Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: SaviorSword on June 25, 2012, 08:05:42 PM

Title: The Idea(s) Topic
Post by: SaviorSword on June 25, 2012, 08:05:42 PM
Ever got a project idea that yar not too sure that it'll work? Or maybe ya have a brilliant idea, but no work has been done at all? Here's a good place to dump stuff into, and hopefully mature into a topic worthy of bein' a WIP topic. And, of course, ultimately into a full fledged project!
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on June 25, 2012, 08:22:17 PM
The Genesis Unit Expansion that's been floating in my head for a while. The three bot's stages, along with two Wily Stages, custom weapons based on the masters, skins of the three...

Short, sweet, and awesome, basically. I know where I can get the music, except for a couple of the Wily Stages... would this be a good idea to others? I don't want to start it if no one's helping.
Title: Re: The Idea(s) Topic
Post by: Ivory on June 25, 2012, 08:56:53 PM
Quote from: "Star Dood"
The Genesis Unit Expansion that's been floating in my head for a while. The three bot's stages, along with two Wily Stages, custom weapons based on the masters, skins of the three...

Short, sweet, and awesome, basically. I know where I can get the music, except for a couple of the Wily Stages... would this be a good idea to others? I don't want to start it if no one's helping.

Funny story. I had the intentions of running a Genesis Unit Mini Expansion some time after MM8.
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on June 25, 2012, 09:03:38 PM
Great minds think alike, I suppose. >_>

Also, people keep on mistaking me for the leader of MMV's Expansion. I've worked in it, but I don't lead it.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on June 25, 2012, 09:14:25 PM
Stinkoman Expansion, but no campaign because the game it would be based off of isn't finished/will never be finished. But Nine Stages, a Couple Skins, and Like one or two weapons...
Title: Re: The Idea(s) Topic
Post by: ? Manibogi ? on June 25, 2012, 09:31:56 PM
:/ (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=4148)
I changed up a few things, though (eg: Underlord now gets a strong, unswitchable upgrade), but I'm still willing to continue working on this.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on June 26, 2012, 01:42:31 PM
I have an idea for a Sonic Classes project, and I even thouht out the attacks and everything, though I don't have the skills needed to get it to work.
Title: Re: The Idea(s) Topic
Post by: ice on June 26, 2012, 03:02:40 PM
Pokemon classes, that is all...and maby for no reason magnet golf
Title: Re: The Idea(s) Topic
Post by: Davregis on June 26, 2012, 03:10:56 PM
Isn't HD working on a Magnet Golf mode?
Title: Re: The Idea(s) Topic
Post by: Dark Phil on June 26, 2012, 04:12:31 PM
Quote from: "Ivory"
Quote from: "Star Dood"
The Genesis Unit Expansion that's been floating in my head for a while. The three bot's stages, along with two Wily Stages, custom weapons based on the masters, skins of the three...

Short, sweet, and awesome, basically. I know where I can get the music, except for a couple of the Wily Stages... would this be a good idea to others? I don't want to start it if no one's helping.

Funny story. I had the intentions of running a Genesis Unit Mini Expansion some time after MM8.

Its funny, because as soon as I saw this post I was thinking the same thing but would not have created it due to the lack of programming skills.
Title: Re: The Idea(s) Topic
Post by: HD_ on June 26, 2012, 05:01:28 PM
Quote from: "Daveris"
Isn't HD working on a Magnet Golf mode?

Only if I decide to get off my lazy ass and do it.
Title: Re: The Idea(s) Topic
Post by: Atticus on June 26, 2012, 05:49:08 PM
I had an idea for a TF2 project, but I don't think it'd work very well in MM8BDM. The pace of TF2 is a bit slower than that of MM8BDM. That and I have no idea how a Medic class would work.
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on June 26, 2012, 08:07:20 PM
AwNet A sort of "Mega Fortress" mod where TF2 classes would sort of combine with Robot Masters. For instance, Snake Man would be a summoner of sorts; he would create little 'Snakelets' that would follow him around and attack enemies for him. Other ideas included Hard Man "knuckle jumping" and Quick Man passing his speed off to allies, making him slower but greatly boosting the agility of a friend.

If anyone remembers I had the name "E-Tank / Lv3 Lunch Can" for a while because of this idea.

I've learned a bit more about coding since then, and customizable loadouts are certainly a possibility, so if anyone wants to help me out on this I'm all ears!
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on June 26, 2012, 08:44:59 PM
Hey, Smash, I'm willing to help out. That sounds like a cool idea.

I could probably do skins of modified Robot Masters in TF2 clothing.
Title: Do it for Compassman!
Post by: BiscuitSlash on June 26, 2012, 08:55:10 PM
Rockman and Forte 2 classes. I've thought of how some of the classes could work, especially Compassman (and to a lesser extent Dangan and R. Shadow). I would work on it but eh, not many would really approve.

We could extend on this though and make it obscure RMs classes, including the above, DOS masters, and possibly the Constellation droids.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on June 26, 2012, 09:05:29 PM
I have thought out a "World Classes" mod. YD and KY classes are limited by what's in the Mega Man games. CSCC is limited somewhat by the persona of the community member. This "World Class" would not be bound by anythin', except for balance's sake. I, sadly, do not have any ability to brin' this to life. I don't really have much to contribute to this massive project. I can see a few class(es) thrown in, but that's about it... This mod will need a full staff to work on it.
Title: Re: Do it for Compassman!
Post by: fortegigasgospel on June 26, 2012, 09:17:25 PM
Quote from: "Michael712"
Rockman and Forte 2 classes. I've thought of how some of the classes could work, especially Compassman (and to a lesser extent Dangan and R. Shadow). I would work on it but eh, not many would really approve.

We could extend on this though and make it obscure RMs classes, including the above, DOS masters, and possibly the Constellation droids.
I've had ideas for the DOS guys class wise, and can probably come up with ideas for the C-Droids.
S-Droids could maybe fall into it as well as they are kinda obscure.  Though Multiman and Expressman if ideas can be thought up for them.
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on June 26, 2012, 10:40:45 PM
Quote from: "Star Dood"
Hey, Smash, I'm willing to help out. That sounds like a cool idea.

I could probably do skins of modified Robot Masters in TF2 clothing.
I love you man That sounds great.

I'd probably want to kidnap get another coder first though, but yeah, let's do this.
Title: Re: The Idea(s) Topic
Post by: ? Manibogi ? on June 27, 2012, 12:01:54 AM
I'm getting better at coding, so if you need any concepts or weapons (preferably simple ones) just hit me up...unless it's not a weapon.
Title: Re: The Idea(s) Topic
Post by: ice on June 27, 2012, 01:53:56 AM
Actually during my down time I made tf2 classes with hitscan attacks, so far I've only done heavy, soldier, and the engineer
Title: Re: The Idea(s) Topic
Post by: SaviorSword on June 27, 2012, 02:58:00 AM
Quote from: "SaviorSword"
I have thought out a "World Classes" mod. YD and KY classes are limited by what's in the Mega Man games. CSCC is limited somewhat by the persona of the community member. This "World Class" would not be bound by anythin', except for balance's sake. I, sadly, do not have any ability to brin' this to life. I don't really have much to contribute to this massive project. I can see a few class(es) thrown in, but that's about it... This mod will need a full staff to work on it.

Anyone think they might pitch in the future? Speak now, or let this idea forever vanish into ether.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on June 27, 2012, 03:08:46 AM
Quote from: "SaviorSword"
Quote from: "SaviorSword"
I have thought out a "World Classes" mod. YD and KY classes are limited by what's in the Mega Man games. CSCC is limited somewhat by the persona of the community member. This "World Class" would not be bound by anythin', except for balance's sake. I, sadly, do not have any ability to brin' this to life. I don't really have much to contribute to this massive project. I can see a few class(es) thrown in, but that's about it... This mod will need a full staff to work on it.

Anyone think they might pitch in the future? Speak now, or let this idea forever vanish into ether.
I have a couple ideas for classes, but I can't code...
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on June 27, 2012, 03:44:22 AM
I'm working on a WAD that will ruin every weapon in the game.
Don't expect it soon.
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on June 27, 2012, 06:12:31 AM
Coming back to Mega Fortress, I have a few ideas for "original" classes. Basically, instead of stealing TF2's archetypes, I want to give the Robot Masters their own playstyle. For instance, Guts Man may feel like a traditional Heavy with the Guts Machine Gun and his painful Great Hook, but weapons like the Deep Digger and Heavy Slam help to keep his "Guts" theme with him. I tried to incorporate the RM's weapons and personality into their loadouts, and I came up with a few interesting playstyles by doing so.

For instance, here are the weapon choices I have for Quint so far. Originally I was working on Hard Man and simply listed Quint as a user for Heavy Slam just for laughs, but after thinking about it Quint could make a great aerial attacker / anti-ground. Of course, I've just started these today (or yesterday, rather; it's about 2AM over here) so there may be more weapon concepts, and I might change something between now and whenever-someone-helps-me-put-this-together, but I like showing you guys the things I can come up with.

QUINT
Role: Anti-Ground / Death From Above
+ great movement speed
+ good HP / defense values
- can't jump normally


Heavy Slam
Users: Guts Man, Hard Man, Quint
Primary fire is a ground attack that forces the user to jump straight up, then slam into the ground. Upon landing, a shockwave is sent out that stuns nearby opponents who are touching the ground, and a few rock fragments are thrown into the air. Though the rocks may hit foes, it's best to rely on the stun instead. Alternate fire is an aerial attack in which the user quickly divebombs to the ground and scatters debris wildly, with the amount of debris being proportionate to the distance the user dropped. With either attack, enemies caught underfoot are brutally crushed.

Break Line
User: Quint
Primary fire causes the user to leap up and hit the ground, firing off a shockwave of debris along the ground. Rocks are thrown up in a line forward, similar to Flame Tower's pattern. Unlike Flame Tower, these rocks deal heavier damage but don't rip through opponents; the attack also consumes less ammo. However, the attack stops at walls and cannot travel upwards, though it can continue downwards beyond drops. Alternate fire is a similar attack, but shoots from the user's sides instead of traveling in front.

Jump
User: Quint
Primary fire throws the player sky-high and leaves them suspended in air temporarily. The user leaves behind a "ghost" image while jumping and turns invisible when the height of the jump is reached. After a short pause, the user becomes visible again and is thrusted back to the ground with a fearsome intensity, annihilating enemies stepped on and dealing splash damage to those who are unfortunate enough to be caught nearby. Directional input will cause the player to move in a given direction when they descend; if nothing is pressed, the user will strike the position where they originally leaped. Alternate fire is a feint that has 80% the height of attacking. The feint will leave behind a ghost and temporarily hide the user like a real attack, though after becoming visible the user simply drops normally as if they had performed an average leap.

DoubJump
User: Bass, Quint
Primary fire throws the player upward and gives them a slight forward thrust, almost like an additional jump. Alternate fire has a boost with a higher leap, but it lacks forward momentum. Though this "weapon" is incapable of causing damage, it's a great mobility tool and has a variety of practical purposes.
Strategy Theory (may contain spoilers)
Even with only four weapons, Quint has a variety of options at his disposal. Break Line is a decent distance attack and can surprise foes with the side-firing option, though Heavy Slam is a more "traditonal" Sakugarne-style attack. As far as mobility is concerned, DoubJump give Quint his "normal jump" back, and allows him to even use a "jump and a half". However, in this particular case most players would probably opt for Break Line or Jump; Break Line can add an attack to a standard hop, whereas Jump has astounding height and can dominate at close range. Savvy players can even create a weapon combo; after feinting with Jump, one who is quick on the draw can switch weapons to Heavy Slam and scatter rocks in all directions with the alternate fire.
Title: Re: The Idea(s) Topic
Post by: Flashbang on June 28, 2012, 02:10:40 AM
A Dragonball Z Legendary Super Warriors classes mod.
The art style fits MM8BDM perfectly.
Alas, I have no skills. :|
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on June 28, 2012, 04:39:54 AM
Alright. I need help.

The idea for Mega Fortress was to have each class carry around three things. Two weapons, one item. Some items would occupy weapon slots in your rotation and would have to be used manually (E-Tank, Sandvich, S-Tank) while others would be "hidden" and their effects would be applied automatically (Super Armor, Treble Booster).

I don't have any problem thinking of cool weapons, and most of them can be created relatively easily. The problem is thinking of a wide assortment of items!

If anyone has a suggestion for an item, I'd love to hear it!
Title: Re: The Idea(s) Topic
Post by: BiscuitSlash on June 29, 2012, 08:48:06 PM
Since gummywormz is making a 2ndcoop/stovemode which makes use of the cooperative mode and makes really fun levels out of it, I was thinking we could have some sort of pack that many people culd contribute to.

CSCCOMP

Though I'm not sure if it should be serious or for the funnies. Also no work is started.
Title: Re: The Idea(s) Topic
Post by: ice on July 02, 2012, 02:15:43 AM
the "sure why not" mod, a mod where you can submit anything no matter how out of place it is. wheather a catplanet launcher, the dubstep buster, a weegee class, what ever you feel like. Its almost as serious as the best maps ever pack (and that was pretty serious)
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on July 02, 2012, 03:12:17 AM
Quote from: "ice"
the "sure why not" mod, a mod where you can submit anything no matter how out of place it is. wheather a catplanet launcher, the dubstep buster, a weegee class, what ever you feel like. Its almost as serious as the best maps ever pack (and that was pretty serious)


I support this.
Title: Re: The Idea(s) Topic
Post by: BiscuitSlash on July 02, 2012, 09:24:33 AM
Quote from: "ice"
the "sure why not" mod, a mod where you can submit anything no matter how out of place it is. wheather a catplanet launcher, the dubstep buster, a weegee class, what ever you feel like. Its almost as serious as the best maps ever pack (and that was pretty serious)
I third this. Let's make it happen!
Title: Re: The Idea(s) Topic
Post by: Kage on July 02, 2012, 02:04:29 PM
I have this idea of using Rush Marine and Space Rush of Mega Man V for a free flying kind of shooter mod where all fragging takes place in space, underwater, and even in the sky. The current weapons would probably have to be either modded or replaced to be able to hit other opponents.

Obstacles like floating asteroids or debris (in space) and underwater mines and other underwater objects can be used as obstacles that either instant kill or do just a certain amount of damage if they are hit.

The weapons this mod would probably use is buster, homing, and laser weapons that are fast and can fire continuously while being able to hit the target somewhat easily.

Of course, it is only an idea as I have no plans to do this project, but you are free to contact me if you want to start up this project with me otherwise you can make this project or some similar project on your own (considering if anyone wants to start this kind of project).
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on July 02, 2012, 02:12:52 PM
Quote from: "Kage"
I have this idea of using Rush Marine and Space Rush of Mega Man V for a free flying kind of shooter mod where all fragging takes place in space, underwater, and even in the sky. The current weapons would probably have to be either modded or replaced to be able to hit other opponents.

Obstacles like floating asteroids or debris (in space) and underwater mines and other underwater objects can be used as obstacles that either instant kill or do just a certain amount of damage if they are hit.

The weapons this mod would probably use is buster, homing, and laser weapons that are fast and can fire continuously while being able to hit the target somewhat easily.

Of course, it is only an idea as I have no plans to do this project, but you are free to contact me if you want to start up this project with me otherwise you can make this project or some similar project on your own (considering if anyone wants to start this kind of project).

It's like Mega Man and Star Fox's lovechild. Coolsome.
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on July 02, 2012, 06:57:58 PM
Quote from: "Kage"
-snip-

...Wait, there's actually a demand for this sort of thing?
I just may have to mention this to Tsukiyomaru Zero. He'd love to help you with that.
Title: Re: The Idea(s) Topic
Post by: Pikmin747 on July 02, 2012, 07:10:19 PM
Quote from: "Michael712"
Quote from: "ice"
the "sure why not" mod, a mod where you can submit anything no matter how out of place it is. wheather a catplanet launcher, the dubstep buster, a weegee class, what ever you feel like. Its almost as serious as the best maps ever pack (and that was pretty serious)
I third this. Let's make it happen!

I support this.
Title: Re: The Idea(s) Topic
Post by: Dark Phil on July 18, 2012, 10:55:30 PM
This is an idea, unfortunately I do not have any programming experience but am willing to learn so that I could help if enough people are interested.

The Forgotten Robots Expansion

Maps:
Mega Man
Roll
Proto Man
Bass

Weapons:
Dark Man
Fake Man
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on July 18, 2012, 11:38:07 PM
Quote from: "Dark Phil"
Weapons:
Dark Man
Fake Man

These are already done. ...Well, I know for sure Fake Revolver is, and Dark Buster/Dark Barrier exists at least in spirit in Classes.
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on July 19, 2012, 01:45:41 PM
I have too much imagination:
Which type of mod should I do?
New weapons or new classes?
If new classes, what type of classes?
Title: Re: The Idea(s) Topic
Post by: TheBladeRoden on July 20, 2012, 08:46:33 AM
Starcraft classes
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on July 20, 2012, 11:46:15 AM
Only 1 problem:
I never played it.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on July 20, 2012, 01:58:43 PM
My earlier idea of Sonic classes?
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on July 20, 2012, 02:16:16 PM
That one was kind of in my head since recently.
I'm still thinking.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on July 20, 2012, 03:12:46 PM
Quote from: "TheBladeRoden"
Starcraft classes
OOOOOOooooooo........ I'd LOVE to see that get down, but how will minin' work out? The first thin' that I can come up with is somethin' similar to All Out War. Makin' Buildin's will be nice to see them play a role.
Title: Re: The Idea(s) Topic
Post by: HD_ on July 20, 2012, 03:19:31 PM
Needs more Pokemon TCG classes.

Yeah no I have no idea whatsoever of how that'd work.
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on July 20, 2012, 10:29:58 PM
thrown cards deal damage similar to how the Pokemon attacks
for example, throwing Charmander would scatter low flames around due to Ember
another example would be Gyarados causing stationary ripping water towers with Dragon Rage

after throwing so many cards (maybe 7) you'd have to re-draw and get a new hand

Trainer Cards would buff the user or help you get better cards in your hand
and Energy Cards would give attack cards bonuses or could be thrown for low damage

I was actually going to make a Ronald class for CSCC but Coldy was being a fish
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on July 21, 2012, 04:06:06 PM
So which type of mod do you think I should do?
Title: Re: The Idea(s) Topic
Post by: Korby on July 21, 2012, 04:06:48 PM
Whatever you want.
Title: Re: The Idea(s) Topic
Post by: Gumballtoid on July 24, 2012, 04:43:49 AM
I've been thinking for a while... We've got a bunch of custom skins that look really nice, and people use often, but what's the point if nobody can see them? What are you gonna do? Tell someone you're using a skin, and tell them to shuffle through oodles of skin threads to download one measly skin just for viewing pleasure? Yeahno. My idea is to combine custom skins used by Cutstuff members, such as user skins like Fyone and Gizmo the Cat, or fan-made Robot Masters like Sink Man, into a single wad, aptly dubbed Cutstuff Communtiy Skins (I know, so very original). Each member would be allowed to submit two skins maximum. However, there will be some rules and restrictions for submitted skins, such as the following.

-Not too large. Try to keep it no larger than Stone Man or the soon-to-be Frost Man.

-Nothing vulgar or offensive. I don't want to jump into a server and see a bunch of [CENSORED] running around everywhere.

-It has to be of remotely good quality. Quick little scribbles that make it more difficult to target, clash terribly, or are just plain hard on the eyes are likely not to be accepted.


Thoughts? Would this be practical and enjoyable? I think it has potential.
Title: Re: The Idea(s) Topic
Post by: dafirestart! on July 24, 2012, 07:15:27 AM
Alright, I'm glad to find this!  I was in the wrong place... :(
But, hey I'm new.
Anyway, my idea, that is aparently old, is the stardroids.
Possibly a MMV campain...  :)
Just an idea, not necessarily a request. :?
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on July 24, 2012, 03:30:36 PM
Quote from: "dafirestart!"
Alright, I'm glad to find this!  I was in the wrong place... :(
But, hey I'm new.
Anyway, my idea, that is aparently old, is the stardroids.
Possibly a MMV campain...  :)
Just an idea, not necessarily a request. :?
Someone's already doing this... Star Dood, I believe.
Title: Re: The Idea(s) Topic
Post by: ice on July 24, 2012, 03:39:16 PM
Water gun mode, basically your main weapon is a squirt pistol, bombs are water balloons, and so on
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on July 24, 2012, 03:45:51 PM
Quote from: "ice"
Water gun mode, basically your main weapon is a squirt pistol, bombs are water balloons, and so on
Would Ice Weapons count?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on July 24, 2012, 05:11:59 PM
Quote from: "Gumballtoid"
I've been thinking for a while... We've got a bunch of custom skins that look really nice, and people use often, but what's the point if nobody can see them? What are you gonna do? Tell someone you're using a skin, and tell them to shuffle through oodles of skin threads to download one measly skin just for viewing pleasure? Yeahno. My idea is to combine custom skins used by Cutstuff members, such as user skins like Fyone and Gizmo the Cat, or fan-made Robot Masters like Sink Man, into a single wad, aptly dubbed Cutstuff Communtiy Skins (I know, so very original). Each member would be allowed to submit two skins maximum. However, there will be some rules and restrictions for submitted skins, such as the following.

-Not too large. Try to keep it no larger than Stone Man or the soon-to-be Frost Man.

-Nothing vulgar or offensive. I don't want to jump into a server and see a bunch of [CENSORED] running around everywhere.

-It has to be of remotely good quality. Quick little scribbles that make it more difficult to target, clash terribly, or are just plain hard on the eyes are likely not to be accepted.


Thoughts? Would this be practical and enjoyable? I think it has potential.
I thought of this actually, a wad, or even just a zip of skins everyone uses so we don't see so many megamans running around.

Quote from: "ice"
Water gun mode, basically your main weapon is a squirt pistol, bombs are water balloons, and so on
Isn't there a blue weapons mode on the wiki?
Title: Re: The Idea(s) Topic
Post by: BiscuitSlash on July 24, 2012, 05:16:17 PM
I think he means real life water fights were you get water guns and water balloons.

If so, fuck yes! make it happen and add me to the team!
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on July 24, 2012, 05:18:10 PM
Quote from: "Game&Watcher"
Someone's already doing this... Star Dood, I believe.

Quote
Star Dood, I believe.

Quote
Star Dood

GODDAMNIT, I DON'T RUN THAT ONE

SIJFIDGHUJFDKLSNBJGKBFDH

Vysethelegend is the leader of that one, and he died. Besides, I've got too much to take care of before I even think of pulling expansions from the grave, so don't count on me taking charge anyway.
Title: Re: The Idea(s) Topic
Post by: Gumballtoid on July 25, 2012, 06:34:49 AM
We really should see to it that we get that expansion going again.
Title: Re: The Idea(s) Topic
Post by: Beed28 on July 28, 2012, 07:22:09 PM
I was thinking of making my own Classes mod, with its own unbalanced classes made by me. I wonder if I can do it:
Mega Man:
Duh.

World Mover:
Uses helmetless Mega Man skin with green armour. Has a laser buster of some sort, but a very weak jumping ability, only enough to reach 1 block height steps. However, he can shift the whole world beneath everyone's feet, right up to the point of flinging them into the air, and this will last 10 seconds, with a 20 second recharge timer. World Mover will have to take advantage of the bouncing landscape to reach higher terrain.

WarMECH:
Uses Hard Man skin. A large but slow moving guy who uses a varaity of explosives, including slow drunk missiles that weave around like the Cleric's Serpent Staff, a powerful bouncing grenade, a vulcan that's faster but weaker than the Bass Buster, and can shoot 5 laser beams that spread out in a fan like pattern, and a nuclear warhead powerful enough to blow apart the entire planet, crashing the game in the process.

Phantom Samurai:
Sorry, but ghosts don't exist.

Dracubat:
Uses Shade Man skin. Attacks with bites and sonic waves, and can jump very high thanks to his large wings. If he manages to bite someone, he will regain some health.

Saw Doctor:
Uses Metal Man skin. Attacks with a variaty of metal saws that travel along the ground. And throws music notes.
Title: Re: The Idea(s) Topic
Post by: HD_ on July 28, 2012, 08:58:14 PM
Pokemon classes mod

WITH EVERY POKEMON

Is that enough classes for you
Title: Actually started making something like that a while ago
Post by: ice on July 29, 2012, 02:00:04 AM
Maby we should just stick with each cutstuff member's favorite pokemon

I call abra
Title: Re: Actually started making something like that a while ago
Post by: Laggy Blazko on July 29, 2012, 02:13:41 AM
Quote from: "ice"
Maby we should just stick with each cutstuff member's favorite pokemon
Agumon :mrgreen:
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on July 29, 2012, 02:19:53 AM
Blaziken as best class

Blaze Kick is a better Charge Kick that eats ammo faster
Sky Uppercut can be Top Spin that you use on the ground and it throws you upward
Flamethrower for awesome stunlock party time
and finish the set with Mirror Move because why not
Title: Re: The Idea(s) Topic
Post by: SmashTheEchidna on July 29, 2012, 02:30:33 AM
Quote from: "SmashBroPlusB"
Sky Uppercut can be Top Spin that you use on the ground and it throws you upward

That's a move I'd wanted to try to make some time ago. :ugeek:
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on July 29, 2012, 02:31:08 AM
Magikarp.

It can tackle with main and splash with alt.

Or maybe main could be flail.
Title: Re: The Idea(s) Topic
Post by: ice on July 29, 2012, 02:34:05 AM
so far all I made was
teleport: Works like Boomer kuwanger's alt
Psychic: energy blast, had the ability to throw too but that easily gotten over powered
Shock wave: shoots a homing ball of energy that summon thunder on contact
Ice Punch: 10% chance of freezeing (CURSE YOU GAME FREAK FOR CHANGING IT FROM SPECIAL!!!!!)
Mega kick: only made that for sparta kicking, nothing else and not one of his actual attacks
Title: MAKE THIS A HIDDEN CLASS!!!!
Post by: BiscuitSlash on July 29, 2012, 10:30:23 AM
Missingno.

Main fire: Water Gun
Altfire: Sky Attack

Amour: ????x
Speed: ????x
Falling speed: Slightly less (it's a bird/normal)
Special ability: Crushes everyone it lands on.
Title: Re: The Idea(s) Topic
Post by: dafirestart! on July 29, 2012, 11:50:16 AM
I'm guessing people have suggested this already too.
But a Megaman & Bass campain?
Title: Re: The Idea(s) Topic
Post by: HD_ on July 29, 2012, 12:06:54 PM
Quote from: "dafirestart!"
I'm guessing people have suggested this already too.
But a Megaman & Bass campain?

Surprise, Gravity Man here, droppin' in to tell ya, this is being worked on (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=846)

Also inb4 CSCP (Cutstuff Community Pokemon)
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on July 30, 2012, 02:18:58 PM
Quote from: "Hilman170499"
So which type of mod do you think I should do?

Not to spam but:
New classes or new weapons?
Title: Re: The Idea(s) Topic
Post by: Gumballtoid on July 30, 2012, 09:21:01 PM
I honestly don't see why you need someone else to decide for you, but if you really need something to do, you ought to try to code your CSCC; kill two birds with one stone.

Anyway... I was looking at (trying and failing) Duora's Target Shooting maps, and I thought the only thing that could make it better was a Co-op mode. That would be just awesome. I can already imagine the medal for winning its competition: two Gemini Men.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on July 30, 2012, 10:10:11 PM
Quote from: "Gumballtoid"
I honestly don't see why you need someone else to decide for you, but if you really need something to do, you ought to try to code your CSCC; kill two birds with one stone.

Anyway... I was looking at (trying and failing) Duora's Target Shooting maps, and I thought the only thing that could make it better was a Co-op mode. That would be just awesome. I can already imagine the medal for winning its competition: two Gemini Men.
On topic of Duora's map pack he should give out the needed stuff for domination so other people can make maps for it. Its a game mode already programmed into doom and all.
Title: BUMPING!
Post by: dafirestart! on August 19, 2012, 06:14:11 AM
Just an idea, but for the campain, could we see some cutscenes between stages?
Title: Re: The Idea(s) Topic
Post by: Gumballtoid on August 19, 2012, 03:31:39 PM
Quote from: "Gumballtoid"
I've been thinking for a while... We've got a bunch of custom skins that look really nice, and people use often, but what's the point if nobody can see them? What are you gonna do? Tell someone you're using a skin, and tell them to shuffle through oodles of skin threads to download one measly skin just for viewing pleasure? Yeahno. My idea is to combine custom skins used by Cutstuff members, such as user skins like Fyone and Gizmo the Cat, or fan-made Robot Masters like Sink Man, into a single wad, aptly dubbed Cutstuff Communtiy Skins (I know, so very original). Each member would be allowed to submit two skins maximum. However, there will be some rules and restrictions for submitted skins, such as the following.

-Not too large. Try to keep it no larger than Stone Man or the soon-to-be Frost Man.

-Nothing vulgar or offensive. I don't want to jump into a server and see a bunch of [CENSORED] running around everywhere.

-It has to be of remotely good quality. Quick little scribbles that make it more difficult to target, clash terribly, or are just plain hard on the eyes are likely not to be accepted.


Thoughts? Would this be practical and enjoyable? I think it has potential.
Remember this? I'm trying to get it going right now but I don't want to start a thread with no release. If anyone wants to help me out and send something in via PM, I'd appreciate it.

Three skins maximum, rather than two.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on August 19, 2012, 03:45:09 PM
I'd send a skin I made recently, but I don't actually know if it is any good, because people haven't said anything.
Title: See!? Imma Megabumper!
Post by: dafirestart! on August 27, 2012, 06:53:30 AM
How about...

(This better not be  taken)
CSCC Stages?
Title: Re: The Idea(s) Topic
Post by: LlamaHombre on August 27, 2012, 09:49:36 AM
Isn't CSCM enough?

Also, if you're purposely bumping threads like you say you are make sure you actually know how long has to pass for a bump to be made and that you can be warned for it on certain occasions.
Title: I thought it had to be 14 days for a bump.
Post by: BiscuitSlash on August 27, 2012, 11:31:35 AM
CSCC stages were suggested in the thread, but I don't think the idea caught on well. Not a huge amount of people will be able/wanting to contribute to it.
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on August 27, 2012, 02:26:59 PM
Not quite. I brought up the idea with Coldy a little while ago, and... well actually yeah, the idea sort of died out.

He was willing to support such a thing though, I think I still have Fusion Spire laying around somewhere...
Title: Re: The Idea(s) Topic
Post by: ice on August 27, 2012, 03:33:17 PM
well, I do have Ice's stage already made, unfortunatly, mapping is not really my strong point so it's takeing me forever to make sparky's stage.

Other than that, if CSCS was added, I already have a map for it
Title: Re: The Idea(s) Topic
Post by: Beed28 on August 27, 2012, 04:59:57 PM
I have an idea.

How about making a map that combines every vanilla MM2 map into one map, and throw in MM2DW2X in there as well for good measure. Would be good for 64 player matches. :mrgreen:
Title: Re: The Idea(s) Topic
Post by: 75chris5 on August 30, 2012, 12:06:33 AM
Has anyone ever worked on Mega Man V (GB) Classes? If not, would this be possible? (I have a feeling that this is highly improbable...)
Title: Re: The Idea(s) Topic
Post by: Korby on August 30, 2012, 02:23:18 AM
I wonder if people realize, instead of making a new map pack, they could just submit CSCC Stages to CSCM.
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on August 30, 2012, 03:23:04 AM
Quote from: "Korby"
I wonder if people realize, instead of making a new map pack, they could just submit CSCC Stages to CSCM.
Challenge accepted.
Yep, challenge.
Title: Re: The Idea(s) Topic
Post by: Korby on August 30, 2012, 06:18:05 AM
I look forward to it!
Title: Re: The Idea(s) Topic
Post by: NemZ on August 30, 2012, 11:27:57 AM
I have a wild and crazy idea:  What if... just here me out... what if you guys actually FINISHED some of the dozens of projects that are already partially done rather than spending time dreaming up ever more esoteric things you'll inevitably give up on halfway through?

Crazy, right?  I know.  But seriously, what if?!
Title: Re: The Idea(s) Topic
Post by: Jc494 on August 30, 2012, 11:56:43 AM
Quote from: "Korby"
I wonder if people realize, instead of making a new map pack, they could just submit CSCC Stages to CSCM.
Too bad my map is CTF  :geek:

Quote from: "NemZ"
I have a wild and crazy idea:  What if... just here me out... what if you guys actually FINISHED some of the dozens of projects that are already partially done rather than spending time dreaming up ever more esoteric things you'll inevitably give up on halfway through?

