of them.

Quote from: "TailsMK4"
Aside from Burst Man, I like the new changes, though I disliked having to go find the new damagetypes and put them in so people do not TK in mods. I can understand why it happened, though. As usual, the new updates are worth the wait.
Welcome to the world of being a modder. :ugeek:

Quote from: "tsukiyomaru0"
Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.
Isn't that what a patch is? MM8BDMv2b was a hotfix.

Quote from: "Tengu and Tango"
Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
Probably won't be a 3c now. The problem was resolved in another method that doesn't require forcing a new version. So unless something else that does require a new version comes along, all updates will wait until v4a. v3c wouldn't have been anything more than a bug/etc fix up version anyways and would little or no radically new content to enjoy.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 13, 2013, 12:34:00 AM
Quote from: "Ivory"
Quote from: "tsukiyomaru0"
Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.
Isn't that what a patch is? MM8BDMv2b was a hotfix.

Nope. That one was a whole PWAD. Let's create an scenario easy to imagine for an example: Suppose the MegaMan actor has a bug that causes him to be constantly slowed when leaving "Missile" state. You figured the bug, but then you have to choose how to fix it. What do you do?
A. Make a PWAD that does "Megaman replaces Megaman", risking conflicts with other actors and scripts?
OR
B. Creates a PK3 with only one file, "megaman.txt", located in the folder "actors/player" which, if said PK3 is loaded after MM8BDM-V3B, will override the faulty one with the corrected one?
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 13, 2013, 12:38:23 AM
Doesn't really matter though, the matter was resolved. If anyone wants to actually play single player, then redownload v3b. Otherwise your version is fine.
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 13, 2013, 12:38:38 AM
Excuse my late reply, I had other things to tend to.
Quote from: "Magnet Dood"
Hate to burst your bubble here, but it's time for a little cross-ex.
Oh noooooooooo
MM5GYR pre-v3 was WAY worse than it is now. The map was always held up by stalling Leaf Shielders who found it enjoyable to fly around on gyro pads and make all but three weapons on the entire map useless (maybe 4, it's been a while), one of which was Leaf Shield itself and all of which sucked ass at long range. While your claim is somewhat reasonable since there still certainly are problems with falling off the map, I would rather take that than the former alternative. MM5GYR has become a respectable map after its retool from its "shit not here again" status.
Again, like I just said, it fixed almost none of the issues the previous version had. Just because it's different doesn't mean it's necessarily better. Leaf shield had actual counterplay, that being fire storm/metal blade. What's the point of revamping a map if it doesn't make it better?
At least in old Gyro you knew where you were going at all times, rather than trying to navigate through a mm2dw1 clone with pillars and pits.
Oh, and FYI, it still has that "shit not here again" status.
In response to Top Man, I do believe you are mistaken. The weapons currently in the map were carefully picked in order to use the layout as an advantage. Water Wave is present due to the long flat surfaces across the map, Yamato Spear is useful because of the openness and long stretches (and both of these warrant Skull Barrier's presence). I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest. Top's current layout emphasizes open brawling, which the current weapon selection caters to. However, it's interesting to note that this map was supposed to fix that problem, due to it being the emphasis of the old map... Hmm I'm sorry, what was that about not fixing issues found on the previous map?
It's very easy to figure out that Water Wave generally works on flat land, Yamato is literally a weapon you can splash anywhere and it'll be used, due to its' insane dps, Metal is another dps weapon, Drill is for power and zoning, and Knuckle is just there as damage. Half the time knuckle isn't worth getting anyway, since it's out of the way, and the map is too open to take advantage of it. Skull Barrier is way too out of the way, and not worth getting, especially in a duel when your opponent will generally know where you are a lot of the time.

As to your weapon overload complaint, it is difficult to use MM5DAR and MM2DW1 as valid examples. Both maps have a large enough size to warrant the large number of weapons present.
mm2dw1 is a box with a tower on one side, 16 weapons is way too many, and needs to be toned down. Trying to manage 18 weapons at one time may seem easy in your head, but in practice is a complete nightmare, even for a seasoned player.
As I stated before in Top's defense, the weapons all have purpose- I'll use MM5DAR as an example. Fun fact, the areas you find those weapons are usually where they're most effective. Water Wave is found on a long, wide, and empty wall- it's useful for long stretches with little cover. Crystal Eye is found in a tight corridor- use it in spaces with little breathing room. Flame Sword is next to a teleporter, and it's a brilliant weapon for ambushes. Power Stone can be located in the courtyard area which is sunk in the ground, and it's good in wide open spaces- or at least where it has enough breathing room. Star Crash is found in a room with only two narrow escape routes- and it's a good cornering weapon. These are only a few examples- all of the weapons serve a purpose on that map,
So you basically just listed how a bunch of weapons work? That's cool, now talk about something relevant. Throwing a bunch of random weapons into a map for variety is unprofessional. Darkman isn't as big as you think, there are maps like mm8dw1/2 and mm8duo that are just as big, and iirc contain fewer weapons.
the devs know what they're doing. hue

I find it difficult to believe that the game as a whole is weighed down by one or two maps that feature gimmicks that break from the norm. Really, the only one I could think of was old Wave Man and how it depended so much on the bikes. Frost Man doesn't nearly have that much emphasis on the snowboards- they're shoved into two corner sections, so it's hard to see how they literally break tbe game.

>one or two
Haven't you noticed the general quality of maps declining? If this continues, they'll be revamping maps like Flash and Shade if this keeps up.

One final note- last time I checked, MM6FLA and MM7JUN have gimmicks that cover 1/3 of their maps.
Good gimmicks vs bad gimmicks. Dicey territory.

