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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: HD_ on March 17, 2012, 01:05:33 AM

Title: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: HD_ on March 17, 2012, 01:05:33 AM
This expansion is now under the management of Rozark!

Progress:

Maps:
Pharaohman MI: Done by Blaze and Knux
Drillman MI: Taken by Rozark
Diveman MI: Done by Knux
Skullman MI: Taken by Forte Gigas Gospel and SmashBroPlusB
Brightman MI: Taken by Jack Corvus
Ringman MI: Taken by TailsMK4
Dustman MI: Open
Toadman MI: Open

Remastered Music Pack: Open

Weapons: Done by Gummywormz

THE TEAM:

Rozark
Blaze McP
Gummywormz
SmashBroPlusB
Michael712
JaxOf7
Star Dood
fortegigasgospel
Jack Corvus
Knux
geno

Kudos to FCx for music and NemZ for MMV tilesets!

If you have any questions or suggestions, or would like to help out, feel free to let us know!

Enjoy!
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Magnet Dood on March 17, 2012, 01:34:39 AM
For Wily stage, you need- NEED- a bunch of items allowing you to get into any Joe vehicle you want.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on March 17, 2012, 01:59:05 AM
You told me to do Toad, I didn't think you wanted me to do Skull still, I'll see what I can do for both, also no new tiles except for the roller things from Uranus' stage from V and the Mirrors in Ring's MI stage, actor wise probable the Sphinx for Pharaoh would be a good touch as an actor that just sits there.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 17, 2012, 02:05:09 AM
Quote from: "fortegigasgospel"
You told me to do Toad, I didn't think you wanted me to do Skull still, I'll see what I can do for both, also no new tiles except for the roller things from Uranus' stage from V and the Mirrors in Ring's MI stage, actor wise probable the Sphinx for Pharaoh would be a good touch as an actor that just sits there.

In all honesty, it doesn't matter. If you choose to do both, I would like Toad done first though please.

I'll work on those props once I get my sprites from Star Dood.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: FCx on March 17, 2012, 02:13:13 AM
Check your PM inbox Human Destroyer
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Magnet Dood on March 17, 2012, 02:37:06 AM
Get your sprites for what? The Joes?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: NemZ on March 17, 2012, 05:58:59 AM
Feel free to use the tiles I made for MMV.  If you talk with the MMV project guys they may have already done all the work to cut the sheets up and convert them to map-ready graphics.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 17, 2012, 09:41:25 AM
Quote from: "Star Dood"
Get your sprites for what? The Joes?

Correct. ATM, I'm pretty sure you're our only spriter.

Also, thanks to FCx and NemZ!
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on March 17, 2012, 09:55:43 AM
Yay! Finally! I would have done this myself if I wasn't doing that other expansion....

I would take Ringman's map, but I don't think people would want me to do that. ACtually no, I will take it!

I was also thinking earlier that Pharaohman's map could be like his original but bigger and with more interesting stuffs inside and platforms around the outside of the top part, but eh.

If you're putting those fortress stages all together, then they better be large maps!

I think the final version should be out soon too. March 2012 was my prediction.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 17, 2012, 09:59:05 AM
Welcome to the team M712!
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hallan Parva on March 17, 2012, 03:16:11 PM
god damn it to hell

I wanted to do this so freakin' badly


ESPECIALLY THE WEAPONS :ugeek:



but whatever, good luck to you guys I guess
Title: inb4peopleyellatme
Post by: Gummywormz on March 17, 2012, 04:46:55 PM
Calling dustman's map right this phantosecond.

EDIT: Also may as well call pharaoh man because gimmicks everywhere.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 18, 2012, 12:19:47 AM
Welcome to the team.

Also, NOTE OF SPECIALNESS: I'm not doing the weapons, if someone else wants them go ahead.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on March 18, 2012, 01:42:07 AM
Quote from: "Human Destroyer"
Welcome to the team.

Also, NOTE OF SPECIALNESS: I'm not doing the weapons, if someone else wants them go ahead.
As I asked about on Skype it will be good to have it said here also on what items you plan to have added as well so we can set placeholders if we wanna put them in.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 18, 2012, 01:44:08 AM
Indeed.

All RM weapons, Rush Cannon, Wish Star, and Wire are needed.

Rush Search is being made for the MM8 expansion and Balloon is just a reskinned Rush Jet, so they won't be added.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Korby on March 18, 2012, 02:06:57 AM
Protip: Use a different yellow for taken.

My only thought is to check the maps and things you receive for quality. Aside from that, good luck.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 18, 2012, 08:26:52 AM
Fixed to make it easier on the eyes.

Also, I have a way to check maps for quality in mind, so this won't be just a bleh mappack with new music.
Title: Heheh, this will probably challenge my mapping skills
Post by: BiscuitSlash on March 18, 2012, 10:22:32 AM
2 ideas I had before for this expansion:

1) For the Rockman 4 MI maps (only these ones), all players start with the Rock Buster MI instead of the normal Mega Buster. The Rock Buster MI is like the charge buster from the YD classes mod, only it has RM4MI colours and graphics, the mid charge shot does around 15 damage and the charge shot is a fast 20(ish) damage ripper.

2) Sometimes Eddie can give you those special items that the recycle inhaler can give you. Here's what they will do:
-Met helmet: Randomly half's the damage you take, making that different sound effect when doing so. Only happens on occasion, like 1/32 chance.
-Trampoline: If you fall into a pit, you will be thrown upwards really high, taking about 20 damage.
-Spike guard: If you go into a spike, your health is set to 0 instead of 1, which could possibly stop you from losing a whole game. Gummywormz made shock guard already, but it will need to be modified to make the player go to 1 health.
Super Star (Shadowman's head piece): Increases the chance of a critical hit. Obviously if we aren't using critical hits, we don't use this.
Skull Amulet: I'm not certain on what this actually did. I think it saved you from dying sometimes (with the met helmet effect).
Energy Splitter (or whatever it's called): Collecting weapon refills has effect on all weapons instead of just one.

Might want to make this stay with the player the whole time, as until death may not be useful enough.
Title: Re: Heheh, this will probably challenge my mapping skills
Post by: fortegigasgospel on March 18, 2012, 05:56:51 PM
Quote from: "Michael712"
2 ideas I had before for this expansion:

1) For the Rockman 4 MI maps (only these ones), all players start with the Rock Buster MI instead of the normal Mega Buster. The Rock Buster MI is like the charge buster from the YD classes mod, only it has RM4MI colours and graphics, the mid charge shot does around 15 damage and the charge shot is a fast 20(ish) damage ripper.

2) Sometimes Eddie can give you those special items that the recycle inhaler can give you. Here's what they will do:
-Met helmet: Randomly half's the damage you take, making that different sound effect when doing so. Only happens on occasion, like 1/32 chance.
-Trampoline: If you fall into a pit, you will be thrown upwards really high, taking about 20 damage.
-Spike guard: If you go into a spike, your health is set to 0 instead of 1, which could possibly stop you from losing a whole game. Gummywormz made shock guard already, but it will need to be modified to make the player go to 1 health.
Super Star (Shadowman's head piece): Increases the chance of a critical hit. Obviously if we aren't using critical hits, we don't use this.
Skull Amulet: I'm not certain on what this actually did. I think it saved you from dying sometimes (with the met helmet effect).
Energy Splitter (or whatever it's called): Collecting weapon refills has effect on all weapons instead of just one.

Might want to make this stay with the player the whole time, as until death may not be useful enough.
Trampoline and Spike Guard must be new from the version I have, Beat did the Trampoline thing in Skull's Stage for you if you got him at the start.
Also the Skull amulet was basicly Undershirt from BN, you had to be reduced to 1 HP before dieing except by instant death.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on March 18, 2012, 06:06:10 PM
Quote from: "fortegigasgospel"
Trampoline and Spike Guard must be new from the version I have, Beat did the Trampoline thing in Skull's Stage for you if you got him at the start.
(Spoilers - Getting items from recycle inhaler)
(click to show/hide)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 19, 2012, 07:32:51 PM
abit of crashman was in drillman, wasnt he? (cant remember atm)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on March 19, 2012, 07:40:57 PM
Crashman in Drillman's stage and Waveman in Diveman's stage. If you use those temporary weapons well enough you access them. Not sure how we can put them in here though.