Crazy, right?  I know.  But seriously, what if?!

What if, Indeed. The thing is that making relatively good maps is rather difficult, especially if there aren't that many mappers to make said maps, and only a handful.
Title: Re: The Idea(s) Topic
Post by: ice on August 30, 2012, 01:10:52 PM
Quote from: "NemZ"
I have a wild and crazy idea:  What if... just here me out... what if you guys actually FINISHED some of the dozens of projects that are already partially done rather than spending time dreaming up ever more esoteric things you'll inevitably give up on halfway through?

Crazy, right?  I know.  But seriously, what if?!

The main reason nothing gets done is lack of support/people working in other projects. So far I only have released 2 things (B&C, Enemy classes), but I have alot of unfinished projects, and some are too much for just 1 person, so I quickly take breaks from those due to being the only person working on them. I still work on them, but progress is just made of molasses.

As for me makeing a bunch of projects (Starfox dog fight, pokemon, original stage mode, megaman invasion, cutstuffmon) I'm a codeaholic, I can't spend 1 minute of my free time without coding something
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on August 30, 2012, 04:09:56 PM
Well, I have big projects but I like to make small things in the meantime so I don't die of boredom.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on August 30, 2012, 05:52:42 PM
Quote from: "SaviorSword"
Ever got a project idea that yar not too sure that it'll work? Or maybe ya have a brilliant idea, but no work has been done at all? Here's a good place to dump stuff into, and hopefully mature into a topic worthy of bein' a WIP topic. And, of course, ultimately into a full fledged project!

hmmm... i have been thinking of a mega man x expansion... i came up with a whole buncha stuff for it.

weapons:
x-buster(aka mega buster mark XVII)
z-saber(zeros beamsword) melee

skins:
mega man x
zero(i had made the graphics allready, but they donot look like the ones on the wikia)

stage:
city of neo arcadia (thats just the title, perhaps it could be the very first stage of mmx)


i also came up with a dead rising pack.

Stage:
 willamette parkview mall
fortune city

skins:
frank west (allready done the graphics...nothing else)
chuck greene(i allready started on its graphics didnt quite finish)

bots:
zombies(i can do several templates)
carlito keyes(ill do the graphics latr on)
tyrone king(ill do this later on to)

here are different ideas.
star wars
stage: tantive four beginning ship in "a new hope"
bots and skins: storm troopers! who doesnt want to be a storm trooper, except id make their template white instead of blue
no weapons though

resident evil

and thats it...
Title: Re: The Idea(s) Topic
Post by: Sora on August 30, 2012, 06:10:04 PM
I don't think anyone's done anything for Dead Rising yet, but I do know that TheBladeRoden has already done some work on a MegaMan X project, (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2470) so you might want to check that out.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on August 30, 2012, 06:13:12 PM
oh... well i thought the dead rising idea was good. maybe that can be a huge project
Title: Re: The Idea(s) Topic
Post by: TheDoc on August 30, 2012, 09:33:47 PM
Actually, someone did have an idea for something along those lines. (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=3354)
Title: Re: The Idea(s) Topic
Post by: TheBladeRoden on August 31, 2012, 10:37:01 AM
I can't even think of what I would do for my CSCS, except maybe my house, but that's boring.

I'd have to make it based on another character
Title: Re: The Idea(s) Topic
Post by: Janatplay25 on September 12, 2012, 04:05:55 AM
cOdEs was looking at the favorite song thing, and is asking:
Why isn't there a robot museum stage from MM7?
Title: Re: The Idea(s) Topic
Post by: BiscuitSlash on September 12, 2012, 10:43:09 AM
In MM8BDM? That's because the MM7 expansion was based mostly on the 8-bit MM7 remake called "Rockman 7 FC". That remake didn't have the intro stage, middle stage or auto's shop. The intro stage and robot museum stage were excluded from the MM7 maps, mostly because tilesets would be much harder to make/get (RM7FC didn't have them) and it's not entirely necessary.

Though you could probably make robot museum stage and intro stage for CSCM.
Title: Re: The Idea(s) Topic
Post by: Hinatediz on October 27, 2012, 06:26:41 PM
I just ended up with something...

it's about a Team Deathmatch special gamematch

That it's about Mouses and Rats!

Introducing Mouse Madness/Rat Rampage!

the game stands of normal characters vs Mouses or Rats, where the objetive of the Mouses/Rats is sabotage 5 power generators (that deals 3/100 damage to destroy them) and the objetive of the normal players is to stop them and don't let the Mouses/Rats destroy all the 5 power generators until time runs out!

You can be the normal characters or the rats/mouses to do your things...

If you are playing as a Mouse/Rat, your skin will be changed to that rodent, and the habilities that you got are: Chomp and Sense...

Chomp is like a normal attack...
Sense is temporal habilitie that allows to see thermal action, that are enemies to escape or allies to reunite... only works 10 seconds and to reload you must wait 20 seconds...

so?
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on November 06, 2012, 08:59:13 PM
I had some ideas for interesting Duel twists:
Quote from: "True Versus"
Modifies LMS. 2 player only.
Both players would have their health bar in Fightning Game style on top of the screen, just so everyone would know how much health they have left.
All damages would be reduced by 90% OR they would have their starting health and max health capped at 1000. Health items wouldn't exist. Nor E-Tanks. Pits and Death Traps would Insta-kill as always.
Randomly, a "reward" could spawn during the battle, allowing them to gain regeneration for a short period, leech, invul and others. Including Ammo.

Quote from: "Tug-'o-War"
Basically, same as above, but with some differences:
1) Uses Deathmatch or Duel instead of LMS, but can be done in LMS too.
2) Rather than two health bars, it is a long one that goes left or right depending on who takes damage. Once the bar goes all the way to one side, it should give frag points to the winner and end the stage OR (in case of it using LMS) instantly frags the loser and declare the other player the winner.
3) Death traps and pits doesn't kill. Rather, should teleport the player who falls into them to a random spot and cause some damage to shift the bar. But telefrag kills them for sure.

Quote from: "No-Heal Duel"
This one is the simplest: just removes the E-Tank, Health Capsules, Plant Barrier and rigs Eddie to not give anything that restores health. That could perhaps have players be more "aggressive" in Duels, rather than going "hit 'n run", and still give the benefit of getting ammo, weapons, etc.

Quote from: "Fast Draw"
Both players would be given a "gun", that would trigger a special script ONLY if both players were in the line of fire of each other. Then, after 5 to 10 seconds (random), a church bell should ring, and the first to press the trigger would win. Holding the trigger or pressing before the time would cause the gun to "jam".
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on November 06, 2012, 09:46:29 PM
True Versus and Tug-O-War sound hilarious. I'm not too sure of the others, but I'd definitely play True Versus like a madman.
Title: Re: The Idea(s) Topic
Post by: doofusroad on November 10, 2012, 06:12:30 PM
ALRIGHT I HAVE TWO IDEAS LAIDIES AND GENTLECUTMEN.

Bob-omb Defuse mode: The players have to defuse 15 walking Bob-ombs by attacking them before time runs out.

Met Endurance mode: The players have to survive an army of mets until time is up.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 10, 2012, 06:23:01 PM
Quote from: "doofusroad"
ALRIGHT I HAVE TWO IDEAS LAIDIES AND GENTLECUTMEN.

Bob-omb Defuse mode: The players have to defuse 15 walking Bob-ombs by attacking them before time runs out.

Met Endurance mode: The players have to survive an army of mets until time is up.
actually, these are some pretty good ideas!
Title: Re: The Idea(s) Topic
Post by: TheBladeRoden on November 12, 2012, 06:08:45 AM
Defense of the Doctors

Basically Mega Man themed DOTA
Dr. Light and Dr. Wily are on opposite sides of the map. And they send waves of AI monsters Mets vs. Eddies? at each other. Players can kill monsters and enemies to gain screws to buy more powerful weapons. When powerful enough, they can kill the other team's turrets (Rush and Treble?), break into the base and kill the opposing Doctor.

Dunno if it's possible to do that advanced kind of behavior with monsters though.
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on November 12, 2012, 06:13:50 AM
you can get Roaders to follow paths so I think it's possible to make custom monsters that are into pathing as well




actually that sounds a lot like League of Legends to be honest
Title: Re: The Idea(s) Topic
Post by: Max on November 12, 2012, 07:56:19 AM
The main problem with Dota 2/LoL mods would be that you can see all across the map, which is of course designed to be limited in MOBAs. There would probably be a lot more fighting as well and I'm sure most lanes will just be one alive guy pushing and one dead guy.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on November 12, 2012, 02:54:38 PM
Rather than that, why not make it in some sort of endless Invasion where you need to protect points to prevent the monsters from going further? It would be easier and someone has already done it in Skulltag.
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on November 14, 2012, 03:01:56 AM
Quote from: "TheBladeRoden"
Defense of the Doctors

Basically Mega Man themed DOTA
Dr. Light and Dr. Wily are on opposite sides of the map. And they send waves of AI monsters Mets vs. Eddies? at each other. Players can kill monsters and enemies to gain screws to buy more powerful weapons. When powerful enough, they can kill the other team's turrets (Rush and Treble?), break into the base and kill the opposing Doctor.

Dunno if it's possible to do that advanced kind of behavior with monsters though.

I had a similar idea, but it involved multiple game series (so we could pull a bigger variety of characters), more LoL-esque mechanics, and less professor homicide.

EDIT: Fleshed out the idea a bit more. Now to get working on it. Maybe.
The League of Extraordinary Megamen lol literary puns

Objective
The objective of the game is simple: destroy the enemy Nexus, located in the center of their base. In order to do this, you will have to push your enemy back to their base through several turrets, each progressively tougher than the last.

Mobs
To help you on your quest, each team's Nexus releases waves of monsters that serve as bullet shields to protect you from the turrets' wrath. In addition, a variety of neutral mobs can be found in various points of the map which can be killed for a variety of bonuses.

Skills
Each character has a set of 4 skills which can be bought as the character levels up. Skills can be used by pressing the corresponding slot key (default: number keys). These vary from alternate attacks to healing skills and anything in between. These skills have cooldowns and costs associated with them, so you can't just use them repeatedly.

Experience
When mobs and characters die, they drop experience orbs for the other team. Collecting enough of these experience orbs causes you to level up, granting you slight increases to all of your stats and giving you a skill point, which you can spend to upgrade skills. Don't be greedy; if another player needs to catch up, let him or her pick up some experience.

Money
Mobs and characters also drop money. These small gold coins can be used at the shop, located at your base, to buy items to augment your stats. Certain items can also be upgraded and combined to create better items.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on November 16, 2012, 02:19:28 AM
All we need now is a Summoner's Rift map for MM8BDM then! :p
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on November 21, 2012, 07:07:02 PM
I wish my other hard drive didn't fry so I could show you the WIP Summoner's Rift I had in the works.

The maps would be more along the lines of Awesomenauts or Monday Night Combat (smaller, so the more action-oriented guys wouldn't get bored by long movement times, but having that typical multi-lane + jungle construction.) Each one would have its own gimmick based on the level/series it's based on (i.e. a Gravityman map with a low-gravity zone a-la AI Station 404, or an Eversion map that changes themes and hazard layouts every so often) and its own unique neutral monsters (Pig Officers for Hollywood Holocaust, for example, or Flandre as a "boss" in Scarlet Devil Mansion).
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on November 27, 2012, 05:49:41 PM
My next idea is... We could use something like this:
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on November 28, 2012, 12:58:40 AM
So, you guys know the Zombies mode of Call of Duty?

A Mega-Man version of that.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 28, 2012, 01:27:32 AM
that would bethe coolest thing ever, but theres all ready a mode like that, ever hear of the roboenza mode? its ok. not my fav tho.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on November 28, 2012, 02:58:11 AM
No, Roboenza is different. This is more similar to Invasion mode, with a few differences.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on November 28, 2012, 05:42:28 AM
Quote from: "-FiniteZero-"
No, Roboenza is different. This is more similar to Invasion mode, with a few differences.
Like the Nazi Zombies for ZDoom port and its variations? i'd like to see something like this.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on November 28, 2012, 05:55:26 AM
Quote from: "tsukiyomaru0"
Quote from: "-FiniteZero-"
No, Roboenza is different. This is more similar to Invasion mode, with a few differences.
Like the Nazi Zombies for ZDoom port and its variations? i'd like to see something like this.

There's a port to ZDoom for it? Cool, that means this is more possible than I thought!
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on November 28, 2012, 07:02:15 AM
Quote from: "-FiniteZero-"
No, Roboenza is different. This is more similar to Invasion mode, with a few differences.
my plans for world domination have faild (http://cutstuff.net/forum/viewtopic.php?p=191923#p191923)
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on November 28, 2012, 02:28:29 PM
But this won't have people playing as Zombies at all.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 28, 2012, 05:31:59 PM
Hmm, give mega man a shotgun in the middle of a zombie apocalypse, Wat would he do?
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on November 28, 2012, 07:02:06 PM
He'd use his buster. Who needs a shotgun when you have Plasma Power?

On-Topic: A proper Co-Op/Campaign mode.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 28, 2012, 07:38:27 PM
I have no idea what co-op is, can someone fill me in?
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on November 28, 2012, 07:56:33 PM
Cooperative play. Two or more people playing a campaign and working together.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 29, 2012, 12:59:03 AM
oh, but in mm8bdm(or doom2) terms, are their just monsters and the players have kill them? that it?
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on November 29, 2012, 01:06:57 AM
Sorta. Players have to survive wave after wave of zombies.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on November 29, 2012, 02:34:28 AM
Or hordes of rouge robots? Mega Mann vs Machine? :p
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on November 29, 2012, 02:46:43 AM
But we already have sprites for zombies, and it fits the idea better.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 29, 2012, 03:07:04 PM
yep, ima bust out mah shot gun!
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 29, 2012, 03:09:25 PM
OOPS! dude, i actually have a great idea (that i will not do)
any one play rockman xover? well, we could do something like that, an expansion or add-on.
you could play as x, zero, mm zero, mm.exe, starforce, servbot, and volnutt!
eg, i hate posting a post right after another one of mine...
Title: Re: The Idea(s) Topic
Post by: Korby on November 29, 2012, 09:51:38 PM
so don't do that and just use the edit button

especially if you posted again two minutes after your first post.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on November 30, 2012, 01:14:26 AM
well, is the Xover idea good?
Title: Re: The Idea(s) Topic
Post by: Ivory on November 30, 2012, 01:22:47 AM
You may be hard pressed to find anyone in this community who wants to support xover.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on December 01, 2012, 01:56:34 AM
enew idea!
Met survival!
well, what i have here is a new game mode idea. you go up against armies of mets.
game over wen u lose ur set amount of lives!
Title: Re: The Idea(s) Topic
Post by: Max on December 01, 2012, 01:23:34 PM
Here's a fun idea I had based on a game I used to play...

The Unseen

The mode is set to TLMS. Blue Team is given their regular weapons and isn't too affected by the mod (homing weaponry would be replaced), but the Red Team is completely invisible and are given Slash Claw / Flame Sword / Custom Slashing weapon / Whatever man as well as Spark Shock. Whilst standing still Red Team is undetectable, but they make footstep noises when walking and also make footprints on the ground that fade somewhat quickly. If a Red Team player takes damage, he is rendered visible. If he takes no more damage, he becomes invisible again over a short time. Naturally the goal of each team is to kill the other team.

Here's the mode it's based on.


Similarities to GVH unintended
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on December 01, 2012, 01:34:17 PM
seems a cool idea...
"Medal Year"
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on December 04, 2012, 06:12:45 PM
One idea I got from the Best Maps Ever thingy:

A set of dungeons made by the community. Playing through those maps and trying to get to the end was actually kinda fun, though it felt cheap at times. But the general idea I think is quite interesting, building a level using all sorts of clever traps. A serious effort at this could result in quite the fun dungeon map pack.
Title: Re: The Idea(s) Topic
Post by: Knux on December 05, 2012, 06:23:32 PM
You mean a coop expansion that isn't shitty. Yeah, that'd be nice.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on December 06, 2012, 12:15:04 AM
Gummy's is epic. I can't wait to see him spoof my map pack.
Title: Re: The Idea(s) Topic
Post by: Rozark on December 06, 2012, 12:18:26 AM
Quote from: "-FiniteZero-"
One idea I got from the Best Maps Ever thingy:

A set of dungeons made by the community. Playing through those maps and trying to get to the end was actually kinda fun, though it felt cheap at times. But the general idea I think is quite interesting, building a level using all sorts of clever traps. A serious effort at this could result in quite the fun dungeon map pack.


Better yet:
Let's make MM8BDM Death Runs.
Title: Re: The Idea(s) Topic
Post by: Knux on December 06, 2012, 12:19:56 AM
Quote from: "fortegigasgospel"
Gummy's is epic. I can't wait to see him spoof my map pack.
Won't deny the humor is awesome. We still need a proper one, though.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on December 08, 2012, 03:20:57 PM
The jumpmazes are a good example to base maps off of, however I rather have more of a "dungeon" than a maze/race. I've got a map that's collectin' dust that's based off of my CTF map's near impossible jump.
Title: Re: The Idea(s) Topic
Post by: CHAOS_FANTAZY on December 09, 2012, 04:04:21 AM
I just finished a rather lengthy conversation with Musashi, and I have come to an important conclusion, regarding all expansions in general.

The facts are simple.  Most of us do not have what it takes to complete an entire expansion.  Most of us are well-educated on skins and bots, but most of us do not know how to make weapons.  We have only a few select people who like to make vast amounts of weapons and classes (SmashBro, Lego, and Neo come to mind).  And even then, the number of weaponsmiths we have pales in comparison to that of our good mappers.  Sure, many people are learning, but how many good mappers do we actually have?  Ivory, Mr. X, DoomThroughDoom...the list is very small.  And all those people--the good mappers--have their resources pooled into making Mega Man 8 right now, and 9 after that.
So we have all the good mappers sucked into a vortex, and all these expansion packs crying out for maps.  We have the skins, the bots, the weapons, even, but we can't release the expansion quite yet because we don't have the maps.  What are we to do?

The answer is even simpler.  Before the maps come out, expansions should release a v0 version with the skins and weapons, but no maps.  Now, weapon packs may be fairly unpopular, but I'm sure that they'll find use if enough of them get released.  With LMS and its various mods still being hosted quite often, players would get dealt the weapons sometimes, giving them an opportunity to test them out.  It is a win-win--the people who worked hard on the expansion get to play it, or at least part of it, whereas the good mappers can see what was accomplished so far and possibly get motivated.

Anyone else agree with me?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on December 09, 2012, 04:10:59 AM
Its a great idea actually. It gives interest in the projects. DOS did something similar too, though it was just skins. MI couldn't really do it due to lack of new skins though.
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on December 09, 2012, 06:44:29 PM
Quote from: "fortegigasgospel"
DOS did something similar too, though it was just skins.

TO BE FAIR

The weapons were already released at this time, but they were probably pretty old and have been updated.

Also, with Lego's current restriction on us using them, we won't be able to release them until we've got three maps (which, to be honest, is extremely hard to accomplish as of now).
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on December 09, 2012, 10:21:32 PM
Ladies and gentlemen... We should... Wait until SFxMM is out, then make an expansion of it for MM8DM. Perhaps invite gregaman over as well?
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on December 10, 2012, 12:29:55 AM
Quote from: "tsukiyomaru0"
Ladies and gentlemen... We should... Wait until SFxMM is out, then make an expansion of it for MM8DM. Perhaps invite gregaman over as well?
We already have Ryu, but everyone is a Mega Man edit!
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on December 11, 2012, 01:28:08 AM
It's Cutstuff: The Fangame!
Everything is Megaman!

Why'd I get the first post on the next page?
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on December 14, 2012, 04:19:02 AM
We could try to bring certain projects back to life, but with a different scope. Since we don't have a large number of mappers, those "resurrected projects" would need to be first done in the easiest parts (Actors, scripts, sprites for anything but skins, some sounds) then regular (textures, musics and "sample map(s)") and close it with the hardest part (gimmicks for maps, more maps). And rather than wanting to release when everything is done, release it after each part is done. That way people will get a taste of what they can expect without waiting aeons for maps to be done.

One of those who could receive this treatment is the Metroid expansion.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on December 15, 2012, 09:26:51 PM
Okay, I just had an interesting but insane idea.

What if...

We had a map pack based on the good ol' James Bond series? Like a group of maps based on set pieces of the movies, with one map per movie. Like the vault thing from Goldfinger, or the ice palace from Die Another Day. Goldeneye would probably be easy, due to the fact that there's already several maps based on it from the N64 game.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on December 16, 2012, 07:17:05 PM
Quote from: "-FiniteZero-"
Okay, I just had an interesting but insane idea.

What if...

We had a map pack based on the good ol' James Bond series? Like a group of maps based on set pieces of the movies, with one map per movie. Like the vault thing from Goldfinger, or the ice palace from Die Another Day. Goldeneye would probably be easy, due to the fact that there's already several maps based on it from the N64 game.
Goldeneye 007 DM maps? sure, why not? That game alone is legen-(wait for it)-DARY!

Now, I have thought: We could try making an espansion based around Sonic Battle, but with Megaman characters. "Duh, it exists already, is Classes!", you may say. But then I say "Let me finish explaining, okay?". The idea woud revolve around simple maps with no hazard on their own to begin. Then it would involve having the selection of special attacks and autoguards before you "spawn". Just like in Sonic Battle, there would be two attack buttons and one defense/heal button (which would be crouch?). The Normal Attacks would revolve around punches and kicks, very short ranged and usually weak. Special Attacks would be different basing on the type. Let's take Megaman for example:
Title: Re: The Idea(s) Topic
Post by: verifiaman on December 16, 2012, 11:28:29 PM
A medabots mod? i can't believe no one has thought of it before!
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on December 17, 2012, 12:58:24 AM
Quote from: "tsukiyomaru0"
Quote from: "-FiniteZero-"
Okay, I just had an interesting but insane idea.

What if...

We had a map pack based on the good ol' James Bond series? Like a group of maps based on set pieces of the movies, with one map per movie. Like the vault thing from Goldfinger, or the ice palace from Die Another Day. Goldeneye would probably be easy, due to the fact that there's already several maps based on it from the N64 game.
Goldeneye 007 DM maps? sure, why not? That game alone is legen-(wait for it)-DARY!

Now, I have thought: We could try making an espansion based around Sonic Battle, but with Megaman characters. "Duh, it exists already, is Classes!", you may say. But then I say "Let me finish explaining, okay?". The idea woud revolve around simple maps with no hazard on their own to begin. Then it would involve having the selection of special attacks and autoguards before you "spawn". Just like in Sonic Battle, there would be two attack buttons and one defense/heal button (which would be crouch?). The Normal Attacks would revolve around punches and kicks, very short ranged and usually weak. Special Attacks would be different basing on the type. Let's take Megaman for example:
    Shot - Fires a charged Megabuster.
    Power - does a fire uppercut (SHORYUKEN!). In the air, fires a charged Megabuster straight down, propeling himself up.
    Trap - Summons Eddie, which would drop bombs on enemies. In the air, summons Beat to hover for a while, then Beat would launch himself on a nearby enemy.


Sure, and maps from The World Is Not Enough and Nightfire, as well.
Title: Re: The Idea(s) Topic
Post by: Jakeinator on December 27, 2012, 04:03:15 AM
I really wish I could code ACS and make weapons so I can make a Megaman X expansion.
Title: Re: The Idea(s) Topic
Post by: BiscuitSlash on December 27, 2012, 12:02:02 PM
megaman sprite expansion

It would include skins, weapons, items and a few maps based on megaman sprite comic and megaman sprite game by brotoad.

Right now I want to make a skin of the spooky ghost at least, but I need to quarter the size which is a hard thing to do at the moment.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on December 27, 2012, 05:31:58 PM
Quote from: "Michael712"
megaman sprite expansion

It would include skins, weapons, items and a few maps based on megaman sprite comic and megaman sprite game by brotoad.

Right now I want to make a skin of the spooky ghost at least, but I need to quarter the size which is a hard thing to do at the moment.

actually, i had that thought before as i was playing the game. but then i thought, how can i get a whole bunch of people to help me? i could barely spprite at thetime. i sucked at coding at (every time), and i had no idea what to do. so i just let it go.


well, hows about a new campaign. a sniper joe one. like 3 consecutive ones.
1:sniper joe training
gotta train them sometime. this has a total of less than seven maps. each shows techniques and attacks the average joe can pull off.
2: war
the sniperjoes were programmed as soldiers, were they not?so this is like survival, except you must kill all the enemy robots. and THEY DONT RESPAWN! plus, you gotta go to several checkpoints and bases before you win. and, when you kill everything, and fulfill all the tasks, you conquer the battle field and claim victory
3: survival
you start out as megaman. and you go against hordes and armies of different sniperjoe classes. as you kill multiple joes, you are able to use their weapons.but, you dont just go through the one map, you go THROUGH EVERY SINGLE MM8BDM MAP IN THE GAME!
Title: Re: The Idea(s) Topic
Post by: Toonwriter on December 31, 2012, 05:46:14 PM
There should be more playable characters in this game, like the Robot Masters from 9-10 and all the characters from Street Fighter X Megaman!
Title: Re: The Idea(s) Topic
Post by: Beed28 on December 31, 2012, 07:22:48 PM
The Robot Masters from 9-10, sure, but characters from Street Fighter X Tekken? A big fat no. Except possibly Bad Box Art Mega Man.
And you can play as him in MM8BDM by typing "reveal megaman-bba" into the console.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on December 31, 2012, 10:39:27 PM
SFxTekken isn't a Megaman game, why would anyone from there be added OTHER then BBA Mega?
Also we have a LOT of playable characters (the main game has over 100 ALREADY, or is damn close to it), and there are many skins by players of various other things.
Title: Re: The Idea(s) Topic
Post by: Toonwriter on December 31, 2012, 11:12:26 PM
Oops! I made a mistake in my last post. I meant to say Street Fighter X Megaman.
Title: Re: The Idea(s) Topic
Post by: Jafar on December 31, 2012, 11:16:31 PM
I think most people would rather have the core game stick to official Megaman games. (Street Fighter X Megaman may have been backed by Capcom, but it's still a fangame.)

It could make for a decent unofficial expansion, though.
Title: Re: The Idea(s) Topic
Post by: FTX6004 on January 03, 2013, 02:43:48 PM
I wish someone should start a street fighter x megaman expansion.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on January 03, 2013, 04:38:52 PM
I got an idea to create a Gunstar Mode, but only ripped the weapon sprites... Don't have much motivation to go ahead, you see.
Title: Re: The Idea(s) Topic
Post by: Beed28 on January 06, 2013, 12:59:54 AM
Is it alright for me to host a Cutstuff Community CTF map pack (CSCTF, for short), like Messastu is doing with CSCM? It will have simular, but less restrictions (so we can have quality maps) from the CTF Competition.

To start it off, I was thinking of including the various competition maps that couldn't make it in (including Duora's Sky Castle map). Is that alright with everybody?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 06, 2013, 01:19:40 AM
Quote from: "Beed28"
Is it alright for me to host a Cutstuff Community CTF map pack (CSCTF, for short), like Messastu is doing with CSCM? It will have simular, but less restrictions (so we can have quality maps) from the CTF Competition.

To start it off, I was thinking of including the various competition maps that couldn't make it in (including Duora's Sky Castle map). Is that alright with everybody?
I know you (I'm sure it was you) asked about doing this after the competition, and only got positive responses. Since you would need permission mostly from the map makers for that one I'm going to give permission to use mine. Also mostly if I can get it sent to me so I can update it, whole being on an old computer and all.  :|
Title: Re: The Idea(s) Topic
Post by: Beed28 on January 06, 2013, 01:37:39 AM
Alright then. I'll post the topic where people can submit their maps if they'd wish to do so.

@fortegigasgospel
Are you saying you don't have the map anymore? You can retrive it from... CTFCompo-2.pk3 (http://static.best-ever.org/wads/ctfcompo-2.pk3), was it? I think it was CTFC10 the last time I looked.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 06, 2013, 01:47:19 AM
Quote from: "Beed28"
Alright then. I'll post the topic where people can submit their maps if they'd wish to do so.

@fortegigasgospel
Are you saying you don't have the map anymore? You can retrive it from... CTFCompo-2.pk3 (http://static.best-ever.org/wads/ctfcompo-2.pk3), was it? I think it was CTFC10 the last time I looked.
Correct, it is on the motherboardless laptop waiting for rescue (granted i lost no files). Also thank you, I'll see about trying to touch up the map and submitting it to your pack.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on January 08, 2013, 07:19:59 PM
Ooh, ooh, I have an idea.