Quote from: "Tengu and Tango"
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
It's funny, because he's right.
Title: Re: MM8BDM V3b Released!
Post by: ZeStopper on August 13, 2013, 12:43:10 AM
Quote from: "Tengu and Tango"
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
Quote
It's funny, because he's right.
He is absolutely right, no wonder most of don't seem to be on doomseeker.
Title: Re: MM8BDM V3b Released!
Post by: *Alice on August 13, 2013, 12:44:10 AM
Quote from: "JoshAdams88"
Quote from: "Airman.Tengu"
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.

It's funny, because he's right.
Please, for the love of everything that people worship, can we maybe just stop the whole "Saxton Hale mod is the cancer that is killing MM8BDM" meme?

People play something == MM8BDM is alive. And it does not matter what it is.

If you want to complain about the choice of wads, just make another dumb topic about it but do not poison this thread with it.

Thanks.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 13, 2013, 12:44:29 AM
Quote from: "Ivory"
Doesn't really matter though, the matter was resolved. If anyone wants to actually play single player, then redownload v3b. Otherwise your version is fine.
Well, just mind this for the future. In case anything goes wrong, it's possible to create a 100kb fix for it.
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 13, 2013, 12:48:41 AM
If there's anything I need to replace, I'd rather get the single thing directly.
Title: Re: MM8BDM V3b Released!
Post by: Tengu on August 13, 2013, 01:00:25 AM
Quote from: "*Alice"
Please, for the love of everything that people worship, can we maybe just stop the whole "Saxton Hale mod is the cancer that is killing MM8BDM" meme?

People play something == MM8BDM is alive. And it does not matter what it is.

If you want to complain about the choice of wads, just make another dumb topic about it but do not poison this thread with it.

Thanks.


Hah, it's not really "alive" if the sole reason no one is playing is because that's the only thing a select amount of people choose to play. I don't call an "alive" game one that consists of maybe 15 people constantly playing one thing not even intended for the core game all day.

And "another" dumb topic? I don't see any.  

It's not the mod itself, it's the people choosing to drown themselves in it. You think new players will have any fun if all thats played is that? Nahh.
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 13, 2013, 01:02:51 AM
Tell me more when you see Vanilla Doom 2.

Go on, look around. It's not like anything can be done there.

.. Still though, I'd love vanilla servers more but I hardly see familiar faces. That's why I really enjoy when Rose streams.

I'm not great at this game, yet I find myself sweeping new players, and then the server dies out.
Title: Re: MM8BDM V3b Released!
Post by: JaxOf7 on August 13, 2013, 01:05:09 AM
Quote from: "CutmanMike"
[Weapons]
May want to double check this list
Forgot to mention how Rain flush hits multiple times now.
Title: Re: MM8BDM V3b Released!
Post by: SmashBroPlusB on August 13, 2013, 01:15:22 AM
Quote from: "TailsMK4"
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man.
And by "a lot of people" you mean "Lobsters", right? He was the only one adamantly bemoaning the change, and the only one I ever saw in the "Burst Man Funeral" server. Of course there's bound to be a whiner for everything, but with a universally bad map like old Burst Man I'm honestly surprised anyone preferred the core version.
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 13, 2013, 01:17:59 AM
Quote from: "SmashBroPlusB"
Quote from: "TailsMK4"
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man.
And by "a lot of people" you mean "Lobsters", right? He was the only one adamantly bemoaning the change, and the only one I ever saw in the "Burst Man Funeral" server. Of course there's bound to be a whiner for everything, but with a universally bad map like old Burst Man I'm honestly surprised anyone preferred the core version.
So to you, anyone who disagrees with the popular opinion is a whiner?
Title: Re: MM8BDM V3b Released!
Post by: Tengu on August 13, 2013, 01:19:55 AM
Actually the funeral server had like 10 people in it
Title: And promptly got a 5-year ban lel
Post by: Gumballtoid on August 13, 2013, 01:22:08 AM
To be fair, I joined just to bash the old Burst Man for my amusement.
Title: Re: MM8BDM V3b Released!
Post by: Knux on August 13, 2013, 01:22:56 AM
Quote from: "JaxOf7"
Quote from: "CutmanMike"
[Weapons]
May want to double check this list
Forgot to mention how Rain flush hits multiple times now.
They went and did it!? I must get this right this minute...  :shock:
Title: Re: MM8BDM V3b Released!
Post by: Awbawlisk on August 13, 2013, 01:23:41 AM
It was so full of people that it beat Saxton Hale in being on Top of the Megaman DS server list :)
Title: Re: And promptly got a 5-year ban lel
Post by: Tengu on August 13, 2013, 01:27:27 AM
Quote from: "Gumballtoid"
To be fair, I joined just to bash the old Burst Man for my amusement.

You were the only one that did this.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 13, 2013, 01:34:46 AM
Quote from: "JoshAdams88"
Quote from: "SmashBroPlusB"
Quote from: "TailsMK4"
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man.
And by "a lot of people" you mean "Lobsters", right? He was the only one adamantly bemoaning the change, and the only one I ever saw in the "Burst Man Funeral" server. Of course there's bound to be a whiner for everything, but with a universally bad map like old Burst Man I'm honestly surprised anyone preferred the core version.
So to you, anyone who disagrees with the popular opinion is a whiner?

