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Author Topic: [EXPANSION] Rockman 4 MI (Under New Management!)  (Read 46065 times)

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March 23, 2012, 08:58:58 PM
Reply #45

Offline HD_

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Re: [EXPANSION] Rockman 4 MI
« Reply #45 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.

March 30, 2012, 11:11:42 PM
Reply #46

Knux

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Re: [EXPANSION] Rockman 4 MI
« Reply #46 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.

March 30, 2012, 11:16:05 PM
Reply #47

Offline Rozark

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Re: [EXPANSION] Rockman 4 MI
« Reply #47 on: March 30, 2012, 11:16:05 PM »
my upmost of luck goes to you knux.

March 30, 2012, 11:45:48 PM
Reply #48

Offline HD_

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Re: [EXPANSION] Rockman 4 MI
« Reply #48 on: March 30, 2012, 11:45:48 PM »
Herpderp now I have to edit the first post.

Welcome to the team Knux!

April 02, 2012, 06:00:58 PM
Reply #49

Offline BiscuitSlash

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Re: [EXPANSION] Rockman 4 MI
« Reply #49 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.

April 02, 2012, 07:24:36 PM
Reply #50

Knux

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Re: [EXPANSION] Rockman 4 MI
« Reply #50 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.

April 02, 2012, 07:53:09 PM
Reply #51

Offline BiscuitSlash

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Re: [EXPANSION] Rockman 4 MI
« Reply #51 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.

April 02, 2012, 09:19:17 PM
Reply #52

Knux

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Re: [EXPANSION] Rockman 4 MI
« Reply #52 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.

April 02, 2012, 09:26:35 PM
Reply #53

Offline BiscuitSlash

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Re: [EXPANSION] Rockman 4 MI
« Reply #53 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.

May 26, 2012, 11:04:43 PM
Reply #54

Knux

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Re: [EXPANSION] Rockman 4 MI
« Reply #54 on: May 26, 2012, 11:04:43 PM »
Jitterskull ate this post.

June 01, 2012, 06:51:27 PM
Reply #55

Offline TheDoc

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Re: [EXPANSION] Rockman 4 MI
« Reply #55 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?

June 01, 2012, 06:56:47 PM
Reply #56

Offline BiscuitSlash

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Our team really need to get cracking on those weapons.
« Reply #56 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.

June 02, 2012, 08:56:39 AM
Reply #57

Offline Hilman170499

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Re: [EXPANSION] Rockman 4 MI
« Reply #57 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?

June 02, 2012, 02:53:24 PM
Reply #58

Offline fortegigasgospel

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Re: [EXPANSION] Rockman 4 MI
« Reply #58 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.

June 24, 2012, 10:32:01 PM
Reply #59

Offline OrangeMario

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Re: [EXPANSION] Rockman 4 MI
« Reply #59 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)