Replace Instagib mode with Golden Gun mode. It's the same basic thing, except with hitscan and a lower rate of fire.
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on January 08, 2013, 10:00:12 PM
What exactly would the point be? Y'know, besides all the Goldeneye fangasms.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on January 09, 2013, 12:50:42 AM
People would have to be even more on their toes, as they'll get killed faster. However, it has a much lower rate of fire, which would mean people would have to be careful with their shots.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 10, 2013, 12:29:47 AM
Blaze, Dood and me came up with this idea a while back.
Non-Mainstream Class Mod featuring DOS, DOS3, Dreamwave, Constellation Droids and Dimensions.
Personal ideas for classes (so my opinions on how they could work, though subject to change)
DOS:
Sonic
HP: Normal
Armor: Normal.
Resistances: Electric and Sound (his own weapon and Noise Crush).
Weaknesses: Explosive: Nuclear Detonator and Crash Bomb x2, Commando Missile and Flash Bomb x1.8, others 1.5
Speed: .8%
Jump: normal
Main: Sonic Wave: Bounces off walls traveling faster then Gemini Laser, not as strong
Alt: Sonar Mines: throws three mines that arc downward and stay on the ground for a short while.
Passive: Can swim in water like Bubble.
Volt
HP: Normal
Armor: Semi High
Resistances: Electric and Explosives
Weaknesses: Sonic Wave and Noise Crush
Speed: .7%
Jump: High
Main: Punching (10 damage)
Alt: Force Field (read passive)
Passive: Players drop batteries (used to fill Volt's ammo bar) upon death. Volt needs roughly 5-6 to fill his bar, which he can then activate Force Field to gain speed, damage and armor until it wares off, which it does the spread attack.
Volt is rather weak and more needs to kill steal to keep up with other players, but once his gauge is full he gains the power to outdo most classes for only a short time. Other classes can grab the batteries to keep him from doing so.
Dyna
HP: Normal
Armor: Low
Resistances: Explosives, Sound
Weaknesses: Electric: Force Field and Spark Shock x2, Thunder Beam and Thunder Wool x1.8, others x1.5
Speed: 1.5x
Jump: High
Main: Nuclear Detonator (high damage): On ground he throws it forward and it moves average speed. In the air he drops it downward.
Alt: a forward jump, similar to Toad's but with more distance and less height.
Dyna is a glass cannon, he is strong and fast but with the downfall of not being able to take a hit.
Bit
HP: Normal
Armor: Normal
Resistances: Electric and "Cutter"
Weaknesses: Fire
Speed: .8x
Jump: Low
Main: Bit Cannon: Fires a wide shot that can easily be jumped over.
Alt: Charge: Bit runs forward at a normal speed and deals a lot of damage to a target if he hits them. If he hits a wall tiles fall around him damaging if they hit.
Passive: After about 2-3 seconds of inactivity Bit gains invulnerability. Moving, Jumping, or Shooting makes him vulnerable again.
Shark
HP: Normal
Armor: Low
Resistances: Water
Weaknesses: Oil Slider and Oil Stream
Speed: 1x
Jump: Normal
Main: Shark Boomerang: He throws the boomerang forward, holding down the attack button holds it in place at it's furthest position but drains ammo, releasing calls it back.
Alt: Shark Bite: Does a small move forward and a powerful melee attack.
Passive: when whatever flag that tells Sonic and Bubble they can swim is active on him he gains a slight speed increase. Also Shark Boomerang does extra damage to targets in water.
Shark is ment to be lack luster, but a worth foe when facing him around water.
Wave
HP: Normal
Armor: Normal
Resistances: Water and Fire
Weaknesses: Shark Boomerang and similar weapons
Speed: .8x
Jump: 1.2x
Main: Water Shooter: A rapid fire water shooter attack, kills quick but has no spread.
Alt: Water Spreader: His in game version, good spread for hitting closer targets.
Passive: While standing on any floor that counts as water terrain he regains ammo a bit quicker (not much quicker).
Ammo gauge looks like a water tank.
Oil
HP: Normal
Armor: Normal
Resistances: Oil weapons and whatever Shark similar weapons are.
Weaknesses: Blade weapons
Speed: .7x
Jump: normal
Main: Oil Stream: slow moving, not too strong. When it hits a target it "oils" the sides of their screens and lowers their traction, causing sliding. Also Oiled targets take extra damage from fire.
Alt: Oil Slick: Slicks the ground in front of him, causes sliding, fire attacks instantly remove the slick but cause a powerful attack to anyone on it.
Passive: Immune to sliding.
Oil acts as a support class, working well along side fire classes.
Blade
HP: Normal
Armor: Normal
Resistances: "Cutter" and Oil
Weakness: Electric
Speed: 1.2x
Jump: normal
Main1: Blade Launcher: low damage but has ammo for about 25 rounds, firing rate increases for each shot as the button is held.
Alt1: Reload
Main2: Spins the blade in place, after a moment it fires fast. Damage dealt is based on the remaining HP the hit target has, the more HP they have the more damage it does. Uses all his ammo.
Alt2: Reload
Passive: Does not refill ammo normally, he automatically reloads when ammo is depleted or manually.
Blade is more effective against bigger targets, his alt used for lowering targets HP to force them to retreat or lower them for his primary to finish the job.
Torch
HP: normal
Armor: normal
Resistance: Fire and Electric
Weakness: Water
Speed: 1x
Jump: normal
Main: Torch Arm: A sniper weapon which starts off a bit slow but accelerates more as it travels.
Alt: Blowtorch: a weak (like 5 damage) arm swing to knock enemies away (can't knock down holes)
To make Torch differ from DM3 I thought instead of gaining damage as it travels, it just naturally be stronger, but simply gets faster, but balances by starting slowly.
Dreamwave
Express
HP: Low
Armor: low
Resistance: not sure
Weakness: also not sure, maybe Oil attacks
Speed: OMGLOOKATHOWFASTHEIS aka how fast Quick is with speed up.
Jump: low
Main: Solar Machinegun: Rapid fire, weak weapon (1 damage), consumes ammo quicker.
Alt: Solar Cannon: Fires a rather large energy shot, consumes all his ammo, damage varies based on how much ammo he has left when used.
Passive: Moving drains his ammo due to how fast he is. When his ammo is out he can't move until it refills completely.
Multi
HP: Very High
Armor: High
Resistance: not sure
Weakness: not sure
Speed: Very Low
Jump: Very Low
Main: Left punch
Alt: Right punch
Item: Multiply: Spawns a smaller Multi Man in front of him, soaks up attacks (50HP) and attacks with him. Can have 2 smaller Multis out at a time.
Barrage
HAHA no. Maybe as a support item or something, but not a class.
C-Droids and Dimension will be listed some other time.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 11, 2013, 04:57:36 AM
Obscure Class Mod Part 2 this time Constellation Droids and Dimensions
Aeries
HP: Normal
Armor: Normal
Resistance: Fire
Weakness: Bubble Beam > Other Water Weapons
Speed: 1.2x
Jump: 1.2x
Main: Heat Snap: whips his crop and makes a small burst of fire a short distance in front of him. Always at same distance.
Alt: Heat Wave: Makes a wave of fire roll across the ground that goes through targets. Does not go up cliffs.
Taurus
HP: High
Armor: High
Resistance: Rocks / Hard Knuckle
Weakness: Twin Laser > other Wind weapons
Speed: .6x
Jump: .5x
Main: Sandstorm: makes a small sand storm spiral around him to hurt opponents within melee range.
Alt: Ox Tackle: Rushes forward quickly until he hits a wall, pierces armor for a powerful attack.
Gemini
HP: Low
Armor: low
Resistance: Wind
Weakness: Heat Wave > other Fire weapons
Speed: 1.3x
Jump: 2x
Main: Laser burst: Small laser shots with a decent firing rate and damage alternating between a pink and blue shot.
Alt: Twin Laser: two lasers spinning around eachother to create a vorpal that pulls enemies to it slightly, effective for pulling opponents into the shot if they are just out of reach, rips.
Passive: Slow decent. (always has low grav basicly)
Cancer
HP: Low
Armor: high
Resistance: Water
Weakness: All electric attacks do the same extra damage.
Speed: 1.2x sideways. .8x forward.
Jump: .7x
Main: Bubble Beam: Rapid fire short range shot (same range as quick boomerang) but the shots linger a moment in place before going away.
Alt: Crab Claw: (if possible) grabs an opponent and holds them in front of him, using them as a shield or to pump Bubble Beam into. Opponent can still turn and fire. (If not possible) Bubble Tsunami: creates a tidel wave in front that hits high but close. (totally stolen from Cancer Bubble)
Leo
HP: Normal
Armor: Normal
Resistance: Wind
Weakness: U.V. Ray > Other fire weapons
Speed: 1.3x
Jump: 1.1x
Main: Whirl Wind: Sends a weak wind shot forward that when hits an opponent traps them before returning to him. (releases after a moment on it's way back)
Alt: Lion Lunge: a forward lunging claw attack.
Virgo
HP: Low
Armor: Low
Resistance: Water
Weakness: Hail Storm > Ice weapons
Speed: 1x
Jump: 1x (even lower decent in water)
Main: Chain whip: short range weapon with chains, has a good width.
Alt: Maelstrom: Giant tornado spirals around where used, pulling nearby opponents toward it (pull is slightly less then normal run speed to allow getting out of it), damages enemies severely while they are in it.
Libra
HP: High
Armor: High
Resistance: Fire
Weakness: Maelstrom > Water weapons
Speed: .5x
Jump: .5x
Main: Scale Smash: drops two iron scales in front of him, pierces armor. (stolen from Libra Scale)
Alt: U.V. Ray: Wide range attack that damages enemies inside it's range. Fires in a cone shape from him with low range.
Ment to be the hard man of the group.
Scorpio
HP: Normal
Armor: Normal
Resistance: Ice
Weakness: U.V. Ray > Fire weapons
Speed: 1.1x
Jump: .6x
Main: Scorpion Tail + Ice Blast: Normal attack stings with tail. Holding button charges an ice chunk on the tip. Taking damage or releasing button causes the blast to be shot.
Alt: Hail Storm: AOE attack, when used causes hail to drop in target area periodically over time. Deals damage in small amounts per hit but lasts a long time.
Passive: Wall climb: Walking into walls slowly climbs them without use of ladders.
Sagittarius
HP: High
Armor: Low
Resistance: Electric
Weakness: Hail Storm > Ice Weapons
Speed: see Centaur.
Jump: .7x with a double jump (guy has wings)
Main: Blazing Arrow: Fires an electrified arrow that deals a lot of damage and travels quick, takes time to ready the arrow though.
Alt: Arrow ready: Readies an arrow without firing, allowing him to ready one while not in combat.
Capricorn
HP: Normal
Armor: Low
Resistance: Fire
Weakness: Hail Storm > Ice weapons
Speed:1.5x
Jump: 1x
Main: Rapier Thrust: double sword thrust. Bring him forward slightly.
Alt: Flaming Sword: makes a flaming sword wave travel across the ground quickly, cutting through enemies and armor. Does not scale cliffs or go down them.
Aquarius
HP: Semi low
Armor: low
Resistance: Water
Weakness: Blazing Arrow > Electric attacks.
Speed: .8x
Jump: 2x
Main: Storm Drain: Mains a rain cloud raise upward and travel in a zigzag forward raining down upon enemies.
Alt: Storm Surge: Makes a water current move across the ground pulling enemies quickly away from him, damages enemies slightly as they stand on it, can't be run up (though doing so lessens how far you are dragged and amount of damage), can't push down holes, can be jumped.
Passive: floats in water.
Pisces
HP: Very Low
Armor: Very low
Resistance: Water
Weakness: Blazing Arrow > Electric weapons
Speed: Quick's
Jump: Low
Main: Hydro Cannon: Powerful blast, low RoF, knocks back slightly.
Alt: Dolphin Jump: "Back flips" similar to Toad's but lower distance, sends him opposite direction he is facing.
Powerful, fast, but frail with a low firing rate.
Fan
HP: Normal
Armor: Normal
Resistance: None
Weakness: None
Speed: Normal
Jump: Normal
Main1: Talisman Water: A short range water pump attack that pushes enemies back
Alt1: Talisman Earth: A stone wall raises in front of him that soaks up damage (100 HP)
Main2: Talisman Fire: 2 Flames spiral around him and raise upward.
Alt2: Talisman Thunder: Short Range attack that calls down lightning bolts around him.
Based this class off the 4 elements Rock takes on to use weapons in Strategy cause little is known about him.
Luna
HP: High
Armor: Normal
Resistance: None
Weakness: None
Speed: .9x
Jump: Low Grav
Main: Crescent Roller: Sends his little blades forward rolling across the ground, one goes a short distance the other farther.
Alt: Crescent Blade: Fires 3 slow moving crescent shots horizontally as they move forward. (inspired by Moon Destroyer)
Apollo
HP: High
Armor: High
Resistance: None
Weakness: None
Speed: 1.3x
Jump: 1.3x
Main: Flame Snakes: Creates two flame snakes to his sides.
Alt: Flame Fumes: Makes three flaming tornadoes appear in front of him and move forward quickly, which are ground locked, do not go up or down cliffs.
Passive: When his HP hits 10% he can uses Solar Blast (item), which deals a lot of damage and small splash damage.
Inspired by Apollo Flame in every way.
All his attacks use a lot of ammo to limit how often he can attack in hopes to balance his massive damage and stats.
Dimensions time.
All following are based on Roll-Chan fan game incarnations.

Dangan
HP: Normal
Armor: Normal
Resistance: Missile Weapons
Weakness: Busters
Speed: 1.6x
Jump: 1.5x
Main: Dangan Vulcan: Fires three shots that travel upward before arcing back down and exploding on contact with something.
Alt: Dangan Missile + Bomb drop: Flys around at used elevation and drops a bomb at set integers. Lasts until out of ammo, can only be used while at full.
Konro
HP: Normal
Armor: Normal
Resistance: Fire
Weakness: Barrier Wind > Shield weapons
Speed: .8x
Jump: .8x
Main: Flame Mixer: Fires three flame shots forward which stop at certain points before returning.
Alt: Flame Shower: Makes fire rain down at random spots nearby which leave flames on the ground where they land.
Aircon
HP: High
Armor: High
Resistance: Wind and Ice
Weakness: Flame Mixer/Shower > Fire weapons
Speed: .5x
Jump: 2x
Main: Barrier Wind: Makes small shots which spread outward before turning into small tornadoes and flying forward quickly, block shots.
Alt: Cloud block: Creates a cloud that travels forward slowly, pushes players and can be stood on.
Komuso
HP: Low
Armor: Low
Resistance: Melee weapons
Weakness: Rock/Forte/Dangan Vulcan
Speed: 1.5x
Jump: 1.3x (has wall jump)
Main: Doppler Crash: Creates a clone that travels forward and damages players it goes through.
Alt: Doppler Attack: Spawns two clones next to him and all three shoot a spread shot.
Rage: gains usable item which uses his flame attack, damaging enemies as the flames spin around him at a good distance.
Clock
Spawns with a "Clone"
HP: 2 bars both normal (one for clone) (if player dies the clone's HP is given to player and it will die)
Armor: Low
Resistance: AOE attacks.
Weakness: Doppler Attack/Crash
Speed: 1x
Jump: 1x
Main: Clock Spark: 3 way shot, in a leftward arc, rightward arc as well if both Clocks are alive.
Alt: Slide Tackle: Like the slide, does damage for each clock.
Item: Over time Time Shift charges (only ammo use item), sends two clock halfs forward which harm opponents they touch, after distance both halfs connect and all players stop, time bomb then rains lightning around Clock Men. Both Clocks must be alive to use.
Passive: Possible way to revive second Clock.
Compass
HP: Normal
Armor: Very High
Resistance: All
Weakness: None
Speed: .8x
Jump: 1x
Main: Spark Shots: Fires a double shot per use. Low damage.
Alt: Spark Spread: Fires 5 shots in a spread. Low damage.
Item: Split ->
Changes armor to Low, Removes resistances, Speed raises to 1.2x. Top half follows player around.
While spread Main fire causes top half to shoot in 8 directions. Alt sends top half spinning forward (similar to beat support). Item reconnects, runs on a cooldown.
Passive: 1 damage is delt whenever Compass is touched
R-Shadow
HP: High
Armor: Normal
Resistance: None.
Weakness: None
Speed: 1x
Jump: 1x
Main1: R-S Buster: Piercing laser shot.
Alt1: Slide attack
Main2: Doppler Crash: foward sword attack followed by a spread shot to his sides.
Alt2: Slide attack
Item: Sakugarne: Jumps once and causes rocks to fall, only damages physically with Sakugarne (uses his ammo bar, one use per full bar.)
Dimensions have a 50% chance of dropping either of their weapons (the Rock or Forte versions)

Also changes to Express and Multi in prior post.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on January 12, 2013, 04:23:43 AM
Remember how I mentioned a "Mega Smash Bros" mod? Well, here are some thoughts:
1 - Everyone would start with 10000 HP. All that health would be a "safe lock" for an insta-killing move.
2 - In the pain state, there would be a formula to apply a thrustthingz and a thrustthing to a random direction and upwards.
2.1 - for Z, it would be "random(-10,10)*((10000-health)/1000)"
2.2 - for normal thrustthing, it would be "random(-0,10)*((10000-health)/1000)"
2.3 - After doing the thrust, it should "flush" an "inventory" being used as variable to resolve the new percentage.
3 - Damagefactor "Normal" should be 0.1
4 - If health drops below 9000, the player should receive a regeneration to keep it from falling any lower, but have the regeneration instantly disappear when they hit a deathtrap or pit.
5 - Stages would need to be specially designed for this, but there are some good examples already, such as MM2AIR.
6 - Most weapons could stay as is. Gravity hold could still pull them down, Spark Shock could still stun them, etc.
7 - Healing items would, of course, decrease percentage and increase health. But wouldn't work on 999%

Basically, that sums MOST of the idea. I know, I could make it myself, but... I'm no mapper, nor I have enough morale to do it. So, if you want to give it a shot in making yourself, go ahead.
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on January 12, 2013, 06:18:46 AM
OK, so as much as I enjoy the idea of having obscure game classes, I'm going to be honest with you, FGG- a lot of 'em are pretty darn boring. The problem stems from you simply trying to use only their in-game attacks, when classes gives you room to expand upon attack strategies on something a Robot Master doesn't show in games or the cartoon, but should logically have.

 Take a look at Dust Man for example- he never fired small bits of junk, nor did he ever fire actual buster shots. He didn't have a junk meter, he just shot junk. Skull never had a hyper mode, Magnet never had a magnet push, Air never had the actual Air Shooter, Bubble couldn't flood, Knight couldn't dash hit with his sword shield, Junk never PAWNCHED nor did he fire the giant scrap block of death... I think. It's been a while since I played 7. Anyway, Snake never climbed, Shadow never turned invisible, Dive never had- oh wait, no, he did in Power Battles.

The point is, basing these classes strictly off their games is hard, especially with the DOS games and their rather simplistic  Robot Master AI. It's also hard with Dreamwave (a comic) and the Constellations (way way different battle structure). The only one that really had anything different was R&F2, and even that game had few unique attacks in them- most of the bosses resorted to sliding or levitating into you. Thus, you've gotta be crafty about this.

For example:

Sonic Man
Speed: Average
Main: Sonic Wave: Faster firing, weaker Gemini Laser. Has a faster cooldown and depletes ammo somewhat slowly, but takes a while to charge up.
Alt: Trident Thrust: Strong ripping melee attack.
Passive: A small minimap appears at the bottom corner of the screen. Should anyone move into the perimeter of this space, they appear on it as well. Weapons and items do not appear. This is like how sonar can locate things nearby.

When thinking of classes, one has the freedom of being as free thinkers as they wish. You don't have to be weighed down by the game just to make these things you know.
Title: Re: The Idea(s) Topic
Post by: BiscuitSlash on January 12, 2013, 12:44:34 PM
I had some good ideas for Dimension classes (along with Torchman class), but I don't really have the energy to list them here. It's not likely to actually become a thing.

If it does though then I'd really love to make them with my ideas, but I might not have the time to do it.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 12, 2013, 02:33:26 PM
Quote from: "Magnet Dood"
OK, so as much as I enjoy the idea of having obscure game classes, I'm going to be honest with you, FGG- a lot of 'em are pretty darn boring. The problem stems from you simply trying to use only their in-game attacks, when classes gives you room to expand upon attack strategies on something a Robot Master doesn't show in games or the cartoon, but should logically have.

 Take a look at Dust Man for example- he never fired small bits of junk, nor did he ever fire actual buster shots. He didn't have a junk meter, he just shot junk. Skull never had a hyper mode, Magnet never had a magnet push, Air never had the actual Air Shooter, Bubble couldn't flood, Knight couldn't dash hit with his sword shield, Junk never PAWNCHED nor did he fire the giant scrap block of death... I think. It's been a while since I played 7. Anyway, Snake never climbed, Shadow never turned invisible, Dive never had- oh wait, no, he did in Power Battles.

The point is, basing these classes strictly off their games is hard, especially with the DOS games and their rather simplistic  Robot Master AI. It's also hard with Dreamwave (a comic) and the Constellations (way way different battle structure). The only one that really had anything different was R&F2, and even that game had few unique attacks in them- most of the bosses resorted to sliding or levitating into you. Thus, you've gotta be crafty about this.

For example:

Sonic Man
Speed: Average
Main: Sonic Wave: Faster firing, weaker Gemini Laser. Has a faster cooldown and depletes ammo somewhat slowly, but takes a while to charge up.
Alt: Trident Thrust: Strong ripping melee attack.
Passive: A small minimap appears at the bottom corner of the screen. Should anyone move into the perimeter of this space, they appear on it as well. Weapons and items do not appear. This is like how sonar can locate things nearby.

When thinking of classes, one has the freedom of being as free thinkers as they wish. You don't have to be weighed down by the game just to make these things you know.

Why a trident thrust? Have you not noticed the tips of the sides are flat? It is a tuning fork. Get it, he fights with sound waves, and has a massive thing that emits sound.

The biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.
Maybe Sonic wasn't a good example.

Shark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.

I don't think Express had to stop moving to recharge and the machine gun is only there do to a sprite having it (I had a mine for his main at first). And Multi I wanted to try and keep things from not being identical to either class' Gemini Mans, and again was also different before you read it (he shrunk as he died).

Also I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.

As for Dust, he inhales, and clearly shows dust being sucked into him, which he compacts into the junk.
The Magnet push is an added thing to the classes Magnet pull, to counter the fact magnet pull simply did damage cause it pulled you into him.

Also as I said, these are all just my personal views, they are not set in stone. If someone has better ideas, I won't keep them from being done.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on January 12, 2013, 10:39:14 PM
A little elbow grease for the classes ideas should do the trick for a classes mod like that to take off shouldn't be TOO hard. Well, the only hard part is to sprite'em all and get someone to code'em. Though I don't think it'll be too hard since the simplicity nature of the classes. It's not like every class has Jax's CSCC class Psychic attacks and other stuff along those lines. I see some hope for that classes project to lift off.
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on January 12, 2013, 11:26:43 PM
Quote from: "fortegigasgospel"
Why a trident thrust?

Because a trident is used for stabbing things? Even if it's just a tuning fork or something, it's still a trident and it can still be used to stabbity stab.

Quote
The biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.

The sonar mini-map is different. Swimming should just be kept to Bubble Man- heck, if you went off that logic, Mega should technically swim- he could in 8 and DOS! I suppose the mines could be kept, but they'd need to be made more exciting. As I said before, Air uses the Air Shooter, so the Sonic Wave should be fine to use.

Quote
Shark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.

Biting: Cool and sharky, keep.
Punch: Too weak and doesn't take advantage of his electricity powers. Plus, the battery gimmick might be difficult...
Blowtorch: Firey but way way too weak.
Oil Slick: It'd be interesting to see this in action, but it'd probably be difficult to do.
Fire Rate and Spinning: The increased fire rate would be OK, but the blade spinning is already used by Metal Man, and will most likely be utilized by Wheel Cutter and Nitro Man.
Throwing Stuff: The forward throwing is way too strong, and the whole jump thing is boring. A super jump kind of thing should only be given to Robots who actually used jumping as a main weapon (Toad).
Rapid Shoot: It's just kind of boring. Why not include a sort of actual wave attack that works like a horizontal Water Wave?

Quote
I don't think Express had to stop moving to recharge and the machine gun is only there do to a sprite having it (I had a mine for his main at first). And Multi I wanted to try and keep things from not being identical to either class' Gemini Mans, and again was also different before you read it (he shrunk as he died).

Express' main weapon was the Solar Cannon, and while I never read the comic, I imagined it to be a sort of straight beam of energy. Adding a machine gun would seem silly.

I honestly expected Multi to be more like a Russian Doll, who could sacrifice his body and gain speed, but lose attack power. And maybe use something other than a punch, because they're just flat out boring.

Quote
Also I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.

Again, the punches are just boring.

Quote
As for Dust, he inhales, and clearly shows dust being sucked into him, which he compacts into the junk.
The Magnet push is an added thing to the classes Magnet pull, to counter the fact magnet pull simply did damage cause it pulled you into him.

Still, Dust never shot small junk things, and Magnet never pushed, so my arguement still stands.

Seriously, just because a Robot Master has arms doesn't mean they need to have a punch attack- they should get unique attacks that use their element or their visible weapons/appaearance (Sonic's trident, Shark's teeth).

By the way, Sav, all of them are skinned.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 13, 2013, 03:31:47 AM
Quote from: "Magnet Dood"
Quote
The biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.

The sonar mini-map is different. Swimming should just be kept to Bubble Man- heck, if you went off that logic, Mega should technically swim- he could in 8 and DOS! I suppose the mines could be kept, but they'd need to be made more exciting. As I said before, Air uses the Air Shooter, so the Sonic Wave should be fine to use.

The sonar map could be cool, if you can code it. But Sonic only moved via swimming (unlike bubble who stood) and if it is kept to Bubble, what about poor Splash later? Also I imagined the mines doing rapid damage to people close enough, to act as proximity to block paths and such.

Quote
Quote
Shark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.

Biting: Cool and sharky, keep.
Punch: Too weak and doesn't take advantage of his electricity powers. Plus, the battery gimmick might be difficult...
Blowtorch: Firey but way way too weak.
Oil Slick: It'd be interesting to see this in action, but it'd probably be difficult to do.
Fire Rate and Spinning: The increased fire rate would be OK, but the blade spinning is already used by Metal Man, and will most likely be utilized by Wheel Cutter and Nitro Man.
Throwing Stuff: The forward throwing is way too strong, and the whole jump thing is boring. A super jump kind of thing should only be given to Robots who actually used jumping as a main weapon (Toad).
Rapid Shoot: It's just kind of boring. Why not include a sort of actual wave attack that works like a horizontal Water Wave?
The Punch was because he looks like he has rubber gloves on so electricity with hands would be like "how?" and only showed use of electrical powers via the shield. The battery thing would work like Dust and Junk with the bolts.
Blowtorch was ment to keep foes away from Torch in an attempt to make him a long range class, the knock back would be good.
The blade spin itself would do no damage, it would be a charge for the shot, which is ment to cripple high HP targets.
Horizontal Water Wave is too much like water wave (and water wave can easily be shoot as such), try to avoid making him anything like MM5 Wave.
Dyna Man spend most of the fight jumping into your face then he did dropping bombs on you. The damage output of his bombs would hopefully be balanced out with low RoF and the fact he would die in a few hits from most anything.

Quote
Quote
Also I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.

Again, the punches are just boring.

Thats why non of the suggestions punch, at all. I ment in Strategy the main form of combat was punching, so I came up with completely original ideas for attacks (save the ones I even said I ripped from Starforce bosses)

Quote
By the way, Sav, all of them are skinned.
Not "ALL" are.  DOS, Express?, Multi?, Virgo and Libra are. And I'd love to see new Dimension skins based on those from Roll-Chan, those are really cool ones actually.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on January 14, 2013, 01:15:03 AM
Idea: Slender VS
Gamemode: 1 Frag Duel
How does it work: I have two different plans for this.
Plan A
At the start of the round, both players are spawned on opposite ends of the map and 12+ notes would be placed in set spots of the map. The goal of Slender is to catch the Survivor, by camping strategical spots, approaching from behind, gradually draining their health. The goal for the survivor is to avoid Slender. He can use his flashlight to stun him (at the cost of gradually losing health as he does), and has to collect those 12+ notes, which will allow the flashlight to "kill" the Slender but with a "special" kill screen for the survivor.

Plan B
Similar to Plan A, except there are no set notes. As the Survivor is stunned and with his screen "blacked out", Slender has to plant them in specific spots and then he has to return to where he spawned in order to truly begin the game.

Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on January 14, 2013, 01:31:40 AM
Quote from: "tsukiyomaru0"
Idea: Slender VS
Gamemode: 1 Frag Duel
How does it work: I have two different plans for this.
Plan A
At the start of the round, both players are spawned on opposite ends of the map and 12+ notes would be placed in set spots of the map. The goal of Slender is to catch the Survivor, by camping strategical spots, approaching from behind, gradually draining their health. The goal for the survivor is to avoid Slender. He can use his flashlight to stun him (at the cost of gradually losing health as he does), and has to collect those 12+ notes, which will allow the flashlight to "kill" the Slender but with a "special" kill screen for the survivor.

Plan B
Similar to Plan A, except there are no set notes. As the Survivor is stunned and with his screen "blacked out", Slender has to plant them in specific spots and then he has to return to where he spawned in order to truly begin the game.

Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.
this is the best thing ever. i was shedding manly tears as i was reading such awesomeness.
good job.u made me cry.
Title: Re: The Idea(s) Topic
Post by: TheDoc on January 14, 2013, 10:09:47 PM
Wait how can Slender win after all 12+ notes are found? If the player starts losing health, I think he'd notice and turn around and kill Slender. Besides that, holy crap yus
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on January 14, 2013, 10:55:22 PM
Quote from: "TheDoc"
Wait how can Slender win after all 12+ notes are found? If the player starts losing health, I think he'd notice and turn around and kill Slender. Besides that, holy crap yus
Slender has to kill the survivor before all notes are found by the survivor. Or be smart enough to camp specific notes
Title: Re: The Idea(s) Topic
Post by: TheDoc on January 15, 2013, 01:54:33 AM
Quote from: "tsukiyomaru0"
Slender has to kill the survivor before all notes are found by the survivor. Or be smart enough to camp specific notes

So why not just end the game after the survivor has all the notes? It'd be kinda pointless for Slendy to just run away for the rest of the game.
Title: Re: The Idea(s) Topic
Post by: Knux on January 17, 2013, 02:24:36 PM
Quote from: "tsukiyomaru0"
Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.
I think the Ghoul's Valley would be better. It's more expansive and detailed. I'm talking about the map used for Sjas's challenge, which Mike also made. All it would need is some re-texturing, and perhaps a size cut since it's not possible to bunny hop in 8BDM (due to the air control setting in MAPINFO lumps). Not to mention that since it's only two players, they might never find each other.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on January 29, 2013, 08:41:19 PM
Arcade Boss Mode
Mode(s): Deathmatch
Concept: The mode would be similar to Saxton in the aspect you and other players have to team up against the hale. However there would be the following differences:
Title: Re: The Idea(s) Topic
Post by: FTX6004 on February 07, 2013, 06:54:47 PM
Wait i think i got idea i will might make a street figher x megaman expansion or some other can make it.
:EDIT: or i think this was a bad idea.
Title: Re: The Idea(s) Topic
Post by: leoalex50 on February 07, 2013, 10:19:27 PM
Quote from: "FTX"
Wait i think i got idea i will might make a street figher x megaman expasion or some other can make it.
:EDIT: or i think this was a bad idea.
i think thats a good idea FTX
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on February 08, 2013, 02:42:59 AM
Some weapons to represent some RMs in game.
Dark Blaster Upgrade (Green and Blue (one that supplements the green) colors): Small slow moving shot that does 5 damage. As HP goes down ROF and shoot speed go up.
Dark Shield Upgrade (Grey and White colors): the Dark Shield rotates around player, can't fire it off, 1 damage per tic to supplement lack of ammo.
Dark Repeater Upgrade (Purple and White colors): Burst fire shot shooting 3 shots in rapid secession, 4 damage per hit.
Dark Buster Upgrade (Red and Grey colors): Large slow moving shot that increases damage as HP goes down.