http://cutstuff.net/forum/viewtopic.php?f=34&t=5835
As much as I said the public polls was only for community preference it was a 63% preference. So either a bunch of people weren't voting seriously, or this "popular opinion" is nothing more than a vocal minority.
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 13, 2013, 01:51:59 AM
Edit: Smash called Lob a whiner because he didn't like the new map and he made a little homage to the old one, no clue what you're talking about Ivory
Title: Re: MM8BDM V3b Released!
Post by: Lobsters on August 13, 2013, 02:17:50 AM
The whole funeral for old Burstman, It's not quite what you think it is. I know I'm in the minority. I'll come off as the "Vocal Minority" Unlike what people ASSUME I'm NOT TRYING TO get old Burstman back in, that'd be a slap to BB's/Mendez's face.  I love old Burstman, don't know exactly quite why I just do. I'll adapt to the V3B changes. I hate to admit it because it sounds so horrible no matter how I word it, the funeral is joke of sorts. It's not "LOBS IS SUPER SAD V2A-V3A ERA BURSTMAN NEEDS TO BE BACK IN THE CORE ASAP!!!!!!" Just a place (honestly made very poorly) to say farewell to a map I loved. It was my favorite map in the core. I'll just come off as "grieving" BB IS A MONSTER! *sniffle* It's not meant to be overly serious. Either I'm apparently good at acting or people take me too seriously.
The title of the server is intentionally misleading. >_>

Yet, openly calling me a whiner that's just not cool man. I thought you would be "bigger than that/more mature." I'll admit I've been immature on this website in prior posts. Cough Project R.A.W.R. Cough So I'm not some saint. Anyways enough of this drama.    

Horribly Copy-Pasted from a skype group I'm in. I butchered that time stamp woot!

I'm just going to host this til midnight.
[8:58:57 PM] Lobsters: After that no more funeral.
[8:58:59 PM] Lobsters: Time to move on.

-Lobsters

R.I.P. old maps you'll be missed. May fun mishaps and what not continue on your newer counterparts.
Congrats to those that got voted into the "core." *golfer claps* Apologies if I caused trouble.
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 13, 2013, 02:56:36 AM
There's still more old maps that I feel need a good kick in the butt for a rework. Expect more to happen in V4 (hopefully with my blessing).
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 13, 2013, 03:21:47 AM
Quote from: "CutmanMike"
There's still more old maps that I feel need a good kick in the butt for a rework. Expect more to happen in V4 (hopefully with my blessing).
Including MM4DRI?
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 13, 2013, 03:30:33 AM
No, MM4DRI is not changing, the map is fine.
Title: Re: MM8BDM V3b Released!
Post by: Tfp BreakDown on August 13, 2013, 03:45:28 AM
How about MM4BRI?
Title: Re: MM8BDM V3b Released!
Post by: Muzaru on August 13, 2013, 03:48:51 AM
Not sure if its been listed, but MM7CLO has a spawn point in the pit.
Many of these changes feel familiar.
Title: Re: MM8BDM V3b Released!
Post by: Awbawlisk on August 13, 2013, 03:59:59 AM
I like how all the small maps are getting requested for change.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 13, 2013, 04:03:10 AM
MM4DRI and MM4BRI are... Not fine.
The former has short ceiling, plus the teleporter is unneeded at the points they are located.
The later suffers from blinding darkness that results in either everyone stopping in their tracks or meeting Mr Pit, which makes me question why it relies so heavily on this single gimmick while it could have a "never dark" area too.

Then again, jus' me.
Title: Re: MM8BDM V3b Released!
Post by: SmashBroPlusB on August 13, 2013, 05:56:03 AM
Drill Man could lose the fucking Flash Bomb but other than that it's fine

though I will agree that Bright Man's total darkness is obnoxious as balls

literally the only purpose it has now is to troll since the enemies don't even drop HP anymore
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 13, 2013, 06:36:56 AM
Drill's got too much instagib potential. The removal of super arm and flashbomb in favor of other weapons would probably be better.
Title: Re: MM8BDM V3b Released!
Post by: Laggy Blazko on August 13, 2013, 11:13:13 AM
Nah, Crash Bomb and Power Stone work perfectly there, as well.
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 13, 2013, 12:42:44 PM
The only reason to toggle the lights was for HP. Removing it only made it a useless trolly gimmick.

The stage layout is annoying, but it's not annoying as the darkness.
Title: Re: MM8BDM V3b Released!
Post by: The_Broker on August 13, 2013, 01:09:47 PM
Excellent! I've been looking forward to this update. Time to personally explore the changes.

EDIT: I do have to ask one question if you read this, it's not a big deal but did you "fix" the Evil Robot's RollComment to mine?
Never mind, it wasn't.
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 13, 2013, 01:35:41 PM
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 13, 2013, 01:41:56 PM
I still feel that the junk door howyoucall should be open for exploration with a good weapon inside of it, Wire Adaptor would actually be useful for once.

(http://i.imgur.com/Q0FSmBx.png)

Wire Adaptor can reach inside of it.
Title: Re: MM8BDM V3b Released!
Post by: Geno on August 13, 2013, 02:32:09 PM
Hmm.

The Party Ball sprite is different.

I don't like it


I also noticed all the unused fortress stage music exists, except Cossack Stage 1.

weird


EDIT: oop, the music thing was because I downloaded a WAD.
Title: Re: MM8BDM V3b Released!
Post by: FTX6004 on August 13, 2013, 03:00:47 PM
I see some people are still hosting servers with v3a instead and is because some guys dosent like the new stuff like the space on your chat.
Title: Re: MM8BDM V3b Released!
Post by: Emmanuelf06 on August 13, 2013, 03:48:58 PM
Quote from: "CutmanMike"
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.

indeed, we need small and big maps, it can be good, depend of the number of players....if you want play duel, little map are less boring than a super big map.

DM: 4 players by exemple, drillman map is perfect for that, same thing with Cutman map.

