Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: AkumaKing on July 20, 2015, 12:17:29 AM

Title: OCBMR [V1a]
Post by: AkumaKing on July 20, 2015, 12:17:29 AM
Hello, all. I am here to give details on a project me and some people are working on. Originally known as ICBM, which started out as some discarded Teaparty classes, OCBMR, basically, is a user-based classes mod. But, it's not just that, some of us have extra classes not meant to fully represent us. And, we might plan to mess with the gameplay even more at some point!

Classes (breif descriptions that suck because I'm a lazy):
(click to show/hide)

Screenshots (from an outdated beta version):
(click to show/hide)

Team:
(click to show/hide)

Future Plans:
(click to show/hide)

Download (http://www.best-ever.org/download?file=ocbmr-1a.pk3)

Feedback would be appreciated

This mod is mainly for fun and craziness, so feel free to ask for whatever and we might maybe do it! Probably!
Title: Re: OCBMR
Post by: RRThielNC on July 20, 2015, 12:30:52 AM
Psssshh, what kind of name is RRThiel? That guy sounds totally laaaaaaaaaaame.
Title: Re: OCBMR [V1a]
Post by: AkumaKing on July 22, 2015, 12:06:39 AM
Here's a video


And a Download (http://www.best-ever.org/download?file=ocbmr-1a.pk3)
Title: Re: OCBMR [V1a]
Post by: DoomManFTW on August 02, 2015, 11:50:25 AM
Looks interesting enough,another chaotic looking mod,maybe it is also gonna become the next most played mod for a couple of months I can honestly tell...


I'd definetely record some online if it becomes a thing,if not really soon,I'll maybe show it off offline.
Title: Re: OCBMR [V1a]
Post by: AkumaKing on August 02, 2015, 02:32:46 PM
Quote from: "DoomManFTW"
Looks interesting enough,another chaotic looking mod,maybe it is also gonna become the next most played mod for a couple of months I can honestly tell...


I'd definetely record some online if it becomes a thing,if not really soon,I'll maybe show it off offline.

I hope it becomes that popular, we're working really hard on it. Though, not sure when we'll release the next update since we have quite a bit planned. One thing we have planned is Invasion, although very few people actually play Invasion. And that's just one of the things we're currently working on. I personally would like to implement a bosses mode of sorts that would be optional (because I know people loves boss modes like Saxton and Unholy, and so do I).
Title: Re: OCBMR [V1a]
Post by: Ehibika on August 03, 2015, 07:07:25 AM
I'd just like to ask, would the development team be interested in taking in another member, namely a spriter and illustrator? I'd like to get back into doing more graphic work and wouldn't mind playing a small role in the development of some visual elements within (or possibly even without) the mod.
Title: Re: OCBMR [V1a]
Post by: AkumaKing on August 03, 2015, 12:59:27 PM
Quote from: "Ehibika"
I'd just like to ask, would the development team be interested in taking in another member, namely a spriter and illustrator? I'd like to get back into doing more graphic work and wouldn't mind playing a small role in the development of some visual elements within (or possibly even without) the mod.

Sure, you can join. We communicate through Skype, though, so mind telling me your Skype name so I can add you to the group?
Title: Re: OCBMR [V1a]
Post by: Ehibika on August 04, 2015, 06:26:52 AM
It's the same as my username, Ehibika.
Title: Re: OCBMR [V1a]
Post by: DoomManFTW on August 06, 2015, 11:36:05 AM
Alright,here it is:
(watch in 720p60 :])



Also I would have edited some things out but I was too lazy and the Youtube Editor was being a bitch once again,and also the issues and stuff are pointed out in the video as I play.
Title: Re: OCBMR [V1a]
Post by: AkumaKing on August 06, 2015, 12:14:07 PM
Quote from: "DoomManFTW"
Alright,here it is:
(watch in 720p60 :])



Also I would have edited some things out but I was too lazy and the Youtube Editor was being a bitch once again,and also the issues and stuff are pointed out in the video as I play.

After watching this, I feel I might need to make a classes guide of sorts.

Also, there are bosses planned. We've already got two, although one of them already appeared in a bosses mode before. Who are these two bosses? Who are the others planned? Well, you'll find out soon enough, pals.
Title: Re: OCBMR [V1a]
Post by: AkumaKing on October 10, 2015, 11:20:16 PM
We had plans for this, but the mod is slowly dying from the inside out. No one really shows up to test servers and I've left the team. From my perspective, this mod is dead, and I'm announcing it as such. Sorry, I say to the few who actually cared about what could've been.
Title: Re: OCBMR [V1a]
Post by: RRThielNC on October 11, 2015, 02:05:45 AM
Well, progress on the mod hasn't necessarily stopped, as much it's slowing down a bit. We're still working on it regularly, so the mod is certainly not dead. Things will just be a little more difficult with one of our coders gone, is all.

But, as someone who's not coding the mod, I'm not really one to talk.
Title: Re: OCBMR [V1a]
Post by: RifleGod on October 24, 2015, 01:51:15 PM
You know what? Lets try this mod. I will give feedback later on.
Title: Re: OCBMR [V1a]
Post by: RRThielNC on July 25, 2016, 08:57:52 PM
So, after a year or so of being in purgatory, I'm happy to announce OCBMR is back in business! OCBMR: V2 is finished and ready for release. Some things are different, some things aren't, there are some new classes, but some classes were removed. We had a pretty hellish development process, but V2 is out now, so that's all that matters.