Doc Drill Upgrade (Grey and a dark grey color scheme): A melee range drill attack (cause Doc has that drill buster on his back)
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on February 08, 2013, 04:53:14 AM
Quote from: "FTX"
Wait i think i got idea i will might make a street figher x megaman expasion or some other can make it.
:EDIT: or i think this was a bad idea.
Good idea, just leave it to somebody else.
Title: Re: The Idea(s) Topic
Post by: FTX6004 on February 08, 2013, 04:58:18 AM
Ok but who will make it then.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on February 08, 2013, 05:00:06 AM
I honestly wouldn't know, but I hope somebody picks it up.
Title: Re: The Idea(s) Topic
Post by: FTX6004 on February 08, 2013, 05:02:46 AM
Well he need to add my ryu dhalsim sagat and llama's bison blaze's akuma and dusty's blanka but not dan i think becuz dusty will not give him his standing from street fighter x megaman.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on February 09, 2013, 01:11:58 AM
Came to the realization I forgot Genesis Unit in the Obscure Classes idea.
Buster Rod G.
HP: Normal
Armor: 1.5 (doom based)
Weaknesses: Rolling Cutter, Air Shooter, Atomic Fire, Leaf Shield, Hard Knuckle, Magnet Missile, and Needle Cannon
Resistances: Search Snake, Spark Shock, Top Spin and other electic moves.
Speed: 1.5x
Jump: 2x Has Wall Jump
Main Fire: BRG Buster: Basic fire buster that deals low damage.
Alt Fire: Monkey King Rod: Stops movement before using his pole extend attack to deal decent damage.
Item: After Image: creates 5 images that follow along behind Buster Rod dealing damage to players that touch them. Will fire buster shots along with him that deal no damage.
Mega Water S.
HP: Normal
Armor: 1x (doom based)
Weaknesses: Ice Slasher, Hyper Bomb, Atomic Fire and Search Snake
Resistances: Rolling Cutter, Metal Blade, Air Shooter, Top Spin and weapons similar to Metal Blade.
Speed: 1.2x
Jump: 1x
Main Fire: Harpoon Gun: Fires strong yet slow harpoons, push enemies back a short distance. Low RoF.
Alt Fire: Water Pump: Stops to fire a pump of water forward, deals no damage but pushes back quickly.
Item: Water Barrier. Increases armor significantly, ice attacks pierce it. Only has 1 use per spawn.
Hyper Storm H.
HP: 2x
Armor: 2x
Weaknesses: Hyper Bomb (deals 4 times damage) and Fire Storm
Resistances: Bubble Lead, Search Snake, Leaf Shield, Top Spin
Speed: .3x (yes, slow as hell)
Jump: 1x
Main Fire: Storm Blaster: Stops moving to blow enemies away and fire shots forward.
Alt Fire: Jump stomp attack.
Probably not the best ideas, but just my opinions.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on February 11, 2013, 01:31:44 AM
Quote from: "Game&Watcher"
How about Mario Crossover (http://www.explodingrabbit.com/games/super-mario-bros-crossover) Classes?
Besides, we already have Megaman, Bass and Samus ready, we'd just need the others.
Title: Re: The Idea(s) Topic
Post by: Dimpsy on February 11, 2013, 01:59:47 AM
Here's a couple ideas :
- TF2 Classes (I know it feels kinda redundant since they're from an FPS being ported to an FPS, but hey, skins have been made. And Saxton Hale Mode was also added, so why not?)
- Cartoons Expansion (This includes classics to modern, Fairly Oddparents, Friendship is Magic, so forth.)
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on February 11, 2013, 02:46:01 AM
Quote from: "VirtualSonic43"
Here's a couple ideas :
- TF2 Classes (I know it feels kinda redundant since they're from an FPS being ported to an FPS, but hey, skins have been made. And Saxton Hale Mode was also added, so why not?)
- Cartoons Expansion (This includes classics to modern, Fairly Oddparents, Friendship is Magic, so forth.)
1.) YD will NOT let you use his skins, as he doesn't like them, as they are mostly Megaman edits.
2.) I'd rather not say anything about this...
Title: Re: The Idea(s) Topic
Post by: Dimpsy on February 11, 2013, 02:51:21 AM
Quote from: "Game&Watcher"
Quote from: "VirtualSonic43"
Here's a couple ideas :
- TF2 Classes (I know it feels kinda redundant since they're from an FPS being ported to an FPS, but hey, skins have been made. And Saxton Hale Mode was also added, so why not?)
- Cartoons Expansion (This includes classics to modern, Fairly Oddparents, Friendship is Magic, so forth.)
1.) YD will NOT let you use his skins, as he doesn't like them, as they are mostly Megaman edits.
2.) I'd rather not say anything about this...
- Awww :(
- Eh, it would be a fun reason to bring back the previously dominated Friendship is Magic Expansion.
Title: Re: The Idea(s) Topic
Post by: ZeStopper on February 12, 2013, 02:41:08 AM
How about super smash bros brawl expansion :mrgreen:
Title: Re: The Idea(s) Topic
Post by: leoalex50 on February 12, 2013, 06:35:35 AM
Quote from: "ThePlayer"
How about super smash bros brawl expansion :mrgreen:
maybe but it will take a wille to come out
Title: Re: The Idea(s) Topic
Post by: ZeStopper on February 17, 2013, 04:35:21 AM
How about a freeze tag?
Ice spikes!
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 02, 2013, 04:59:20 AM
How about an Obscure Masters expansion?
This would include Brain Bot (Ruby Spears Cartoon) (http://megaman.wikia.com/wiki/Other_characters_(Cartoon_series)#Brain_Bot), Quake Woman (Archie Comics) (http://megaman.wikia.com/wiki/Quake_Woman), the (http://megaman.wikia.com/wiki/Barrage_Man) Dream Wave (http://megaman.wikia.com/wiki/Multi_Man) masters (http://megaman.wikia.com/wiki/Express_Man), Garbage Man (Captain N) (http://megaman.wikia.com/wiki/Garbage_Man), and maybe Chest, Plum, and/or Ripot (Battle and Chase) (http://megaman.wikia.com/wiki/Chest,_Plum_and_Ripot).
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 02, 2013, 05:10:29 AM
Quote from: "Game&Watcher"
How about an Obscure Masters expansion?
This would include Brain Bot (Ruby Spears Cartoon) (http://megaman.wikia.com/wiki/Other_characters_(Cartoon_series)#Brain_Bot), Quake Woman (Archie Comics) (http://megaman.wikia.com/wiki/Quake_Woman), the (http://megaman.wikia.com/wiki/Barrage_Man) Dream Wave (http://megaman.wikia.com/wiki/Multi_Man) masters (http://megaman.wikia.com/wiki/Express_Man), Garbage Man (Captain N) (http://megaman.wikia.com/wiki/Garbage_Man), and maybe Chest, Plum, and/or Ripot (Battle and Chase) (http://megaman.wikia.com/wiki/Chest,_Plum_and_Ripot).
By expansion do you mean classes or maps? Cause maps would be harder, and if Classes there is a topic for that (in which I did many Obscures)
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 02, 2013, 05:13:05 AM
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
How about an Obscure Masters expansion?
This would include Brain Bot (Ruby Spears Cartoon) (http://megaman.wikia.com/wiki/Other_characters_(Cartoon_series)#Brain_Bot), Quake Woman (Archie Comics) (http://megaman.wikia.com/wiki/Quake_Woman), the (http://megaman.wikia.com/wiki/Barrage_Man) Dream Wave (http://megaman.wikia.com/wiki/Multi_Man) masters (http://megaman.wikia.com/wiki/Express_Man), Garbage Man (Captain N) (http://megaman.wikia.com/wiki/Garbage_Man), and maybe Chest, Plum, and/or Ripot (Battle and Chase) (http://megaman.wikia.com/wiki/Chest,_Plum_and_Ripot).
By expansion do you mean classes or maps? Cause maps would be harder, and if Classes there is a topic for that (in which I did many Obscures)
I meant a map, skin and bot expansion, but a class expansion wouldn't be too bad.
EDIT: Might make Bond Man the "leader" of the rebellion, ala Dark Man 4 in MegaMan 5, and King in MM&B.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 03, 2013, 01:26:00 AM
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
How about an Obscure Masters expansion?
This would include Brain Bot (Ruby Spears Cartoon) (http://megaman.wikia.com/wiki/Other_characters_(Cartoon_series)#Brain_Bot), Quake Woman (Archie Comics) (http://megaman.wikia.com/wiki/Quake_Woman), the (http://megaman.wikia.com/wiki/Barrage_Man) Dream Wave (http://megaman.wikia.com/wiki/Multi_Man) masters (http://megaman.wikia.com/wiki/Express_Man), Garbage Man (Captain N) (http://megaman.wikia.com/wiki/Garbage_Man), and maybe Chest, Plum, and/or Ripot (Battle and Chase) (http://megaman.wikia.com/wiki/Chest,_Plum_and_Ripot).
By expansion do you mean classes or maps? Cause maps would be harder, and if Classes there is a topic for that (in which I did many Obscures)
I meant a map, skin and bot expansion, but a class expansion wouldn't be too bad.
EDIT: Might make Bond Man the "leader" of the rebellion, ala Dark Man 4 in MegaMan 5, and King in MM&B.

The issue still comes up. What would their maps be. Song? Textures? And I've already come up with some ideas for 2 of them. Just need to extract the textures for one, and request the textures for the other (to my knowledge they will need to be custom made). I have 2 ideas for a third, my more recent idea is taking triumph in my head.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 03, 2013, 02:01:42 AM
Quote from: "fortegigasgospel"
The issue still comes up. What would their maps be. Song? Textures? And I've already come up with some ideas for 2 of them. Just need to extract the textures for one, and request the textures for the other (to my knowledge they will need to be custom made). I have 2 ideas for a third, my more recent idea is taking triumph in my head.
For Brain Bot, he'd definitely borrow those flasks in the background of Burstman's stage.

Quake's stage would definitely be a tunnel, so she might borrow from Guts, Hard, Drill, Stone, and several others.

Plum would probably have another, yet different racetrack.

Chest could have a City Stage.

BondMan's (the leader of this rebellion, like King) stage would most likely be a factory.

As for Ripot, GarbageMan and the Dream Wave masters, I've got nothing at the moment.

I'd also need ideas for weapons, I forgot to mention weapons.

I'm also unsure which one of the robots to get rid of, but it'd most likely be GarbageMan, I don't know why, but he would.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 03, 2013, 02:48:29 AM
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
The issue still comes up. What would their maps be. Song? Textures? And I've already come up with some ideas for 2 of them. Just need to extract the textures for one, and request the textures for the other (to my knowledge they will need to be custom made). I have 2 ideas for a third, my more recent idea is taking triumph in my head.
For Brain Bot, he'd definitely borrow those flasks in the background of Burstman's stage.

Quake's stage would definitely be a tunnel, so she might borrow from Guts, Hard, Drill, Stone, and several others.

Plum would probably have another, yet different racetrack.

Chest could have a City Stage.

BondMan's (the leader of this rebellion, like King) stage would most likely be a factory.

As for Ripot, GarbageMan and the Dream Wave masters, I've got nothing at the moment.

I'd also need ideas for weapons, I forgot to mention weapons.

I'm also unsure which one of the robots to get rid of, but it'd most likely be GarbageMan, I don't know why, but he would.
I have ideas for Express, Multi and Barage. Those were the ones I thought up. Though I'd say get rid of Barage, too big. Unless you keep him for a "fortress" stage.  Also why a rebellion? Why not just some sort of them wanting into the tournament?

As for Plum and Ripot, maybe get textures made based on the Battle and Chase tracks and use those. Chest maybe a TV studio (as he is kinda seemingly bolted to the floor).
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 03, 2013, 03:40:40 AM
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
The issue still comes up. What would their maps be. Song? Textures? And I've already come up with some ideas for 2 of them. Just need to extract the textures for one, and request the textures for the other (to my knowledge they will need to be custom made). I have 2 ideas for a third, my more recent idea is taking triumph in my head.
For Brain Bot, he'd definitely borrow those flasks in the background of Burstman's stage.

Quake's stage would definitely be a tunnel, so she might borrow from Guts, Hard, Drill, Stone, and several others.

Plum would probably have another, yet different racetrack.

Chest could have a City Stage.

BondMan's (the leader of this rebellion, like King) stage would most likely be a factory.

As for Ripot, GarbageMan and the Dream Wave masters, I've got nothing at the moment.

I'd also need ideas for weapons, I forgot to mention weapons.

I'm also unsure which one of the robots to get rid of, but it'd most likely be GarbageMan, I don't know why, but he would.
I have ideas for Express, Multi and Barage. Those were the ones I thought up. Though I'd say get rid of Barage, too big. Unless you keep him for a "fortress" stage.  Also why a rebellion? Why not just some sort of them wanting into the tournament?

As for Plum and Ripot, maybe get textures made based on the Battle and Chase tracks and use those. Chest maybe a TV studio (as he is kinda seemingly bolted to the floor).
You've got a point on why it sould probably not be a rebellion.  
As for Barrage, you saw what the core team DID to Frostman, did you? Why don't we just do what they did to Barrage?

For Chest, we could just make him jump in his walk cycle.

But I'm unsure if I should keep BondMan in.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 03, 2013, 04:24:02 AM
Quote from: "Game&Watcher"
You've got a point on why it should probably not be a rebellion.  
As for Barrage, you saw what the core team DID to Frostman, did you? Why don't we just do what they did to Barrage?

For Chest, we could just make him jump in his walk cycle.

But I'm unsure if I should keep BondMan in.
I say keep him.  Frost wasn't as gigantic as Barrage Man, who is bigger then the Yellow Devil. If you can size him down then it could work. Hyper Storm wasn't sized down though if you notice.  ;)  Also as for weapons, I may be able to help come up with ideas. I already thought of one for Multi Man.
Also I mentioned Chest as for a stage idea, of course he'd hope around.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 03, 2013, 04:42:46 AM
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
You've got a point on why it should probably not be a rebellion.  
As for Barrage, you saw what the core team DID to Frostman, did you? Why don't we just do what they did to Barrage?

For Chest, we could just make him jump in his walk cycle.

But I'm unsure if I should keep BondMan in.
I say keep him.  Frost wasn't as gigantic as Barrage Man, who is bigger then the Yellow Devil. If you can size him down then it could work. Hyper Storm wasn't sized down though if you notice.  ;)  Also as for weapons, I may be able to help come up with ideas. I already thought of one for Multi Man.
Also I mentioned Chest as for a stage idea, of course he'd hop around.
Hyper Storm H's skin isn't official, I don't believe the core team would accept the skin in it's current state.
I'll have an idea for Brain Bot when I finish watching the episode he appears in.
I also presume Multi's weapon would be a summon, as he didn't have a true weapon?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 03, 2013, 04:49:52 AM
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
You've got a point on why it should probably not be a rebellion.  
As for Barrage, you saw what the core team DID to Frostman, did you? Why don't we just do what they did to Barrage?

For Chest, we could just make him jump in his walk cycle.

But I'm unsure if I should keep BondMan in.
I say keep him.  Frost wasn't as gigantic as Barrage Man, who is bigger then the Yellow Devil. If you can size him down then it could work. Hyper Storm wasn't sized down though if you notice.  ;)  Also as for weapons, I may be able to help come up with ideas. I already thought of one for Multi Man.
Also I mentioned Chest as for a stage idea, of course he'd hop around.
Hyper Storm H's skin isn't official, I don't believe the core team would accept the skin in it's current state.
I'll have an idea for Brain Bot when I finish watching the episode he appears in.
I also presume Multi's weapon would be a summon, as he didn't have a true weapon?
Along those lines yea, wiki says his weapon is "Mass Produce" but obviously thats not really his weapon. Probably summon something like the old YD Gemini clone. But on a timer and only have a punch attack. Just an idea.
Maybe Express' can be a really rapid fire weapon that gets slightly stronger when low on ammo. (by slightly I mean maybe 4 more damage)
Just ideas.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 03, 2013, 05:26:31 AM
Quote from: "fortegigasgospel"
Along those lines yea, wiki says his weapon is "Mass Produce" but obviously thats not really his weapon. Probably summon something like the old YD Gemini clone. But on a timer and only have a punch attack. Just an idea.
Maybe Express' can be a really rapid fire weapon that gets slightly stronger when low on ammo. (by slightly I mean maybe 4 more damage)
Just ideas.
After watching the episode of the Ruby Spears Cartoon that Brain Bot appears in, the best I can think of for a weapon for him is probably a homing missile that follows the shooter, or even just a normal homing missile, as that's the only weapon that he's ever been seen using.
As for Express' weapon, perhaps you could replace the word "ammo" with health? As it'd be a little unusual to have a weapon that you want to lower the ammo on.
I'd still need Ideas for Quake Drill (Quake Woman's weapon), and Plum's, Chest's, and Ripot's weapons.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 03, 2013, 05:47:17 AM
Quake Drill (never read comic): drill is fired straight down and does an aoe to anyone on the ground (nearby).
Alternativly: drill goes underground and travels forward. Pressing button again shots it upward were it is.
Plum: maybe some thing like top's version of top spin?
Ripot: Upward propeller attack?
Chest: yacking?
Don't see why the last 3 need weapons. They never show any. And not all characters have weapons in game.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 03, 2013, 12:57:38 PM
I know not all characters would need weapons, but I think it would be odd that only half the masters get weapons.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 03, 2013, 02:10:51 PM
Reasonable.  Though I'd like to see little arguement over wither or not they did have weapons, I personally don't care as long as they fit.
Maybe buster upgrades instead for those three? Ripot's could be like the super adapter, but instead of an upward thrust it allows one forward dash while in the air with a weak slow fire buster to balance the mobility.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on March 03, 2013, 04:26:52 PM
Quote from: "fortegigasgospel"
Reasonable.  Though I'd like to see little arguement over wither or not they did have weapons, I personally don't care as long as they fit.
Maybe buster upgrades instead for those three? Ripot's could be like the super adapter, but instead of an upward thrust it allows one forward dash while in the air with a weak slow fire buster to balance the mobility.
Perhaps. Also maybe a reskin of Junkman's Junk Cubes for Garbage?
EDIT: Also, Quake Drill might need a slightly different HUD arm because of this page in the comic:
(http://images1.wikia.nocookie.net/__cb20120815075118/megaman/images/6/6f/MegaManArchieC016-3.jpg)
Note how his buster turns into a drill.
And don't get me started on Mass Production's hud.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 04, 2013, 12:43:22 AM
Quote from: "Game&Watcher"
Quote from: "fortegigasgospel"
Reasonable.  Though I'd like to see little arguement over wither or not they did have weapons, I personally don't care as long as they fit.
Maybe buster upgrades instead for those three? Ripot's could be like the super adapter, but instead of an upward thrust it allows one forward dash while in the air with a weak slow fire buster to balance the mobility.
Perhaps. Also maybe a reskin of Junkman's Junk Cubes for Garbage?
EDIT: Also, Quake Drill might need a slightly different HUD arm because of this page in the comic:
(http://images1.wikia.nocookie.net/__cb20120815075118/megaman/images/6/6f/MegaManArchieC016-3.jpg)
Note how his buster turns into a drill.
And don't get me started on Mass Production's hud.
Sounds reasonable. For both Quake and Garbage.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on March 07, 2013, 03:24:16 AM
After seeing Sega's new Sonic Dash, I had an idea: Sonic Dash 8-Bit. However, due to engine's limits, it would be kind of different.

First, it would be played in Survival (for Lives) or Cooperative. Enemies and "breakable obstacles" would respawn after ten seconds. Brushing against the side of the track would cause the player to lose speed, running into walls would instantly bounce them back. Enemies would be, for example, Crabmeat (http://sonic.wikia.com/wiki/Crabmeat) (Moves left and right, may shoot projectiles to left and right after moving), Chopper (http://sonic.wikia.com/wiki/Chopper) (Jumps out of the water at random times in the middle of a "long jump" section, trying to knock the player into the water) Buzz Bomber (http://sonic.wikia.com/wiki/Buzz_Bomber) (Once it detects a player, it will fire at them until they are far from them) and the sea mines from some Sonic games (specially from Sonic '06 and its Wave Ocean). All but the Sea Mine can be destroyed by using the Boost Attack or Sonic Ball.

The Boost Attack and the Sonic Ball should be the weapon the players will have. The former allows a gain of speed, but uses up energy for it, while the Sonic Ball grants them the ability to attack without using energy but makes them lose 50% of the current speed on the ground unless they have hit something with it or makes them "stop rolling" if they hit the ground after an Air Sonic Ball (but allowing them to keep the speed they had). During either attack, projectiles or mines can harm them. Energy is restored by collecting rings or killing enemies. Other players should not be harmed.

Enemies always causes 1 point of damage if they hurt you somehow, always lose at most 20 rings every time you get hurt. If you have 0 rings, you will take 200 times the damage, thus being lethal. If you have any ring with you, a script will ensure you have 100 health all the time and that you won't receive the "MaximumDamageFlag" (which should be a powerprotection or something that increases damage from "specific source" rather than decrease the damage, as seen with GravityHold variable power).

Checkpoints should be spread through the track. Crossing that single thin sector will trigger a checkpoint, allowing a player to be imediately teleported there upon respawn. The race ends when all players cross the finish line, when half of the players in game crosses the finish lines and 30 seconds passes OR when the first four to finish it press the button on the wall that allows them to declare the end of the race, at which will start a 10 seconds countdown regardless of how many players have yet to end the race (but the countdown can't be started if the 30 seconds countdown is still running). The countdown and checkpoints should be enabled or disabled by the host through custom cvars.
Title: Re: The Idea(s) Topic
Post by: Geno on March 08, 2013, 10:24:21 AM
I had an idea, since N64 Block Fort is an 8BDM course, what about the rest of the MK64 Battle stages?
And how about the SNES Super Mario Kart Battle courses?
Also, I think SNES Mario Circuit 1 is an 8BDM map, so what about the other SMK courses?
And N64 Rainbow Road is another 8BDM map, what about the other MK64 courses?
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on March 09, 2013, 01:37:09 AM
Combine the Dark Aura and Ukiyama weapons WADs in one super cool pack called UDA.wad (and 2 new weapons)
Title: Re: The Idea(s) Topic
Post by: DarkAura on March 09, 2013, 01:43:49 AM
Quote from: "TheunlosingQuint"
Combine the Dark Aura and Ukiyama weapons WADs in one super cool pack called UDA.wad (and 2 new weapons)
asdfghjkl maybe, but only if I de-bug the shish out my wep pack and ONLY if Uki is willing to agree to such a thing.
Title: Re: The Idea(s) Topic
Post by: Gummywormz on March 09, 2013, 01:47:46 AM
Uki proposed something like that a while ago. It would include DIRP and BladeRoden's weapons as well.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 09, 2013, 02:16:42 AM
I had completely forgotten DA had a weapon pack. And that it included community member's weapons too.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on March 10, 2013, 12:48:45 AM
A combination of FOUR weapon packs?! (Uki, DA, Rohen, and Gummy) Now that's somethin' that I'd love to see!
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on March 10, 2013, 02:11:56 AM
you know the chaotic effect: dead rising?

Someone should modify that script, and insert more monsters, then, use that script in the invasion mode.
10 waves or more, with enemies just spawning EVERYWHERE (like the zombies).
That will allow to emulate a bit the cool invasion mod, but without invasion maps.
Can you imagine a server runing this, in your favourite robot master map/stage?
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on March 12, 2013, 02:14:50 PM
Quote from: "TheunlosingQuint"
you know the chaotic effect: dead rising?

Someone should modify that script, and insert more monsters, then, use that script in the invasion mode.
10 waves or more, with enemies just spawning EVERYWHERE (like the zombies).
That will allow to emulate a bit the cool invasion mod, but without invasion maps.
Can you imagine a server runing this, in your favourite robot master map/stage?

Actually, I run mm8bdm with the GVH8BDM, and chaos generator just to see how long I can survive against hordes of zombies.
Title: Re: The Idea(s) Topic
Post by: Rozark on March 12, 2013, 09:28:07 PM
Map idea:

Open area
In the center, is a shrine of this person:
(http://media.tumblr.com/tumblr_mbwsye01WJ1r13lnq.jpg)
Meanwhile, You spawn in from the sky and fall towards the ground
The map song is this:
Oh right, did I also mention that there's tons of penguins and tigers watching you in the forest on the side
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on March 12, 2013, 11:40:30 PM
Is a funny idea, Rozark! we need more joke things like this....
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 13, 2013, 12:14:09 AM
I made a joke map that was 4 towers (indoors) that were about 2300 DUs tall simply for diving off with Drill and Hard man classes.  Unless I gave that map to someone who still has it its lost on my old laptop. I could probably remake it easily though.
The towers were too tall to see up on software. Though I may have made screenshots in the topic.
Title: Re: The Idea(s) Topic
Post by: Gummywormz on March 13, 2013, 01:11:30 AM
Hold on to your joke maps, people. I'm revealing something within the next few days that may be of interest to you.  :cool:
Title: Re: The Idea(s) Topic
Post by: Rozark on March 13, 2013, 11:21:48 AM
The joke maps or joke map ideas? I have both, so, curious of course.

Namely VINTAGE SPARKSHOCK THE MOVIE and PURPLE.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 14, 2013, 07:00:50 PM
Super Crossover Expansion (think something similar to Exploding Rabbit's Super Mario Crossover but 8bdm style).
1 Character from 8 different games, a map for each game as well as a weapon.
All characters MUST be from an 8 or 6 bit game (So NES, Gameboy, Sega Master System or Game Gear). All maps MUST also be based on something from an 8 or 6 bit game.
Characters such as Mario, Link, Bill Razer, Samus, Sonic, Suzy II (Blaster Master), and 2 others.
Maps such as World 1-1, The Great Temple (Zelda II), Inside Base (Contra), Brinstar, Sky Fortress (Sonic GG), etc.
Weapons such as Fire Flower, White Sword (Legend of Zelda), Spread Shot, Missile (Metroid), Sonic Shoes (or something else from Sonic) etc.

Maybe add more games later, but keep to the 1 character weapon and map per game rule for a while.


CSCC Expansion (the CSCC we have is technically a mod)
Skins, maps and weapon drops of and for CSCC classes.
Title: Re: The Idea(s) Topic
Post by: Sylandro on March 14, 2013, 07:58:08 PM
I'd like to see a modification where players must survive on a spinning disc ( i think it can be done with scrolling flats ) while avoiding fire hazards ( like the one on molten mountain ) and other hazards like Quick-beams, and when a player dies, the scrolling flats gets faster and faster.
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on March 14, 2013, 09:15:57 PM
Quote from: "fortegigasgospel"
CSCC Expansion (the CSCC we have is technically a mod)
Skins, maps and weapon drops of and for CSCC classes.

...I approve of this.

If this ever gets made, I give full permission xColdxFusionx, Fusion Bomb, and the Arctic Power Plant to go in.
Arctic Power Plant will have to be (re)made; the original one I made was kind of bad
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on March 15, 2013, 03:36:21 PM
Hrm...

What about a Final Fantasy I (or III) classes addon?

We could have the Black Mage, who uses all sorts of spells that he gets when he picks up a weapon (Fire when he picks up a fire weapon, Thunder when he picks up an electrical weapon, and Blizzard when he picks up an ice weapon) and also uses a staff as a (somewhat weak) melee attack.

We could have the Red Mage, who uses both a sword and magic, but doesn't do as much damage as the Fighter or Black Mage in either catagory.

We could have the White Mage, who would have a healing spell, some stat-altering spells, and an attacking spell, with a hammer attack.

We could have the Thief, who would be the quickest, and who would weild a dagger.

We could have the Monk/Black Belt who is the second fastest, who uses nunchucks, or a very rapid fist attack.

We could have the Fighter, who uses the Axe, which does plenty of damage but is kinda slow, and the Sword, which is faster but does less damage.
Title: Re: The Idea(s) Topic
Post by: Hinatediz on March 17, 2013, 03:13:53 PM
I have on mind for an Easter Island Map...

with Moais... beach... plants and a bit of jungle... Dolphins jumping out of water and etc.

Homeplace for Lucario/(Pharaoh Man)/Ado/Adeleine/Ethan/Tails/Nitori/Peacock
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 19, 2013, 04:48:45 PM
CSWPC (CutStuff Weapon Pack Collection) + CSWPM (CutStuff Weapon Pack Maps)
The collection being a collection of weapon packs made by users. DIRP, DarkAura, Blade Roden, etc. As well as the copy weapons unique to CSCC and Class Based Modification.
Weapon Pack Maps being a collection of maps made to use the weapons from the weapon packs.
Title: Re: The Idea(s) Topic
Post by: ice on March 19, 2013, 08:46:42 PM
that would need a whole mess of randomisers
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on March 19, 2013, 10:04:46 PM
Quote from: "ice"
that would need a whole mess of randomisers
Thats why you rescript them all to be compatible with one another. And the maps would be designed with the weapons from the packs to be used as well.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on March 19, 2013, 10:55:07 PM
This thing of "Community Weapon Pack" is troublesome because not only it would need a LOT of replacers, but also because it would need a LOT of Sbar changes. WColors would be another story, as some weapons could use predefined colors
Title: Re: The Idea(s) Topic
Post by: Korby on March 19, 2013, 10:58:22 PM
It already exists.
"CSCAT"
Cutstuff Community Armory Thing

go bother HD
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on March 30, 2013, 02:37:49 AM
Minor bump and going off topic:

I have this idea for a long time... Font expansion. You know how the font appears to be all caps in-game? My original concept is that this would add lower case letters. It would also add missing characters such as | and {}.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on March 30, 2013, 03:40:09 AM
Quote from: "Hilman170499"
Minor bump and going off topic:

I have this idea for a long time... Font expansion. You know how the font appears to be all caps in-game? My original concept is that this would add lower case letters. It would also add missing characters such as | and {}.
Now that you mention... why have they not done this already?!
Title: Re: The Idea(s) Topic
Post by: Rozark on March 30, 2013, 06:22:25 PM
Probably to spare our eyes from such things like this:

"Hi Im PaUl ThE lOvAbLe CoCoNuT hEaDeD tArAnTuLa."

Or any other annoying thing with lower+upper combos.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on March 30, 2013, 08:12:04 PM
Doesn't stop them, Rozark... binds with rainbow messages
Title: Re: The Idea(s) Topic
Post by: Rozark on April 01, 2013, 06:49:01 PM
It's still better than Rainbow + That
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on April 02, 2013, 01:34:06 PM
Here is something I also have in mind, I support against adding that to the core.

Therefore, people can have either the full font or the traditional all-caps...
Title: Re: The Idea(s) Topic
Post by: CHAOS_FANTAZY on April 03, 2013, 03:06:28 AM
I'd give a thumbs up to new symbols (If nothing else, so we can put Curly Brace's obituaries in {Curly Braces} as a clever joke), but not to lowercase letters.

So anyway, Blyka is a pretty cool guy; he makes neat fangames...but they don't have any original Robots in their game.  We can't make expansions out of this!
Oh, but we can.  My proposition:  instead of unique levels and weapons and all that good junk, we could design Co-Op Mission levels based off of it.

First things first, we'd need two new hero classes:  SuperDanny and Star-Man—and no, we cannot just copy their YDClasses incarnation.  But let's start with SuperDanny.  In order to change up his base gameplay from Mega Man, what I'm thinking we could do is reference his buster upgrades he has in SuperDanny Powered Up.  He fires blue buster pellets that travel faster and do a tad more damage than Mega Man's, but he can only have a limited number of shots at a time.
And, oh, man, his gotten weapons...or should I say, Cross-Fusions.  When SuperDanny defeats a Robot, his obtained weapon is the ability to literally become that Robot.  This should constitute having their weapon (How they use it; tossing Quick Boomerangs in threes rather than rapidly firing them, for example), in addition to according move speed/jump height boosts.  SuperDanny can both fire the Robot Master weapon, which takes up a little ammo, or use a "super attack" of theirs with the Altfire button (This'll probably take some Sakurai'ing) which takes a lot of ammo.  In some ways, he is a better option than Mega Man, but in other ways not at all, making it a legitimate choice between the two.

I'm feeling far too lazy to write out Star Man class's mechanics.  I'm not even sure if this idea's going to catch on, so let's see. If you've played the game it shouldn't be much of a secret anyway.
Title: Re: The Idea(s) Topic
Post by: Korby on April 03, 2013, 05:47:07 AM
Quote from: "CHAOS_FANTAZY"
in addition to according move speed/jump height boosts

From my day or two of experience, having high(or low) mobility on a class in a mode based on platforming/scaling heights/etc. is not particularly an amazing idea unless the maps are specifically design with it in mind.

[Example: My Duo was going to have a hookshot-esque weapon, but that would break Cutman, Needleman(scaling walls ftw), and Heatman(skip a bunch of the stage). It may be able to break Toadman too, but not to as much of a degree as the other ones.]
Title: Re: The Idea(s) Topic
Post by: CHAOS_FANTAZY on April 03, 2013, 11:10:23 PM
Quote from: "Korby"
Quote from: "CHAOS_FANTAZY"
in addition to according move speed/jump height boosts

From my day or two of experience, having high(or low) mobility on a class in a mode based on platforming/scaling heights/etc. is not particularly an amazing idea unless the maps are specifically design with it in mind.
The way a lot of the levels are laid out, dodging the enemies is hardly an option.  They are specifically laid out to follow the player or stand in the way of something they need to get to, and unlike 2D Mega Man, you can't abuse invulnerability frames to walk through them and move on.  SuperDanny could probably jump over the odd Sniper Joe and outmaneuver a few areas with infinitely-spawning enemies; nothing too horridly broken, if you ask me, unless he would receive a flight power from Gyro-Man or something.
But more to the point, his own levels would be ideal.  In SuperDanny Powered Up, you were expected to use the unique powers of each Cross-Fusion to make navigation a breeze.  There were several jumps that would have been hard or even impossible without Quick's boosted jump height and speed; Ice's odd gravity made dodging things easier in places; I distinctly remember a scenario where you had to use Bubble's ability to swim to navigate over a watery bed of spikes.  Using these powers to navigate in a 3D environment has the potential to be a lot of fun.  As for making sure that the other existing characters can still navigate these treacherous environments, their loadouts can probably be supplemented with weapon versions of Rush Jet, Coil, Treble Boost and the like.

Then there's the matter of Star Man.  Hoo, boy, Star Man.  He would probably have to start out only being compatible with his own level set, with the others getting some sort of rig later.  His only weapon is the Star Crash, which he can only summon on the ground and only throw in the air.  It blocks incoming projectiles and does very hefty damage, but wherever he fired it from, he remains locked in the air until it hits its target, leaving him very vulnerable.  In his campaign, he will be battling four of the StarDroids—Jupiter, Saturn, Mercury, and Pluto.  In each level of theirs, there is a hidden gem which holds some of their power.  If you collect it and then defeat the StarDroid, you will receive a unique ability to buff yourself:
Jupiter:  Your Star Crash does even more damage.
Saturn:  Pressing alt-fire will let you switch between normal gravity and a low space-like gravity.
Mercury:  If you hold your Star Crash around you and stop moving, you can veeery slooowly regenerate health.
Pluto:  Your Star Crash travels faster.
How we would translate this sort of mechanic into other Robots and their levels is beyond me, but other than that, Star Man campaign would be a lot of fun—especially considering the fact that MM8BDM Co-Op well emulates the difficulty of that game.
Title: Re: The Idea(s) Topic
Post by: Korby on April 04, 2013, 01:10:30 AM
I'm not referring to speedrunning past enemies, I'm referring to sequence breaking and going ahead in the stage faster than you're supposed to be able to.
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on April 05, 2013, 04:01:37 AM
Guys, now we're getting more co-op, maybe someone should make an "enemy resource WAD" so anyone can use them in their maps.
Title: Re: The Idea(s) Topic
Post by: Geno on April 21, 2013, 05:34:11 PM
Somebody ought to remake the Donkey Kong 64 Multiplayer courses in MM8BDM.
Title: Re: The Idea(s) Topic
Post by: ChaoticChao on April 25, 2013, 11:12:25 PM
There should be challenge maps, or maps with consecutive challenges. for example, lasting on a conveyor belt with hazards, fighting a boss in a small circular arena, and then a final stretch where you run from a hazard (a rock or Cossack moles for example). A challenge on every skill/component of the game. Intense training
Title: Re: The Idea(s) Topic
Post by: ZeStopper on April 26, 2013, 03:33:50 AM
Is it just me, or has anyone ever thought just once that there should be a Team Fortress Classes Mod? I mean we got a weapon-class mod and a game mode, so why the heck do we not have the classes ingame? It would be our greatest project EVER! Think of it-player classes, maps, skins, moar classes, random stuff thats friggin awesom, etc. It would be an honor.
Title: Re: The Idea(s) Topic
Post by: Korby on April 26, 2013, 12:18:47 PM
TF2 is a well balanced and free FPS. Why would we port it over to this if you can just go play it for free.