Also in my map I'll probably be adding some flying Up 'n' Downs that fly across the stage and possibly some saturn seekers. Personally I love to add decorate items to my maps to make them more interesting. If anyone else needs help with decorate items then please ask!
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 19, 2012, 08:57:05 PM
k. ill merely add a small crashman area then.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on March 19, 2012, 09:08:07 PM
I wouldn't add any Crash or Wave textures, those were holograms, even the rooms themselves were. They were also hidden secret bosses anyway protecting the Wire and Balloon adapters. No point in adding textures from that only showed during a hidden boss fight which then reverted to normal after the boss.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Gummywormz on March 19, 2012, 09:09:41 PM
I might be doing something with wave and crash eventually.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 20, 2012, 05:19:49 PM
then... ill use strictly drillman textures then.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hallan Parva on March 21, 2012, 11:50:42 PM
Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?

Also, I'm pretty sure someone already made a working Hell Wheel. Might wanna go ask nicely for it.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: FCx on March 22, 2012, 03:42:49 PM
Quote from: "SmashBroPlusB"
Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?

Also, I'm pretty sure someone already made a working Hell Wheel. Might wanna go ask nicely for it.
I did that Hell Wheel, but of course is very very outdated. Free feel to use it
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on March 22, 2012, 05:09:07 PM
Quote from: "SmashBroPlusB"
Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?

Also, I'm pretty sure someone already made a working Hell Wheel. Might wanna go ask nicely for it.
If you are going to do Pharaoh Shotgun may I make a suggestion, it was something HD and I talked about back when he was going to do the weapons.  Just too keep it from being too broken, make the shoots despawn after a short distance, keeping it a short range weapon like a real shotgun, that has a charge to it.

Just a suggestion.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Magnet Dood on March 22, 2012, 09:20:59 PM
Uh, I'd like to drop Dive Man's map for the time being.

I have to become much better first.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Davregis on March 23, 2012, 12:21:51 AM
My god, I love this game. I hope this mod won't die before completion.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 23, 2012, 02:19:04 AM
dont worry daveris, i plan on getting drillman done sometime during spring break (in a week or so). i wont give way to my part so easily. as for others, im not sure. im not them XD
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hallan Parva on March 23, 2012, 06:13:40 AM
Quote from: "fortegigasgospel"
Quote from: "SmashBroPlusB"
Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?
If you are going to do Pharaoh Shotgun may I make a suggestion, it was something HD and I talked about back when he was going to do the weapons.  Just too keep it from being too broken, make the shoots despawn after a short distance, keeping it a short range weapon like a real shotgun, that has a charge to it.

Just a suggestion.
Actually, I was going to make it so that every "level" of Pharaoh Shotgun deals identical damage; however, the projectile will shrink over time. By charging the attack to its highest level (and therefore greatly increasing its size) the projectiles will take longer to shrink themselves into nothingness, therefore increasing the attack's general range.

In short, you can rapid-fire the attack to blast at melee range, or you can charge up the attack for a mid-ranged spread. The charge will affect the range of the attack instead of the damage, making for a unique charge weapon.

I think you'll all be pleased with the creative tweaks I make to each weapon. I want every weapon to be unique enough from existing in-game counterparts that they "stand out" from the crowd, so to speak. In a sense, it's what Mike did to similar in-game weapons (Plant Barrier, Skull Barrier, and Star Crash for instance) by de-cloning them. Rather than have three one-time shield weapons, we have a healer, an invuln, and a hugger. I intend to do the same with the MI weaponry.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 23, 2012, 12:53:30 PM
so, i should definitely leave placeholder weapons then? is there going to be a code, like pharaoh shot = pharaoh shotgun?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Gummywormz on March 23, 2012, 01:58:53 PM
I say just use placeholders for now.
---
Request for all people making the weapons: please add an A_JumpIfInventory("MinimumActive",1,"MinimumShot"). In the minimumshot state, make it refire slower, and make the projectiles themselves slower (by just inherting from your original projectiles and changing their speeds, and make it shoot that). Also, if someone could rip the fully animated explosion effect, that would be nice.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on March 23, 2012, 03:17:49 PM
Quote from: "SmashBroPlusB"
Quote from: "fortegigasgospel"
Quote from: "SmashBroPlusB"
Does anyone mind if I claim the HCR Boomerang and the Pharaoh Shotgun?
If you are going to do Pharaoh Shotgun may I make a suggestion, it was something HD and I talked about back when he was going to do the weapons.  Just too keep it from being too broken, make the shoots despawn after a short distance, keeping it a short range weapon like a real shotgun, that has a charge to it.

Just a suggestion.
Actually, I was going to make it so that every "level" of Pharaoh Shotgun deals identical damage; however, the projectile will shrink over time. By charging the attack to its highest level (and therefore greatly increasing its size) the projectiles will take longer to shrink themselves into nothingness, therefore increasing the attack's general range.

In short, you can rapid-fire the attack to blast at melee range, or you can charge up the attack for a mid-ranged spread. The charge will affect the range of the attack instead of the damage, making for a unique charge weapon.

I think you'll all be pleased with the creative tweaks I make to each weapon. I want every weapon to be unique enough from existing in-game counterparts that they "stand out" from the crowd, so to speak. In a sense, it's what Mike did to similar in-game weapons (Plant Barrier, Skull Barrier, and Star Crash for instance) by de-cloning them. Rather than have three one-time shield weapons, we have a healer, an invuln, and a hugger. I intend to do the same with the MI weaponry.

Th-that is beautiful sounding and perfect.

Quote from: "Rozark"
so, i should definitely leave placeholder weapons then? is there going to be a code, like pharaoh shot = pharaoh shotgun?
Full blown placeholders yes.  I've already put Dust Crusher, Skull Barrier and Ring Boomerang in Skull's beta map to place hold the MI versions, so unless you plan on the normal version of a weapon to be in your map I'd use those.

Also for the person doing Pharaoh's, the different effects kicked in at specific points of the stage, hope that helps.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Gummywormz on March 23, 2012, 03:23:50 PM
I'm just making it so that a new effect is done every few minutes.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on March 23, 2012, 03:35:15 PM
Quote from: "Gummywormz"
I'm just making it so that a new effect is done every few minutes.
That works too. It certainly would seem like thats whats happening anyway. The part that gave it away was when you walk from the part with one effect into the reverse and you end up getting stuck a bit unless you quickly switch directions
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 23, 2012, 04:25:50 PM
in other news.. this morning i made the blueprints for drillman... and im loving it :D. (i might even start earlier than spring break :o)

Is there any gimmicks i should be aware of for drillman?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Gummywormz on March 23, 2012, 04:56:05 PM
Find out for yourself:

Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on March 23, 2012, 05:06:48 PM
Quote from: "Gummywormz"
Find out for yourself:

Hm, I'd say a very basic map and not too gimmicky, the most gimmicks were in the upper path at the start, the Uranus falling blocks and the ground man style up 'n downs.  Or the boss room.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 23, 2012, 05:17:34 PM
i suppose i could add crushers somewhere, but im not guaranteeing it for myself
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hallan Parva on March 23, 2012, 08:36:39 PM
Quote from: "Gummywormz"
Request for all people making the weapons: please add an A_JumpIfInventory("MinimumActive",1,"MinimumShot"). In the minimumshot state, make it refire slower, and make the projectiles themselves slower (by just inherting from your original projectiles and changing their speeds, and make it shoot that). Also, if someone could rip the fully animated explosion effect, that would be nice.
But no other weapon in the game does that, and we aren't making classes weaponry. Also, the MI weapons don't do that in-game, so why here?

