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May 17, 2014, 02:42:56 PM
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Offline CutmanMike

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MM8BDM V4A - V4B Roll Call!
« on: May 17, 2014, 02:42:56 PM »


Mega Man fans rejoice, as Mega May continues to explode with new Mega Man content and announcements! As expected, Cutstuff continue the celebrations with a new version of Mega Man 8-bit Deathmatch! This update includes Mega Man & Bass content, a game that was released on the Super Nintendo originally in Japan only but eventually made it's way onto GBA around the world. Did you know: Capcom made Mega Man & Bass on the SNES for kids who weren't rich enough to own a Playstation to play Mega Man 8?

Trailer:


Changelog:
Spoiler for Hiden:
[New Content]
- Added MMBMUS
- Added MMBTEN
- Added MMBAST
- Added MMBDYN
- Added MMBCOL
- Added MMBGRO
- Added MMBPIR
- Added MMBBUR
- Added MMBMAG
- Added MMBKIN
- Added MMBDW1
- Added MMWTBRG
- Added MMWTMWS
- Added MMWTHSH
- Added MMWTDW1
- Added MMWTDW2
- Added 9 new MM&B Weapons
- Added 4 new assist items

[Core/Misc]
- MM7 and 8 FC titlescreens replaced with recreations of the true title screens. (Credits: Geno)
- Circuit Board pickup message has finally been changed.
- Added Lava Splashes for lava floors.
- Introduced a new ResetPlayerStats item. This item can be used by modders to reset a player values back to spawn values easily.
- Death to Wind Storm or Gravity Hold now results with players being launched to the ceiling and then exploding.
- Character props now sink in snow.
- Kyorown damage nerfed to 25
- Gutslifts now have states for allowing them to travel North - South. Gutslifts can also use args to set custom speeds.
- Shadow and Yamato Man removed.
- Energy bars are recolored via TEXTURES as opposed to being their own graphics.
- Loads and loads of sprite file size optimizations.
- Trains and Spring Man boxing gloves now use their own damage types.
- Mr. X Team replaced with King Team
- All teams now feature unique Win/Lose themes. Including Light team which differs from the default non-team win/lose.
- Slash Man 10 is now primary Slash Man, the FC Slash Man is now known as SlashMan-RM7FC
- InstaGib Mode now increases player speed by 25% and jump height by ~40%.

[Weapons]
- All weapons had their obituaries moved onto the projectile itself.

Buster Weapons
- Mega Buster now has flash/noflash frames to fix the noflash bug. All other Buster weapons now inherit from Mega Buster.
- Proto Buster now uses the same charge counters as the other charging weapons do (weaponcharge).
- Bass Buster Upgrade pickup message fixed. Bass Busterís added stun removed.
- Proto Shield, Super Adaptor Wings and Treble Boost Wings all translate with team games.
- Arrow Busterís spread adjusted.
MM1 & PU
- Rolling Cutter, Fire Storm, Hyper Bomb have new icons.
- Super Arm no longer produces the rock fragments on a direct hit.
- Fire Storm shield returned to dealing radius damage (6 damage, 64 radius). The shield is now slightly transparent.
- Time Slow halves movement speed when used.
- Oil Slider Sled damage nerfed (18 -> 16)
MM2
- Air Shooter unused code removed, new icon.
- Bubble Leadís initial projectile now has the same height/radius as the travelling bubble. New icon
- Leaf Shield has a new icon. Leaf Shield projectile is now a ripper.
- Atomic Fire, Crash Bomb, Quick Boomerang have new icons.
MM3
- Magnet Missile homing buffed.
- Needle Cannon can now hit-stun.
- Top Spin only spins for ~2.4 seconds before stopping. Damage buffed to 35 (from 25)
MM4
- Skull Barrier can be turned on / off. Skull Barrier now uses power protection instead of turning off shootability. Skull Barrier no longer protects players from crushers or from being telefragged.
- Dust Crusher damage buffed to 35 damage. Dust Bits buffed to 15 damage. Dust Bits can no longer hit the target (ala, like Thunder Bolt)
- Dive Missile skips most of its delay if it hits a target. Still has a slight hard delay.
- Pharaoh Shot uses the same charge counters as the other charging weapons do (weaponcharge).
MM5
- Power Stone now uses the canon icon look.
- Water Wave no longer dies if the player is aiming down while firing. unused code removed.
MM6
- Flame Blast now produces horizontal flames when it hits a wall.
- Centaur Flash has a correctly colored bar.
- Buffed Silver Tomahawk's radius (7->16) and made it a fast projectile.
- Plant Barrier overhauled: It now remains on when used and can be fired. Plant Barrier only heals you when your health is under 100, otherwise it idles and does nothing.
MM7
- Noise Crushís NoiseCrushFlag was replaced with WeaponCharge. Charged Noise Crush now uses ammo to fire.
MM8
- Once a player has taken damage from Flame Sword, all additional damage will be reduced for a few tics. Idle sprite changed to be consistent with Slash Claw and Tengu Blade.
- Water Balloon uses Flash Bombís hitstun.
- Ice Wave can now climb up walls to get around an issue with 3D Floors eating them.
- Thunder Claw uses MM8 accurate colored sprites (Credits: Gumballtoid)
- Flash Bombís damage reduces down throughout its life. 22 -> 15 -> 12. Also reduced hitstun.
-Tornado Hold functions differently: If the pod hits a player, instead of simply bouncing away, the pod drops down the ground quickly. Pod damage reduced to 10 to compensate for the greater potential of hitting player with the wind.