Also, you're not the first person to have that idea.
Title: Re: The Idea(s) Topic
Post by: ice on April 26, 2013, 02:19:30 PM
Heck, even I treid to make it with hitscan and all, got tired of it after a while
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on April 26, 2013, 03:16:03 PM
How's the idea of GrifBall being made over in an 8bdm style?
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on April 26, 2013, 05:01:08 PM
Actually..
Here's an idea I've been having for a while.....

Zombie Apocalypse!
A giant merge of bot apoc, Saxton hale, rage roboenza and the dead rising thing from Chaos Gen..
First. Two people are randomly selected. One person is a human "hale", and another person is a Zombie "hale". All the  players and bots who are not chosen, will be on the human team. Now, zombies (actors/monsters) will spawn all across the map, trying to kill human players. If a human gets killed by either the zombie leader, or a normal zombie, they become zombies as well. Each zombie (player or actor) has 50 health. The zombie team wins when all humans are dead. The humans win when all zombies are killed. Simple, no?
The zombie leader has 250 health total.


Maybe classes for this? Who knows if this'll even get thought of being made.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on April 27, 2013, 01:15:29 AM
Quote from: "Colonel ServBot"
Actually..
Here's an idea I've been having for a while.....

Zombie Apocalypse!
A giant merge of bot apoc, Saxton hale, rage roboenza and the dead rising thing from Chaos Gen..
First. Two people are randomly selected. One person is a human "hale", and another person is a Zombie "hale". All the  players and bots who are not chosen, will be on the human team. Now, zombies (actors/monsters) will spawn all across the map, trying to kill human players. If a human gets killed by either the zombie leader, or a normal zombie, they become zombies as well. Each zombie (player or actor) has 50 health. The zombie team wins when all humans are dead. The humans win when all zombies are killed. Simple, no?
The zombie leader has 250 health total.


Maybe classes for this? Who knows if this'll even get thought of being made.

What's the point on havin' bots for humans? If all human players die, then the game can stay in a standstill forever since bots are very very dumb. Now, TLMS is very tricky to get a player to switch sides in the middle of a game. Ya've got to know a bit more on the engie and its limitations before ya spray ideas all over since some of them will be impossible to make. A static hp buff for the leader is a bad idea since if ya do have more and more folks, it'll make the hp buff useless against 10 other foes. Also ya made it sound very confusin' on the win conditions. I would assume that since zombies are actors/monsters, the only real foe to kill is the leader.
Again, think through yar stuff more before ya go and comment stuff. Playin' a lot more online helps a ton too, it's like practice there's no substitute.
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on April 28, 2013, 02:17:10 AM
Quote from: "Tfp BreakDown"
How's the idea of GrifBall being made over in an 8bdm style?

You mean something like this? (http://www.cutstuff.net/forum/viewtopic.php?f=29&t=4192)
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on April 28, 2013, 02:25:56 AM
Quote from: "xColdxFusionx"
Quote from: "Tfp BreakDown"
How's the idea of GrifBall being made over in an 8bdm style?

You mean something like this? (http://www.cutstuff.net/forum/viewtopic.php?f=29&t=4192)

Something like that but with weapons that are similar to the source.

Ed: And If whoever gets the White flag will be morphed into Grif.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on April 28, 2013, 06:58:55 AM
=Flame Shield activate=
How about a Touhou mod? Or a decent Touhou Classes mod?
=Flame shield deactivate=

OK, on to less dumb ideas, how about an Arcade Shoot'em Up mod, one with a fixed camera at a certain height over the play area, with the floor texture scrolling to create the illusion that the players are constantly moving forward? I was thinking something more along the lines of dogfight shoot'em ups like Aero Fighters/Sonic Wings and Strikers 1945, you see. It's not impossible, we could make something interesting out of it and perhaps even make this as a whole new game.
Title: Re: The Idea(s) Topic
Post by: Dataman on May 01, 2013, 12:01:45 AM
Just throwing this out there, but what about a Worlds Collide expansion? (Worlds Collide is the Megaman/Sonic comic crossover being done by Archie Comics, for those who don't know) I think that there could be around 11 or so maps. 8 sonic locations that would make sense for each of the 8 Roboticized Masters (the RMs of the crossover) to be (Angel Island for Knuckles Man, Mystic Ruins for Tails Man maybe, etc.), Green Hill Zone (maybe,if completed in 5 minutes in campaign, you would have a battle with Megaman and Sonic (or maybe Copy Robot or Bass and Metal Sonic), acting like MHX's Vile Mode final boss, Mr. Shine and Mr. Bright from various Kirby games, etc., with one fighting you at a time, switching occasionally, or maybe sometimes doing a tag-team attack before swapping... you get the idea. afterwards, whether you beat them/encountered them or not, you would move onto the Skull Egg zone, (Probably a medium-sized, open map with the Wily Egg being a prop in the Skybox) and then finally, the Wily Egg. I'm not sure what the chapter boss could be, since they aren't far enough into the crossover, but I imagine this would be a pretty interesting expansion if done right. If somebody wants to do this, I have a decent Spritesheet of Tailsman that I could probably make rotations for.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on May 03, 2013, 02:15:13 AM
Well, I'm THINKING of making a VS Touhou Boss mod (no, not like that one with Patchouli, Remilia and Flandre, coded with monsters).

The base concepts are:
1. The bosses will be controlled by player, like in Saxton. But, unlike in Saxton, they will lack Super Jump and will have access to a Spell Card system I will detail later on this post.
2. Since they will be mostly projectile oriented, this means they won't OHKO, unless it is in a special case. VERY special.
3. Unlike previous and current Saxton, as well as current Ragenza, I plan to make the ACS responsible for counting players and checking whether the boss is or not alive only happen when someone spectates (disconnects) or dies. For health, the value will be only updated whenever the boss is hit and automatically every five to ten seconds.
4. I'm also considering making it work with both DM and LMS. In DM, the boss will gain health every time a player joins or respawns.
Title: Re: The Idea(s) Topic
Post by: Jakeinator on May 03, 2013, 04:48:58 PM
Quote from: "Tfp BreakDown"
Quote from: "xColdxFusionx"
Quote from: "Tfp BreakDown"
How's the idea of GrifBall being made over in an 8bdm style?

You mean something like this? (http://www.cutstuff.net/forum/viewtopic.php?f=29&t=4192)

Something like that but with weapons that are similar to the source.

Ed: And If whoever gets the White flag will be morphed into Grif.
Hows the idea of different maps for grifball, they'll have similar layouts, but still have variety. If someone would code this, i would be glad to help with other things.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on May 05, 2013, 12:13:08 AM
Again, a few concepts in mind (I know, you must be thinking "Why don't you code it yourself?!", but the reason is that I don't have much patience with ACS and my morale isn't high enough for me to start something on my own):

Stealth Assassination - Similar to Stealth Mod and Mega Man Mafia, but unique in the following aspects:
* One team has permanent stealth, but that needs to be turned off by switching weapons if they want to attack, which gives out a sound similar to scorch barrier as a signal whenever they go in-out stealth. While in stealth, their position can ONLY be detected with few weapons (Oil Slider blob makes them leave footprints, water-based attacks make them drip water for 3 to 5 seconds, Spark Shock works as usual...) For anything else, you have to suspect of projectiles disappearing or exploding before they hit a wall. The only weapons they possess are the ability to drop up to three booby-trapped weapons (looks like any good weapon, like Napalm Bomb, Centaur Flash and others. But, when touched by any other player, they explode, damaging even the owner if he is in range), the invisibility described above and a single infinite Flame Sword-like attack (but with narrower spread).
* The other team receives random LMS weapons and have their MegaBuster altered, so they can't just "hold fire and hope for the best". The Mega Buster will have an ammo bar that constantly refills at a slow rate and, if completely depleted, the MegaBuster becomes "locked" until the ammo fills to the maximum (which will happen faster than if it wasn't depleted).

Sniper Duel - The idea is that, in LMS, the one choosen to be the Sniper disappears completely, is made invulnerable and able to fly for up to 30 seconds, during which he should find a spot for him to camp on. Of course, he can just use an item when he has decided where he will stay. He should have 100 hp per player in game and his goal is to kill every other player, while the other players should just kill him. Additional flags could be set to limit him to 1 or more bullets per player in game and/or instagib rifle.

The Rifle should have a scope for when altfire is held, and a translucent red dot should appear on his target area. The projectile should be fastprojectile with speed 480 (highest value that doesn't derp too hard when there's something solid close enough) and non-ripper and the interval between shots should be of 2.5 to 5 seconds.

If played in TLMS, the rules changes: One sniper is choosen randomly per team, and he only becomes vulnerable after his whole team is defeated by the opposing team(s). The snipers in TLMS are given two rifles: a Marker Rifle, that creates a team-colored dot "light" wherever it hits for 5 seconds (being completely visible only for their team, while the opposing team(s) will barely be able to see it), and the actual Sniper Rifle.

Anticamp meassure: a special flag could also be set, to constantly check each players position and see if they are within a 64x64x64 from their last position 5 seconds ago, at which the player will be warned to start moving or else he would be nuked. The time it should give for the player to move should be only until the note fades out completely, at which it displays "You should have moved away...". For the sniper, it should instead start to drain one hit point per second.
Title: Re: The Idea(s) Topic
Post by: CHAOS_FANTAZY on May 14, 2013, 02:21:52 AM
So I had a passing idea for what we can do with all the Rolls we made (And are kind of still continuing to make).  We would need to sprite their necessary rotations as if they were MM8BDM Co-Op enemies, then place them all in an MM8BDM Co-Op stage titled "Roll Fever" (or some nonsense like that), which is themed like a giant building where there are all these Rolls running loose around it.  It would be free-roam kind of like Needle-Man's stage, but instead of finding switches, you would need to defeat Rolls in order to open gates that lead through the building.  Each Roll would act vaguely similar to the costume for the person they wear, but watered down to be fair in enemy form.
Naturally, the stage would have a boss that awards weapons like any other (And possibly minibosses as well, if we could possibly on which Rolls to make them), but what the boss might be is highly up for debate.  I doubt fighting the Original Roll would be a very satisfying battle, so we would need to find some form of powered-up or upgraded form of Roll to agree upon to make the boss of this stage.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on May 14, 2013, 12:03:32 PM
Quote from: "CHAOS_FANTAZY"
I doubt fighting the Original Roll would be a very satisfying battle, so we would need to find some form of powered-up or upgraded form of Roll to agree upon to make the boss of this stage.
The best I can think of is using her moveset from Marvel vs. Capcom 1&2, like in Fan Game - Roll-Chan (And have the boss use a different skin than the playerclass).
Edit: This is what I mean:

Just click the Youtube Logo, as embedding is disabled for the video.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on May 24, 2013, 04:29:16 AM
Ladies and gentlemen... My idea needs two things to speak for itself... This:


With graphics like this:
http://spritedatabase.net/file/1874 (http://spritedatabase.net/file/1874)

In MM8BDM.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on August 03, 2013, 06:26:27 AM
Robotized Masters Weapons from Worlds Collide.
I even have some ideas for them (I only know of 8 of them though)
(http://24.media.tumblr.com/7404e757f708e4d97b26c47be2b32c6c/tumblr_mqws5cYxxR1r2jguio1_500.jpg)
(http://31.media.tumblr.com/cf0f31f4e6f1577e9ad885cc66f2e70b/tumblr_mqws5cYxxR1r2jguio2_500.jpg)
(http://31.media.tumblr.com/d7a98160176c93e2bbfbcc6fa1d3fb03/tumblr_mqws5cYxxR1r2jguio3_1280.jpg)
(http://31.media.tumblr.com/3041a924a5acfef80e5b53bcbdcbc89a/tumblr_mqws5cYxxR1r2jguio4_500.jpg)
(http://24.media.tumblr.com/19557b76a131f15707f120848dfacd0f/tumblr_mqws5cYxxR1r2jguio5_500.jpg)
Chaos Cannon: Fires a slow moving blast that traps the hit target briefly. Stronger then Spark Shock, but it has less ammo and they can't be hurt or attack while stunned.
Psycho Burst: Fires a weak small shot that throws targets in random directions, but unable to send across *block monsters.
Chroma Camo: Utility weapon (like skull, plant, time stopper) which makes the user invisible temporarily. Can still be harmed, can't change weapons until depleted.
Acoustic Blaster: Fires a quick traveling shot that deals mid damage and disrupts vision of target (via leaving notes on there hud)
Piko Hammer: Strong single hit melee attack that stuns target.
Tail Wind: Long ripping attack that when the fire button is pressed again sends the shot upward.
Sharp Knuckle: Mid damage double melee attack that knocks targets away.
Rapid Stinger: Weak quick shot attack with limited range and high ammo.

I may be able to help a little with some sprites if anyone actually wants to do these.
Title: Re: The Idea(s) Topic
Post by: leoalex50 on August 03, 2013, 01:27:49 PM
Quote from: "fortegigasgospel"
Robotized Masters Weapons from Worlds Collide.
I even have some ideas for them (I only know of 8 of them though)
(http://24.media.tumblr.com/7404e757f708e4d97b26c47be2b32c6c/tumblr_mqws5cYxxR1r2jguio1_500.jpg)
(http://31.media.tumblr.com/cf0f31f4e6f1577e9ad885cc66f2e70b/tumblr_mqws5cYxxR1r2jguio2_500.jpg)
(http://31.media.tumblr.com/d7a98160176c93e2bbfbcc6fa1d3fb03/tumblr_mqws5cYxxR1r2jguio3_1280.jpg)
(http://31.media.tumblr.com/3041a924a5acfef80e5b53bcbdcbc89a/tumblr_mqws5cYxxR1r2jguio4_500.jpg)
(http://24.media.tumblr.com/19557b76a131f15707f120848dfacd0f/tumblr_mqws5cYxxR1r2jguio5_500.jpg)
Chaos Cannon: Fires a slow moving blast that traps the hit target briefly. Stronger then Spark Shock, but it has less ammo and they can't be hurt or attack while stunned.
Psycho Burst: Fires a weak small shot that throws targets in random directions, but unable to send across *block monsters.
Chroma Camo: Utility weapon (like skull, plant, time stopper) which makes the user invisible temporarily. Can still be harmed, can't change weapons until depleted.
Acoustic Blaster: Fires a quick traveling shot that deals mid damage and disrupts vision of target (via leaving notes on there hud)
Piko Hammer: Strong single hit melee attack that stuns target.
Tail Wind: Long ripping attack that when the fire button is pressed again sends the shot upward.
Sharp Knuckle: Mid damage double melee attack that knocks targets away.
Rapid Stinger: Weak quick shot attack with limited range and high ammo.

I may be able to help a little with some sprites if anyone actually wants to do these.


i might try to make this because it looks cool and i have got some sprites done (i may need a bit more work on it)
(http://fc02.deviantart.net/fs71/f/2013/215/c/b/bustb0_by_leoalex50-d6gg1vm.png)
(http://fc02.deviantart.net/fs70/f/2013/215/3/1/acoustic_blaster_note_by_leoalex50-d6gg28y.png)
but i might need help coding them
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on August 03, 2013, 04:29:06 PM
So, other day Lobster set up a Samurai Doolz server and I found it quite interesting, but a bit lacking on the essence, because it just used Slash Claw. So, I was thinking something: Why not make a samurai weapon for MM8BDM? In fact, it would be interesting, I can come with a few ways to code a basic combo system, a quickdraw, counter-attacks, defense, etc.
Title: Re: The Idea(s) Topic
Post by: Ceridran on August 03, 2013, 04:43:54 PM
So like, a really really complex class/weapon for dueling?

I like it.
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on August 03, 2013, 06:12:35 PM
I like a lot both ideas, and some weapons from worls collide seem easy to do (for a coder/spriter, not me) will be cool (but it wont happen of course) to have another mod just like instagib or buckshot, but using those samurais weapons...
Title: Re: The Idea(s) Topic
Post by: ZeStopper on August 03, 2013, 06:42:13 PM
I could help with the HUDS for Worlds Collide, and maybe some projectiles. Chroma Camo is basically a nefred down Chamelon Sting at full charge.
Title: Re: The Idea(s) Topic
Post by: Jdude330 on August 03, 2013, 06:48:27 PM
i had some ideas
viewtopic.php?f=37&t=5872 (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=5872)
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on August 03, 2013, 11:51:39 PM
Quote from: "leoalex50"
Quote from: "fortegigasgospel"
Robotized Masters Weapons from Worlds Collide.
I even have some ideas for them (I only know of 8 of them though)
(http://24.media.tumblr.com/7404e757f708e4d97b26c47be2b32c6c/tumblr_mqws5cYxxR1r2jguio1_500.jpg)
(http://31.media.tumblr.com/cf0f31f4e6f1577e9ad885cc66f2e70b/tumblr_mqws5cYxxR1r2jguio2_500.jpg)
(http://31.media.tumblr.com/d7a98160176c93e2bbfbcc6fa1d3fb03/tumblr_mqws5cYxxR1r2jguio3_1280.jpg)
(http://31.media.tumblr.com/3041a924a5acfef80e5b53bcbdcbc89a/tumblr_mqws5cYxxR1r2jguio4_500.jpg)
(http://24.media.tumblr.com/19557b76a131f15707f120848dfacd0f/tumblr_mqws5cYxxR1r2jguio5_500.jpg)
Chaos Cannon: Fires a slow moving blast that traps the hit target briefly. Stronger then Spark Shock, but it has less ammo and they can't be hurt or attack while stunned.
Psycho Burst: Fires a weak small shot that throws targets in random directions, but unable to send across *block monsters.
Chroma Camo: Utility weapon (like skull, plant, time stopper) which makes the user invisible temporarily. Can still be harmed, can't change weapons until depleted.
Acoustic Blaster: Fires a quick traveling shot that deals mid damage and disrupts vision of target (via leaving notes on there hud)
Piko Hammer: Strong single hit melee attack that stuns target.
Tail Wind: Long ripping attack that when the fire button is pressed again sends the shot upward.
Sharp Knuckle: Mid damage double melee attack that knocks targets away.
Rapid Stinger: Weak quick shot attack with limited range and high ammo.

I may be able to help a little with some sprites if anyone actually wants to do these.


i might try to make this because it looks cool and i have got some sprites done (i may need a bit more work on it)
(http://fc02.deviantart.net/fs71/f/2013/215/c/b/bustb0_by_leoalex50-d6gg1vm.png)
(http://fc02.deviantart.net/fs70/f/2013/215/3/1/acoustic_blaster_note_by_leoalex50-d6gg28y.png)
but i might need help coding them
I can't code but I can assist with sprites if you need it. If that can get done then it will just need a scripter. Reason I did as much as I could for the Rockman Strategy weapons by myself.
Title: Re: The Idea(s) Topic
Post by: leoalex50 on August 04, 2013, 06:10:59 AM
ok cool i may need a bit of help with the chroma camo and the poko hamer (for the hud and there uses(and the sharp knuckle) and the others i may need a bit off the other weps (the acoustic blaster and maybe the rapid stinger i might be able to do myself but the acoustic blaster i may need help with it)

edit: i might be able to do some right now if my mum lets me but i think not
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on August 04, 2013, 07:19:24 AM
Huds and coding. Not my strong suit. I think I have an idea for piko's hud. Give me a day to get home from work. I can't do the whole hud but I can give a start at least.
Camo should probably be the hand hud.
Title: Re: The Idea(s) Topic
Post by: leoalex50 on August 04, 2013, 08:33:56 AM
ok thats fine and was thinking that camo would use the hand sprites
Title: Re: The Idea(s) Topic
Post by: Stardust on August 11, 2013, 09:26:31 AM
I've an incomplete idea that I don't plan on coding, but I'll still put it here because it sounded fun to me. Inspired by Space Invader and the Mission Mode of CMM.
Basically, it's a gamemode where you control Mega Man (or at least, can only use the Mega Buster at the beginning), and you have to defeat waves of enemies, in a medium-sized room (about the same long as MM7 Wily 2 Castle's main hall).
Enemies come from the outlines of the room, and are more numerous if there are more players (enemies are pretty much like the ones in Mission Mode. For those who can't walk, like this screw that shoots bullets in a spread in Cut Man's stage, they could just drop on the floor from the ceiling).
The stages work like "Stage 1-1, Stage 1-2, Stage 1-3...", and for instance all the Stages 1 would be located in Cut Man's stage theme, Stage 2 woulg be Guts Man's, etc...
At the last substage (Stage 1-10, for instance), the Robot Master of the current stage comes and kick your ass (eventually enemies help him). If you defeat him, you don't get his weapon ; actually, to get one, you just need luck when defeating enemies as they eventually drop them.
They don't drop ammo or health capsules through, but you have several lives. When you run out of health, you die, and respawn (if you have another live) a little later, à la Ninja Spy. Enemies can drop Extra Lives too. But all what they drop disappears after a while if not picked up. When you die, you respawn without any weapons (and your Mega Buster's level decreases by one). The game is saved after each Robot Master defeated (so at the beginning of each brand new stage).

Concerning weapons-- I'd suggest that either :

- only ONE special weapon can be equipped at time (Mega Buster & Needle Cannon, or Mega Buster & Noise Crush for instance), in short, the player can only have his buster and 1 special weapon at a time. Collecting another one different from the current special weapon will overwrite the older one.
If it is decided so, then enemies should drop Mega Buster powerups that could improve spread, fire rate, power, effects, or whatever you want that makes the Mega Buster better (even if it could, after many powerups, turn it into a tri-directionnal laser that explodes on contact >_>). If the same weapon is collected again, then it gives more ammo.
Also, I don't know if the player has to switch weapons to use the special weapon, or if the special weapon can be used as an altfire from the Mega Buster.
- or, you could simply collect as much weapons as wanted, collecting one you already have gives you more ammo. But then there's no powerup for the Mega Buster.

And then, enemies can only drop Mega Buster powerups, Special Weapons (that become "ammo recharge" if you already own the weapon), and Extra Lives.
The rooms might be large and flat at the beginning, graduatelly becoming more narrow, hazardous, crumbling, irregular... harder to move around, in short.

So, I just throw this beginning of idea out here, but I don't especially look forward for its creation. It just came in my mind and I thought it was rather a cool game mode.
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on August 11, 2013, 01:45:20 PM
Quote from: "Stardust"
I've an incomplete idea that I don't plan on coding, but I'll still put it here because it sounded fun to me. Inspired by Space Invader and the Mission Mode of CMM.
Basically, it's a gamemode where you control Mega Man (or at least, can only use the Mega Buster at the beginning), and you have to defeat waves of enemies, in a medium-sized room (about the same long as MM7 Wily 2 Castle's main hall).
Enemies come from the outlines of the room, and are more numerous if there are more players (enemies are pretty much like the ones in Mission Mode. For those who can't walk, like this screw that shoots bullets in a spread in Cut Man's stage, they could just drop on the floor from the ceiling).
The stages work like "Stage 1-1, Stage 1-2, Stage 1-3...", and for instance all the Stages 1 would be located in Cut Man's stage theme, Stage 2 woulg be Guts Man's, etc...
At the last substage (Stage 1-10, for instance), the Robot Master of the current stage comes and kick your ass (eventually enemies help him). If you defeat him, you don't get his weapon ; actually, to get one, you just need luck when defeating enemies as they eventually drop them.
They don't drop ammo or health capsules through, but you have several lives. When you run out of health, you die, and respawn (if you have another live) a little later, à la Ninja Spy. Enemies can drop Extra Lives too. But all what they drop disappears after a while if not picked up. When you die, you respawn without any weapons (and your Mega Buster's level decreases by one). The game is saved after each Robot Master defeated (so at the beginning of each brand new stage).

Concerning weapons-- I'd suggest that either :

- only ONE special weapon can be equipped at time (Mega Buster & Needle Cannon, or Mega Buster & Noise Crush for instance), in short, the player can only have his buster and 1 special weapon at a time. Collecting another one different from the current special weapon will overwrite the older one.
If it is decided so, then enemies should drop Mega Buster powerups that could improve spread, fire rate, power, effects, or whatever you want that makes the Mega Buster better (even if it could, after many powerups, turn it into a tri-directionnal laser that explodes on contact >_>). If the same weapon is collected again, then it gives more ammo.
Also, I don't know if the player has to switch weapons to use the special weapon, or if the special weapon can be used as an altfire from the Mega Buster.
- or, you could simply collect as much weapons as wanted, collecting one you already have gives you more ammo. But then there's no powerup for the Mega Buster.

And then, enemies can only drop Mega Buster powerups, Special Weapons (that become "ammo recharge" if you already own the weapon), and Extra Lives.
The rooms might be large and flat at the beginning, graduatelly becoming more narrow, hazardous, crumbling, irregular... harder to move around, in short.

So, I just throw this beginning of idea out here, but I don't especially look forward for its creation. It just came in my mind and I thought it was rather a cool game mode.

I like the idea, its prety much like "invasion" mode but with some changes, someone tried to make invasion maps but the project just failed... would be cool to have at least 2 or 3 invasion maps for the core game, so people can exparience how cool is "invasion" mode... but sadly, seems like the core wont have "invasion" maps...

"Whats an "invasion" map?" see the spoiler for an example...
http://www.youtube.com/watch?v=S9PrcBAdfug&feature=share&list=SP39C22EFF0C619329
Title: no one will do this because I'm the only DKC fan here
Post by: Geno on August 17, 2013, 02:42:51 PM
I had an idea.

A map pack with stages based on the different level types from the Donkey Kong Country games (and maybe DKL too).

And maybe multiple ones per level type, like one based on Lockjaw's Locker, and another based on Lava Lagoon (both ship hold levels from DKC2.)

And they wouldn't use graphics or music from the DKC NES bootlegs, because they're terrible.
Instead, better custom ones would be made using the SNES games (and maybe the GB ones) as reference.

I also remember visualizing some of these stages, like the Lava Lagoon one with certain parts where if you see Clapper the Seal, and shoot him, he'll turn the lava into water so you could go on to secret rooms/other areas, and Lockjaw's Locker would have rising/lowering water at certain points, like the Blue Bomber Bed & Breakfast map.

I started making textures for a DKC1 Jungle stage, but I stopped when I realized how difficult the jungle plants would be.

Although I definitely want those ship hold ones to eventually exist. Somehow.
Title: Re: The Idea(s) Topic
Post by: leoalex50 on August 18, 2013, 03:36:58 AM
if you do make that use the gameboy carts i made as weps for dkl game weps
Title: Re: The Idea(s) Topic
Post by: <geminibro> on August 19, 2013, 01:58:57 AM
I do plan on rebooting the Mega Man V expansion, if anyone is interested on making the maps; coding weapons; making skins...
Title: Re: The Idea(s) Topic
Post by: ZeStopper on August 19, 2013, 02:00:10 AM
I will help with le music! And bots, mind you.
Title: Re: The Idea(s) Topic
Post by: Colonel ServBot on August 19, 2013, 03:47:08 AM
So, I have an Idea...

However, I think I may take that challenge of mine up when I get a new computer.
Alright, so, This may sound like nothing new coming from me, but here we go...
A FRANK WEST CLASS!
Okay, unlike other Classes mods, the Frank class will start out with 2 weapons, the first is Franks zombie killing wonders...HIS OWN BARE HANDS! The fists would be capable of a Two hit combo. If you hold the main-fire, Frank will kick forwards and It knocks people back and hopefully into pits. And using a regular main fire in the air will have frank do a jump kick( The Jump Kick Skill). However, holding the main fire in mid air will have frank west slam quickly and heavily into the ground( Knee Drop skill). Clicking the main fire TWICE in mid air will have frank fall to the ground, spin around and Round house kick the F*foop* outta some one. Clicking both the Main Fire and the Alt-fire will have Frank pull off a Double Lariat, Meaning, he will spin around alot and will knock back and stun any body who comes into contact with him. (Double Lariat skill).
 The Second weapon is Franks trusty camera. However, it only has 30 uses(like in the original Dead Rising). However, each weapon energy capsule you pick up is another use.. (30 at the MAX). When you click the Main-fire, it will flash, for those a medium length away will be stunned, leaving Frank West able to beat the living F*foop* out of them for a small period of time. Holding alt-fire will have Frank look closer into his camera, and Zoom in. the Alt-fire is really only for show.

But, everybody knows Frank will use any thing as a weapon As long as it isn't nailed down. So when ever Frank picks up a certain weapon, he'll get a weapon from Dead Rising.
Here are the ones I came up with
Duo Fist- Boxing Gloves
Bass Buster- Sub-Machine gun,
Proto Buster- Toy Mega Buster (does only 1 point of damage)
Needle Cannon - Spiked Base-Ball bat
Flame Sword - Holy Arms( y'know, that one weapon thats a sword and shield and its on fire?)
Mega-Ball - Soccer Ball(one time use, deals 60 damage and bounces around)
Metal Blade - Saw Blade(one time use, deals 70 damage)
Slash Claw - Knife Gloves( y'know, those boxing gloves with knives attached to 'em wolverine style?)
Rolling Cutter - Gardening Shears

And if a weapon runs out of ammo, Frank loses it forever, Or atleast until he picks the weapon up again.

Also, in the IG mode, Instead of getting the Metal Blade, he picks up the REAL MEGA BUSTER! Which it shoots out giant blue blasts that Glow! However, it has a slow rate of fire. and Frank can not move while firing it.

So, what'd you guys think?
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on August 19, 2013, 03:55:23 AM
Quote from: "Colonel ServBot"
So, I have an Idea...

However, I think I may take that challenge of mine up when I get a new computer.
Alright, so, This may sound like nothing new coming from me, but here we go...
A FRANK WEST CLASS!
Okay, unlike other Classes mods, the Frank class will start out with 2 weapons, the first is Franks zombie killing wonders...HIS OWN BARE HANDS! The fists would be capable of a Two hit combo. If you hold the main-fire, Frank will kick forwards and It knocks people back and hopefully into pits. And using a regular main fire in the air will have frank do a jump kick( The Jump Kick Skill). However, holding the main fire in mid air will have frank west slam quickly and heavily into the ground( Knee Drop skill). Clicking the main fire TWICE in mid air will have frank fall to the ground, spin around and Round house kick the F*foop* outta some one. Clicking both the Main Fire and the Alt-fire will have Frank pull off a Double Lariat, Meaning, he will spin around alot and will knock back and stun any body who comes into contact with him. (Double Lariat skill).
 The Second weapon is Franks trusty camera. However, it only has 30 uses(like in the original Dead Rising). However, each weapon energy capsule you pick up is another use.. (30 at the MAX). When you click the Main-fire, it will flash, for those a medium length away will be stunned, leaving Frank West able to beat the living F*foop* out of them for a small period of time. Holding alt-fire will have Frank look closer into his camera, and Zoom in. the Alt-fire is really only for show.

But, everybody knows Frank will use any thing as a weapon As long as it isn't nailed down. So when ever Frank picks up a certain weapon, he'll get a weapon from Dead Rising.
Here are the ones I came up with
Duo Fist- Boxing Gloves
Bass Buster- Sub-Machine gun,
Proto Buster- Toy Mega Buster (does only 1 point of damage)
Needle Cannon - Spiked Base-Ball bat
Flame Sword - Holy Arms( y'know, that one weapon thats a sword and shield and its on fire?)
Mega-Ball - Soccer Ball(one time use, deals 60 damage and bounces around)
Metal Blade - Saw Blade(one time use, deals 70 damage)
Slash Claw - Knife Gloves( y'know, those boxing gloves with knives attached to 'em wolverine style?)
Rolling Cutter - Gardening Shears

And if a weapon runs out of ammo, Frank loses it forever, Or atleast until he picks the weapon up again.

Also, in the IG mode, Instead of getting the Metal Blade, he picks up the REAL MEGA BUSTER! Which it shoots out giant blue blasts that Glow! However, it has a slow rate of fire. and Frank can not move while firing it.

So, what'd you guys think?
... Why? Why is no one doing this already?!
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on August 29, 2013, 05:48:56 PM
Okay, one idea I've been playing through in my head for a while now.

Tru-NES Classes.

Now, before you say "It's competing with YD Classes" or "It's trying to do KY Classes right", it is not.

This is a sort of experimental idea. I would NOT recommend using this in competitive matches.

The basic idea is that each class would be as accurate to the original class as possible. For instance, Snake Man's Search Snake would not only work like KY's Metal Blade (only ammo for 2 shots, but it recharges quickly), but the snakes would travel straight down instead of shooting in an arc. Also, the class would either have a high jump, or have a "superjump" item.