Various maps is important I think....
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 13, 2013, 05:37:55 PM
I just tried out Super Arm, and having autoaim on still messes with it's throw angle. I then looked at it in Slade and saw that it doesn't have +WEAPON.NOAUTOAIM after all.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 13, 2013, 05:57:58 PM
Quote from: "CutmanMike"
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.

All MM4DRI really needs is a higher ceiling (specially for the outside) and moving the inner teleporter to the opposite corner of the map OR removal of teleporter to give another entry point.

Centaurman isn't really bad, but I think that the water area is a bit empty. But nothing really worth the trouble.
Title: Re: MM8BDM V3b Released!
Post by: beta on August 13, 2013, 06:37:12 PM
Who wants to make a server today?
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 13, 2013, 06:37:57 PM
> Deathwind's MM8BDM Vanilla Server (v3b)

I don't see the problem.
Title: Re: MM8BDM V3b Released!
Post by: beta on August 13, 2013, 10:42:57 PM
But I don't see it.
Title: Re: MM8BDM V3b Released!
Post by: Superjustinbros on August 13, 2013, 11:09:06 PM
Quote
New Music for Time/Oil by OrangeMario
I'm sort of neutral on TImeman's new theme. The new ticking at the beginning is much better, but the rest IMO seems too advanced for something the original Mega Man [1] was able to do. As for Oil Man... I can't really say I'm enjoying it.
Title: Re: MM8BDM V3b Released!
Post by: -FiniteZero- on August 13, 2013, 11:46:17 PM
That thing in the new Gemini Man stage.

The one that you can break with the Proto Buster.

I see what you did there.
Title: Re: MM8BDM V3b Released!
Post by: fortegigasgospel on August 14, 2013, 03:34:33 AM
Quote from: "beta"
But I don't see it.
Use Doomseeker, Deathwind's Vanilla is ALWAYS up.
Title: Re: MM8BDM V3b Released!
Post by: -Daiki-TheOni on August 14, 2013, 01:12:02 PM
I don't want to seem an "anoying orange" but...

We have maps for DM, TDM, DUEL, CTF, OF, and etc.... but...where are the invasion maps??
Just think about it, people that doesn't have DOOM2, can't experience what in the world means invasion.
I know this would be bad for the filesize of the MM8BDM core but just make 1 and only a good 1 map, just to play invasion in MM8BDM, someone tried to do invasion maps before, but He/She failed. So just that, a "sugestion", If can be done awesome if not MM8BDM will still be the BEST game for me.
Title: Re: MM8BDM V3b Released!
Post by: beta on August 14, 2013, 01:17:18 PM
Quote from: "fortegigasgospel"
Quote from: "beta"
But I don't see it.
Use Doomseeker, Deathwind's Vanilla is ALWAYS up.
Okay.
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 14, 2013, 01:22:43 PM
Oh, there's a guide for setting up Doomseeker, it's in the Tutorial Collection.

Not using that might lead to confusion, so best to do so.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 14, 2013, 03:47:01 PM
Quote from: "TheunlosingQuint"
I don't want to seem an "anoying orange" but...

We have maps for DM, TDM, DUEL, CTF, OF, and etc.... but...where are the invasion maps??
Just think about it, people that doesn't have DOOM2, can't experience what in the world means invasion.
I know this would be bad for the filesize of the MM8BDM core but just make 1 and only a good 1 map, just to play invasion in MM8BDM, someone tried to do invasion maps before, but He/She failed. So just that, a "sugestion", If can be done awesome if not MM8BDM will still be the BEST game for me.

We're not supporting invasion as of now. If anything, that would a better topic for Mission Mode.
Title: Re: MM8BDM V3b Released!
Post by: Stardust on August 14, 2013, 04:55:27 PM
I just noticed something surprising. The new Shadow Man's map, which is, quite a small/medium stage (a kind of bigger Cut Man stage), somehow, managed... to possess 17 different weapons : Gemini Laser, Hyper Bomb, Silver Tomahawk, Charge Kick, Danger Wrap, Yamatomato Spear, Tornado Hold, Water Balloon, Flash Stopper, Shadow Blade, Sakugarne, Spark Shock, Atomic Fire, Fire Storm, Leaf Shield, Bubble Lead and Homing Sniper.
17 is the record of different weapons a map has in vanilla MM8BDM (the second map which have that much weapons is Skull Castle Entrance).
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 14, 2013, 05:59:59 PM
You're kidding me right.
SEVENTEEN ON THAT KIND OF MAP.
also mm5dar has about 18 iirc
Title: Re: MM8BDM V3b Released!
Post by: fortegigasgospel on August 14, 2013, 06:13:56 PM
Quote from: "TheunlosingQuint"
I don't want to seem an "anoying orange" but...

We have maps for DM, TDM, DUEL, CTF, OF, and etc.... but...where are the invasion maps??
Just think about it, people that doesn't have DOOM2, can't experience what in the world means invasion.
I know this would be bad for the filesize of the MM8BDM core but just make 1 and only a good 1 map, just to play invasion in MM8BDM, someone tried to do invasion maps before, but He/She failed. So just that, a "sugestion", If can be done awesome if not MM8BDM will still be the BEST game for me.
Also don't forget DOOM has Domination, a Node control game mode, which 8bdm doesn't support either.  Though Domination would be much simpler to implement (Douro has done so actually if I remember correctly), invasion is not. Invasion requires not only specially made maps, but monster actors to be made as well.
Title: Re: MM8BDM V3b Released!
Post by: Stardust on August 14, 2013, 06:16:54 PM
It doesn't look like it has, but it has. But some of them are scattered on areas that need Rush Coil or something, so I guess it doesn't look that much weaponry-filling.
while you're right and it's time to sleep for me, let me say before that mm5dar has actually even more : 19 weapons-
Title: Don't pull that "hard to aim" bullshit please
Post by: JoshAdams88 on August 14, 2013, 06:44:40 PM
Hey so uhh, whose idea was it to not nerf super arm? Low risk/skill high reward weapons like super arm seriously shouldn't exist. lol astro crush
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 14, 2013, 06:50:11 PM
You're saying that Super Arm is overpowered, huh?