I can also see that causing a problem with HCR Boomerang, the darn thing's finicky enough as-is (and I do NOT want a repeat of the infamous "Ring Laser Cannon" glitch). It might be a cool addition for, say, Water Cutter, but for some weapons -- mainly Hell Wheel (uses ammo as a timer), Pharaoh Shotgun (relies on ammo to fuel charges), and Drill Missile (oh god the horror) -- I really don't think it would pan out too well.

I'm actually supporting the whole "keep shooting a nerfed version" thing for Water Cutter ONLY, but other than that I don't think it's a good idea.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Gummywormz on March 23, 2012, 08:41:43 PM
It's for the minimum gimmick in Pharaohman's stage. There's no powerhalffiringspeed or anything like that.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hallan Parva on March 23, 2012, 08:43:53 PM
oh wow, in that case I read your statement COMPLETELY differently :ugeek:

In my mind, I thought you meant that the weapons keep firing if they have no ammo, just at a reduced rate. However, you were thinking of an alternate Fire state that just shot slower weapons at a narrower rate of fire. In that case, I'll happily oblige.

still think that Water Cutter should do the nerf lazer though
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 23, 2012, 08:58:58 PM
Um, I'll add that to Hell Wheel when I see if it's good enough.

Anyway, front page (finally) updated.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on March 30, 2012, 11:11:42 PM
Dive Man MI has some cool music. I just finished watching a perfect run of it, too. It has some crazy stuff which I never saw in an 8-bit Megaman game, which is pretty cool. I recently talked to HD on the servers and told him I can't map right now because I have my CTF maps to work on. Still, CTF isn't played at all lately what with the new CSCM and CSCC. And with the MM8 expansion coming soon, I think that's just another nail in the coffin for the mode.

So uhh, yeah. I'm interested in making Dive Man MI. Just so you know though, I have in mind making it a map like Ice Man, where it's separated into two areas. This is because I felt the underwater section has some relevant stuff to use separately, and I believe it can make for an interesting layout.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on March 30, 2012, 11:16:05 PM
my upmost of luck goes to you knux.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on March 30, 2012, 11:45:48 PM
Herpderp now I have to edit the first post.

Welcome to the team Knux!
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on April 02, 2012, 06:00:58 PM
I'm going to start sketching out my map soon. That way I'll have a better visual.

Also I'd like to take Rock Buster MI. It'll work great, and I promise I wont make it OP.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on April 02, 2012, 07:24:36 PM
Won't it just be the same as the Charge Busters from PU and YD/KY Classes? I think that if you're going through the trouble of making another Charge Buster, it has to work differently. In fact, since it isn't a requirement for this, why do it at all?

I don't even know if HD is fine with it anyway, but eh... I'm just saying it may be kinda pointless.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on April 02, 2012, 07:53:09 PM
My idea is that mid charge is a slightly bigger bullet that does 14-15 damage and fully charge is  large 15-20 damage ripper with the RM4MI charge shot graphics.

Personally I think it should replace the standard mega buster for the RM4MI maps.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on April 02, 2012, 09:19:17 PM
fully charge is large 15-20 damage ripper
15-20 damage ripper

You're kidding, right? A well aimed shot from that is a clean OHKO. That is, unless the ripping damage isn't Rolling Cutter rip-like OR if the damage is lower. Besides, there is already a Charge Buster that does ripping damage, and like I said earlier, it's not something that was planned for this.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on April 02, 2012, 09:26:35 PM
I'm not actually sure yet, but about 12-15 ripper and high speed. I'll have to play around with the damage a bit so that it does 30-50 damage maximum per attack.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on May 26, 2012, 11:04:43 PM
Jitterskull ate this post.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: TheDoc on June 01, 2012, 06:51:27 PM
Is there going to be an altfire for Spark Manbow that has a Flash Stopper effect?

Also, will there be a campaign for this?
Title: Our team really need to get cracking on those weapons.
Post by: BiscuitSlash on June 01, 2012, 06:56:47 PM
There will be a campaign, along with other stuffs in there. We're not telling you what they are though :mrgreen:

As for spark manbow, I don't think the team has discussed it yet.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hilman170499 on June 02, 2012, 08:56:39 AM
I know the test server is a closed test but what about combine all the wads into one .pk3 file?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on June 02, 2012, 02:53:24 PM
Quote from: "Hilman170499"
I know the test server is a closed test but what about combine all the wads into one .pk3 file?
We haven't yet because Skull and Dive are still undergoing touch ups.  They are pretty much complete but we are still making them better. I've sent like, 3 different versions of Skull in one day making quick changes suggested to me.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: OrangeMario on June 24, 2012, 10:32:01 PM
I'm curious to how the campaign will work, as far as some stuff go. just a few questions though, because the game finally has a completed storyline.

- Will Campaign work like the vanilla mm8bdm campaign works, or is there plans to make it an actual Adventure, going through the stages, surviving the horrifying amounts of enemies, defeating the bosses one at a time?
- Whats the approach to making bosses? as far as them being eather Bots, with custom weapons and actors, or Monsters just running around with custom attaks?
- Last question finally. Will Skullman's stage really include all the platforms that were used in RM4MI? (I kinda look foward to this one)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on June 24, 2012, 11:10:31 PM
Quote from: "OrangeMario"
I'm curious to how the campaign will work, as far as some stuff go. just a few questions though, because the game finally has a completed storyline.

- Will Campaign work like the vanilla mm8bdm campaign works, or is there plans to make it an actual Adventure, going through the stages, surviving the horrifying amounts of enemies, defeating the bosses one at a time?

There may or may not be something extraordinary to this campaign. Let's leave it at that.

- Whats the approach to making bosses? as far as them being either Bots, with custom weapons and actors, or Monsters just running around with custom attacks?

Depends on the boss.

- Last question finally. Will Skullman's stage really include all the platforms that were used in RM4MI? (I kinda look foward to this one)

Too difficult to get around. Don't worry, some of them are there, it's just...yeah, platforming doesn't work very well in an FPS...

Title: Re: [EXPANSION] Rockman 4 MI
Post by: Jc494 on June 25, 2012, 02:57:00 PM
HD said I can post this here, so yeah

(click to show/hide)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: OrangeMario on June 25, 2012, 04:59:51 PM
Quote from: "Jack Corvus"
HD said I can post this here, so yeah

(click to show/hide)

I'm half expecting that this stage will limit a player's vertical view, preventing them from seeing other players or projectiles if their not in the correct line of sight.

...3d floor magic?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: ? Manibogi ? on June 25, 2012, 05:03:26 PM
The Dr. Wily stage needs Petit Masters walking around like Junk Man's Cockroaches.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on June 25, 2012, 06:56:17 PM
Quote from: "Manibogi"
The Dr. Wily stage needs Petit Masters walking around like Junk Man's Cockroaches.
We've had a slight idea of what the Petit RMs could be used for (my idea). We will hopefully try to use them somehow, but we don't want to give too much away.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on June 25, 2012, 08:39:01 PM
Quote from: "OrangeMario"
- Last question finally. Will Skullman's stage really include all the platforms that were used in RM4MI? (I kinda look foward to this one)
Since I've pretty much completed Skull (just tuning it up a bit) I'll answer this as well.
Every would be hard to do, I tried making a map focused on platforming before but it was complained at over that so this one is different.  I focused on use of Hell Wheel instead (which means less platforming, sorry).  I did incorperate 3D floors like in the stage, and a gutslift. Also one other type of platform (thanks to Knux for).  If I were to put other platforms they would probably be background stuff, but I have added quiet a bit of detail.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Jc494 on June 25, 2012, 10:58:08 PM
Quote from: "OrangeMario"
...3d floor magic?