I'm already working out in my mind how each class would work. If I get enough support, I might make a topic for it that lists how each class would work exactly. Again, this is NOT meant for competitive play, and NOT meant to be fair and balanced. This would be better for something like a roleplay server.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on August 29, 2013, 06:25:30 PM
Quote from: "-FiniteZero-"
Okay, one idea I've been playing through in my head for a while now.

Tru-NES Classes.

Now, before you say "It's competing with YD Classes" or "It's trying to do KY Classes right", it is not.

This is a sort of experimental idea. I would NOT recommend using this in competitive matches.

The basic idea is that each class would be as accurate to the original class as possible. For instance, Snake Man's Search Snake would not only work like KY's Metal Blade (only ammo for 2 shots, but it recharges quickly), but the snakes would travel straight down instead of shooting in an arc. Also, the class would either have a high jump, or have a "superjump" item.

I'm already working out in my mind how each class would work. If I get enough support, I might make a topic for it that lists how each class would work exactly. Again, this is NOT meant for competitive play, and NOT meant to be fair and balanced. This would be better for something like a roleplay server.
I don't appreciate this idea much. Doesn't have much use other than playing alone or in RP servers.

Now know what MUST be done? Classes and weapons based on Power Battle & Fighters. No, not loosely based on it (like YD Classes shamefully does with, let's say, Gutsman's rock), but actually based on a more playable variant of the bosses. Plus it could include a Story Mode and even some bosses from Mega Man 8, 8.5, 9 and 10, adapted for a P&B style.

Another thing I was thinking of would be Morale Mode for TDM and CTF: Both teams would start with 50% (500) morale, and the gain of morale would be defined by a server variable. Every kill scored and flag captured increases morale by a value set by the server, while every time someone dies they lose morale for their team, and teamscores (but not morale) are reset to prevent the game ending before its time.

The ways a match could end:
1 - One of the teams reaches 100% (1000) morale (wins) or 0% (0) morale (loses)
2 - Timelimit is reached and everyone is frozen and made unshootable. The team with highest morale wins.
2.1 - If it ends in a draw, a "Sudden Death" happens, in which the first kill scored will account a team as winner. But the Sudden Death starts off by giving 10 seconds invulnerability, and dying to traps won't account.
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on August 29, 2013, 08:40:41 PM
I think I've already suggested this
But Tsuki's Morale Mode reminds me of it somewhat

Light vs. Wily mode (based on Light vs. Dark mode from Kid Icarus: Uprising)
May edit in a more full description later if I feel like it idk
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on September 03, 2013, 06:20:04 PM
Other ideas I had in mind:

Prop Hunt
Basically the same as the one seen in Gmod/HalfLife/TeamFortress2. It's a different kind of hide and seek, where there are two teams that are switched every round.

One team (Props) is allowed to roam freely at any moment and can turn into a prop by staring directly at it and pressing a key, gaining its properties such as height, width, appearance and can switch to another prop at any time. The other team (Hunters) is frozen and unable to see a thing until a certain amount of time passes and, after that time passes, must seek and destroy the Props. The game ends after the timer reaches 0 (Props Wins) or after the Props have been killed (Hunters Wins).

Suggested weapons for hunters:
Slash Claw - Main Weapon, but with unlimited ammo and 50% slower fire rate.
Bass Buster - Limited ammo (As much as Needle Cannon), spread should be reduced to random(-1,1), but should also have spread in pitch to the same parameters.
Napalm Bomb - Same ammo, or maybe one shot more, should cause 10% more damage and the napalms should harmlessly bounce on actors.

This mode will needs maps optimized for this, MM8CLO however seems suitable for this kind of thing.

Zombie Invasion
The idea is mixed from Call of Duty Zombies and the basic Invasion mode. It should be a single player or coop mod, where you fight wave after wave of various enemies from Shade Man's stage, getting harder and harder until no one can survive anymore. At this point, the stage should end and prompt the intermission, showing how many enemies everyone killed.

Every certain number of kills, the player should be rewarded with a new random weapon/upgrade.[/quote]

Classes Mega Man Zero - Guardians
Simple: a classes mod that contains Zero, X, Phantom, Harpuia, Leviathan and Fefnir. Simple like that.

Shining Soul Classes
If you played Shining Soul II, then you know very well what I mean...
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on September 06, 2013, 07:29:20 PM
Okay, I have an idea. Apparently, there is a large lashback at the popularity of Saxon Hale. Fair enough, I have no oppinion of that mode.

How about something similar to it that would be much more fitting to Mega Man? Basically: Wily Mode. Each boss, instead of being some random thing with melee attacks and such, are instead one of the Wily Capsules. I'm thinking that they could fly around as much as they want, however they can't go THAT fast, so that they'd be encouraged to actually fight the players instead of running away. The attacks they would have would be based on that specific capsule, though some editing of damage values would need to be done in order to make it balanced between capsules.

So... Thoughts?
Title: Re: The Idea(s) Topic
Post by: Knux on September 06, 2013, 09:04:01 PM
Here's an idea I PMed to Tsuki.

Quote from: "Knux"
With mods dominating the MM8BDM scene,  I sincerely doubt this would be received well regardless of how good it may sound, but I wanted to tell you anyway.

Simply put, it's Hot Potato, except the potato is a red Hyper Bomb. This mod is played in LMS mode, but no weapons should be given to the player except for the following:

When the round begins, a player is given a Hyper Bomb to hold and a 30 second timer appears for everyone, including said player. The bomb can be thrown a fair distance (not too far), and if it tags a player, they are made to hold the bomb. If it's thrown into a floor, ceiling or wall, it returns to the player that threw it.

When the timer hits 0, the bomb explodes and instagibs the player that was holding it and anybody near said player as well. The process keeps repeating itself until one player is left. I don't know if the timer can be made to freeze when the bomb is not in a player's possesion, but that would be neat because it would eliminate exploiting the timer for safety. And if the bomb is thrown to the floor, ceiling or a wall too often by the same player, it can be made to blow up in the player's hands.

Eh, this was just something that came to mind. Feel free to bend the idea or whatever. No credit needed, especially since this is a classic.
No idea if this has been suggested before, but whatever.
Title: Re: The Idea(s) Topic
Post by: ZeStopper on September 06, 2013, 11:23:24 PM
Quote from: "tsukiyomaru0"
Classes Mega Man Zero - Guardians
Simple: a classes mod that contains Zero, X, Phantom, Harpuia, Leviathan and Fefnir. Simple like that.






All my yes.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on September 07, 2013, 01:31:04 AM
Quote from: "ThePlayer"
Quote from: "tsukiyomaru0"
Classes Mega Man Zero - Guardians
Simple: a classes mod that contains Zero, X, Phantom, Harpuia, Leviathan and Fefnir. Simple like that.






All my yes.
And, yeah, I'd totally code the weapons if I had motivation (read: a team)

Other idea I came around with prior to sleeping: A CutStuff Community Warriors. Basically a CSCC with a hint of Dynasty/Samurai Warriors and:
1. No more than TWO Weapons per character. The first being a melee type, the second being a ranged type. Which one is set as primary depends on the class being melee or range oriented.
2. The AltFire would be for activation of a kind of Musou and use of Musou attacks for as long as it lasts.
3. Status Bar variations would be kept to a MINIMAL. That would mean the Health and Musou bars were to stay positioned at the lower left corner (for "Fullscreen". Non "Fullscreen" would be centered in the bottom).
4. (Weapon) HUD should not be much relevant.
5. Melee attacks should not be aimed. Ranged attacks however should be allowed to (perhaps, also limit pitch to the boundaries of Software mode. Nothing against OpenGL absolute aim, just that I don't want to encourage people camping from high places).
6. Eddie, Beat Support, Tango, Treble, Buster Upgrades would be replaced by Element Orbs or Element Tablets (Akin to those seen through Dynasty/Samurai Warriors), that changes how melee and ranged attacks behave. However they should require activation.
7. Whether or not Melee or Ranged weapons can combo depends on the class type: Melee, Ranged, Balanced (both can combo, but they are weaker).
8. Element Orbs/Tablets of the same element can be stacked. But the stack will be lost in the case you use another Element.
8.1. The final attack of a combo should always cause the elemental damage.
8.2. Orbs/Tablets can be stacked three times.
8.3. After an Element reaches level 2, all attacks should receive a 10% chance of being elemental.
8.4. At Element level 3, all attacks inflicts elemental damage.

That's all for thise idea.... Until someone contacts me and is interested in promoting this.
Title: Re: The Idea(s) Topic
Post by: Fawful117 on September 10, 2013, 11:41:51 PM
I've got it.

BOSS MODE

This mode is like the Saxton Hale mode seen in Team Fortress 2, but with one exception...

You go through the entire stages of the Robot Masters! The one/team who reaches the end first and/or deals the most damage to the robot masters will win!

How's THIS for an awesome mode?  :mrgreen:
Title: Re: The Idea(s) Topic
Post by: CHAOS_FANTAZY on September 11, 2013, 12:16:38 AM
So, like a Vs. edition of MMSP Survival Co-Op, where one player is randomly chosen to be a super-powered-up version of a normal player, while the rest are grouped in another team, and they have to run through the same MMSP-style level separate from one another and the one who makes it farther/clears it first is the victor?

That...sounds really interesting, actually.  Complicated as all hell, but interesting.
Title: Re: The Idea(s) Topic
Post by: Ceridran on September 11, 2013, 12:17:35 AM
MMSP Rush?
Title: Re: The Idea(s) Topic
Post by: ZeStopper on September 11, 2013, 12:19:12 AM
Quote from: "Ceridran"
MMSP Rush?
Yes, do it plz.
Title: Re: The Idea(s) Topic
Post by: Fawful117 on September 11, 2013, 12:25:52 AM
MMSP?

What's that?
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on September 11, 2013, 12:32:46 AM
Mega Man Single Player. It's a mod that emulates the platforming and shooting of the Classic Mega Man games.
Title: Re: The Idea(s) Topic
Post by: Fawful117 on September 11, 2013, 12:50:50 AM
Oh...

...well...yeah, I guess it's like that. ^^;
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on September 11, 2013, 12:58:34 AM
I've had an idea for a survival game mode inspired from Musashi's hale topic. I have no name for it yet but I do have a rough idea/draft.

Basically it will be similar to slender mixed with the duo bosses, but instead of two slenders, you will play as shadow and marionette from darkstalkers.
(http://www.spriters-resource.com/resources/sheets/6/6159.png)
these guys
Two players would be selected to be shadow and marionette. Their task is too eliminate all the survivors. but they have their own unique way to accomplishing this (I'll get to this later after explaining how the bosses work.)

So how will they control? Let me explain:

Shadow: He will play similar to creeper from GvH but without the stun balls. His movement sprites will be a small or medium sized shadow on the ground and his main will be mix of creeper's main but with the attack delay of Impaler from Legacy of Darkness. the main attack will be instant death but will have the Impaler main attack delay, so it will be a risk if it missed. The sprites for the attack should be similar to how he raises up in the sprite sheet above. He will be a bit beefy compared to marionette but not too much. Weaknesses would be anything Holy/Light based attacks and maybe blade themed so the weaknesses won't be too useless. He will resistance toward anything that is shadow/dark themed attacks and buster theme attacks.

Marionette: She will be up high in the map/sky. Her main is that she will drop down and grab survivors and take them up (Insta death) Much like shadow's but it will be a bit longer but not morshu bad. She will be faster than shadow but a bit frail. Her weakness would be Fire themed and blade themed attacks. Her resistances will be anything wood/plant based and ripper based attacks.  (I am Not so good with weaknesses.)

So to sum up these guys' pros and cons:

Shadow                                   Marionette
----------               /                 -------------
Average Speed             /            Fast Speed
Average Delay on Attacks     /     Slightly Slow delay on attacks
Somewhat above average Def. /   Slightly Low Def.
Weak to light and blade attacks /  Weak to Flame and blade attacks
Resists Dark and Buster attacks /  Resists plant and ripper attacks.

So these guys just sound not too different or sound generic right? Well maybe but remember that special, unique abilities of their's that I mentioned earlier? Well time to explain it. That unique ability they have is too morph into their fallen victims. (The best example I can think of is the Mohoph from Ghouls vs Humans.) Well in the original arcade games, when selected they will appear behind one of the regular characters on the select screen and when the selected character defeats an opponent shadow will move over to they fallen opponent and Appear on them. http://www.youtube.com/watch?v=L79wg64c57c <--See this for detail. So after they have "eliminated" the victim, their alt will morph them into a random Stock game skin so they will blend in but if they attack once (or three or two time) you will revert back to their original forms. They will not gain any abilities or weapons when morphed. They just changed forms. I'm not sure if this should be made for lms or tlms. And not too sure if the bosses should have health or have a stun bar and die from timer similar to slender. Also not sure if the map should get dark like that of slender. Anyway I hope for responses and opinions and suggestions for this.
Title: Re: The Idea(s) Topic
Post by: Fawful117 on September 11, 2013, 01:13:29 AM
...hm...that's an interesting idea...
Title: Re: The Idea(s) Topic
Post by: Jdude330 on September 12, 2013, 02:52:38 AM
Quote from: "tsukiyomaru0"
Other ideas I had in mind:

Prop Hunt
Basically the same as the one seen in Gmod/HalfLife/TeamFortress2. It's a different kind of hide and seek, where there are two teams that are switched every round.

One team (Props) is allowed to roam freely at any moment and can turn into a prop by staring directly at it and pressing a key, gaining its properties such as height, width, appearance and can switch to another prop at any time. The other team (Hunters) is frozen and unable to see a thing until a certain amount of time passes and, after that time passes, must seek and destroy the Props. The game ends after the timer reaches 0 (Props Wins) or after the Props have been killed (Hunters Wins).

Suggested weapons for hunters:
Slash Claw - Main Weapon, but with unlimited ammo and 50% slower fire rate.
Bass Buster - Limited ammo (As much as Needle Cannon), spread should be reduced to random(-1,1), but should also have spread in pitch to the same parameters.
Napalm Bomb - Same ammo, or maybe one shot more, should cause 10% more damage and the napalms should harmlessly bounce on actors.

This mode will needs maps optimized for this, MM8CLO however seems suitable for this kind of thing.

Zombie Invasion
The idea is mixed from Call of Duty Zombies and the basic Invasion mode. It should be a single player or coop mod, where you fight wave after wave of various enemies from Shade Man's stage, getting harder and harder until no one can survive anymore. At this point, the stage should end and prompt the intermission, showing how many enemies everyone killed.

Every certain number of kills, the player should be rewarded with a new random weapon/upgrade.

Classes Mega Man Zero - Guardians
Simple: a classes mod that contains Zero, X, Phantom, Harpuia, Leviathan and Fefnir. Simple like that.

Shining Soul Classes
If you played Shining Soul II, then you know very well what I mean...[/quote]
I beg someone to make prop hunt. It would have maps and a new item always given that makes you the entity it is aimed at. Prop hunt rules!
Title: Re: The Idea(s) Topic
Post by: Jdude330 on September 12, 2013, 02:53:02 AM
Quote from: "tsukiyomaru0"
Other ideas I had in mind:

Prop Hunt
Basically the same as the one seen in Gmod/HalfLife/TeamFortress2. It's a different kind of hide and seek, where there are two teams that are switched every round.

One team (Props) is allowed to roam freely at any moment and can turn into a prop by staring directly at it and pressing a key, gaining its properties such as height, width, appearance and can switch to another prop at any time. The other team (Hunters) is frozen and unable to see a thing until a certain amount of time passes and, after that time passes, must seek and destroy the Props. The game ends after the timer reaches 0 (Props Wins) or after the Props have been killed (Hunters Wins).

Suggested weapons for hunters:
Slash Claw - Main Weapon, but with unlimited ammo and 50% slower fire rate.
Bass Buster - Limited ammo (As much as Needle Cannon), spread should be reduced to random(-1,1), but should also have spread in pitch to the same parameters.
Napalm Bomb - Same ammo, or maybe one shot more, should cause 10% more damage and the napalms should harmlessly bounce on actors.

This mode will needs maps optimized for this, MM8CLO however seems suitable for this kind of thing.

Zombie Invasion
The idea is mixed from Call of Duty Zombies and the basic Invasion mode. It should be a single player or coop mod, where you fight wave after wave of various enemies from Shade Man's stage, getting harder and harder until no one can survive anymore. At this point, the stage should end and prompt the intermission, showing how many enemies everyone killed.

Every certain number of kills, the player should be rewarded with a new random weapon/upgrade.

Classes Mega Man Zero - Guardians
Simple: a classes mod that contains Zero, X, Phantom, Harpuia, Leviathan and Fefnir. Simple like that.

Shining Soul Classes
If you played Shining Soul II, then you know very well what I mean...[/quote]
I beg someone to make prop hunt. It would have maps and a new item always given that makes you the entity it is aimed at. Prop hunt rules!
Title: Re: The Idea(s) Topic
Post by: GunbladeMaster34 on September 18, 2013, 09:45:25 PM
Great idea!  :lol:
Title: Re: The Idea(s) Topic
Post by: Jdude330 on September 19, 2013, 12:45:19 PM
How about a community requested bosses mod? it would have 2 modes:
BOSS ROOM The Boss room is where all the bosses can be chosen by the player.
INFINITY BOSS RUSH The infinity Boss rush is where you have to keep fighting bosses... FOREVER!!!
i have 2 ideas for bosses.
1: the dinosaurs from super mario world. you have to kill as many as you can, each having 125HP while they shoot fire at you (a modified fire storm could do the trick.) and, after 30 seconds, the bridge you are on starts to dissapear and you must get onto a platform.
2: Omega Creeper: Omega Creeper is a giant minecraft creeper. he is based on the creeper queen and will spawn creepers (galaxysergio made some) to attack. the health she has is 1000 HP. you should do some modifying if galaxys creepers cant be destroyed, but ask for permission. you not only get a mega buster, but a slash claw and flame sword.

plz, someone do this!
Title: Re: The Idea(s) Topic
Post by: Ceridran on September 19, 2013, 12:58:25 PM
uh







you do know 8BDM has existing bosses that are relevant to the Megaman series right
Title: Re: The Idea(s) Topic
Post by: Jdude330 on September 20, 2013, 03:07:36 AM
Quote from: "Ceridran"
uh







you do know 8BDM has existing bosses that are relevant to the Megaman series right

yeah. I want a plugin that adds custom bosses because I only know of one plugin that ever did a boss fight, and didn't have requests.
edit: i want the tank cutman from this (mildly inappropriate) video
Title: Re: The Idea(s) Topic
Post by: Ceridran on September 23, 2013, 08:36:19 PM
It would likely match up as a reskin of 8BDM's final boss. (Or so what was originally the final boss.)
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on September 23, 2013, 11:44:57 PM
Please tell me I'm not the only one who thinks Cutman looked too much like Mike, and that the head in the "boss" was clearly based on Mike's version.
Title: Re: The Idea(s) Topic
Post by: SmashTheEchidna on September 23, 2013, 11:47:32 PM
CutmanMike and Fupoo were in the credits, so...
Title: Re: The Idea(s) Topic
Post by: Jdude330 on September 25, 2013, 12:23:22 PM
Quote from: "Ceridran"
It would likely match up as a reskin of 8BDM's final boss. (Or so what was originally the final boss.)
if you mean gamma, yeah, i wasnt thinking there.
Title: Re: The Idea(s) Topic
Post by: Geno on October 15, 2013, 12:37:07 AM
And, now another map idea that will probably never exist due to my inability to map.

Maps base off of Super Bomberman 2! Maybe Super Bomberman 1 too!
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on October 15, 2013, 02:28:00 PM
Quote from: "Geno"
And, now another map idea that will probably never exist due to my inability to map.

Maps base off of Super Bomberman 2! Maybe Super Bomberman 1 too!

Geno, something like that already exist on Zandronum, you should talk with the owner of the mod for help, here is the link.

https://zandronum.com/forum/showthread.php?pid=23627
Title: Re: The Idea(s) Topic
Post by: Geno on October 15, 2013, 04:32:32 PM
That's, not quite what I had in mind.


I was thinking of just 8BDM maps based off of the locations in the first 2 Super Bomberman games.

Like for Super Bomberman 2, having different maps based off of the five areas of the space station, with the appearance and gimmicks of the original stages (Magnet Bomber's area wouldn't have any gimmicks, but Golem Bomber's area would have furnaces that would briefly ignite certain areas of the ground, Pretty Bomber's area would have cannons that shoot you out to other areas, Brain Bomber's area would have moving platforms, Plasma Bomber's area switching between light and dark, etc.)
Title: Re: The Idea(s) Topic
Post by: Duora Super Gyro on October 15, 2013, 05:17:42 PM
Quote from: "Geno"
That's, not quite what I had in mind.


I was thinking of just 8BDM maps based off of the locations in the first 2 Super Bomberman games.

Like for Super Bomberman 2, having different maps based off of the five areas of the space station, with the appearance and gimmicks of the original stages (Magnet Bomber's area wouldn't have any gimmicks, but Golem Bomber's area would have furnaces that would briefly ignite certain areas of the ground, Pretty Bomber's area would have cannons that shoot you out to other areas, Brain Bomber's area would have moving platforms, Plasma Bomber's area switching between light and dark, etc.)

Oh cool, actually thought about doing a level based on Magnet bomber recently, if this ever becomes a thing, let me know and il see what I can do, id be happy to help with mapping.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on October 15, 2013, 07:32:20 PM
I thought about a weapon pack based off of Video Game peripherals (like the Sega Light Phaser and the NES Zapper).
Title: Re: The Idea(s) Topic
Post by: Sir Lemon on October 15, 2013, 07:46:36 PM
That should totally be a thing.
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on October 15, 2013, 08:38:22 PM
Quote from: "Geno"
That's, not quite what I had in mind.


I was thinking of just 8BDM maps based off of the locations in the first 2 Super Bomberman games.

Like for Super Bomberman 2, having different maps based off of the five areas of the space station, with the appearance and gimmicks of the original stages (Magnet Bomber's area wouldn't have any gimmicks, but Golem Bomber's area would have furnaces that would briefly ignite certain areas of the ground, Pretty Bomber's area would have cannons that shoot you out to other areas, Brain Bomber's area would have moving platforms, Plasma Bomber's area switching between light and dark, etc.)

I was trying to help.
so only the maps, but playing MM8BDM deathmatch or LMS (without rare modifications) ? interesting
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on October 22, 2013, 12:31:30 AM
Well, I just had an idea, though it would require a lot of new skins.

Justice League class pack.
Title: Re: The Idea(s) Topic
Post by: ZeStopper on October 22, 2013, 03:06:28 AM
JLClasses.......sounds like a lot of work.
But it would be awesum.


Megaman Fan Comic Expansion!
-Bass Comic Adventures!
-Bob and George!
-Crash n Bass!
-All that cool stuff!
Title: Re: The Idea(s) Topic
Post by: Knux on November 17, 2013, 12:38:19 AM
I couldn't be bothered to read the whole thread, so I don't know if this has been suggested yet.

- Hold the Flag -
A different flavor of CTF that uses the timer. Capture the other team's flag and hold on to it to gain points for your team. Your team's flag doesn't need to be at the base, but if it is, you gain points faster. Standing at the spot where the white flag is will speed up the points given even further. When the timer hits 0, the team with the most points wins.
Title: Re: The Idea(s) Topic
Post by: Ivory on November 17, 2013, 12:57:58 AM
http://wiki.zandronum.com/Game_Modes#Domination
More or less Domination, only with a flag then?
Title: Re: The Idea(s) Topic
Post by: Knux on November 17, 2013, 01:00:07 AM
Oh, I never even knew that mode existed. Yes, something like that, but with a flag.
Title: Re: The Idea(s) Topic
Post by: Goomba98 on November 17, 2013, 01:55:50 PM
I don't know if there is a better place to put this, but if anybody wants to make a Mega Man Unlimited expansion, CTFMUS7 is pretty much the same as Yo-yo Man's stage music, so you don't have to add it to the PK3.

Also, it'd be pretty neat if there were expansions based on some PC Mega Man clones, like MegaMari, RosenkreuzStilette, and the latter's sequel.
Title: Re: The Idea(s) Topic
Post by: coolcat7022 on November 27, 2013, 03:30:38 AM
Anyone think a brand new, created specifically to fit MM8BDM saxton hale mod sounds cool? It could feature bosses such as...
Pyramid Head Man: This idea's replacement for ol' Slendy, equiped with a deadly knife, this hale is hard to see, has a 6-4 hit weapon, but he has only 230 health, which is low for the common hale. His rage would cause him to have the effects of a dark map along with his partial invisibility, making for a very unique hale. You could see floors and walls, but it would be dim enough to make him in essence invisible for the rest of the game, Hales CAN heal in this mod, so max health for Pyramid Head will lower under the rage effects to 105 Health.
Feel free to come up with more, or code pyramid head into your hale mod to perhaps replace the boring and OP slenderman.
Title: Re: The Idea(s) Topic
Post by: OtakuAlex on November 27, 2013, 03:43:23 AM
I had an idea for a cool mod, a Sonic the Hedgehog Expansion Pack. I thought of doing this myself, but I already have current projects and W.I.P.s to worry about, so I say one of you other fellow modders should take up this idea. So, what do ya say?

Actually, if this mod does end up getting made, I could help in some small bits of code just so that I in some way contributed to it.

Edit: I'll just post this in the request thread instead.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on November 29, 2013, 12:30:50 AM
I have an idea! How about we actually put them into course of action?  :mrgreen:

Ahahaha, okay, I know I'm an ass... Now, on a more serious idea... Final Fantasy Classes. I can think of ways to make it, but won't touch it unless a team starts taking on the idea.
Title: Re: The Idea(s) Topic
Post by: Linnie on November 29, 2013, 12:33:48 AM
Quote from: "tsukiyomaru0"
I have an idea! How about we actually put them into course of action?  :mrgreen:

Ahahaha, okay, I know I'm an ass... Now, on a more serious idea... Final Fantasy Classes. I can think of ways to make it, but won't touch it unless a team starts taking on the idea.
Actually, Otaku's classes has White Mage and Black Mage classes, so this would be a really good idea if we could get skins for the other four party members.
Title: Re: The Idea(s) Topic
Post by: OtakuAlex on November 29, 2013, 12:39:54 AM
Yeah, though I recently found that there was a bug with black mage in my classes that only recently appeared, this bug has been strangely happening to some hales I've been developing as well. I seem to be making the same mistake over and over again, but can't spot it. Basically the attack won't activate, this is why Doom Guy was put on hiatus (his code is still in the file from when I was developing it though) and people probably didn't notice the Black Mage being jacked up since they might be using it with Hyper Saxton and my fix locks out Black Mage (his primary forced hales to teleport, long story)
Title: Re: The Idea(s) Topic
Post by: ice on November 29, 2013, 05:06:42 AM
while playing around with a weapon I made for a coop map, I ended up making a battle top weapon sortof like a bayblade and that extended into an idea  of a wariowear type mod where youre teleported to different rooms each with a different minigame and for each minigame you gain a point. What do you guys think?
Title: Re: The Idea(s) Topic
Post by: OtakuAlex on November 29, 2013, 05:10:25 AM
Sounds cool IMO, but it sounds a bit like LMS games........Except for the part where you gain a point for each mini-game.
Title: Re: The Idea(s) Topic
Post by: ice on November 29, 2013, 05:24:03 AM
lms games? @_@ Ive been away from a full fledge internet connection for too long
Title: Re: The Idea(s) Topic
Post by: Gummywormz on November 29, 2013, 03:39:22 PM
LMSGames is a collection of minigames, yes, but the games there are usually far more complex than found in a warioware game (they're more like mario party). I might use that idea in a later version though.
Title: Re: The Idea(s) Topic
Post by: ice on November 30, 2013, 02:59:45 AM
Basically it works likethe gmod version with a ton of morph actors warps and timer stuff. I also made a working version of ultimate chimera hunt but theres a glitch where sometimes if you flipped the switch on a bot chimera it crashes zandronum
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on December 03, 2013, 07:10:44 PM
Well, I was going to get started into my Contra 3 DM mod for MM8BDM, but... Nah, it's pointless. No one plays these things at all. But I'll spoil you what I was going to do:
1. The smart bomb, due to engine's limitations, would not be in the game. However its pickup would grant you something more interesting.
2. Yes, you could get the tank's rocket as a weapon. Limited ammo, but with ammo regen.
3. Remember the whole thing about using two weapons at once? Yep, I was gonna do that too. Except you would not spin like a top, but instead fire a "combined shot"
4. Also, two weapons. Nuff said.
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on December 31, 2013, 03:38:27 AM
Bump:

Not really a mod idea per se(does it have to be project ideas?), but something I recently had in mind.(I'm so gonna be hated for this...)
It's SH stuff. Do you happen to have a boss idea but don't know who to submit it to? Are there so many variations of SH with their own rules that you are puzzled which is the best?
I have an idea for a solution: A place where good boss ideas are dumped into so that later on, any pre-existing SH mods can "adopt" them and the players get a new contender to fight. I know several have turned against SH, but there are others out there who have a boss idea.
Title: Re: The Idea(s) Topic
Post by: OtakuAlex on December 31, 2013, 03:54:04 AM
Quote from: "<*Hilman170499*>"
Bump:

Not really a mod idea per se(does it have to be project ideas?), but something I recently had in mind.(I'm so gonna be hated for this...)
It's SH stuff. Do you happen to have a boss idea but don't know who to submit it to? Are there so many variations of SH with their own rules that you are puzzled which is the best?
I have an idea for a solution: A place where good boss ideas are dumped into so that later on, any pre-existing SH mods can "adopt" them and the players get a new contender to fight. I know several have turned against SH, but there are others out there who have a boss idea.


This sounds like a good idea to test how well the boss works out before putting it in Saxton Hale.

Also, as for there being too many versions of Saxton Hale, just be glad two of said versions are planned to be merged together.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on February 10, 2014, 04:51:21 PM
-=Expansion idea=- Mega Man: Cutstuff Masters
An expansion featuring 8 robot masters designed by community members, complete with weapons and maps.
The idea would be for everyone who wished to enter submit either a picture or sprite sheet of their character, as well as an idea for their weapon, after submissions ends everyone's robot masters get put into a vote and everyone can pick up to 8. The 8 with the top votes will be used for the expansion.

What would be needed all together: Robot Master, Weapon, Tileset
Title: Re: The Idea(s) Topic
Post by: Knux on February 10, 2014, 10:22:35 PM
And the music, too. Sounds like a ton of work to do everything from scratch, though. It would be better to base the expansion off the game Nemz and his team are doing, since it  pretty much follows those guidelines.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on February 10, 2014, 10:47:06 PM
Would require a level of dedication being pretty much the whole point, where I forgot about that game it should probably have its own expansion based on it, this was more for just an expansion idea, maybe even some of the robot masters in the credits being eligible.
Title: Re: The Idea(s) Topic
Post by: Rozark on February 11, 2014, 12:57:41 AM
"CSCC Map Packs."
You know, maps based off of the classes in cscc.
or even
"Command Mission Classes"
Those classes based on the bosses of CM.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on February 11, 2014, 01:18:22 AM
Quote from: "Rozark Kyouko"
"CSCC Map Packs."
You know, maps based off of the classes in cscc.
or even
"Command Mission Classes"
Those classes based on the bosses of CM.
That second one would be good if we got more X classes.
Mega Man X Bit Deathmatch
why not go post some ideas in the class ideas topic. I could come up with some though if you don't want to.
Title: Re: The Idea(s) Topic
Post by: beta on March 09, 2014, 12:27:41 AM
I bet it will be impossible if D.R.I.P was mixed with ukisweps. Bad idea or what!
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on April 17, 2014, 07:42:10 PM
Squad Mode.

In this mode, each team is made up of Sniper Joes of weak armor and basic busters, except for one in each team who would be the Squad Leader. The squad leader has a shield (like the Protoshield) and can use the altfire to create a beacon wherever you're aiming at, visible only to your team. You can use this to discreetly order your squad. This would otherwise play like Team Last Man Standing.

I'm on the fence about whether the Squad Leaders would start with some Robot Master weapons or not.
Title: Re: The Idea(s) Topic
Post by: OrangeMikey on May 01, 2014, 10:36:46 PM
CAVE STORY EXPANSION

das it
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on May 10, 2014, 07:11:15 AM
Quote from: "OrangeMikey"
CAVE STORY EXPANSION

das it
It was gonna happen, but I think it didn't in the end...