MMK
- Sakujetting (IsFlying flag + saku to be technical) is no longer possible.
- Mirror Buster: Changed the sprite for the middle power shot so it's obvious that it's strong than the weak one,  Bumped the speed from 38 to 40 (omg!) and the strong shot is now a 80 damage projectile as opposed to a 45 damage ripper.

[Assists]
- New Assist Items! Energy Balancer, Reggae Call, Rush Marine, Item2
- Reggae Call and Energy Balancer added to Party Ball.
- Beat Call is greyed out when not active.
- Beat Assist has a hard delay to prevent rapid firing.
- MTank now uses the Energy Balancer scripts to provide ammo to all weapons you have on you and to the exact amounts. Any weapon added to the Energy Balancer script in mods would also apply to the MTank.

[Maps]
ALL CORE MAPS HAVE BEEN UPGRADED TO UDMF FORMAT (from Hexen Format)
As usual, any minor changes such as weapon shifts are most likely not documented.

LightLabs - Random boss music now plays while fighting Sniper Joe. Music reverts back once you or Joe loses. Joe has a health bar now.
TITLEMAP - Uses the MM&B Opening if Save Data is beyond the MM8 Chapter.
MM1CUT - Expanded layout. (By Ivory)
MM1FIR - New version of the map. (By Ivory) (Funfact: Itís an overhauled version of my duel map for the first mapping compo)
MM1BOM - New version of the map. (By Ivory)
MM1DW2 - Slight layout revamp making use of 3D Floors. (By Ivory)
MM2BUB - Added Shrinks to the stage. Rush Jet replaced by Rush Marine.
MM2HEA - New version of the map. (By Copy Robot)
MM2MET - Junk Shield was swapped with Thunder Beam, Thunder Beam was swapped with Metal Blade, Metal Blade was swapped with Junk Shield. Presses were added for background elements.
MM2DW1 - Revamped (by Ivory)
MM3SHA - floor fixed for software, reduced amount of weapons. Added Shadow Platforms.
MM3NEE - Rush Coil and Tango Roll swapped spots, Crash Bomb has been added
MM4PHA - MapInfo Fixed
MM4BRI - Revamped layout (By Ivory)
MM4DRI - Removed teleporter, punched a hole in the wall between Crash Bombs and Drill Bomb instead.
MM4DUS - Layout expanded upon, one of the crusher entrances removed, one way path in/out of the outside area added. A few weapon location swaps/new weapons introduced.
MM4SKU - New path added to the Skull Barrier area.
MM5STA - More Girders!
MM5STO - Map height lowered, minor redesigned elements.
MM5CRY - Changed some spawn destinations to remove the infinite search snake loop. Teleporters no longer teleport right on top of the next teleporter.
MM5GYR - Spinning fan script is now clientside. Item2 added to map.
MM6BLI - The boat no longer touches the water, avoiding accidental death. (same goes with the MMBMUS boat)
MM6FLA - Burning oil now provides a grace period like in MM1OIL.
MM6PLA - Revamped Layout (by Ivory)
MM6WIN - Revamped Layout (by Ivory)
MM6CEN - Revamped Layout (by Shade Guy)
MM7SHA - Punched some holes in the wall and few other changes to improve mapflow. Added Energy Balancer.
MM7DW2 - Cleaned up Health/Energy item layout.
MM7DW3 - Added pillars to large rooms for cover. Replaced Rush Coil with Treble Boost.
MM8TEN - Replaced Quick Boomerang with Remote Mine
MM8GRE - Added Ururuun to the map.
MM8DUO - Linedef blocked
MM8DW2 - Minor layout updates (by Kapus)
MMCTF01 - Stage revamp (by Ivory, although based on what Mike did first)
MMCTF02 - Stage revamp (by Ivory)
MMCTF04 - Stage revamp (by Knux)
MMCTF06 - Slight layout revamp (by Mike & Ivory)
MMCTF07 - Eddie replaced by Arrow Buster, flag rooms and the pit redone
MMCTF20 - Added Spring SFX to springs

[Script Changes]
Jump Canceling script improved, should reduce/remove failures?
Code commented in global/wepacs.

Download
Download from MEGA
Download from Cutstuff

Notes
Congrats on the MM8BDM dev team for pulling it off once again. Most cutstuff fans know this but for those who don't, I don't actually contribute a lot to these updates anymore other than the singleplayer stuff (boss fights, save system) and generally sit in the back and say stuff like "That's TOO FUN we can't have that in!" or "That makes sense DO IT!" and other various grunting noises. Ivory, Messatsu and the others weaing proud King badges are the ones you should be thanking for this release. Hope you enjoy the update and the boss fights (they may be my best ones yet).