Sort of...  :ugeek:
Title: Making these are actually quite fun.
Post by: BiscuitSlash on June 29, 2012, 01:41:23 PM
Slight teaser
(click to show/hide)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: TheDoc on June 29, 2012, 07:30:19 PM
Quote from: "Michael712"
Slight teaser
(click to show/hide)

This makes me even more interested in this expansion. Also, are you going to do Balloon? If so, how would it differ from Rushjet?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on June 29, 2012, 07:41:57 PM
We'll probably be putting balloon in, but we haven't decided whether or not it will just be a rush jet appearance swap or something different. We haven't discussed it very much yet, so we are unsure.
(click to show/hide)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: JaxOf7 on June 30, 2012, 08:46:17 AM
Plans for Recycle Inhaler itself?
I'm up for it, sucking is my specialt- wait...
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on June 30, 2012, 09:50:00 AM
It needs to suck weapons in and randomly spit out health, wep energy, a Tank, or one of M712's items. (Don't worry about the items for now.) Also, the weapons need to be able to respawn.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: TheDoc on June 30, 2012, 04:34:35 PM
Quote from: "Michael712"
We'll probably be putting balloon in, but we haven't decided whether or not it will just be a rush jet appearance swap or something different. We haven't discussed it very much yet, so we are unsure.
(click to show/hide)

This could just be me not playing MM3 for a very long time, but Balloon seemed to go faster than Rushjet in all directions, so maybe Balloon could be a faster Rushjet?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: LlamaHombre on July 03, 2012, 10:29:15 PM
Any plans for Wily 4? If so, could I give it a shot?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on July 03, 2012, 10:55:07 PM
The current plan is to have the whole team work together on 1 Cossack stage and 1 Wily stage.

But if that doesn't work (likely) I'll give ya a call. ;)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hallan Parva on July 06, 2012, 02:20:35 AM
does that mean I'll have to draw, like, a quarter of a stage :lol:
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Dr. Freeman on July 06, 2012, 02:38:26 AM
Quote from: "Human Destroyer"
The current plan is to have the whole team work together on 1 Cossack stage and 1 Wily stage.

But if that doesn't work (likely) I'll give ya a call. ;)

Suddenly Objection!

I understand why you went with the route of one Cossack stage and one Wily stage, but basically every stage in MI (Except Cossack 2...) has a gimmick of some sort. Cossack 1 having the whole flight section, Cossack 3 having all the different water types, Cossack 4 having that electrical barrier thing, Wily 1 having Sniper Joes (Ok, not much you can do with that one in 8BDM....), Wily 2 having the high speed section (Is it possible to add wind or something? I feel like it is but I'm not sure) Wily 3 is that giant maze thing, and Wily 4 is...hard as balls Hologram-y(?)

I know it'd take like 40 more years of work, but with all the stage variety that MI offers it'd be cool to at least have a 2 stages for each castle.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on July 06, 2012, 07:27:28 AM
It'd still seem abit much...

Besides I originally suggested the teamwork on the castle stages idea and would like if that stayed.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on July 06, 2012, 01:06:20 PM
Obviously they will be big maps, but no, they will definitely not feature 4 full size maps with all gimmicks at once.

One idea I mentioned (which is probably the best choice) for Cossack map is that it could have the main inside part of the fortress with some outside parts (Cossack 2), a long distant part which you can get to by flying over there with Rush Jet (Cossack 1), parts that you can go down within the fortress to get to the sewer systems* (Cossack 3), and going up high to get the 4 towers (Cossack 4).

*To save space, probably best to only use 1 or 2 or the water types such as the first cloudy water

Problem is, it might be a little too big for some people. It'll need to be big to make sure it'll be exiting, but for the community's sake not MM3HARX times 8 size.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: TheDoc on July 06, 2012, 02:16:17 PM
Well, are you going to have Terra's weapon there? (and ballade and punk) I think someone made his weapon already...was it King Yamato?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: BiscuitSlash on July 06, 2012, 02:23:00 PM
I keep on talking about Punk/Ballade buster replacements from Eddie but the team keeps on saying that the much varied version of the weapon is already in the game. They do say we could have Terra's weapon, but it might have to be either edited or remade to match 4MI depending on how KY's version works.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Beed28 on July 06, 2012, 02:29:39 PM
No, I do not want to see the monster that is 4MI Spark Chaser being recreated in MM8BDM. D:

In other news, I can't seem come up with a decent layout for Toad Man's stage. :|
Title: Re: [EXPANSION] Rockman 4 MI
Post by: TheDoc on July 06, 2012, 03:44:58 PM
Speaking of Toadman's map, we should have the Shadowman frog for a secret boss! If you beat him, you get Super Star for the rest of the campaign.

For Toadman's map, you could have three levels? One would be underwater. The second could be above water, but still in the sewers.The third would be above ground with rain blowing you a certain direction?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on July 08, 2012, 07:45:42 PM
So here's the plan for the Cossack and Wily stages:

There are 4 sections of each stage, one representing each individual stage. Each person working on the map will be assigned a section to do based on their request. The team gets first dibs on all sections. If you would like to claim a section, you may post you would like to claim it only after I give the go-ahead. If you try to claim it, the team will vote on whether or not we will allow you to claim it.

If your name is on this list, you may post (or notify me in some other form) to claim a section OR say you will not do a section:

Beed28
Blaze
Gospel
Gummywormz
HD
Jack Corvus
Rozark
Michael712

Sections Claimed:

Cossack 1:
Cossack 2:
Cossack 3: Claimed by Blaze
Cossack 4: Claimed by HD

Wily 1: Claimed by Jack Corvus
Wily 2:
Wily 3:
Wily 4: Claimed by Beed28
Title: Re: [EXPANSION] Rockman 4 MI
Post by: TheDoc on July 08, 2012, 07:49:57 PM
4 stages in one? That's gonna be one hell of a map.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: LlamaHombre on July 08, 2012, 08:04:35 PM
Hey guys I'm an idiot who can't read english

I still think it'd be difficult to put four unique gimmicks in one map, but whatever's better for quality I guess.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Beed28 on July 08, 2012, 09:58:53 PM
I think Wily 4 would be great, I could have an upper section that's normal and the lower alien cave area.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: RedMettaur16 on July 11, 2012, 12:51:58 AM
Can I script the bot's "win" and "lose" words?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Dr. Freeman on July 11, 2012, 01:15:32 AM
Now I'm even more confused.
How are you going to fit all 4 Wily stages into one stage? Most of them I can understand. But the whole point of Wily 3 is that it has parts from every other stage ever so when you try to combine every stage ever with 3 other castle stages. It becomes the biggest map in the world.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on July 11, 2012, 01:24:50 AM
Quote from: "RedMettaur16"
Can I script the bot's "win" and "lose" words?
That would be pointless, we have 1 one skin in the works and its just another Shadow Man, all the other "Bots" are already in the 8bdm, so we won't need bot chats at all.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on July 11, 2012, 03:52:28 AM
You guys could just, you know, make four maps a la MM7 expansion. DC1 and 2 together, and 3 and 4 together. Same for the Wily stages. At least that way it won't be a soup of textures.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on July 11, 2012, 11:27:39 AM
How about we do a poll instead?

Polls are fun!
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Hallan Parva on July 11, 2012, 07:25:42 PM
how about you do this

Cossack Everything
Wily 1-2-4
Wily 3 (because it's a boss rush)
Wily Core

and why the hell am I not on the list
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on July 11, 2012, 07:37:34 PM
Because I thought you (literally) couldn't map?

I guess yu can if you want, but I'm not doing it for you...
Title: Re: [EXPANSION] Rockman 4 MI
Post by: OrangeMario on July 11, 2012, 07:53:46 PM
3 opinions incomming!!

#1 I voted for 8 seperate stages, because It would seem impossible, or prehaps very difficult and confusing which of the 4 cossack/wily stages to include. each stage has their own uniqe gimmics and traits that make them all different and memorable. besides, they all have different music tracks, and there would bound to be some angry fans ranting about "Why didn't you do cossack 1 instead of 3?!?"

#2 I've thought about Wily 2 being based on having a rotating circular room with a hole in the middle leading to the gradius-rippoff section, but idk what your plans are, so I must wait and see.

#3 Is there a concept or a idea on how the weapon *Toad will work? curious to know as it can seem alittle op...
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on July 11, 2012, 08:04:46 PM
Quote from: "OrangeMario"
3 opinions incomming!!