Meanwhile, a simple suggestion for a 4 class deathmatch:
Gauntlet Gladiator
Are you familiar with Gauntlet, the arcade game? Yup, similarly to that, all players would start with 2000 points of health, losing one point per second until they were down to 1 point, which would cause them to move 25% slower due to "starvation". However, to aid them into fighting, there would be certain items:

* Potions: They would come in varieties and could be manually used to harm and teleport everyone around them away, restore health when attacked, lose 100 points of health, stop health loss or speed up health loss for some time.They are color-coded for easier management, but can also be dropped to fool a new player into losing health.

* Food: Rum, meat, chicken, dishes... They restore your health by a small value, but are hard to come by. Once you touch it, it is used right away.

* Power Ups: Triple shot, faster attack, faster movement, curse, invulnerability, invisibility and health drain are the effects you can obtain from different power ups. But they last for short time and are used on pick up.

* Stat Booster: Increases attack, defense, speed or power by 100%, but you can only stack 2 of each and 6 in total.

The items would be spawned randomly in the arena (food and stat booster being the most rare). But now, let's talk about the stats. Attack and defense are obvious: attack is, of course, the base damage of the weapon and its projectile; defense is how well you endure damages, some classes takes less damage, others takes more. Speed here is a little less obvious: since a player at 4x speed could be easily a game breaker, the 100% bonus is split between player speed and projectile speed. Power affects the character's special ability, which I will explain next with a basic description of the characters.

* Warrior: The bulky brick wall of a man. The warrior has highest endurance and attack, but lowest speed. His Special Power allows him to throw axes like a machine gun with both hands when near death (less than 100 HP), throwing faster with boosted Power.

* Valkyrie: The beautifull warrior lady is an all-around class, have neither pros nor cons. Her Special Power allows her to negate frontal ranged attacks once, twice or four times (depending on how many Power boost stacks you have) and, once the shield "breaks", you will have to wait ten seconds before you can use it again.

* Elf: The fastest archer from the woods is also vulnerable and has somewhat low defense, being the exact opposite of Warrior. His Special Power is related to his aimming skills, allowing him to snipe enemies from far, and boosts on Power increases his sniping focus from 2x to 3x and 4x, as well as the projectile speed from this "charged shot".

* Wizard: The wise wizard may have the lowest defense, but he has a high attack and a slightly increased speed for survival. What really makes him fearsome at middle range is his Special Power, for it allows you to charge his spell, shooting a fireball that explodes in 8 fireballs that spreads from the area of impact, covering more area based on your Power boost stacks.

For maps, the jumps should not be over death traps/pits. Hazardous floors are fine to "fail" on jumping, but nothing that can cause more than 100 points of damage. For death traps/pits, they can work fine under bridges or narrow areas, which players will need to jump over another or pass next to them, thus making such deaths their own fault. Also, traps surrounding potential loot spawn points are encouraged.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on May 10, 2014, 08:28:51 PM
Quote from: "-FiniteZero-"
How about something similar to it that would be much more fitting to Mega Man? Basically: Wily Mode. Each boss, instead of being some random thing with melee attacks and such, are instead one of the Wily Capsules. I'm thinking that they could fly around as much as they want, however they can't go THAT fast, so that they'd be encouraged to actually fight the players instead of running away. The attacks they would have would be based on that specific capsule, though some editing of damage values would need to be done in order to make it balanced between capsules.

So, I may as well expand upon this idea, yes.

All Capsules can fly, and can teleport. However, they can only go so high above the ground, and the teleport sort of works like current YD Centaurman's. The teleportation will be the item all Capsules share.

MM4 Wily Capsule
-Main: Creates orbs around the capsule that spiral in before firing a powerful shot.
-Alt: (None, or short-time invisibility)

MM4GB Wily Capsule
-Main: Fires a shot that bounces
-Alt: Drops a bomb

MM5 Wily Capsule
-Main: Fires orbs that spiral outward before spiraling back inward.
-Alt: Fires a shot straight down that splits into 4 upon hitting the floor.

MM6 Wily Capsule
-Main: Creates orbs that spiral outwards in a manner similar to Power Stone, but with more range.
-Alt: (None, or short-time invisibility)

MM7 Wily Capsule
-Main: Fires four shots similarly to the Megaman 7 expansion final boss. Both fire and ice shots freeze you in place, but the ice ones do no damage.
-Alt: Fires a bolt at the ground that explodes into a spread of shots.

MM8 Wily Capsule
-Main: Fires shots that spiral outwards, pause, then spiral outwards in a larger arc.
-Alt: Fires shots upwards that arc downwards and split into 4 once they hit the ground.

MM&B Wily Capsile
-Main: Fires shots that spiral outwards
-Alt: Fires four shots that home in on foes, can be charged to fire 4 homing bombs that are destructible but do more damage.

MM9 Wily Capsule
-Main: Fires shots upwards and downwards that follow the ground/ceiling
-Alt: Fires 4 shots out that pause before homing in on enemies

MM10 Wily Capsule
-Main: Fires 5 shots that pause before trying to home in on an enemy.
-Alt: Fires a shot along the ground, then fires another shot that rains down shots.

I'm not very good at describing things, I know. Additional possible bosses include Sunstar and the Alien hologram.
Title: Re: The Idea(s) Topic
Post by: Atticus on May 18, 2014, 04:08:14 AM
Would anyone here be interested in a possession map pack? Possession is my favorite mode but most of the maps in stock MM8BDM are not well suited to the mode. I want to make a map pack with possession in mind for their designs, but would anyone be interested in that sort of thing?
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on May 18, 2014, 02:10:29 PM
I'm working on a little thing I'd like to call Project GUTS MAN G


A preview of what's to come:
Code: [Select]
- Guts Man: Replace Drill Bomb with Poltergust 3000.
- Bubble Man: Stick LifeAura2 somewhere. (Probably by the M-Tank.)
- Needle Man: That other window looks lonely, put something there (probably Dust Crusher).
- Pharaoh Man: Replace the center Knight Crush with Expand Dong.
- Napalm Man: Slightly nudge Remote Mine so it's not eating the wall for dinner.
- Gyro Man: Replace Laser Buster with Poltergust 3000. The other side has Magnet Missile and it bothers my inner sense of symmetry to have one item be a static token and the other item be a respawning one. Laser Buster will instead occupy one of the two Flash Stopper spawns in the center area.
Title: Re: The Idea(s) Topic
Post by: Geno on May 19, 2014, 01:09:51 AM
Quote from: SmashBroPlusB
Code: [Select]
- Pharaoh Man: Replace the center Knight Crush with Expand Dong.
what
the
dong

I know I wanted DKC themed extra content, but not like this!
(http://cutstuff.net/molly/DBBKUP/dinkface.png)
NOT LIKE THIS!

no seriously, what the heck are you up to?

Although Poltergust 3000 could be a nickname for Black Hole Bomb...... but that ain't in v4....
Wait.

Poltergust 3000 = Hyper Storm H breath attack
expand dong = Buster Rod G rod attack (it's almost even the right colour!) >n<

wilywar weps?
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on May 19, 2014, 01:54:57 AM
Quote from: "Geno"
expand dong = Buster Rod G rod attack (it's almost even the right colour!) >n<
....................How am I supposed to get that out of my head, now?! o_0
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 19, 2014, 02:14:51 AM
Before this topic gets infected by mass dongs, would anyone like to see a weapons pack themed after these weapon concepts for a Mega Man fan game I planned?
http://aozorasadventure.blogspot.com/20 ... zoras.html (http://aozorasadventure.blogspot.com/2012/12/the-full-glossary-of-rock-aozoras.html)
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on May 21, 2014, 02:41:10 AM
Speaking of the genesis unit. Since their boss fight for V4 was kickass. i was thinking of a mod that puts multiple players in a bigger arena with the Genesis Unit but this time. the attack formations are more frequent, last longer and even add some new little twists. like attack form alpha having Mega Water S jump high into the air at the last 10-15 seconds to spray lots of water in a circle for the players to dodge while also still dodging the spinning Hyper Storm. attack form beta having the spinning stop for a little bit to let Hyper Storm H begin aiming Buster Rod G while using his fans to suck players towards him so Buster Rod G's staff can shoot out and hit them and at the end of it, Buster Rod G uses his staff to propel himself and Hyper Storm H up into the air before he jumps off and the 2 land seperately with Hyper Storm H causing his usual quake when he lands. and for Delta... well, how about let's just see how people do when Hyper Storm H's suction is stronger.
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on May 21, 2014, 02:45:35 AM
So take the WW chapter boss and expand it for multiplayer? Reminds me of the Yurei battle wad from GvH. But it does sound cool.
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on May 21, 2014, 03:09:34 AM
Oh yeah i never realized that. but it would actually be really nice if there was a co-op boss rush mode for any of the bosses that weren't AIs. but i don't think it would work as well for the yellow devil boss. but who liked fighting that thing compared to the other bosses? and of course make bigger arenas for bosses like Gamma, the chapter 7 Wily Capsule, Evil Robot, King and the lone members of the Genesis Unit. Also, speaking of co-op. anyone else wondering whether or not any progress is being made for Mission Mode? that was so much fun and i'm so eager to see what robot masters are chosen to represent MM5 - 8. and which game will be represented for the castle stage. yeah i'm a bit of a co-op nut. i just find some real joy in working together to complete a challenging task. ^^'
Title: Re: The Idea(s) Topic
Post by: Jdude330 on May 23, 2014, 12:04:59 PM
Quote from: "BlackEmperorJet"
Speaking of the genesis unit. Since their boss fight for V4

Daww... Spoilers!
Also, if we had all the bosses fight-able in a multiplayer arena, it would be epic!
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on May 23, 2014, 12:34:06 PM
Sorry... but how would i be able to describe the idea for that battle in the details i was mentioning?
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on May 24, 2014, 06:01:15 PM
Idea: Front Mission Gun Hazard DM mod. Don't know what I mean? Imagine mech battling with customizable loadouts before spawning, but only to these limits:
Wanzer: Sets Base Health, defense and attack multiplier.
Vernier Unit: Hovering and thrusters systems. Allows double jump and hovering. Not sure if there will be model variations.
Shield Unit: Allows the Wanzer to block frontal attacks, but can't move nor attack while defending. An alternative idea is that of a passive regenerative shield similar to Halo or Borderlands.
Dash Unit: Automatically activates after a set time from walking. The activation time and speed varies with the model.
Primary Weapon: The Main Fire weapon. Shotgun, Vulcan, Napalm, Laser... Each one with advantages and disadvantages, such as Shotgun firing three projectiles in spread but having less ammo and a reload time after the final shot. Other than reload and cooldown times, the primary weapons have no ammo limit.
Special Weapon: Most special weapons, such as seeker missiles, will have ammo limitation, opposed to Primary Weapons. Exception to these are Armor Plates and Hard Knuckles.
Title: Re: The Idea(s) Topic
Post by: Jdude330 on May 26, 2014, 09:24:12 PM
The most simple mod ever:
i want a mod that makes a rapid fire version of all the weapons. imagine the insanity!
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on May 26, 2014, 09:53:07 PM
So a mod that automatically gives everyone Ragerune
Title: Re: The Idea(s) Topic
Post by: Davregis on May 26, 2014, 10:11:19 PM
sv_fastweapons 3

there you go
Title: Re: The Idea(s) Topic
Post by: Jdude330 on May 26, 2014, 11:51:07 PM
Quote from: "BlackEmperorJet"
Speaking of the genesis unit. Since their boss fight for V4 was kickass. i was thinking of a mod that puts multiple players in a bigger arena with the Genesis Unit but this time. the attack formations are more frequent, last longer and even add some new little twists. like attack form alpha having Mega Water S jump high into the air at the last 10-15 seconds to spray lots of water in a circle for the players to dodge while also still dodging the spinning Hyper Storm. attack form beta having the spinning stop for a little bit to let Hyper Storm H begin aiming Buster Rod G while using his fans to suck players towards him so Buster Rod G's staff can shoot out and hit them and at the end of it, Buster Rod G uses his staff to propel himself and Hyper Storm H up into the air before he jumps off and the 2 land seperately with Hyper Storm H causing his usual quake when he lands. and for Delta... well, how about let's just see how people do when Hyper Storm H's suction is stronger.
+Approval
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on May 27, 2014, 11:50:22 PM
"Mega Man Retold" or "Thats not how it happened" story line.
Expansion similar to Forgotten Adventures featuring fan-games and hacks such as RNC, 4MI, Rokkochan, SFxMM and Unlimited.
Story could be something like Wily is messing with a database and changing how events happened and TR is sent in to fix it or something.
Title: Re: The Idea(s) Topic
Post by: SmashTheEchidna on May 30, 2014, 12:10:44 PM
Someone needs to make a disco map with flash man tiles using this song.

Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on May 30, 2014, 05:53:08 PM
Gizmo pls, your Fami-Fu is weak. :ugeek: :ugeek: :ugeek:

Title: Re: The Idea(s) Topic
Post by: OtakuAlex on May 30, 2014, 05:57:32 PM
@Gizmo

10/10 Best 8-bit cover. Who made it?

Edit: I just realized we're getting off topic. Lets stop it before it becomes something strike worthy. =L
Title: Re: The Idea(s) Topic
Post by: Jdude330 on June 01, 2014, 11:58:47 AM
Quote from: "SmashTheEchidna"
Someone needs to make a disco map with flash man tiles using this song.

I'm trying to do the music right now.
EDIT: Waiting for permissions!
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on June 03, 2014, 02:19:26 PM
I was thinking of making a sorta NES mod, where I take the hero from different NES games (Samus, Mario, so on and so forth) and make classes out of them. I had started working on it so I had somewhere to start, but a fatal crash corrupted my work. All 2 months of it. But I suppose I should ask; do you guys think this would be a good idea? I'm gonna need a team and a bit of a coding tutor for the more complex weapons and such.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on June 03, 2014, 05:34:14 PM
Quote from: "Perfectlylegit"
I was thinking of making a sorta NES mod, where I take the hero from different NES games (Samus, Mario, so on and so forth) and make classes out of them. I had started working on it so I had somewhere to start, but a fatal crash corrupted my work. All 2 months of it. But I suppose I should ask; do you guys think this would be a good idea? I'm gonna need a team and a bit of a coding tutor for the more complex weapons and such.
If you need Contra and Super C weaponry, got it done already.
Title: Re: The Idea(s) Topic
Post by: Toonwriter on June 04, 2014, 03:29:15 AM
What about adding the abilities from the Megaman-based NES game, the Krion Conquest?
Title: Re: The Idea(s) Topic
Post by: Sir Lemon on June 04, 2014, 05:23:17 AM
I feel this would be a good time to mention that SKZ and I have been working on a similar project, except we weren't exactly limiting things to NES-only characters. We'd actually consider Gameboy characters or other characters from more advanced systems (with everything transformed to 8-bit style).
We don't have much, but what we do have are a few solid ideas (I'd rather not reveal them yet) and a fully complete class (The Guardian Legend's heroine).

Sooo, if a few others were interested in seeing a project likes this get off the ground, we'd be happy to work with them.
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on June 04, 2014, 01:49:52 PM
Awesome. That's five people so far (two coders, one coder in training[me], a music provider and a tester.
Title: Re: The Idea(s) Topic
Post by: Sir Lemon on June 04, 2014, 09:41:23 PM
Pretty much, except I'd say I'm more of a spriter than a coder. I am capable of doing some coding work, though.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on June 05, 2014, 06:29:27 PM
maybe stupid, but we could use a "MM8BDM Director's Cut", which would include content that could have been added to core but wasn't, such as Boss-only weapons being a rare drop from Party Balls or Eddie, Rockman World IV "4th Buster", Weapon Menu System (Someone is working on this, I see), and Arcade Weapons (Arcade-styled Super Arm, Centaur Arrow and others).
Title: Re: The Idea(s) Topic
Post by: ice on June 18, 2014, 04:14:07 PM
Take the bombs from unholy bosses and make a full on bomberman mod
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on June 21, 2014, 06:38:03 AM
Idea: Metroid Prime Hunters mod for MM8BDM. Combat Visor (HUD material) can be ripped for all Hunters without having to do a multiplayer game (thanks Bot system!), and we could take some liberties such as having First Person in Morphball Mode (without the Combat Visor but with HUD objects on its own) and maybe try a simple radar system (shows only nearby enemies, except if they are cloaked like Trace)
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on June 21, 2014, 07:08:03 AM
Quote from: "tsukiyomaru0"
Idea: Metroid Prime Hunters mod for MM8BDM. Combat Visor (HUD material) can be ripped for all Hunters without having to do a multiplayer game (thanks Bot system!), and we could take some liberties such as having First Person in Morphball Mode (without the Combat Visor but with HUD objects on its own) and maybe try a simple radar system (shows only nearby enemies, except if they are cloaked like Trace)
That reminds me
(http://37.media.tumblr.com/44aaefd2ce08d957df3bd679e4a9313b/tumblr_n5jtwdEM8K1syxgg9o1_1280.png)
Will this ever be actually compatible with 8BDM? (http://terminusest13.tumblr.com/post/85698684881/samus-latest-mission-is-a-wee-bit-different-than)
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on June 21, 2014, 01:35:17 PM
If im not mistaken long ago, 2 wip projects existed... Kirby expansion and Metroid prime hunters expansion for MM8BDM... even before TerminusEst made that mod.

EDIT: here is the metroid prime hunters..... http://cutstuff.net/forum/viewtopic.php?f=37&t=3783
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on June 21, 2014, 03:53:44 PM
Quote from: "-Daiki-TheOni"
If im not mistaken long ago, 2 wip projects existed... Kirby expansion and Metroid prime hunters expansion for MM8BDM... even before TerminusEst made that mod.

EDIT: here is the metroid prime hunters..... http://cutstuff.net/forum/viewtopic.php?f=37&t=3783
Oh, forgot it existed, since it has been dead for about two years...
Title: Re: The Idea(s) Topic
Post by: -Daiki-TheOni on June 21, 2014, 04:08:26 PM
Quote from: "tsukiyomaru0"
Quote from: "-Daiki-TheOni"
If im not mistaken long ago, 2 wip projects existed... Kirby expansion and Metroid prime hunters expansion for MM8BDM... even before TerminusEst made that mod.

EDIT: here is the metroid prime hunters..... http://cutstuff.net/forum/viewtopic.php?f=37&t=3783
Oh, forgot it existed, since it has been dead for about two years...

exactly, everyone forgets those mods....
like that one about Tron weapons *couhg couhg* jajaja just kiding Tsuki :3 (anyways, that one was a blast)
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on June 21, 2014, 04:21:14 PM
Quote from: "-Daiki-TheOni"
Quote from: "tsukiyomaru0"
Quote from: "-Daiki-TheOni"
If im not mistaken long ago, 2 wip projects existed... Kirby expansion and Metroid prime hunters expansion for MM8BDM... even before TerminusEst made that mod.

EDIT: here is the metroid prime hunters..... http://cutstuff.net/forum/viewtopic.php?f=37&t=3783
Oh, forgot it existed, since it has been dead for about two years...

exactly, everyone forgets those mods....
like that one about Tron weapons *couhg couhg* jajaja just kiding Tsuki :3 (anyways, that one was a blast)
Ah, yes... I never went beyond the Discs of Tron system for it, mostly because I needed Mapping help and stuff... But I kinda know why DA's project didn't go on: people possibly wanted to see weapons and class(es) done first. If another of those projects rises, I might try to help.
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on June 24, 2014, 06:35:47 AM
You know what? I think MM8BDM needs a new classes mod! how about classes based off of that fangame Mega Pony? *pulls up flame shield to protect himself from any pony haters*
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on June 24, 2014, 06:13:02 PM
a lot of the hate the pony fanbase gets is rather justified in my opinion; they single-mindedly want to shove ponies in everything ever even if it makes little to no sense and it annoys everyone else involved (sort of how the touhou fanbase was like a few years back)


with that being said, Mega Pony is surprisingly a really good game and I could totally see weapon adaptations working out fairly well
the magic swirl shot and the explosive dash in particular would be stupidly satisfying in a 3D environment
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on June 24, 2014, 07:10:16 PM
Quote from: "BlackEmperorJet"
You know what? I think MM8BDM needs a new classes mod! how about classes based off of that fangame Mega Pony? *pulls up flame shield to protect himself from any pony haters*

<Mega Pony classes
I might be a bit unsure about that due to the same reasons smash pointed out but that's just me. Also I have never played it but I couldn't care if I did or didn't

But fan game boss classes sound fun, I mean it has been done before in the past, and I also had an idea of doing something like that but with the robot masters from Rock Force and Revolution (perhaps maybe add in rokko chan masters as well.) but yeah sounds like a good idea just unsure about the specific theme you suggested.
Title: Re: The Idea(s) Topic
Post by: Promestein on June 24, 2014, 07:40:18 PM
Quote from: "SmashBroPlusB"
a lot of the hate the pony fanbase gets is rather justified in my opinion; they single-mindedly want to shove ponies in everything ever even if it makes little to no sense and it annoys everyone else involved (sort of how the touhou fanbase was like a few years back)
T (http://fc00.deviantart.net/fs70/i/2010/360/2/b/my_mega_ponies_by_rongs1234-d35r583.jpg)h (http://fc04.deviantart.net/fs70/i/2013/017/1/e/super_mario_pony_by_missmitsuki6034-d5rss5t.png)a (http://www.fimfiction-static.net/images/story_images/105946.png?1369442607)t (http://37.media.tumblr.com/f4bc12d1eaac7f3254f520a005eb7821/tumblr_mk8x8geCse1rbjy3yo1_400.png)'s (http://fc04.deviantart.net/fs71/f/2012/198/3/8/shadow_of_the_ursa_major_by_karzahnii-d57mqb9.png) j (http://www.fimfiction-static.net/images/story_images/267.jpg)u (http://th01.deviantart.net/fs70/PRE/f/2013/038/b/a/crossover___unicorn_gundam_ver__pony_by_valornomad-d5u4e9j.jpg)s (https://derpicdn.net/img/2012/7/25/56386/full.jpg)t (https://e621.net/data/bc/c3/bcc3ae96ed7a1eede0e33564b3384f0e.png?1323996428) a (http://fc01.deviantart.net/fs71/i/2011/195/c/2/fallout_pony_by_inivonwini-d3rccur.png)b (https://derpicdn.net/img/2012/7/4/30824/thumb.png)s (http://fc03.deviantart.net/fs70/i/2012/318/2/d/street_fighter_ponies__set_1_by_umbra_exe-d5kyrsw.jpg)u (http://fc08.deviantart.net/fs70/i/2011/331/8/b/morrigan_pony_by_shiver_star-d4hfx0q.png)r (http://fc04.deviantart.net/fs71/f/2013/046/c/e/bomberman_pony_by_setosora-d5v2olp.png)d (https://derpicdn.net/img/2013/9/1/416375/thumb.png).
Title: Re: The Idea(s) Topic
Post by: Linnie on June 25, 2014, 01:45:52 AM
Quote from: "BlackEmperorJet"
You know what? I think MM8BDM needs a new classes mod! how about classes based off of that fangame Mega Pony? *pulls up flame shield to protect himself from any pony haters*
Huehuehue.

I think classes would be a bit absurd. Skins, sure, since they're optional and you have to download them and see them. Weapons, I could see going into something like DIRP, but I think Classes would be a bit too much.

*casually ignores the fact that I was considering making a Mega Pony map and have the tiles for it*
Title: Re: The Idea(s) Topic
Post by: Jdude330 on June 25, 2014, 02:34:05 AM
So I had an idea I may or may not attempt without any coding knowledge. I HATE Saxton Hale, yet I tolerate it when that's all anybody plays. While I was playing, I came up with the most enjoyable SH experience, that involves justiderp! (yay!) all the bosses are justiderp classes. Imagine the hilarity. Sure, it's slightly unbalanced, but its the funniest thing ever so who cares.

BTW Mega Pony showed me how bad the show is. The game is epic though. (SONIC RAINBOOM ALL THE WAY ACROSS THE SKY. )
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on June 25, 2014, 02:48:07 AM
Quote from: "Jdude330"
So I had an idea I may or may not attempt without any coding knowledge. I HATE Saxton Hale, yet I tolerate it when that's all anybody plays. While I was playing, I came up with the most enjoyable SH experience, that involves justiderp! (yay!) all the bosses are justiderp classes. Imagine the hilarity. Sure, it's slightly unbalanced, but its the funniest thing ever so who cares.

BTW Mega Pony showed me how bad the show is. The game is epic though. (SONIC RAINBOOM ALL THE WAY ACROSS THE SKY. )


Yeah.....NO.  Justiderp is one of those mods that is only good for the first few seconds than gets old real fast. There is already many variations of SH, We don't need another. Your ideas seems to combine two mediocre mods and combine them into one horrible mess. Also your posts, grammar, and yoursef make me want to take a cordless drill and pierce my cranium and turn my brain into mush.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on June 25, 2014, 02:53:37 AM
The heck is a justiderp?
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on June 25, 2014, 02:57:17 AM
It's a joke edit of Justified classes to be broken as possible, Think thedoc's yd joke edit but with justified.
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on June 25, 2014, 03:06:09 AM
Ah.

...I feel like toying around with it for a sec. Where can it be found?
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on June 25, 2014, 03:09:16 AM
Try best-ever's file list and ctrl F for it
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on June 25, 2014, 03:14:56 AM
Found it. Which version is the latest?
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on June 25, 2014, 03:17:19 AM
How should I know, I haven't touched the mod, also I have no computer ATM so I wouldn't know
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on June 25, 2014, 03:19:00 AM
Ah. I'll find out myself then.
Title: Re: The Idea(s) Topic
Post by: Linnie on June 25, 2014, 03:39:57 AM
Huh, I don't play Justified due to my one experience involving me getting OHKO'd repeatedly and endlessly by Slashmen. Do you think that may have been Justiderp I joined by mistake?
Title: Re: The Idea(s) Topic
Post by: -FiniteZero- on June 25, 2014, 03:44:44 AM
That would be no. Justiderp does not have MM7 classes.
Title: Re: The Idea(s) Topic
Post by: Emmanuelf06 on June 25, 2014, 05:12:31 AM
Quote from: "Linnie"
Huh, I don't play Justified due to my one experience involving me getting OHKO'd repeatedly and endlessly by Slashmen. Do you think that may have been Justiderp I joined by mistake?

each mode has his strong "classes"....
Slashman justified need to be really near the guy to do 60% damage and it's basically made for TLMS, so Slashman Slashclaw is not so effective...

Justified strong classes: Slashman (better for DM), Ringman (corridors help for it), Terra (good in tlms)
YD Classes: Ringman (primary do work, alt help in TLMS), Gyroman (good hitbox of the gyro's, 25 damage), Skullman (very good in tlms if you AIM good with the buster).

Just some exemples......

Im not sure but the max damage will be maybe nerfed (like 50?).

To be back on the topic, i would like a EXE classes with a lot of netnavis but with soul unisons too, i could give some cookies to the programmers of it :V (like smashbro and the others).
Well, i have no idea, i would like to see mmX classes be back....but yeah, as you see, it's hard to program it ._. I wont blame it if it was broken in the beginning.
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on June 25, 2014, 08:21:13 PM
Quote from: "SmashBroPlusB"
a lot of the hate the pony fanbase gets is rather justified in my opinion; they single-mindedly want to shove ponies in everything ever even if it makes little to no sense and it annoys everyone else involved (sort of how the touhou fanbase was like a few years back)

*sigh* I wish alot of everyone in the fanbase wasn't like that. It brings some real shame to people like me. I like the show in all honesty. but I have never gone to a single pony related forum or site unless it's for one of the fangames. mainly because of how communities can be. But then again... no fanbase is perfect. no community is perfect either. I mean look at justifried classes. They have not balanced that mod in the slightest. classes are either borderline overpowered or borderline underpowered. they keep getting suggestions regarding that but they never seem to pay attention to them.
Title: Re: The Idea(s) Topic
Post by: Promestein on June 25, 2014, 08:46:31 PM
Quote from: "BlackEmperorJet"
I mean look at justifried classes. They have not balanced that mod in the slightest. classes are either borderline overpowered or borderline underpowered. they keep getting suggestions regarding that but they never seem to pay attention to them.
Oh gosh. Is it really necessary to just attack a well-made mod out of nowhere just because people aren't particularly fond of your fandom?
When I played online (which, admittedly, was only once, for an hour or two; haven't been able to find any matches since), I saw a wide variety of classes doing well. I, an absolutely awful player, was even able to do well as Mega Man, among many others (Roll, Oil Man, Bubble Man, Heat Man, Quick Man, Gemini Man, Bright Man, Toad Man, Stone Man, Knight Man, and Clown Man come to mind).

Anyways, I had an idea. One I cannot partake in, due to a total lack of talent when it comes to, well, anything. How about a map expansion to add stages that likely won't be getting into the core anytime soon, such as Mega Man 2's Interior Wily stages, 3's 1st or 4th Wily stages, 4-6's Wily fortresses, Wily Wars versions of levels, or 1-4 GB level variants? It feels kind of scummy to just throw an idea out without being able to do anything about it, but it's an ideas thread.
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on June 25, 2014, 08:52:34 PM
Quote from: "Promestein"
Quote from: "BlackEmperorJet"
I mean look at justifried classes. They have not balanced that mod in the slightest. classes are either borderline overpowered or borderline underpowered. they keep getting suggestions regarding that but they never seem to pay attention to them.
Oh gosh. Is it really necessary to just attack a well-made mod out of nowhere just because people aren't particularly fond of your fandom?
When I played online (which, admittedly, was only once, for an hour or two; haven't been able to find any matches since), I saw a wide variety of classes doing well. I, an absolutely awful player, was even able to do well as Mega Man, among many others (Roll, Oil Man, Bubble Man, Heat Man, Quick Man, Gemini Man, Bright Man, Toad Man, Stone Man, Knight Man, and Clown Man come to mind).

That's basically saying you don't want to learn and get better as a player. And I'm not attacking it. I'm saying the classes are unbalanced. Very much so. And i'm not saying it because people don't agree with my fandom. I'm not the only one who feels justified is unbalanced. plenty of people don't like it.
Title: Re: The Idea(s) Topic
Post by: Linnie on June 25, 2014, 09:36:09 PM
Quote from: "Promestein"
Anyways, I had an idea. One I cannot partake in, due to a total lack of talent when it comes to, well, anything. How about a map expansion to add stages that likely won't be getting into the core anytime soon, such as Mega Man 2's Interior Wily stages, 3's 1st or 4th Wily stages, 4-6's Wily fortresses, Wily Wars versions of levels, or 1-4 GB level variants?
KNDM has MM3 Wily 1, and I think it's Kappack that has some stages based off Wily stages in MM4 and MM6.
Title: Re: The Idea(s) Topic
Post by: Emmanuelf06 on June 25, 2014, 09:53:57 PM
BlackEmperorJet, if you have some ideas to help Justified, They listen, but yeah, balance a classes (without to make a "banal classe with 2 weapons who can be simple) is really hard You know.
But it's always good to debate about some classes. Anyway, not so important.
Choice 1/ Make a simple classe, easier to balance, the classes will be balanced but boring as garbage.
Choice 2/Make a complex classe, harder to balance, the classes will be a little unbalanced but at least, you will have some fun. (even if it's not perfect).
People told me "Hexen Fighter Classe is underpowered compared to the 2 others classes in this game..Actually i try to finish the game with Fighters because [[[tomahawk]]]Hax is fun !

Now i think i dont care a lot about the balance, i need a lot of fun, even if it's unbalanced a little (Ringman primary YD or Slashman justified), Fun is the most important I think...just for a mode of a mode of doom.
But yeah, if it's broken and TOO MUCH embalanced, it can be a pain to have FUN in a server...so yeah ;)
topic:
What about make some "sport mode" ? There was soccer one....but nobody continued it =( It looks funny when i tried it (and hosted a server for it), but it was bugged too...
The soccer mode looked nice....if at least we can have an update... Some sport could be hilarous, Olympics Games ! xD
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on June 25, 2014, 10:04:09 PM
Oh! What about a classes mod and/or expansion based off of Rockman 4 Minus Infinity? a boss like the Aqua Devil or the mysterious secret boss from that game would be really cool! =3

I mean it's not out of the question considering we have a Rockman No Constancy expansion.
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on June 25, 2014, 10:16:44 PM
We also have a Rockman 4 Minus Infinity Expansion...