So that means Atomic Fire is overpowered. It must also mean Astro Crush, which is almost always set in places hard to get to, overpowered. Is Hard Knuckle overpowered? According to you, yes, it deals near the same amount of damage Super Arm can. Sakugarne must be overpowered because it can easily kill people it gets close to. It makes you really easy to hit once you land. They're all power weapons, I don't see the problem.

Super Arm can score an OHKO, sure, but that's a pain to position. I suppose we should give Super arm 8 second air time until it hits the ground, nerf it's damage to 10, make it drain all of your ammo to empty by one single use with a full bar, and make it fall on you and crush you if you hold it with 1/4 of your health.

You shouldn't be seeking a nerf, you should be seeking balance.
Title: Re: MM8BDM V3b Released!
Post by: *Alice on August 14, 2013, 06:56:26 PM
Atomic Fire is balanced by its INSANE charge-up time.
Sakugarne is a dumb weapon that is basically just for trolling.
Hard Knuckle has a firing delay that makes aiming near-impossible and annoying recoil and firing it locks you in place briefly.
Super Arm just requires the ability to calculate in gravity, which is a skill shared with Water Balloon, Hyper Bomb and Napalm Bomb.
In other words, Super Arm is less balanced than Atomic Fire or Hard Knuckle.
Title: Re: MM8BDM V3b Released!
Post by: Kapus on August 14, 2013, 07:11:13 PM
Quote from: "Zerokk"
that's a pain to position.
Not...really. It's pretty easy to aim Super Arm for an OHKO.

Quote from: "*Alice"
Sakugarne is a dumb weapon that is basically just for trolling.
I disagree. Aside from being useful for simple mobility, Sakugarne can be very dangerous if you repeatedly cancel its jumps into short hops.
Title: Re: MM8BDM V3b Released!
Post by: JoshAdams88 on August 14, 2013, 07:28:04 PM
Quote from: "Zerokk"
You're saying that Super Arm is overpowered, huh?
Yes.
So that means Atomic Fire is overpowered.
Atomic fire has ridiculous charge up time, is slow and easy to juke.
 It must also mean Astro Crush, which is almost always set in places hard to get to, overpowered.
Astro Crush is a strange weapon. I consider it more "broken" than overpowered. (note: broken != overpowered, broken in this context generally means something is simply /wrong/ with the weapon, or the weapon is just stupidly designed (in this case, both are true))
 Is Hard Knuckle overpowered? According to you, yes, it deals near the same amount of damage Super Arm can.
Oh I'm sorry, I didn't know 70(?) damage was equal to 130(?) damage.
Looks like you didn't read what I wrote, either, considering I was pissed with its ohko potential, not huge damage in general.
Sakugarne must be overpowered because it can easily kill people it gets close to. It makes you really easy to hit once you land.
God man, have you ever USED Sakugarne? Learn to jump cancel and use it properly and the whole idea of being hit when you land is thrown out the window.
 They're all power weapons, I don't see the problem.
Power is ok, low risk for high reward is stupid.
Super Arm can score an OHKO, sure, but that's a pain to position.
Yeah no. It's extremely easy to 100-0 someone at close range, and even easier at mid range if you've used it more than twice in your life.
 I suppose we should give Super arm 8 second air time until it hits the ground, nerf it's damage to 10, make it drain all of your ammo to empty by one single use with a full bar, and make it fall on you and crush you if you hold it with 1/4 of your health.
Stop blowing things out of proportion. I'm certain you've been in a situation where you're stacked to the brim with weapons, have a plan to kill someone that only has super arm, then get unfairly 100-0'd out of nowhere just because of the insane damage.
You shouldn't be seeking a nerf, you should be seeking balance.
...And a nerf to how easy it is to ohko with super arm would balance it.
Title: 1300th post but who cares, 1500 is a better milestone.
Post by: Ceridran on August 14, 2013, 08:45:56 PM
Quote from: "JoshAdams88"
You shouldn't be seeking a nerf, you should be seeking balance.
...And a nerf to how easy it is to ohko with super arm would balance it.

Toning down it's damage would produce people who whine. Keeping as it will also produce people who whine.

You could have a speed decrease and a slight delay before being able to fire, but it's not like that would ever solve anything, would it? No, it wouldn't, people would still be whining about it's OHKO potential. I should just be negative about every single thing I say by this point, because making a good statement is like.. . . What is it like?
Title: Re: MM8BDM V3b Released!
Post by: Awbawlisk on August 14, 2013, 09:28:19 PM
Because the only thing that people rely on these days is getting an easy kill with an incredibly easy to use weapon. If Super Arm was nerfed, then they could just resort to Oil Slider, or any other one of the "sane" power weapons. Better yet, get used to the New S. Arm. I'm only saying this because if in the future when it DOES get a nerf, I'm more than sure it isn't going to get nerfed to oblivion like Ballade Cracker did that one time.
Title: LOLOL not gonna argue w/ my other points zero? that's cool.
Post by: JoshAdams88 on August 14, 2013, 09:35:42 PM
Zerokk you're missing the point entirely here. I'm not concerned with big damage in general, I'm concerned with how easy super arm is to use combined with its ridiculous damage.
It's not as hard to aim as people think. All you need to do is get used to the angle, and you immediately can start instagibbing people with little to no effort.
Title: Re: MM8BDM V3b Released!
Post by: fortegigasgospel on August 14, 2013, 09:40:12 PM
Also remember Super Arm causes you to stop moving for a second to use.  That second can be long enough to make you an easy target.
Title: Re: MM8BDM V3b Released!
Post by: Rozark on August 14, 2013, 09:43:13 PM
Sure, you can probably kill him in that second.
Second.
That is if you aren't preparing to dodge his Super Arm.
Title: what
Post by: Ceridran on August 14, 2013, 09:51:54 PM
Quote from: "JoshAdams88"
LOLOL not gonna argue w/ my other points zero? that's cool.