#1 I voted for 8 seperate stages, because It would seem impossible, or prehaps very difficult and confusing which of the 4 cossack/wily stages to include. each stage has their own uniqe gimmics and traits that make them all different and memorable. besides, they all have different music tracks, and there would bound to be some angry fans ranting about "Why didn't you do cossack 1 instead of 3?!?"

#2 I've thought about Wily 2 being based on having a rotating circular room with a hole in the middle leading to the gradius-rippoff section, but idk what your plans are, so I must wait and see.

#3 Is there a concept or a idea on how the weapon *Toad will work? curious to know as it can seem alittle op...


1.) Uh... Every stage would end up used... Music would work via ACS.

2.) I haven't gotten a chance to get on Skype today, but we will be discussing.

3.) I believe we settled for a giver weapon that rather than OHKOing nearby players, would morph them into a toad and debuff them temporarily.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: OrangeMario on July 16, 2012, 06:37:47 PM
ready for two more questions?

1) The weapon color schemes. will they be based on the corresponding Robot Master's beserk (when they change color at half health and throw more bricks at you) colors, or based on the origonal in-game colors you were given?

2) This. :I
(click to show/hide)

Please tell me this isn't gonna be in a regular DM Will this be somthing planned only for single player, or what? (Cause theres never enough Instagib weaponery in this already)
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on July 16, 2012, 08:00:35 PM
Quote from: "OrangeMario"
ready for two more questions?

1) The weapon color schemes. will they be based on the corresponding Robot Master's beserk (when they change color at half health and throw more bricks at you) colors, or based on the origonal in-game colors you were given?

2) This. :I
(click to show/hide)

Please tell me this isn't gonna be in a regular DM Will this be somthing planned only for single player, or what? (Cause theres never enough Instagib weaponery in this already)
In Game weapon colors were the exact same as the MM4 weapons, so far the weapons we have are different colors to allow differentiating between them.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on July 26, 2012, 04:07:49 AM
Hey hey hey hey guys

HEY

I'm taking off my map submission from this. Effective immediately. Feel free to delete the layout in the wad and use the textures, though. Later~
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Magnet Dood on July 26, 2012, 04:14:34 AM
B-but why? It's a rather nice map to me...
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on July 26, 2012, 05:43:41 AM
Well, I'll just say that I could've definitely done better than that. I know someone else can do a much better map.

In any case, I've made my mind, and I'm not taking a step back.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on August 10, 2012, 10:49:32 PM
*AHEM* IMPORTANT STUFF FOR ANYONE FOLLOWING THIS MOD PLEASE READ *AHEM*

I will be taking a two week vacation so I can relax and unwind. This means Blaze will be acting leader until my return. All questions, concerns, suggestions, and comments are to go to him until further notice. He is given permission to make any and all decisions until my return except the decision to remain as permanent leader.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Mr.shadow on August 12, 2012, 09:41:01 PM
wait wait wait, stop stop stop. You sure you want to jump Rockman NC?
Title: Re: [EXPANSION] Rockman 4 MI
Post by: HD_ on September 01, 2012, 10:51:10 PM
Progress report since I'm sure no one cares:

Jack Corvus has completed Bright Man (at least as far as I can tell since he was complaining about something with the brightness script) and Skull Man's been done for...quite a while now. We are waiting on:

Drill Man - Rozark needs to get his computer back of course.
Ring Man - M712 is a bit overloaded with things so it makes sense he's not done with this.
Toad Man - Not sure on this one, Beed couldja give me an update?
Pharaoh Man - From what I last saw of it, Gummywormz hasn't quite completed it.
Dust Man - Well, Gummywormz obviously won't be doing this until Pharaoh's done.
Dive Man - Well no one's expressed interest in redoing this stage yet, so nothing on that front.

...well, that doesn't sound too great. So on the weapons front, only Dive, Drill, and Skull are done in the RM weapon department, I know M712 is working on some extra little bonuses, no idea on the progress of Jax's Recycle Inhaler, and Smash hasn't done any of his weapons yet as far as I know. Rush Cannon needs tweaking but it's in there in rough form.

...welp.

Don't worry, this is still being worked on. WE SHALL PERSEVERE.

Thank you for reading this long post. You have successfully completed your attention span test.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: TheDoc on September 01, 2012, 11:19:06 PM
Considering this is my most favorite romhack, I'm hoping it doesn't spiral into the ground like 89% of the expansions started in this forum.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Rozark on September 02, 2012, 01:22:08 AM
Just another week and I'll have a new computer (I hope >.<)

I've transferred all of my files to my usb, meaning MagX and all my other maps are safe. With that off my mind, I plan on power mapping drill until it's finished.

So, soon HD. Soon.  :geek:

And.. I've got quite a tale of what I accomplished in the last 3 or so weeks, but I'll save that for Skype.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Beed28 on September 02, 2012, 11:25:31 AM
Well, I actually kinda forgot about Toad Man 4MI... was too busy with other stuff such as CTF Compo, Rockman No Constancy, but I did get the general layout for the top area done. I'll have to get to working on it again soon.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on December 04, 2012, 12:27:59 AM
That bump.

It seems that there are some people wanting to make this expansion, but they didn't know it already existed. I don't remember their names, but they had a long conversation yesterday in the servers about making skins and other things for this. So yeah, you guys might get some helpers soon since I told them about it. Good time to make the topic more obvious. *cough*

Some shit happened in the past, but what's done is done. I've found ways to further compress music file size, so tell me if you need that.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: fortegigasgospel on December 04, 2012, 02:02:32 AM
I may be up for redoing the work I did the last time I re-recieved SkullMI from someone (I think it was Jack). It was kind of, me being a bit too detail attentive stuff. Also would need blue sky Skull texture's again cause that was the main thing I had done.
Title: Re: [EXPANSION] Rockman 4 MI
Post by: Knux on December 04, 2012, 03:05:48 AM
I have that. You'd need to wait until Thursday, though.

...Or perhaps not! (http://www.videogamemaps.net/maps/nes/megaman4/Skull%20Man's%20Stage%20-%20Mephea.png) Good luck with this pic, though. Could be a bitch to handle.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on June 01, 2013, 12:48:30 PM
Ladies and Gentlemen, I am pleased to announce that this expansion is back up and running with one small catch: I'm running it now. I assure you that this expansion WILL see the light of day, even if I have to manually make that happen. Now in the driver's seat, we could use some passengers, engineers, and maybe an icecream expert to assist in this journey. HD has graciously updated the first post for me to prevent a new topic from being made/cleanliness. We need mappers. If you wish to contribute your mapping expertise I only request a few things. One being a proof of your previous work to determine if you're eligible and the other being your motivation, devotion, and possibly sweat to this project. I also want to add that besides the maps HD listed are a single Cossack and a single Wily map. Weapons are done/thanks to Gummywormz, and "Shadowman on a frog" and "Petit Robot Master Army", along with any other skins, are available at the time of me posting this.

If you are interested, please contact me via PM or Skype.

Thank you for your cooperation and may this expansion be a success!
-Rozark Kyouko
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: doofusroad on June 04, 2013, 02:20:19 PM
OH MY GOD IT'S ALIVE.

Aside from that, I am really excited for what the expansion will have in store.

P.S. Is there going to be additional content of the source game's bonus mode when the mode is released?
Title: Re: Making these are actually quite fun.
Post by: TheDoc on June 04, 2013, 09:13:02 PM
Quote
Weapons: Done by Gummywormz

So are these
Quote from: "Michael712"
Slight teaser
(click to show/hide)
done as well? Or are they even being put in anymore? Should I stop asking questions? :)
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on June 05, 2013, 06:25:47 AM
Ah yes, the upgrades from Recycle Inhaler.
We've got a guy for that  :cool:
As for the bonus mode, as it felt incomplete/to my knowledge at the time of writing this, there wouldn't be anything planned for it.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on June 20, 2013, 09:08:40 AM
4MI Dive Man is finished, so I thought I'd-- nah, redacted.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: -Daiki-TheOni on June 20, 2013, 10:17:15 AM
looks cool! 1 map finished, less work to do, less time to wait.
(good job, Knux, dat veteran maper)
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on July 16, 2013, 02:11:38 PM
(click to show/hide)
Prop testing, har.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: -Daiki-TheOni on July 16, 2013, 02:42:16 PM
Quote from: "Knux"
(click to show/hide)
Prop testing, har.

