Advanced Search

Author Topic: [Community Project] eXperimental Weapons Mode V2.3  (Read 19266 times)

0 Members and 1 Guest are viewing this topic.

March 06, 2011, 04:05:14 PM
Reply #15

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #15 on: March 06, 2011, 04:05:14 PM »
Well, I said I'm accepting submissions for this mod, so it is not requests XD although... I MIGHT consider request in special cases.

There's a melee weapon, surely, but I may add more.

March 07, 2011, 08:55:08 PM
Reply #16

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #16 on: March 07, 2011, 08:55:08 PM »
Update: Burning Big Bang added to next version. Since it is way too powerfull, its reload time is of 20 seconds. Think of it as this mod's BFG.... For now!

March 07, 2011, 09:10:58 PM
Reply #17

Offline arkman

  • Standard Member
  • Date Registered: January 17, 2011, 04:22:37 AM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #17 on: March 07, 2011, 09:10:58 PM »
HOLY SNAP it was accepted!

I feel useful :mrgreen:

March 11, 2011, 06:42:49 AM
Reply #18

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #18 on: March 11, 2011, 06:42:49 AM »
Along with BurningBigBang (That can be considered this mode's BFG>9000), another homing weapon joins: Stray Wisps.

Stray Wisps have two stages:
1) Shield Stage: Think of it as an anti-ripper shield with added Star Crash style damage Effective and lasts as much as you want. But don't have hopes of easy frags with it. (Might add time to it.)
2) Unleash Stage: Unleashes 9 wisps that causes 9 damage each. The thing is: they gradualy gain speed and may easily mss a constantly moving target.

You might like the shield effect I gave to it. Shame I can't record videos... D:

March 11, 2011, 09:43:37 PM
Reply #19

Offline arkman

  • Standard Member
  • Date Registered: January 17, 2011, 04:22:37 AM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #19 on: March 11, 2011, 09:43:37 PM »
Sweet stuff,

Anyway I got to ask, what changes did you make to Burning big Bang? It and Anthony Higg's blaster need a description.

March 11, 2011, 09:50:53 PM
Reply #20

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #20 on: March 11, 2011, 09:50:53 PM »
Quote from: "arkman"
Sweet stuff,

Anyway I got to ask, what changes did you make to Burning big Bang? It and Anthony Higg's blaster need a description.
HUD: Uses Starman's HUD
WColors: Uses Starman's Translation
Projectiles: Uses two frames of when player dies, making it seems they're balls of energy.
Reload Time instead of ammo.

Anthony Higg's Plasma Gun is described in the first post. As for BBB and SW, their description will be added once I update.

March 11, 2011, 11:11:26 PM
Reply #21

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #21 on: March 11, 2011, 11:11:26 PM »
Update to first post: preview and weapons demo

March 12, 2011, 02:42:45 AM
Reply #22

Offline arkman

  • Standard Member
  • Date Registered: January 17, 2011, 04:22:37 AM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #22 on: March 12, 2011, 02:42:45 AM »
you forgot to point out that you also can't move While firing Burning Big Bang, Still It's not like there will be anything left to shoot at you :lol:

March 12, 2011, 03:48:55 AM
Reply #23

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #23 on: March 12, 2011, 03:48:55 AM »
Quote from: "arkman"
you forgot to point out that you also can't move While firing Burning Big Bang, Still It's not like there will be anything left to shoot at you :lol:
Hahah, so damn true.

March 23, 2011, 04:22:28 AM
Reply #24

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #24 on: March 23, 2011, 04:22:28 AM »
Gonna make the next weapon... Sadly, isn't going to be melee because I can't draw a hud of holding a katana.

March 25, 2011, 04:26:54 AM
Reply #25

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #25 on: March 25, 2011, 04:26:54 AM »
New Weapon: Solar Blast.
Reload time: 4 Seconds
Attack Power: 20 / Solar Blast
Precision: Medium to deadly accurate
Behavior: Rapidly fires 10 blasts of solar energies in a fixed direction from a fixed point, however allowing user to move into a new position. Also blastsa short area around the user. Potentially lethal at point blank

March 26, 2011, 08:44:50 PM
Reply #26

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #26 on: March 26, 2011, 08:44:50 PM »
Pictures of weapons (some used against the Megaman decoy) (Used the command "Freeze" to be able to capture it from another angles.

XBusterWep:

Even though it "Seems" to rip, it actually causes damage and "checks" if the target will die with that damage. If it does, then the projectile will continue through after the target dies. EXACTLY like it used to in Megaman X.
Problems to be fixed: The trail will always look at you, thus making the waving look strange if you move out the way too fast. Blame Skulltag Team for not making TrackOwner a default behavior for CustomMissile.

