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Author Topic: [EXPANSION] Rockman 4 MI (Under New Management!)  (Read 45862 times)

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March 18, 2012, 02:06:57 AM
Reply #15

Offline Korby

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Re: [EXPANSION] Rockman 4 MI
« Reply #15 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.

March 18, 2012, 08:26:52 AM
Reply #16

Offline HD_

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Re: [EXPANSION] Rockman 4 MI
« Reply #16 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.

March 18, 2012, 10:22:32 AM
Reply #17

Offline BiscuitSlash

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Heheh, this will probably challenge my mapping skills
« Reply #17 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.

March 18, 2012, 05:56:51 PM
Reply #18

Offline fortegigasgospel

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Re: Heheh, this will probably challenge my mapping skills
« Reply #18 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.

March 18, 2012, 06:06:10 PM
Reply #19

Offline BiscuitSlash

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Re: [EXPANSION] Rockman 4 MI
« Reply #19 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)

March 19, 2012, 07:32:51 PM
Reply #20

Offline Rozark

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Re: [EXPANSION] Rockman 4 MI
« Reply #20 on: March 19, 2012, 07:32:51 PM »
abit of crashman was in drillman, wasnt he? (cant remember atm)

March 19, 2012, 07:40:57 PM
Reply #21

Offline BiscuitSlash

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Re: [EXPANSION] Rockman 4 MI
« Reply #21 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!

March 19, 2012, 08:57:05 PM
Reply #22

Offline Rozark

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Re: [EXPANSION] Rockman 4 MI
« Reply #22 on: March 19, 2012, 08:57:05 PM »
k. ill merely add a small crashman area then.

March 19, 2012, 09:08:07 PM
Reply #23

Offline fortegigasgospel

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Re: [EXPANSION] Rockman 4 MI
« Reply #23 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.

March 19, 2012, 09:09:41 PM
Reply #24

Offline Gummywormz

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Re: [EXPANSION] Rockman 4 MI
« Reply #24 on: March 19, 2012, 09:09:41 PM »
I might be doing something with wave and crash eventually.

March 20, 2012, 05:19:49 PM
Reply #25

Offline Rozark

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Re: [EXPANSION] Rockman 4 MI
« Reply #25 on: March 20, 2012, 05:19:49 PM »
then... ill use strictly drillman textures then.

March 21, 2012, 11:50:42 PM
Reply #26

Offline Hallan Parva

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Re: [EXPANSION] Rockman 4 MI
« Reply #26 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.

March 22, 2012, 03:42:49 PM
Reply #27

Offline FCx

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Re: [EXPANSION] Rockman 4 MI
« Reply #27 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

March 22, 2012, 05:09:07 PM
Reply #28

Offline fortegigasgospel

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Re: [EXPANSION] Rockman 4 MI
« Reply #28 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.

March 22, 2012, 09:20:59 PM
Reply #29

Offline Magnet Dood

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Re: [EXPANSION] Rockman 4 MI
« Reply #29 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.