As if every class submission for CSCC and Teaparty gets a critic on it, and every map + weapon that  a person makes gets critics.

And not every skinmaker gets critics unless they have Loads And Loads Of Skins (http://tvtropes.org/pmwiki/pmwiki.php/Main/LoadsAndLoadsOfCharacters).

Quote from: "JoshAdams88"
Zerokk you're missing the point entirely here. I'm not concerned with big damage in general, I'm concerned with how easy super arm is to use combined with its ridiculous damage.
It's not as hard to aim as people think. All you need to do is get used to the angle, and you immediately can start instagibbing people with little to no effort.

Reducing the hitbox to anything that can be noticed would mean we should just have a smaller rock, because the hitbox is similar to the rock size as it is.

You haven't even said what should be changed yet. Why not go ahead and say it yourself?

By the way, dodging isn't that bad if you're not Super Mega Ultra Deathrush Man with the most obvious movement patterns. My movement patterns are too obvious.
Title: Re: what
Post by: JoshAdams88 on August 14, 2013, 10:46:50 PM
Quote from: "Zerokk"
Reducing the hitbox to anything that can be noticed would mean we should just have a smaller rock, because the hitbox is similar to the rock size as it is.
You haven't even said what should be changed yet. Why not go ahead and say it yourself?
By the way, dodging isn't that bad if you're not Super Mega Ultra Deathrush Man with the most obvious movement patterns. My movement patterns are too obvious.
Do you mind actually addressing my point instead of changing the subject to something completely different?
I'll stop posting here regarding the Super Arm issue since it doesn't have much to do with V3B, but I'll happily continue via PM/another topic/etc
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 14, 2013, 10:55:05 PM
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.

Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.
Title: Re: what
Post by: Geno on August 15, 2013, 12:12:52 AM
Quote from: "Zerokk"
And not every skinmaker gets critics unless they have Loads And Loads Of Skins (http://tvtropes.org/pmwiki/pmwiki.php/Main/LoadsAndLoadsOfCharacters).
what

uh oh.
Title: Re: MM8BDM V3b Released!
Post by: CopShowGuy on August 15, 2013, 03:51:50 AM
Sorry to just jump into whatever conversation is going on here, but I'm late to the party.  New maps and changed maps are amazing.  Biggest "wow" came from Top Man.  Wave Man is fantastic as well.
Title: Re: MM8BDM V3b Released!
Post by: Fyone on August 15, 2013, 03:24:18 PM
Quote from: "Zerokk"
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.

Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.
I'm pretty sure (but not certain), but I think that the reason why S. Arm can OHKO is because of the bits hitting you in addition to the S. Arm itself. Kinda like D. Crusher where if the bits hit you it does more than half damage or possibly OHKO(?) (which is done by aiming slightly below the player). Simply reducing the damage of the bits or changing where they are spawned could remove the OHKO chance. The old laser buster could already OHKO if you hit someone just right, but now it's even easier to do. Also M. Ball can OHKO as well if it lands right on top of you which is just funny. R. Boomerang can also be shot once and can kill you if it rips you three times in a row (can be done in a corner in a cramped area since the bounce is there.)
Title: Re: MM8BDM V3b Released!
Post by: DarkAura on August 15, 2013, 04:23:20 PM
Or just make it so the bits don't spawn when it hits the player (DeathX, XDeath, forgot which one it was.)
Title: Re: MM8BDM V3b Released!
Post by: Ceridran on August 15, 2013, 04:28:07 PM
Quote from: "Fyone"
Quote from: "Zerokk"
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.

Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.
I'm pretty sure (but not certain), but I think that the reason why S. Arm can OHKO is because of the bits hitting you in addition to the S. Arm itself. Kinda like D. Crusher where if the bits hit you it does more than half damage or possibly OHKO(?) (which is done by aiming slightly below the player). Simply reducing the damage of the bits or changing where they are spawned could remove the OHKO chance. The old laser buster could already OHKO if you hit someone just right, but now it's even easier to do. Also M. Ball can OHKO as well if it lands right on top of you which is just funny. R. Boomerang can also be shot once and can kill you if it rips you three times in a row (can be done in a corner in a cramped area since the bounce is there.)

Yeah, that's the reason why it can OHKO.

Quote from: "DarkAura"
Or just make it so the bits don't spawn when it hits the player (DeathX, XDeath, forgot which one it was.)