Awesome !!! ?(´?`?)
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on July 24, 2013, 01:33:49 AM
Yes it is and more is soon to come  :cool:
Also people should volunteer to contribute to this thing because we have cookies.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Geno on July 25, 2013, 10:50:30 PM
I wanna do something! (Even though I have a few things of my own to finish)

I stink at mapping, cannot code weapons OR actors, but (as you probably noticed somehow) I am GREAT at spriting.

And I want to help because
A) I like Rockman 4 Minus Infinity
B) I want to see this expansion finished
and most importantly
C) I already contributed something to this expansion (Ammoner sprites)
In fact, here it is wow.
(click to show/hide)
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: ZeStopper on July 25, 2013, 10:54:09 PM
I can be the ice cream guy!
But I have a question regarding music. Is it from the actual game?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: FTX6004 on July 25, 2013, 10:56:15 PM
Well i wish i could sprite in this expansion too if you guys needs a other spriter.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on July 25, 2013, 11:13:53 PM
+1 Geno for spriter. Holy shit, dude, I was hoping you applied! :D
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: ZeStopper on July 26, 2013, 06:27:03 PM
Actually I will do music so sign me up. But I still have questions.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: fortegigasgospel on July 26, 2013, 06:37:53 PM
Hate to burst your bubble man, but we already have all the music for this.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on July 26, 2013, 06:39:48 PM
Quote from: "ThePlayer"
Actually I will do music so sign me up. But I still have questions.

Sorry, but we already have all the music needed.
EDIT: Freakin Ninjas
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: ZeStopper on July 26, 2013, 06:41:23 PM
Aw, can I do anything else other than spiriting for skins?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: FTX6004 on July 26, 2013, 06:54:20 PM
Yeah i have thinked to sign up for spriting.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on July 27, 2013, 04:45:34 AM
Thank you for your motivation, however, we have enough spriters on the team right now.
We really only need mappers now.
If any sudden things occur then I'll be sure to let you know.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on August 07, 2013, 07:30:15 AM
Are we dead yet? Nope.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Magnet Dood on August 07, 2013, 02:43:19 PM
Nothing against whoever did it, but T. Khamen's color scheme doesn't look so hot. Might want to look into cutting down on the colors. Rotation is great though, nice work on that.

Nice to see some custom props entering the mix.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on August 07, 2013, 06:25:36 PM
I'm aware of the colors. I'm just using what I got for the moment, though.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: TheDoc on August 07, 2013, 09:06:06 PM
/me wants to shoot T. Khamen for teh lulz
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on August 18, 2013, 12:30:16 AM
(click to show/hide)
Last screenie of 4MI Pharaoh.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on August 18, 2013, 10:38:26 AM
Just a reminder to people casually strolling this thread: At this time 4MIDUS/4MICOS/4MIWIL are still open and 4MI wants YOU to be amazing and map for us. Standard entry rules still apply thank you for your time come out and support this expansion
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on August 20, 2013, 05:20:39 PM
Toadman MI is also available, but I'd much rather have someone with time, motivation and enough skill go map it. I included unused textures and a Pole Egg actor that's great for decoration, and I wouldn't want to see them go to waste.

In any case, anyone who wants to take on it has a head start. Ask Rozark for the file if you're interested.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on October 03, 2013, 07:02:16 PM
This has been stagnant for longer than I care to remember, therefore, I have decided to release 4MI Dive Man and 4MI Pharaoh Man to the public as a demo!

http://www.mediafire.com/?i0ithhvno990s62 (http://www.mediafire.com/?i0ithhvno990s62)

To load things properly, take the files that aren't the two maps and place them in your skins folder. That's the map music. Then, open the MM8BDM launcher and load the two maps.

Some things to note, though:

- The 4MI weapons are absent from the map, and will be seen as red <!> symbols. This is normal, because I'm not spoiling what wasn't made by me.
- 4MI Pharaoh must be played alone (no bots or other players), as there is a bug with the curses where everybody in the map gets them. This may or may not be fixed at a point, depending if people actually get up and do work. Perhaps, possibly, how about why.

Feedback's welcome, of course. Also this wasn't agreed on by anyone else in the team, though seeing as this expansion hasn't been moving for almost one year and a half now, I reserve the right to release what I worked on.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Russel on October 03, 2013, 07:23:16 PM
I definitely like the layout of both of these maps, they flow nicely, they don't have any explicit blockages or slows in movement, decent weapon sets.

But, 4MIPHA's gimmick, while colorful, may obstruct deathmatch horribly. Specifically the area where you get your weapons force-switched. Being a modder for this game, not only do I know this will have negative effects on the game, but it is also likely the most complex gimmick due to the requirement of polling every weapon in the game and swapping them randomly. Just wanted to be sure you were aware of these issues before you continued.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on October 03, 2013, 07:26:37 PM
Fortunately, the Roulette area is quite small and you only need to go there for Rush Coil to reach a certain item. There's also Pharaoh Shotgun, but you can get that in TutanKhamen's room as well. If the weapons were loaded, anyway.

Also, 4MI was a gimmick factory in itself, so expect plenty of it in most of the maps.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Superjustinbros on October 05, 2013, 06:17:19 AM
Just wondering, have the weapon icons for the 4MI weapons ever been made for anything that didn't use a new icon in 4MI?

For the campaign (if it's ever completed), would it be possible to have a secret Shadowman boss fight prior to the campaign's final boss where you obtain the legendary ?Dagger and get your attack power permanently doubled?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on October 05, 2013, 01:12:12 PM
Long and behold, I arrive with 2 things.

1: Some of you may or may not be aware of a sudden "break" from pretty much everything that I've taken for the past.. 3 weeks now? Once I return I'll get everything booted up again, It's just the last break before the real final wave of work I need to get done. I apologize in the mean time for this "unexpected" break.

2: Noone authorized that release because you ragequit the 4MI chat because you PMS/Drama'd everywhere Knux. I didn't want that, I wanted work, not a negative attitude.

PS: Authorized to release the demo. HA!

Love, Rozark Kyouko
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on October 06, 2013, 12:03:38 AM
Quote from: "Rozark Kyouko"
1: Some of you may or may not be aware of a sudden "break" from pretty much everything that I've taken for the past.. 3 weeks forever now?
I fixed a thing.
Quote from: "Rozark Kyouko"
2: Noone authorized that release.
If nothing is done and a lot of time passes, it's only natural for me not to give that much of a fuck. I also recall you not caring about stuff being leaked, so suck it up.
Quote from: "Rozark Kyouko"
I didn't want that, I wanted work, not a negative attitude.
Says the first person who didn't bother to do work, meet deadlines, or even offer helpful insight. How pathetic. And making memos doesn't count, either. We all knew what we had to do, but only so few did their part. Overall, working on this was a heavy disappointment because of the apathetic attitude toward progress there was... I mean, is, in general.

I also didn't see you shitting on Gummywormz when he released some of the 4MI weapons in his pack. Though I guess you can't really argue if you don't bother to do anything other than:

*Rozark sees progress*

*Rozark leaves again*

You weren't even busy with real life, as you confirmed plenty of times. You were always just fucking around with the project, wearing the leader hat and looking like a hypocrite.

I'm not reading your wall of angry text, by the way. Shove it where the sun doesn't shine.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on October 06, 2013, 09:52:22 AM
Knux.
Forever would imply before I was born, so no, that isn't true. 3 weeks however, IS true.

Nothing was done? People were getting stuff done, you're just mad because I delayed 4MIDRI for so long (Apologies) which NOW has progress. It's you, in that attitude. You're going to leak and there isn't anything I can do to stop you.