List of classes(with brief descriptions):
(click to show/hide)

There's also a half-finished Invasion mode in there as well. Expect more of it in V3. Or don't.

Anyway, links to download are here:
http://www.mediafire.com/download/rbc5u ... BMR-2a.pk3 (http://www.mediafire.com/download/rbc5uj2r2k8t7kl/OCBMR-2a.pk3)
http://www.mediafire.com/download/5cab7 ... -3a%29.pk3 (http://www.mediafire.com/download/5cab7h7jb20zul3/OCBMR-v2a%28music-3a%29.pk3)

Feedback of any kind is much appreciated. Thank you!
Title: Re: OCBMR [V1a]
Post by: RifleGod on July 31, 2016, 01:10:25 PM
I never got into the mod, so I never gave feedback. But im going to play this version and I will (I hope, at least) give out something.
Title: Re: OCBMR [V1a]
Post by: TheRealRoyale on August 07, 2016, 02:03:59 PM
Haii, just asking.
Could i help in botting?And can i get a class represented by dat boi?
my weapons could be:
1 COMMON: Doge bullet
Throws a doge , that acts as a wheel cutter, and deals 3 bars of damange.
1 ALT: Meme crusher v42.0
A rain of random chosed memes falls, and deals a moderate damange,but wastes lots of ammo.
1 ITEM: Spoiler
Just as the name says, says a spoiler wich paralyses the target for 3 seconds.
(note:I WANT TO DO THE BOTS)
Title: Re: OCBMR [V1a]
Post by: TheRealRoyale on August 07, 2016, 02:07:15 PM
(double post, sorry)
This mod. THIS.MOD.
ITS THE BETTER CLASS MOD EVER

11/10
Underated, but BEST CLASSES
Title: Re: OCBMR [V1a]
Post by: LordDamager on August 12, 2016, 06:21:04 AM
So how is this going guys? Any luck or progress?
Title: OCBMR [V2] (Seriously, did you upload the first page links or didn't you?)
Post by: Fake Poster on September 06, 2016, 08:34:39 PM
I decided to give this a try, and by try, I mean fighting bots as various classes but mostly megaman. (No, I didn't play online.) When I booted the mod on MM8BDM v5, I saw that there were no custom bots. (JC, YD, and from what I can remember, CSCC have bots.) No problem, I made my own. (the link to the bots is https://www.dropbox.com/s/xjttu9u7htj0ika/The%20O.C.%27s%20%28Bots%29.wad?dl=0.) Anyways, from my bot fighting, I noticed that Rokko Chan doesn't seem to be that different then Megaman, she can just dash and has 3 eddies while Mega has 5 (Eddies give you weapons). Oh, and that dash can only be used with her buster, for ... no reason at all. Can someone explain this to me?

The classes I played and played against were pretty fun. I don't know how to explain why I liked Protoman, Lord Damager is the Tank that has a "mission failed" sound clip when you die, Officer Magnum has, like, 12 weapons, & Itolos can fly and has 2 phases. (has anyone thought of a guy that dies when you kill him, but respawns where you kill him all the time? Well, not over pits...) Playing against bots is standard MM8BDM fun. Overall, this mod's ok.
Title: Re: OCBMR [V1a]
Post by: Fake Poster on September 11, 2016, 03:21:48 PM
Hello there. I apologies for double posting, but you can say that this's an extension from my last post. I'm a guest, anyways.

Basically, I just played 2 out of 3 invasion maps from this mod, and the boss rush.

And to put it bluntly, I will never do so again.

First off, there's 10 waves. 10. FUCKING. WAVES.  :shock: No. Just no. That's too long.

Secondly, there's too many enemies. I mean, the tutorial level jumps from about 40 to 110 enemies in a wave.

Thirdly, why do I need to go looking for these fucks anyways? It's not fun looking for stupid enemies like that Zelda 2 Knight or the "Rare Cockroaches", quotes included because I encountered these fucks during the 2nd wave of that pharaoh map.

Eventually, I got overrun by a million enemies and decided to fight the bosses. And by "Fight the bosses", I mean "Get my ass kicked by Pharus Anubis and MDK him and the other guy".

Pharus Anubis is a cheep cheep. :cry: He has tornado attacks that move around the room, some water attack which covers the entire floor, a lazer beam that can kill you in one hit, some darkness attack which I forgot what it does, and ONE. MILLION. HP. Fuck, this guy should be an H.P. Lovecraft abomination. Did I mention you can only hold 1 E-Tank at a time?

(Note, I know I'm exaggerating, but he has about 50000 hp to start, and I ended up taking him to about 11000 HP after dying 11 times and just using MDK.)

And then I have nothing to say about the other boss because I was so tired that I MDK'd him too. I didn't even play his level.

You know, I think a better idea would to make SP maps instead of invasion maps. The map designer really loves exploration.

Overall, I still like this mod in the DM component, I just think It's a great idea to stay away from the Invasion shit.