You know uh

that's actually a pretty good idea

However, the rocks shattered upon hitting Megaman in MM1, didn't it?
Title: Re: MM8BDM V3b Released!
Post by: SmashTheEchidna on August 15, 2013, 04:34:54 PM
Pretty sure they did, actually.
Title: Re: MM8BDM V3b Released!
Post by: SmashBroPlusB on August 15, 2013, 05:09:16 PM
why don't you just make the Guts Block have a different damage to its pieces if you hit someone with the whole block first or not


like, missing will still keep your powerful pieces, but hitting with the huge block cuts the fragment power in half or something
so you have ROUGHLY the same damage all-around versus just getting this huge "fuck you KA-POW" bonus for smothering some dude
Title: Re: MM8BDM V3b Released!
Post by: Geno on August 16, 2013, 01:27:51 AM
I have discovered the secret of Beat's Cage!

Use Thunder Claw
Title: Re: MM8BDM V3b Released!
Post by: CutmanMike on August 16, 2013, 01:45:04 AM
I have some changes to super arm pending for testing.
Title: Re: MM8BDM V3b Released!
Post by: Stardust on August 16, 2013, 10:38:22 AM
Quote from: "Zerokk"
You know uh

that's actually a pretty good idea

However, the rocks shattered upon hitting Megaman in MM1, didn't it?

Yeah but the 3D version of the Mega Man weapons don't need to be the perfect translation of their original game version. For instance : in MM8BDM Super Arm doesn't need a boulder to use, Ice Slasher doesn't freeze at all and has a fast fire rate, Gemini Laser doesn't multihit, and barriers weapons usually have a lot of differences with their original versions. So it may happen.
or we could make the bits very weak when they spawn, and they get stronger when they travel. No,wait, that's an awul idea.
Title: Re: MM8BDM V3b Released!
Post by: FTX6004 on August 16, 2013, 07:20:27 PM
Heh could you guys this Health bar being in the way of the maps name.

(http://img560.imageshack.us/img560/2311/rzg2.png)With that thing i cannot see the maps name. :|
Title: Re: MM8BDM V3b Released!
Post by: Kapus on August 16, 2013, 07:46:01 PM
If you don't want your health bar down there, move it to the side by hitting the "-" key.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 16, 2013, 08:53:38 PM
Quote from: "Kapus"
If you don't want your health bar down there, move it to the side by hitting the "-" key.
The health bar is always in that position while the automap is up.
Title: Re: MM8BDM V3b Released!
Post by: Kapus on August 16, 2013, 09:00:30 PM
Oh, really? Okay then. Nothing you can do about it, I guess.
Title: Re: MM8BDM V3b Released!
Post by: Ivory on August 16, 2013, 09:27:45 PM
Alternately, you can just the overlay minimap which is 1000x better than being unable to see at all.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on August 17, 2013, 12:54:41 AM
So, does anyone remember that fake changelog of v3a (http://www.cutstuff.net/forum/viewtopic.php?p=202431#p202431) I posted nearly a year ago?
Quote from: "Beed28"
MM5WAV - Completely remade from scratch.
I love the hindsight and irony behind this. (http://tvtropes.org/pmwiki/pmwiki.php/Main/HilariousInHindsight)
Title: Re: MM8BDM V3b Released!
Post by: Kapus on August 17, 2013, 12:58:53 AM
It was bound to happen at some point.

(also I stated quite a few times that the development team wanted to redo wav, but couldn't for v3a)
Title: Re: MM8BDM V3b Released!
Post by: Geno on August 17, 2013, 01:29:00 AM
The sheer amount of things you got right is startling.
Title: Re: MM8BDM V3b Released!
Post by: beta on August 20, 2013, 06:35:04 PM
will anyone make a server using the method of enabling 4 teams?
Title: Re: MM8BDM V3b Released!
Post by: TailsMK4 on August 20, 2013, 08:56:25 PM
I can easily change my TLMS server to 4 teams, but no one really does the mode anymore without adding things like Classes to it.
Title: Re: MM8BDM V3b Released!
Post by: *Alice on August 29, 2013, 10:03:29 AM
This might be a stupid question, but is Enker really supposed to be able to instagib you?
Title: Re: MM8BDM V3b Released!
Post by: Lego on August 29, 2013, 02:45:56 PM
Damage handling on FastProjectile is kind of weird...Mirror Buster's highest level shot instagibs you in deathmatch...so it probably does here, too.
Honestly not sure if it was intended
Title: Re: MM8BDM V3b Released!
Post by: KillerChair on August 29, 2013, 05:14:40 PM
Hey peoples!

I just came by to tell you how awesome i think the re-made levels have become.
Especially the magnetman stage! (those floating magnets are genius :3 )
Good job on this stuff.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 29, 2013, 06:28:37 PM
Quote from: "Lego"
Damage handling on FastProjectile is kind of weird...Mirror Buster's highest level shot instagibs you in deathmatch...so it probably does here, too.
Honestly not sure if it was intended
It's not just FastProjectile, but also A_Stop and A_Recoil in the victim, remember? I think a possible fix for that could be adding an A_GiveInventory in the very first moment of a pain state related to that, which would give PowerProtection against that damage type for 2 to 3 tics. Perhaps only one tic would be enough, have to test it myself.
Title: Re: MM8BDM V3b Released!
Post by: Lego on August 29, 2013, 08:15:06 PM
Ahem...Tsuki. A_Stop wasn't used in Pain states since v3a.
It has been this way for ever a year.
Please do everyone a favor and stop posting unless you know what the fuck you're talking about for a change.


This is getting reported, isn't it?
Don't care, it needed to be said.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on August 29, 2013, 09:00:26 PM
Quote from: "Lego"
Ahem...Tsuki. A_Stop wasn't used in Pain states since v3a.
It has been this way for ever a year.
Please do everyone a favor and stop posting unless you know what the fuck you're talking about for a change.