I'm now working on 4MIDRI.. I never assign deadlines/hate them/pretty sure you also know that, and I was ASLEEP most of the time because I sleep during the day and am awake at night, and finally when I get around to reading it, they already have so much advice that it would've been a rehash of what was already said. An exception to this was 4MIRIN, where I DID PM Tails and answered his questions/assistance. Also, the memos, the only real thing I can do in a fan expansion to a fan game where it isn't their job to do this. It's volunteer work. Life and other things come before this, and that's why fan expansions rarely see the light of day. Now, let's say this was core. People would be all over this like free hotcakes and I could fire slackers as I please. Right, that. It isn't like there's anyone waiting in line to do stuff for the expansion, because there isn't. I've advertised and tried convincing people to join. Nothing.

SmashBro and pretty much everyone can vouch for me here when I say "I don't know weapon layouts"
The most famous of mine being that I placed Junk Shield in a map with no counter.
Which also lead me to find out: I'M NOT GOOD AT WEAPON BALANCE
Therefore, my 2 cents on any weapon advice would've been worthless and most of the times, was, shot down the drain.

You're right, I wasn't busy with real life, I was working on Rozpack and Covert Quarry among other projects that I'm doing. Just because I'm not busy with real life doesn't mean I'm busy with other things. 4MIDRI was on the list, it finally appeared at number 1, and hey, look, Doombuilder framework being worked on whenever I get motivation to map. I never wore a leader hat; I wore executive pants and booted you out when you won Prom Queen, after which I went to the tailor and got bigger executive pants and moved on with the expansion.

Ok, don't read 5 paragraphs. The thing is, I know you will. You always do. You care about this expansion, and you care to see this finished, as I do.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Goomba98 on November 26, 2013, 11:36:15 PM
Dive Man MUST have Mirror Buster and Water Wave, and their owners as bots in the campaign. Ditto for Drill Man, with Sakugarne and Crash Bomber. Also, will there be Cossack and Wily stages? If so, there should be four of each, considering the nature of the hack (and Cossack 4 MUST have Screw Crusher, Ballade Cracker, and Spark Chaser (when the latter enters the core) and their owners as bots).
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Linnie on November 27, 2013, 04:18:28 AM
Quote from: "Goomba98"
Dive Man MUST have Mirror Buster and Water Wave, and their owners as bots in the campaign. Ditto for Drill Man, with Sakugarne and Crash Bomber. Also, will there be Cossack and Wily stages? If so, there should be four of each, considering the nature of the hack (and Cossack 4 MUST have Screw Crusher, Ballade Cracker, and Spark Chaser (when the latter enters the core) and their owners as bots).
I think the current version of 4MIDIV does have Mirror Buster, and I don't think having 8 post-RM stages is necessary. Most Megaman games have 4 Wily stages and some have another 4 stages, but most of the core doesn't have an equal amount of stages to the number in the game (except 7, which has all four Wily stages). I think there shouldn't be any more than 2 Cossack stages and 2 Wily stages (and possibly less than that), unless someone on this dev team is really itching to expand the map list, and considering this expansion has been in development for eighteen months, I don't think it's a big deal if it only has 10-12 maps instead of 16, since the core doesn't ever have more than that for their game adaptions.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: TheDoc on November 27, 2013, 05:59:18 AM
Quote from: "Rozark Kyouko"
I also want to add that besides the maps HD listed are a single Cossack and a single Wily map.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on November 27, 2013, 10:18:01 AM
Yea, there's just 1 of each right now for time conservation reasons.

Relevant:

(click to show/hide)

So, if any of you fine Gentlemen and/or Ladies wish to assist in this expansion, please do. I.. I just..
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: TheDoc on November 27, 2013, 04:49:35 PM
I wonder if I cou-
Quote from: "Rozark Kyouko"
Half decent mappers.
Never mind. *goes to view unread posts*
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Jdude330 on January 01, 2014, 02:13:51 PM
If this died AGAIN, can I get gummy's weapons? I played through it again to have fun with HCR Boomerang.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Gummywormz on January 01, 2014, 06:40:11 PM
All of the weapons are in my DIRP pack. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4251)
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Jdude330 on January 03, 2014, 01:43:28 PM
Quote from: "Gummywormz"
All of the weapons are in my DIRP pack. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=4251)
ok, thanks
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Skunk on March 18, 2014, 06:42:53 AM
I didn't want to go through the whole thread, so I apologize, but why aren't the fortress levels getting done? Cossack 4 would make an awesome deathmatch map and... well... I'm not even sure how you would pull off Wily 3 but I'd love to see it in all of it's confusing glory.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on March 18, 2014, 06:55:10 AM
Quote from: "Skunk"
I didn't want to go through the whole thread, so I apologize, but why aren't the fortress levels getting done? Cossack 4 would make an awesome deathmatch map and... well... I'm not even sure how you would pull off Wily 3 but I'd love to see it in all of it's confusing glory.

The fortress levels actually are planned/included. The thing with those though is that instead of 8 maps to represent them, there's 2- One Cossack and One Wily. Each map would be a summary of their overall 4 parts, or would just be a rendition of what we believe is the "best part". That way there's only 10 maps in the expansion, which means that if people ever got work done around here it wouldn't be too much. Considering how we already have 2/10 maps done I don't see why work is such an issue.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Fr3akGamer on April 16, 2014, 01:51:35 PM
Are there going to be any special scripts in 4MIPHA? For example, the thing that makes you walk backwards or constantly jump like in the original? Will you also include custom things for the statues of Heat, Flame, and Fire, which will shoot fire like in the original? If there are plans to include any such thing, I can help with that. You name it, I game it!
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: TheDoc on April 16, 2014, 09:06:57 PM
Knux released a demo for 4MIDIV and 4MIPHA, and those had the special scripts you speak of, but I don't remember the RM statues.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: PotatoStrike on April 17, 2014, 06:53:16 PM
Can we get a demo of your EP?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Vajaran Nall on July 15, 2014, 09:55:42 PM
what about a mission mode expansion?
Title: I swear I had something clever to put here regarding posts
Post by: Rozark on July 15, 2014, 10:03:26 PM
Hi.
There isn't even a possibility of mission mode existing for this until the main expansion gets completed.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Superjustinbros on October 02, 2014, 01:34:46 AM
I'll just go and leave these here for anyone who wishes to use them:
(http://i913.photobucket.com/albums/ac331/Superjustinbros/Sprite%20Sheets/62984_zpsbcc98c57pngoriginal_zps4ef5f609.png)
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: PotatoStrike on October 04, 2014, 12:43:14 PM
I don't know if it's the good place for that.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Magnet Dood on October 04, 2014, 05:17:47 PM
This technically is the right place for it. It is the Rockman 4 MI expansion topic, after all.

The extremely dormant Rockman 4 MI expansion topic to be sure, but it still counts.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: BookofDobson on October 04, 2014, 06:11:33 PM
Quote from: "PotatoStrike"
I don't know if it's the good place for that.

Why wouldn't be?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: BookofDobson on October 10, 2014, 02:03:29 PM
Sorry for the double post but I think I can help out since I'm doing Cossack 1 map... Or should there be two?

And what do you mean by remastered music pack? I think I can get that
Title: Sandman
Post by: Rozark on October 10, 2014, 03:55:20 PM
Quote from: "BookofDobson"
Sorry for the double post but I think I can help out since I'm doing Cossack 1 map... Or should there be two?

And what do you mean by remastered music pack? I think I can get that

Despite 4MICOS being open (Just one map, not two. Combining significant elements from all cossack stages is important here), I wasn't aware that I gave you the "thumbs up greenlight lets go" to make a map for this unless it isn't related.

ANYWAYS, if you want "said" map to be accepted, I'll need screenshots and examples because quality control.

I forget what the motive/drive behind the remastered music pack was; I think it was something along the lines of using the actual songs used for the stages instead of their remixes. That doesn't sound right and if anyone else on the devteam could give me clarification that'd be neat >_>
Title: Re: Sandman
Post by: BookofDobson on October 10, 2014, 04:59:30 PM
Quote from: "Rozark Kyouko"
Quote from: "BookofDobson"
Sorry for the double post but I think I can help out since I'm doing Cossack 1 map... Or should there be two?