May 17, 2014, 02:43:08 PM
Reply #1

Offline Celebi

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Re: MM8BDM V4A - RELEASED!
« Reply #1 on: May 17, 2014, 02:43:08 PM »
Woohoo, I hope everyone enjoys it, I tried my hardest in testing and making sure it is bug free!

If you do find any bugs/problems, be sure to report it HERE, and not in this topic.

May 17, 2014, 02:43:12 PM
Reply #2

Offline Beed28

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Re: MM8BDM V4A - RELEASED!
« Reply #2 on: May 17, 2014, 02:43:12 PM »

OBLIGATORY HAPPY MEGA MAN VOLNUTT IMAGE ON FIRST PAGE

...

Wait, UDMF? That means broken Floor_Waggle, right?


OBLIGATORY DARTH VADER NOOOOOOOOOOOOOOO IMAGE ON FIRST PAGE

May 17, 2014, 02:43:35 PM
Reply #3

Offline chuggaafan1

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Re: MM8BDM V4A - RELEASED!
« Reply #3 on: May 17, 2014, 02:43:35 PM »
"Oh, it's out now"-Gumballtoid.

Yeah uh. Happy!

May 17, 2014, 02:44:54 PM
Reply #4

Offline Jakeinator

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Re: MM8BDM V4A - RELEASED!
« Reply #4 on: May 17, 2014, 02:44:54 PM »
DAMMIT MIKE I WASN'T DONE WITH MY HYPE TRAIN IMAGE YET!, Oh well I'll post it in the spamthread offtopic discussion later.

Anyways its time for the happy fun times!

May 17, 2014, 02:45:52 PM
Reply #5

Offline SmashBroPlusB

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Re: MM8BDM V4A - RELEASED!
« Reply #5 on: May 17, 2014, 02:45:52 PM »
GOD DAMN IT I WANTED-- oh wait I'm still on first page

neat



it's finally out, I can't wait to ruin everything :ugeek:

May 17, 2014, 02:46:48 PM
Reply #6

Offline Max

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« Reply #6 on: May 17, 2014, 02:46:48 PM »
oh

May 17, 2014, 02:47:04 PM
Reply #7

Offline skully

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Re: MM8BDM V4A - RELEASED!
« Reply #7 on: May 17, 2014, 02:47:04 PM »
OH MY GOD *insert girlish scream here* ITS OUT.

May 17, 2014, 02:47:49 PM
Reply #8

Offline Stardust

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Re: MM8BDM V4A - RELEASED!
« Reply #8 on: May 17, 2014, 02:47:49 PM »
That's so amazing I need to wait some minutes before rushing the download.

May 17, 2014, 02:47:59 PM
Reply #9

Offline Tfp BreakDown

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Re: MM8BDM V4A - RELEASED!
« Reply #9 on: May 17, 2014, 02:47:59 PM »
AAAwWWW YEEAHH, coldman here I come.

May 17, 2014, 02:50:01 PM
Reply #10

Offline CHAOS_FANTAZY

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Re: MM8BDM V4A - RELEASED!
« Reply #10 on: May 17, 2014, 02:50:01 PM »
IT'S TIME.

Now to go through the campaign in like an hour and question if this is what I've been waiting for all this time  :ugeek:

May 17, 2014, 02:51:13 PM
Reply #11

Offline CutmanMike

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Re: MM8BDM V4A - RELEASED!
« Reply #11 on: May 17, 2014, 02:51:13 PM »
Congrats on the MM8BDM dev team for pulling it off once again. Most cutstuff fans know this but for those who don't, I don't actually contribute a lot to these updates anymore other than the singleplayer stuff (boss fights, save system) and generally sit in the back and say stuff like "That's TOO FUN we can't have that in!" or "That makes sense DO IT!" and other various grunting noises. Ivory, Messatsu and the others weaing proud King medals (soon) are the ones you should be thanking for this release. Hope you enjoy the update and the boss fights (they may be my best ones yet).

May 17, 2014, 02:55:40 PM
Reply #12

Offline Megaman94

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Re: MM8BDM V4A - RELEASED!
« Reply #12 on: May 17, 2014, 02:55:40 PM »
I can finally play V4!!!!

May 17, 2014, 02:55:58 PM
Reply #13

Offline TheMetalManu

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Re: MM8BDM V4A - RELEASED!
« Reply #13 on: May 17, 2014, 02:55:58 PM »
AW YEAH!

Oh good, I forgot that I delete this game for no reason, better bind "summon bfgball" to beat the campaign fastest as possible, shame on me.

Thanks to the dev team for keeping this amazing game updated!

May 17, 2014, 02:56:55 PM
Reply #14

Offline *Alice

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Re: MM8BDM V4A - RELEASED!
« Reply #14 on: May 17, 2014, 02:56:55 PM »
I wish there was a download that only contained the pk3 and the wad.
It would make things easier for people who don't even use any of the other files.


 

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