UltimateBusterWep:

That God-tier charged buster from Megaman X4. Rips through multiple targets and spawns a damaging lightning orb, as you can see. but that is the ONLY thing that actually "rips". Everything else just causes single charged damage.
Problems to be fixed: None yet. Perhaps nerf it.

Crissaegrim (no matter what, couldn't get a good capture of this):
Same as the good Crissaegrim from Castlevania Symphony of the Night. Even to its power level. If you get this weapon, you better be good at meleeing.
Problems to be fixed: Short range? Nope, not a problem. Actually, there is NO problem in this one.

BurningBigBang:

Unleashes a barrage of energy. The ones going upwards homes toward a nearby tartget. the BFG of this mod. The catch? You are stuck in the place until it stops firing.
Problems to be fixed: Either damage nerf and reload buff or SMALL reload nerf.

AHPlasmaGun:

The RailGun of this mod. Packed with LaserSight and 4X Zoom (AltFire/Secondary Fire), this weapon is perfect for snipers. However, it has a LONG reload time. So, make that shot worth it!
Problems to be fixed: Can't be used with SV_Fastweapons, even if you have SV_InfiniteAmmo on. Blame how hitscan behaves for the laser sight. Also, Laser Sight isn't accurate, but that's the least of the problems.

StrayWispsWep:

This weapon has a curious story behind it... Originally, I had ideas for a Megaman fangame and one of the bosses would be Fox Woman, a kitsune-themed boss. Her weapon would be this one, but under the name Fox Shield or Fox Fire. Well, the weapons behaves like this: while in shield form (first pressing shot), it creates a shield that behaves like StarCrash, but with fixed damage and not hitting someone on top or below the user. Actualy, it was supposed to destroy ripping projectiles too, but I doubt it does. You can keep the shield up as long as you please, but it won't help much. Because the real deal is when you fire it. The nine projectiles homes into enemies. First, they're slow, but slowly gain speed. It is easy to outrun or mislead them (the bots did that all the time in the testing). Curiousity? The wisps always cause 9 of damage. so, even if ALL the "missiles" hit, the enemy WILL survive if they are at full health. The somewhat short reload makes this one better than some weapons.
Problems to be fixed: It doesn't slowly drains your ammo. But I'll work that out... Or not. Depending on what people think of it or if they want to use it in their own project.

SolarBlastWep:

This can be somewhat God-tier, but is an amusing combo of Fireman's weapon and a "quickbeam effect". Upon firing, it explodes solar blast at a small area around the user (non-aimmable on purpose) and creates a beam of solar energy (aimmable). This is good to use against those that keep strafing a lot to evade shots. Interesting to note: The beam ISN'T a trail! It is actually a serie of projectiles.
Problems to be fixed: HEAVY damage. Although, you CAN survive if you move out of it before you are burned to crisp.

March 26, 2011, 09:06:15 PM
Reply #27

Offline Asd967

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 01, 2010, 03:59:45 AM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #27 on: March 26, 2011, 09:06:15 PM »
I'll test the weapon out now, and then, give my 2 cents about them.
Also, this expansion is only for your weapons? Or it is like CSCM, that people can keep adding?

Finished test:
All of them seem pretty good, but they are 90% OHKO and they recharge automatically, not accounting the immense speed they have.
At least you have to wait they getting all ammo again, but really. It seems more like a point and win game...

March 26, 2011, 09:52:14 PM
Reply #28

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #28 on: March 26, 2011, 09:52:14 PM »
Quote from: "Asd967"
I'll test the weapon out now, and then, give my 2 cents about them.
Also, this expansion is only for your weapons? Or it is like CSCM, that people can keep adding?

Finished test:
All of them seem pretty good, but they are 90% OHKO and they recharge automatically, not accounting the immense speed they have.
At least you have to wait they getting all ammo again, but really. It seems more like a point and win game...
That's why I'm still to adjust their power level! XD

And, yes, ANYONE can add their weapon. Arkman's BurningBigBang is one of the added ones.

March 26, 2011, 10:22:16 PM
Reply #29

Offline Asd967

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 01, 2010, 03:59:45 AM

    • View Profile
Re: [EXPANSION] eXperimental Weapons Mode V2.2
« Reply #29 on: March 26, 2011, 10:22:16 PM »
POWER LEVEL? IT'S -Joke cut because of being overused.

Anyways... I like doing custom weapons, but I don't have ideas for them... XD

Also are there any requirement for them to be on the pack?