This is getting reported, isn't it?
Don't care, it needed to be said.
I haven't touched megaman.txt much, so how the hell am I to know? Besides, A_Recoil is STILL being used, so my point is 50% or more accurate. Plus another correction: Damage handling on +RIPPER (ripping projectiles) is the odd one, not FastProjectiles.
Title: Re: MM8BDM V3b Released!
Post by: Lego on August 29, 2013, 11:51:55 PM
My point is, if you're going to make an argument, please make sure you actually have the accurate information by checking your resources, especially when trying to debunk someone else's claim.

It's a simple hypothesis: Hitboxes or damage values become messed up when a projectile inherits from FastProjectile. It's remains a hypothesis as I have no evidence or experimentation to back up this claim, but Mirror Buster's highest powered shot instakills players when it is just a 5 damage ripper; its fast travel speed should not allow it to deal such large amounts of damage normally...yet...it instakills.

Also, upon review of the code, all of Enker's shots are literally just powered up normal shots, so he can instakill you.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on September 03, 2013, 04:07:25 PM
So what are we going to do with the release of Zandronum 1.2? Will there have to be a v3c that includes it? I'm just curious.
Title: Re: MM8BDM V3b Released!
Post by: tsukiyomaru0 on September 03, 2013, 04:28:36 PM
Considering how little it changes? Doubt a v3c or somethign will be needed.
Title: Re: MM8BDM V3b Released!
Post by: Laggy Blazko on September 03, 2013, 04:39:13 PM
*coughcough*servercrashers*coughcough*
Title: Re: MM8BDM V3b Released!
Post by: Ivory on September 03, 2013, 05:05:26 PM
There will be no v3c. All our efforts have been towards v4a content and we would have very little content to add in for a v3c. All we'll be doing is directing everyone to update to 1.2 on their own while re-bundling v3b with the new zandro version. But the dev team is still discussing the matter.
Title: Re: MM8BDM V3b Released!
Post by: Knux on September 04, 2013, 01:47:58 AM
Why is it that support items (Tango, Rush, Treble) fall through 3D floors now? That's just screwy.
Title: Re: MM8BDM V3b Released!
Post by: SmashTheEchidna on September 04, 2013, 03:07:34 AM
Not just them; Sometimes you do, too. Usually happens when you teleport onto one.
Title: Re: MM8BDM V3b Released!
Post by: fortegigasgospel on September 04, 2013, 04:16:05 AM
Telepoints need to be placed a little over the 3d floor (as in not perfectly aligned) and make sure to use the Z-Height one.  Spawn points can't be placed on them. So try to keep these in mind.

As for the supports, no idea.
Title: Re: MM8BDM V3b Released!
Post by: Korby on September 04, 2013, 06:09:19 AM
Actually, the supports thing was a deliberate decision by the devteam. While I don't remember all the reasons, it was rather annoying when Rush and Eddie spawned above you and you couldn't use them, and it was possibly more annoying to enemies when Treble or Tango appeared out of nowhere and wrecked them.
Title: Re: MM8BDM V3b Released!
Post by: Knux on September 04, 2013, 01:54:36 PM
So that's what it was? Oh, come ON. I made a nice little trick for such a thing, but when v3b came out, it broke.

I'll PM you with the details, Korby.
Title: Re: MM8BDM V3b Released!
Post by: Messatsu on September 04, 2013, 10:53:46 PM
Of course telephoning actors go through 3d floors.  (Granted that was a massive pain due to engine bugs...unintended engine features) Ya don't exactly want to put eddie or rushjet into your opponents lap.  Not to mention it's not always obvious you're below a 3d floor (new gemini man for example)
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on September 05, 2013, 12:35:36 AM
Is it just me or was the map for Toad Man's stage rotated 180 degrees?

Also, how was the mirror in Roll's room fixed? Was it switching to a different Node builder, or was the map converted to UDMF format (unlikely)?
Title: Re: MM8BDM V3b Released!
Post by: Ivory on September 05, 2013, 12:51:51 AM
It was actually the activation linedefs that were the problem. I revamped the mechanics behind Roll's Wardrobe to help fix the problem. But no, neither Node Builders no UDMF would fix it.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on September 12, 2013, 01:34:04 PM
I suddenly got the idea to make it so that players emit air bubbles while they're underwater (thanks to the IsUnderwater flag item), except I can't visualise on how to make the bubble despawn when it reaches the non-solid 3D floor water surface.
Title: Re: MM8BDM V3b Released!
Post by: SmashTheEchidna on September 12, 2013, 01:37:11 PM
Can you give the same underwater flag to the bubbles themselves?
Title: Re: MM8BDM V3b Released!
Post by: -FiniteZero- on September 12, 2013, 03:50:20 PM
Well, in MM2, the bubbles don't go away when they hit air.
Title: Re: MM8BDM V3b Released!
Post by: Messatsu on September 12, 2013, 04:33:14 PM
As water physics are currently implemented in game, bubbles that disappear when they hit air won't work.  It probably could be possible with some clever coding, but it'd likely be more of a hack.  Never say never of course, but it's not as straightforward as it might seem.
Title: Re: foakleys
Post by: SmashTheEchidna on April 09, 2014, 11:46:05 AM
Quote from: "soxSedsursem"
*sniped*

SERIOUSLY. WHO ARE YOU PEOPLE. HOW AND WHY DO YOU KEEP COMING BACK.
Title: Re: MM8BDM V3b Released!
Post by: Beed28 on April 09, 2014, 02:00:33 PM
I just click the report button on them.

Also, you might want to edit out that quote (especially the hyperlinks).
Title: Re: MM8BDM V3b Released!
Post by: The_Broker on April 09, 2014, 03:10:55 PM
I'll just close this thread to prevent any further bumps from spambots.