And what do you mean by remastered music pack? I think I can get that

Despite 4MICOS being open (Just one map, not two. Combining significant elements from all cossack stages is important here), I wasn't aware that I gave you the "thumbs up greenlight lets go" to make a map for this unless it isn't related.

ANYWAYS, if you want "said" map to be accepted, I'll need screenshots and examples because quality control.

I forget what the motive/drive behind the remastered music pack was; I think it was something along the lines of using the actual songs used for the stages instead of their remixes. That doesn't sound right and if anyone else on the devteam could give me clarification that'd be neat >_>

Well, I just happened to be doing it. If it is accepted or if I can be on the team , yay. If not, that could just be my stand alone.  So yea, totally your decision.

Anywho, yea I could get the actual source material for all the BGMs in that hack if that's what it means.
Title: Re: Sandman
Post by: fortegigasgospel on October 10, 2014, 06:38:30 PM
Quote from: "Rozark Kyouko"
Quote from: "BookofDobson"
And what do you mean by remastered music pack? I think I can get that

I forget what the motive/drive behind the remastered music pack was; I think it was something along the lines of using the actual songs used for the stages instead of their remixes. That doesn't sound right and if anyone else on the devteam could give me clarification that'd be neat >_>
I don't remember anything about it actually. I don't think I missed it though. Was just kinda, there.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: BookofDobson on October 17, 2014, 11:50:46 PM
I'm coming back with my tail between my legs to say I'm not doing DC1, I'll do dust...

And I will get the music pack ready
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: fortegigasgospel on October 18, 2014, 12:32:14 AM
I'm already doing Dust.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: BookofDobson on October 18, 2014, 02:12:33 AM
Huh? Aww man. I'm almost done too... Could we at least put DusX or something?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: fortegigasgospel on October 18, 2014, 04:21:22 AM
Mines pretty far, needs touching up, who knows maybe yours is better.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: BookofDobson on October 18, 2014, 04:43:55 AM
I have the same progress as yours and I may upload it tonight :/
Title: Plot Twist: I'm actually content
Post by: Rozark on October 18, 2014, 01:05:07 PM
Oh man all the best things happen while I'm asleep.
I'm sad now.

But now I'm firmly telling you that dust is already taken by gospel over there, and the map list (for future reference as of October 18th 2014) is right here:

MAPS:
(5 frags left plays boss, 1 frag left plays crit boss)
4MIPHA: Blaze and Knux        - FINISHED  
4MIDRI: Rozark Kyouko           - WIP
4MIDIV:                       - OPEN
4MISKU: FGG x SmashBro   - WIP
4MIBRI: JC                      - WIP
4MIRIN: Llamahombre           - WIP
4MIDUS: FGG              - WIP
4MITOA:                  - OPEN
4MICOS:                 - OPEN
4MIWIL:                 - OPEN

As you can see, I didn't really have a problem with you doing Cossack because, well, no one had taken it. However, this I do have a problem with. I'm going to go with "Whichever is the better quality of the two".
Title: Re: Plot Twist: I'm actually content
Post by: BookofDobson on October 18, 2014, 03:30:21 PM
Quote from: "Rozark Kyouko"
Oh man all the best things happen while I'm asleep.
I'm sad now.

But now I'm firmly telling you that dust is already taken by gospel over there, and the map list (for future reference as of October 18th 2014) is right here:

MAPS:
(5 frags left plays boss, 1 frag left plays crit boss)
4MIPHA: Blaze x Knux           - FINISHED  
4MIDRI: Rozark Kyouko           - WIP
4MIDIV: Knux              - FINISHED
4MISKU: FGG x SmashBro   - WIP
4MIBRI: JC                      - WIP
4MIRIN: Llamahombre           - WIP
4MIDUS: FGG              - WIP
4MITOA:                  - (OPEN)
4MICOS:                 - (OPEN)
4MIWIL:                 - (OPEN)

As you can see, I didn't really have a problem with you doing Cossack because, well, no one had taken it. However, this I do have a problem with. I'm going to go with "Whichever is the better quality of the two".

Alright fine. I was suggesting putting both in the beta release to get wider opinions but ok. However...
Quote from: "Roz"
Combining significant elements from all cossack stages is important here

eww... maybe  I will put in a rush jet segment... but the burst water i won't do
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Rozark on October 18, 2014, 08:49:10 PM
Due to the complaints from someone who likes to make maps for projects or mods then pull them for their own selfish reasons and no longer wishes to be affiliated with this expansion anymore, the map list has been updated.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Korby on October 18, 2014, 09:09:05 PM
why haven't you made a new topic yet
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: BookofDobson on October 18, 2014, 09:38:46 PM
Quote from: "Rozark Kyouko"
Due to the complaints from someone who likes to make maps for projects or mods then pull them for their own selfish reasons and no longer wishes to be affiliated with this expansion anymore, the map list has been updated.

annnd where can I see that?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: TheDoc on October 18, 2014, 10:00:02 PM
Quote from: "BookofDobson"
annnd where can I see that?

On the same page as your post.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: BookofDobson on October 18, 2014, 10:01:24 PM
Quote from: "TheDoc"
Quote from: "BookofDobson"
annnd where can I see that?

On the same page as your post.

Oh.. Kunx...
I'm so blind :?
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on October 18, 2014, 10:49:06 PM
Quote from: "Rozark Kyouko"
Due to the complaints from someone who likes to make maps for projects or mods then pull them for their own selfish reasons and no longer wishes to be affiliated with this expansion anymore, the map list has been updated.
It's painfully obvious that this was directed at me for whatever reason, so I'm gonna leave this here for clarification on how he came to that conclusion.
(click to show/hide)
Just a FYI though, I do not enjoy pulling submitted maps from expansions or what have you. When said things spend years with no signs of progress (or even talk about it), it is only natural for me to want to give use to the things I made. Besides, I thought that we were clear that I had pulled the map when KNDM was made back in May.

tl;dr - I technically don't mind that the layout for 4MI Dive is used. However, because it would be redundant, I HAVE to mind. That, Rozark, and the fact that you're suddenly going apeshit on all this with no good reason is preventing me from helping you find a good solution to the issue.
Title: Take a Joke
Post by: Rozark on October 18, 2014, 11:18:57 PM
I don't understand why you're being so picky on something that is receiving attention after months.
And you're picking on my notes.
"my" notes.
See, if I were you, whenever this expansion is finished, if I wasn't credited properly in the end credits then I'd be throwing this fit.
But no, you're throwing a fit over my notes.
The notes that aren't set in stone and have been edited over and over again.
Notes. Beta.

To "please" this, I won't joke around with your credits any further.

That statement above was merely me acknowledging your questionable unmoral choice to remove maps from expansions after promising that they would be for said expansion.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Knux on October 19, 2014, 12:31:09 AM
"Post subject: Take a Joke"

All of that certainly didn't seem remotely like a joke. Don't preach to me about morals when you're the first one to break them, especially without any valid reasoning behind it other than attempting to save your pride.
Title: Re: [EXPANSION] Rockman 4 MI (Under New Management!)
Post by: Korby on October 19, 2014, 01:00:45 AM
So while I'm not fond of either of your behaviors at this point, Knux is technically right, Rozark.
It's his work, he can do whatever he wants with it. If that means pulling it from stuff, then you better pull it from that thing.
If you're upset about that then that's tough. Gonna have to suck that one up.
Knux, I can understand why you're upset, but it's still not very nice to report a random post for something as trivial as backseat moderating.
Rozark, make a new topic and stop being unnecessarily hostile to Knux. It's not nice.
A word of advice to both of you: drop it. Nothing will come out of arguing.

In case you were wondering, I haven't decided if I'll be warning either of you for this. Let's keep it that way.

Let's kiss and make up now, okay?
(http://cdn.sheknows.com/articles/basket-of-puppies.jpg)