...that hasn't gone much of anywhere for a while, to be honest.
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on June 25, 2014, 10:23:28 PM
Aw.... Well what about a classes mod for it?
Title: Re: The Idea(s) Topic
Post by: PotatoStrike on June 27, 2014, 08:47:11 AM
Today I suggest Kirby's Dream Land Expansion!
2 modes for it:

-Story Mode: fight your ennemies in DM mode! Some ennemies: Waddle Dee, Bronto Burt, Grizzlee, Poppy Bros. JR, Sir Kibble. Remember, we must code 4 weapons: Star Shooter, Spicy Curry, Mint Leaf and Hyper Lollipop!
Note that you begin with Kirby class! You can aspire the ennemies and copy their actual weapon!
Star Shooter: use it all the times you want because that don't cost ammo!
Spicy Curry: have the same lifetime as time stopper and can shoot short range fire!
Mint Leaf: have the same lifetime as time stopper and let you fly and shoot long range air!
Hyper Lollipop: have the same lifetime as time stopper and speed you up and damage ennemies when touching them!
If you finish a stage under 5 minutes, you can fight Whispy Woods, next stage Lololo and Lalala, then Kabula, then Kracko and finally... Dedede Stage isn't in DM mode because you must refight the 4 guys before King Dedede! Have sweet credits!

-Arena Mode: you go to Arena's Hub, choose your weapons and enter Dream Land's Arena!
You fight the previous bosses, and news that appear suddenly:
1.Poppy Bros SR.
2.Whispy Woods
3.Lololo
4.Lololo and Lalala
5.Kabula
6.Kracko JR.
7.Kracko
8.Dedede

Items: 2 new custom items:
Fresh Limonade: restores 20 hp of your health
Maxim Tomato: acts like E-Tank

That's all for Kirby's Expansion!
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on June 29, 2014, 08:59:27 PM
So... I just recently played Shovel Knight all the way through. Holy hell was it awesome. And the fact that there will be a DLC making each of the 8 knights from the "Order Of No Quarter" playable in story... I was thinking maybe a classes mod and/or map pack for them! The classes would mainly be.
Shovel Knight(the protagonist of course.)
Black Knight(The rival.)
King Knight(the fancy royal lookin' one.)
Specter Knight(a reaper knight!)
Plague Knight(the one with a well... a plague mask.)
Mole Knight(the slightly chubby one with claws.)
Treasure Knight(the guy with an anchor built into his arm that can pull him around the area.)
Tinker Knight(the little guy who makes a big damn mech.)
Polar Knight(The big bulky one with a snow shovel.)
Propeller Knight(The one that can fly and blow people away.)

Hell if someone wanted to. they could even add the backer knights/wanderers.
Reize(the ninja with crystal boomerangs.)
Baz(Anyone who knows Best Friends Play or Dive Kick knows this guy.)
Hat Knight(this guy surprised me for sure. you'd have to look him up.)
Phantom Striker(Again, you'd have to look him up.)
Title: Re: The Idea(s) Topic
Post by: PotatoStrike on June 30, 2014, 01:35:43 PM
Nice idea.

Now time again for another Kirby idea!

I present to you... Kirby: Chase the Hales!
It's like Saxton Hale with Kirby Bosses!
Here are some ideas I have:

King Dedede: Passive: Waddle Throw (all 15 seconds): Dedede throws a Waddle Dee.
Attack: King's Hammer: Dedede uses his hammer and summons a star when hammer touches the ground.
Item: Heavy Squash: Dedede jumps and falls, making damage and summons stars.
Rage: Possessed Dedede: Dedede's abilities are stronger:
-Passive: Gordo Throw (all 5 seconds): Dedede throws a Gordo.
-Attack: Dark Hammer: Dedede uses his hammer and summons an exploding orb when hammer touches the ground.
-Item: Dark Squash: Dedede jumps and falls, making damage and summons exploding orbs.

So that's all, I must have some little ideas in my head, so don't leave!
Title: this is also directed at everything
Post by: Ceridran on June 30, 2014, 01:58:17 PM
.. Why in the world is it referred to as a "Hale"? Hale means something like "free from defect, disease, or infirmity; retaining exceptional health and vigor". I usually see this kind of thing applied to people of old age.

I'm not sure if Dedede is very healthy.
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on June 30, 2014, 03:13:49 PM
Considering he eats as much as he wants and he never gets any fatter, I'd say he's pretty healthy when you also consider how goddamn fast he is.
Title: Re: The Idea(s) Topic
Post by: William0918 on June 30, 2014, 09:27:04 PM
Quote from: "tsukiyomaru0"
Other ideas I had in mind:

Prop Hunt
Basically the same as the one seen in Gmod/HalfLife/TeamFortress2. It's a different kind of hide and seek, where there are two teams that are switched every round.

One team (Props) is allowed to roam freely at any moment and can turn into a prop by staring directly at it and pressing a key, gaining its properties such as height, width, appearance and can switch to another prop at any time. The other team (Hunters) is frozen and unable to see a thing until a certain amount of time passes and, after that time passes, must seek and destroy the Props. The game ends after the timer reaches 0 (Props Wins) or after the Props have been killed (Hunters Wins).

Suggested weapons for hunters:
Slash Claw - Main Weapon, but with unlimited ammo and 50% slower fire rate.
Bass Buster - Limited ammo (As much as Needle Cannon), spread should be reduced to random(-1,1), but should also have spread in pitch to the same parameters.
Napalm Bomb - Same ammo, or maybe one shot more, should cause 10% more damage and the napalms should harmlessly bounce on actors.

This mode will needs maps optimized for this, MM8CLO however seems suitable for this kind of thing.

Zombie Invasion
The idea is mixed from Call of Duty Zombies and the basic Invasion mode. It should be a single player or coop mod, where you fight wave after wave of various enemies from Shade Man's stage, getting harder and harder until no one can survive anymore. At this point, the stage should end and prompt the intermission, showing how many enemies everyone killed.

Every certain number of kills, the player should be rewarded with a new random weapon/upgrade.

Classes Mega Man Zero - Guardians
Simple: a classes mod that contains Zero, X, Phantom, Harpuia, Leviathan and Fefnir. Simple like that.

Shining Soul Classes
If you played Shining Soul II, then you know very well what I mean...[/quote]
Dude, I can do the PropHunt Mod, but I need help from some people.
Title: Re: The Idea(s) Topic
Post by: William0918 on June 30, 2014, 09:28:37 PM
Man, I quoted the post above and some of the text from the quote is still above my text. How can I fix that?
Title: Re: The Idea(s) Topic
Post by: Jdude330 on July 01, 2014, 03:27:28 AM
Revive. Kirby. Expansion. WE CAN DO IT! I think we just need to further moderate it more.
Title: Re: The Idea(s) Topic
Post by: PotatoStrike on July 03, 2014, 08:33:46 AM
I would begin by Kirby's Dream Land Expansion, because it's easier to make 4 new weapons, 5 new maps, 5 new bosses, Kirby's Adventure styled music pack, and new textures.
Title: Re: The Idea(s) Topic
Post by: Jdude330 on July 03, 2014, 06:47:08 PM
Here's an Idea: Shovel Knight expansion. I could possibly do botchat. If so, I'll post them here.
Title: Re: The Idea(s) Topic
Post by: PotatoStrike on July 03, 2014, 07:17:46 PM
Here? It's better to make a thread and put'em here.
So I planned bots in the Kirby's Dream Land expansion!
Here are some:
Waddle Dee
Bronto Burt
Cappy
Poppy Bros JR on an apple
Grizzlee

There must be too much in my head...
Title: Re: The Idea(s) Topic
Post by: Ivory on July 03, 2014, 07:29:39 PM
Quote from: "Jdude330"
Here's an Idea: Shovel Knight expansion. I could possibly do botchat. If so, I'll post them here.
Quote from: "Jdude330"
Revive. Kirby. Expansion. WE CAN DO IT! I think we just need to further moderate it more.
The fact your changed direction from wanting to revive the Kirby Expansion to wanting to do a Shovel Knight expansion in a matter of a few days is just proving that you lack the dedication to get one thing done. Expansions require constant attention. Multi-tasking is just asking for trouble.
Title: Re: The Idea(s) Topic
Post by: Jdude330 on July 03, 2014, 07:42:27 PM
Quote from: "Ivory"
Quote from: "Jdude330"
Here's an Idea: Shovel Knight expansion. I could possibly do botchat. If so, I'll post them here.
Quote from: "Jdude330"
Revive. Kirby. Expansion. WE CAN DO IT! I think we just need to further moderate it more.
The fact your changed direction from wanting to revive the Kirby Expansion to wanting to do a Shovel Knight expansion in a matter of a few days is just proving that you lack the dedication to get one thing done. Expansions require constant attention. Multi-tasking is just asking for trouble.
People pointed out to me why we might have a LOT of trouble doing the kirby expansion. While I think a kirby expansion would be fun, the sad fact is, it's going to be hard to get back. I dunno why I put the whole botchat thing there, but I was merely throwing it out. I Want the kirby expansion more. The Idea topic is just for throwing ideas out, at least that's how I see it.
Title: Re: The Idea(s) Topic
Post by: PotatoStrike on July 03, 2014, 09:00:27 PM
Ivory, I know that Jdude30 want to help me to do the expansion!
But he have another project! I would ask the question:

What expansion first? Kirby or Shovel Knight?

Please Jdude330, answer the question.
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on July 03, 2014, 09:28:35 PM
Quote from: "Ivory"
The fact your changed direction from wanting to revive the Kirby Expansion to wanting to do a Shovel Knight expansion in a matter of a few days is just proving that you lack the dedication to get one thing done. Expansions require constant attention. Multi-tasking is just asking for trouble.

Trust me, it's not a good idea.
Title: Re: The Idea(s) Topic
Post by: Jdude330 on July 04, 2014, 12:35:15 AM
Quote from: "PotatoStrike"
Ivory, I know that Jdude30 want to help me to do the expansion!
But he have another project! I would ask the question:

What expansion first? Kirby or Shovel Knight?

Please Jdude330, answer the question.
This goes to magnet dood too: I was merely throwing shovel knight out
Kirby is the main thing I want. I'm trying some coding out. The only other things I'm currently working on are small and will help me learn. Like, slapping code together small.
Title: Re: The Idea(s) Topic
Post by: DrMario2 on July 06, 2014, 11:36:23 AM
Idea: How about we make an element style thing with 3 characters for each element?

Example: Water = Normal Water, Water Vapor and Ice, therefore having 3 characters.
Fire = Normal Fire, Lava and Heat.
Electricity = Thunder, Technical Electricity ( Or Tesla.) and Lightning.
Earth = Ground, Gem and Sand.

And so on and so on.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 09, 2014, 06:23:12 PM
Glue shot will make the same noise as oil slider does when the oil ball hits the ground. Also just like in the game glue shot shoud deal the same amount of damage as oil slider in its droplet form. A normal glue shot holds for 3 seconds and a charged shot will hold opponents in place for 9seconds(just getting the idea for the fact that one charged mega buster shot uses three normal shots combined. When you an enemy gets stuck in place then you can use the mega buster to quickly finish them off before the effect wares off. 3 jumps gets you free from a normal glue puddle and 4 jumps gets you free from a charged glue puddle.
When the some one is killed by glue shot, then the death messages at the top left corner will read, "Vajaran was glued in place by CutManMike's glue shot" or "vajaran was adhesed by ceridran's glue shot". is the 9 seconds part a good idea? (this is a good idea for a mega man unlimited expansion weapons mechanic for glue man's weapon)
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 09, 2014, 06:40:16 PM
What about the ROCK MAN 6 INNOCENT Expansion or ROCK MAN 6 SKYPE Expansion( When the games come out )? (I would really like to see plant man's "lost botany" weapon in mm8bdm.)
Title: Re: The Idea(s) Topic
Post by: Linnie on July 09, 2014, 07:39:55 PM
You know Gummywormz has made MMU classes and weapons, yes?

http://www.best-ever.org/download?file= ... es-v1a.pk3 (http://www.best-ever.org/download?file=mmuclasses-v1a.pk3)
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 09, 2014, 07:57:12 PM
What about a rock man dx3 expansion based on that Gameboy hack from china that has bad collision and hit box physics. Or what about a mega man extreme gbc expansion or a mega man x1,2 and 3 SNES expansion?
Title: Re: The Idea(s) Topic
Post by: PotatoStrike on July 10, 2014, 05:27:52 PM
Why not create an expansion based on Rockman No Constancy? I mean, make a Rockman No Constancy 2 only on MM8BDM!

Whatdo you think of this man...
Title: Re: The Idea(s) Topic
Post by: Ivory on July 10, 2014, 05:32:00 PM
I am confused if you mean a sequel or not, but there is already an RnC mod. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2981)
Title: Re: The Idea(s) Topic
Post by: <geminibro> on July 13, 2014, 10:16:29 PM
Why not make a Megaman Rock Force Expansion?
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 14, 2014, 02:22:19 AM
There are a lot of famitracker covers of mega man music and good ones that sound like the actual thing. There's a guy on youtube named legend of renegade (his username) who makes sega genesis remixes of mega man music on the old nes hardware. We should contact him so that he can make music for the mega man 9 and 10 chapters if they ever come out. Also I'm not sure but can you place Famitracker .asm and .bins into doom source code? What about milkytracker .xm files or any other tracker or midi files?
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 14, 2014, 02:23:06 AM
Quote from: "<geminibro>"
Why not make a Megaman Rock Force Expansion?
Not a bad idea, I'd love to see the weapons being used.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 14, 2014, 02:52:25 AM
Quote from: "PotatoStrike"
Why not create an expansion based on Rockman No Constancy? I mean, make a Rockman No Constancy 2 only on MM8BDM!

Whatdo you think of this man...

I think you mean remapping and sort of updating the expansion to v2a
Title: Re: The Idea(s) Topic
Post by: Gummywormz on July 14, 2014, 02:53:16 AM
Quote from: "Vajaran Nall"
Quote from: "<geminibro>"
Why not make a Megaman Rock Force Expansion?
Not a bad idea, I'd love to see the weapons being used.

I was planning on making the weapons for DIRP whenever I get around to updating it.
Title: Re: The Idea(s) Topic
Post by: coolcat7022 on July 14, 2014, 03:23:43 AM
You people DARE touch that buggy monstrosity? The concepts behind the weapons are wonderful, I can agree to that, but the execution and the amount of bugs with them  are such dissuasive factors, NO-ONE should touch those weapons with even a 1,349 and a half mile pole!
Title: Re: The Idea(s) Topic
Post by: Linnie on July 14, 2014, 03:56:33 AM
I like DIRP. It'd be cool if it were hosted more.
Title: Re: The Idea(s) Topic
Post by: Tfp BreakDown on July 14, 2014, 06:10:32 AM
Quote from: "coolcat7022"
You people DARE touch that buggy monstrosity? The concepts behind the weapons are wonderful, I can agree to that, but the execution and the amount of bugs with them  are such dissuasive factors, NO-ONE should touch those weapons with even a 1,349 and a half mile pole!
My, someone is quite judgmental here, chill down much?

As to the topic at hand: I would definitely love to see that happen. It doesn't help that I had the idea of classes based on the characters from the game (well, more like the 8 robot masters and the 4 fusion masters, maybe death man himself as well). As for weapons from that game, it would be a feat to figure out how toque charade clone a viable weapon to use, the others are possible in concept but charade clone, that would be sick.
Title: Re: The Idea(s) Topic
Post by: Linnie on July 15, 2014, 04:30:09 PM
Hmm.

You create a clone of yourself that stands still and appears to be AFK, and it acts like a Dead Ringer where if you get hit you teleport to where your clone is with the clone disappearing and the spot you were at has a death effect. The AFK clone has a health bar made out of your ammo bar where if you run out it dies, though the Dead Ringer activating drains the ammo instantly, hence the death.

I could see it having use in CTF, to be honest, if you had good placement. Maybe for versatility you have to have altfire held down for it to trigger like the real Dead Ringer.

EDIT: Wait no no no I just realized how easily that could be abused in CTF, don't put the weapon in any CTF maps. I had one-flag CTF on the mind when I said that, I'm silly.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 15, 2014, 09:43:58 PM
Quote from: "Ivory"
I am confused if you mean a sequel or not, but there is already an RnC mod. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2981)
I think he meant to say that he wants to make a rncv1c.pk3 just to remap the levels like they did in the mm8bdm V4a core game like they did with bomb man's stage.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 15, 2014, 09:53:50 PM
What a about a mega man x expansion and misinformation mode? The sprites will come from the mega man  x treme Gbc games.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 16, 2014, 12:04:59 AM
Quote from: "Magnet Dood"
The Genesis Unit Expansion that's been floating in my head for a while. The three bot's stages, along with two Wily Stages, custom weapons based on the masters, skins of the three...

Short, sweet, and awesome, basically. I know where I can get the music, except for a couple of the Wily Stages... would this be a good idea to others? I don't want to start it if no one's helping.
What about MegaMan V GB mission mode expansion?
Title: Re: The Idea(s) Topic
Post by: Linnie on July 16, 2014, 12:12:41 AM
Quote from: "Vajaran Nall"
What a about a mega man x expansion and misinformation mode? The sprites will come from the mega man  x treme Gbc games.
Knux has a Storm Eagle map in KNDM, if you're interested in looking at that.

Quote from: "Vajaran Nall"
What about MegaMan V GB mission mode expansion?
We'd need an MMV expansion before we made a mission mode of it.


Vajaran Nall, you know, the best way to get ideas to go through is to start working on them yourself, and if you start to show good progress, other people might join in on the expansion. Mapping is tough to learn, but if you take the time to learn how to do it, listen to criticism by others so you can get better, and then get better, you might be able to make a couple maps based off the expansion, kick off interest for it, get more support for it, and have the expansion started officially.

Just something to think about. MMV I'd wait on, though, since they're planning to do that in the core probably after MM9 and MM10.
Title: Re: The Idea(s) Topic
Post by: Tengu on July 16, 2014, 12:15:54 AM
triple trouble up in this thread
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on July 16, 2014, 12:38:39 AM
Quote from: "Tengu"
triple trouble up in this thread
Also take heed of this. Try to post responses to everyone and all your thoughts at once in one post, this isn't a blog this is a forum.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 17, 2014, 08:57:55 PM
Quote from: "Ivory"
Quote from: "Jdude330"
Here's an Idea: Shovel Knight expansion. I could possibly do botchat. If so, I'll post them here.
Quote from: "Jdude330"
Revive. Kirby. Expansion. WE CAN DO IT! I think we just need to further moderate it more.
The fact your changed direction from wanting to revive the Kirby Expansion to wanting to do a Shovel Knight expansion in a matter of a few days is just proving that you lack the dedication to get one thing done. Expansions require constant attention. Multi-tasking is just asking for trouble.

Hey, ivory, I have a compaq presario note book pc. Will that be good enough for servers and screen recording?
Title: Re: The Idea(s) Topic
Post by: Ivory on July 18, 2014, 01:39:19 AM
Why is this in the idea topic? Why am I supposed to know how good your notebook is for hosting servers and stuff without any sort of specs?
Title: Re: The Idea(s) Topic
Post by: ice on July 21, 2014, 04:34:48 PM
A long time ago I tried to remake this into a map


Sadly, the idea never got off the ground due to the flippers and bumpers not working correctly either not doing anything, or not bumping you in the right direction, not only that, the few times I DID get it working, I could never get enough force to counteract the "gravity". Basically I had the idea of adding all melee ranged weapons in the map like star crash, junk shield, or flame sword
Title: Re: The Idea(s) Topic
Post by: Linnie on July 21, 2014, 05:12:47 PM
Seeing your Pinball map makes me want to see a Waluigi Pinball map be made, even if it was mostly aesthetic. Thank you for the idea.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 23, 2014, 08:20:40 PM
What if mega man 8 bit death match had a specially programmed server like minecraft? My idea for a mid game supply drop would be if those "?" canisters from mega man 3 were beamed down by a quick beam or something. Hmm maybe I should learn how to code and then make contributions in the future depending on how popular this idea is at that time. If anyone has any other questions or concerns or ideas or comments then

message me at th.sniperjoe@gmail.com. or just put it here if you're online
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 23, 2014, 08:21:48 PM
Quote from: "Linnie"
Seeing your Pinball map makes me want to see a Waluigi Pinball map be made, even if it was mostly aesthetic. Thank you for the idea.
What about a map dedicated to sonic spin ball or sonic 3d
Title: Re: The Idea(s) Topic
Post by: Jdude330 on July 23, 2014, 08:24:10 PM
Quote from: "Vajaran Nall"
What about a map dedicated to sonic spin ball or sonic 3d
Oh yes! I loved that game as a kid, and it would be spectacular to see!
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on July 23, 2014, 08:33:09 PM
You know, I have a good idea for a mega man x class weapon. Gigas crash will be called atomic shock wave or atomic surge.
Title: Re: The Idea(s) Topic
Post by: Linnie on July 23, 2014, 08:34:30 PM
Quote from: "Vajaran Nall"
What if mega man 8 bit death match had a specially programmed server like minecraft? My idea for a mid game supply drop would be if those "?" canisters from mega man 3 were beamed down by a quick beam or something. Hmm maybe I should learn how to code and then make contributions in the future depending on how popular this idea is at that time. If anyone has any other questions or concerns or ideas or comments then

message me at th.sniperjoe@gmail.com. or just put it here if you're online
It exists. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2521)
Title: Re: The Idea(s) Topic
Post by: TailsMK4 on July 24, 2014, 05:57:40 PM
So I've had the idea recently of perhaps doing a "Tower Defense" type game, and I do have a main concept working, but I am unsure exactly how this should be made to be fun and worth replaying. I successfully created two Mettaurs, except one Mettaur doesn't target you at all but other enemies (and thus tries to destroy the enemy Mettaur). I'm considering placing an energy source to your base that the enemy mechas want to destroy, and you must protect the source at all costs. As you destroy enemies and protect your base, you will earn screws which you can spend to either upgrade yourself (like having extra weapons or perhaps increasing your own stats), or to summon friendly mechas (that can be destroyed by the other mechas), that will help you destroy the invading mechas. What I'm unsure at this point is what else could be done to make the mod more memorable. So, I hope some brainstorming in this thread could give me some other options to work with. I would have posted this in my workshop, but I don't want to double post and my last post was a little while ago. I'm fairly confident that the ideas I accept are things I can actually make. This will be a Cooperative mod. I could have made this Team Deathmatch for having two bases oppose each other, but I don't have the slightest idea of how to make mechas only attack specific targets.
Title: Re: The Idea(s) Topic
Post by: coolcat7022 on July 24, 2014, 07:02:01 PM
Maybe you could have alive friendly mechas up-gradable to boost their stats, and multiple stages with one picked out for the round randomly, and have every wave after the first (if there are waves) which should be just a small group of the map's most basic mecha type, randomly generated from a pool of mechas for that map, which would get bigger as the waves progressed, and enemy mechas would have an upgrade randomly picked for one mecha type, and have every mecha of that type always have that upgrade upon spawning, and the mechas would have the upgrade mechanic occur after every wave that has a number which is a multiple of 10.
Title: Re: The Idea(s) Topic
Post by: That One Boss on August 03, 2014, 05:34:07 AM
I had an idea for a Ghouls-vs-humans-esque mod.
What if there was a mod where one team was a bunch of slow Gamma-sized giants with big powerful attacks and huge hitboxes, and the other team was a group of normal sized but very fast players with small and weak weapons? I think it would be a very unique mod

However, I can definitely think of some issues right away. Firstly, given the size of said giants, the mod would require it's own entire map pack, which would be a pain to create simply for a single mod, especially since big open maps generally aren't very good for most modes. I suppose we could use MM2DW1 for testing

Secondly, given how doom draws player sprites, there may be some hitbox issues with the giants since they have large 3d hitboxes and 2d sprites. Is there any possible way around this?

Potential small classes:Quickman, Slashman, Springman, Darkman3. All of them would have very high movement speed.
Potential giant classes:Gamma, Mecha Dragon, Yellow Devil, one of the wily machines. All of them would be roughly the size of gamma.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on August 03, 2014, 11:25:51 PM
I found a nice game mode from Counter Strike that I think would be easy to make and fun to play.

Arms Race:
Players all have unlimit'd ammo. All players start with a really powerful weapon, once they kill another player, the killer moves onto the next level/weapon. The higher the level, the weaker the weapon it is. Once someone gets a kill with the last weapon, they are the winner. If a player decides to commit suicide, they'll lose one level.

An example of weapon levels would be...
1. Atomic Fire
2. Hard Knuckle
3. Pharaoh Shot
etc.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on August 06, 2014, 03:21:23 PM
What if in mm8bdm, cutstuff hosted a weekly tournament like minecraft hunger games and a video was posted on youtube to show that the tournament is coming soon. there would be gameplay videos and weekly leader boards and the player with the highest rank and spread will recieve more of those little points that appear in forums from the admin. So lets say that I have a spread of +9 and everyone else has +4,+8 and +7.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on August 12, 2014, 03:14:49 AM
What if we ask smooth mc groove on youtube to make acapella remixes of robot master stage music. Like dr.wily's theme from mega man 2
Title: Re: The Idea(s) Topic
Post by: Rozark on August 12, 2014, 06:04:41 PM
Quote from: "Vajaran Nall"
What if we ask smooth mc groove on youtube to make acapella remixes of robot master stage music. Like dr.wily's theme from mega man 2

You're late
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on August 22, 2014, 08:34:06 PM
Quote from: "SaviorSword"
I found a nice game mode from Counter Strike that I think would be easy to make and fun to play.

Arms Race:
Players all have unlimit'd ammo. All players start with a really powerful weapon, once they kill another player, the killer moves onto the next level/weapon. The higher the level, the weaker the weapon it is. Once someone gets a kill with the last weapon, they are the winner. If a player decides to commit suicide, they'll lose one level.

An example of weapon levels would be...
1. Atomic Fire
2. Hard Knuckle
3. Pharaoh Shot
etc.

I already made this.
...A REALLY long time ago. It would need to be updated and/or edited.
In additional misfortune, the download link in the old thread is broken.
If anyone happens to have a copy, please throw it my and/or Savior's way. Thanks.


MID-POST EDIT: Here's TheDoc's v3a version. (http://www.mediafire.com/download/ey246hon7k515ar/BusterGamev3a.pk3) Man, I haven't seen this thing in ages; the thread's on the second to last page, if you need a reference for exactly how long it's been.
Title: Re: The Idea(s) Topic
Post by: Jatea on August 22, 2014, 09:11:22 PM
oh yeah I don't know why but I want to see this gamemode from GoldenEye: Source appear somehow in 8BDM

Live and Let Die (a variant of LMS)
-One player plays as Baron Samedi, a seemingly unkillable force. (The Baron starts off with 100 HP & 100 Armor in GE:S)
-A player must find the Golden Gun and kill the Baron with the Golden Gun in order to win the game.
-The Baron must kill all the other players in order to win the game. (Once a player is killed by the Baron, they are removed from play.)
-The Baron can never pick up the Golden Gun, only the other players can.
-Players can kill each other with normal weapons with no downside, although doing so is a waste of time.
-If any player kills the Baron with any weapon that is not the Golden Gun, then the Baron reincarnates, stronger than ever. (In GE:S, the Baron gained weapons from the round's weaponset, which is usually a set of 8 weapons of increasing power. If the Baron is killed and he already has all the weapons, he gains additional health and armor.)

I think that was the gist of how it worked in GE:S, although I'm not how sure it could be adapted in 8BDM.
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on August 23, 2014, 12:12:23 AM
Sounds like a more tedious version of Saxton Hale's Ninja Spy
Title: Re: The Idea(s) Topic
Post by: OrangeMikey on August 23, 2014, 03:06:22 PM
another idea:


little nemo the dream master expansion campaign thing with all that fun stuff
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on August 30, 2014, 02:09:39 PM
Hey! Azure Striker Gunvolt came out recently. So why not make classes based on that?

Main characters:
-Gunvolt(the main character)
-Copen(The Bass to his MegaMan)

The Adepts(the equivalent of the robot masters)
-Merac/Melac
-Viper/Daytona
-Elise(No not the Sonic 06 Elise. XD)
-Stratos
-Carrera
-Jota/Iota
-Zonda/Panthera
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on September 12, 2014, 04:23:13 PM
Here's an idea; obscure megaman hack bosses and boss reject classes. Like Origamiman and the like.
Title: Re: The Idea(s) Topic
Post by: BlackEmperorJet on September 13, 2014, 03:07:54 PM
Seriously? Noone considers my idea? .^.
Title: Re: The Idea(s) Topic
Post by: xColdxFusionx on September 15, 2014, 03:37:32 AM
Protip: This thread doesn't get checked on a regular basis. It's become more of a repository for "wouldn't that be interesting" than an actual place to find ideas.

An idea does get picked up from time to time, but don't expect a lot of responses on day 1. Or even sometimes month 1.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on September 28, 2014, 01:50:05 AM
I recently played a bit of Bio Senshi Dan on the good old NES, which has a lot of similarities to Mega Man. It give me a small idea for some kind of Bio Senshi Dan-themed mini-expansion, including five Deathmatch maps (one for each of the five areas), six Co-op (one for each area plus a sixth for the final battle), and two CTF maps. It would also add seven weapons:

(http://i.imgur.com/22YKwSS.png)
Heat Knife: a small white blade that is flung a short distance away from you before it comes back.
(http://i.imgur.com/FuKwqfI.png)
Spider Shot: Shot from a Buster, this is very much Bio Senshi Dan's equivalent to the Mega Buster, but it is slightly slower, has a lower rate of fire, but does more damage, able to kill most targets in a few sucesful hits.
(http://i.imgur.com/u8ytduG.png)
Smart Bomb: A bomb that is lobed forwards like a Hyper Bomb, but it is smaller, has a further rage and explodes upon immediate contact.
(http://i.imgur.com/9TSd8Kh.png)
Pulse Bee: A boomerang-like weapon that is a clone of Ring Boomerang in several ways. The only notable differences it has is it's slightly slower and has a further rage before returning to the user.
(http://i.imgur.com/zOtvrN8.png)
Rolling Shot: Much like Star Crash, though alongside dealing contact damage, it is activated in short bursts rather than one use that lasts forever, but it has a good number of uses.
(http://i.imgur.com/d3UYSha.png)
Psycho Blossom: Acts like Trinitro Blast from Mega Man Unlimited; though it has a short delay; after the delay it erupts three explosions that go off in a straight line.
(http://i.imgur.com/tLSN0JC.png)
Thunder Sword: Acts like the Heat Knife, except it continues forwards instead of returning to the user once it goes out far enough (until it hits a wall), is miles more powerful, and it eats up more ammo than any of the other weapons from this set.
Title: Re: The Idea(s) Topic
Post by: Vajaran Nall on October 06, 2014, 01:39:45 AM
You guys know that romhack of rockman 1 Japan rom? What if an expansion was mad dedicated to that hack? What do you guys think?  I would love fire man's theme. The one called rockman 1 claw
Title: Re: The Idea(s) Topic
Post by: BookofDobson on October 06, 2014, 07:12:03 AM
Actually we could have a map or weapon project based off rom hacks, cool weapons but... No one tries.
The only thing we will ever have is RNC
Title: Re: The Idea(s) Topic
Post by: Jdude330 on October 10, 2014, 12:29:35 PM
Here's an Idea: Rival smash or enemy smash from smash 4. Rival would use a Modified MM8BDS engine, and so would Enemy. Both would also give enemies the crazy knockback everybody else gets. Rival smash would be a 1v1 game seeing who could get the most Kills on bots hardwired to be enemies. the game ends when  one person dies. (as a rule to prevent self-deaths, SDs give the other player 5 more kills.) Enemy smash, is based off of Smash run. this mode is 1 player-2 player ONLY, depending on the map. the goal is to kill as many enemies as possible. use a lot of enemies to ensure variety. when time runs out, the round ends.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on October 16, 2014, 07:30:08 PM
Now that some enemys have been coded I have a suggestion.

Endless Mode
SP style areas with platforming and enemies, but with a twist.
On top of the game mode it's self, it is a team based mode. Where each team has their own versions of the areas to use, and move on to the next once the hole team has made it to the end and/or died, where the team is scored based on how many players make it across the challenge (everybody is revived between challenges).

There could be areas focused on allowing a single player across, and ones that relay on teamwork. Team ones will have ways that players ahead can allow allies to get across without as much hassle which can activate if the team gets under a certain player alive count.

Of course every so often bosses will show up as well.
Title: Re: The Idea(s) Topic
Post by: Zero1000 on October 16, 2014, 10:09:18 PM
I recently got an idea that would be very hard to code (for me maybe)
Boss battle mode.
On this mode you fight from the first boss to the last. Even the Megaman killers. So, they would be 2 modes:
Normal:
Just a normal boss fight. A checkpoint is created for each boss you defeat.
Very Hard:
Like Normal, but limited cures and if you lose to a boss, you return to the first.
Title: Re: The Idea(s) Topic
Post by: Promestein on October 20, 2014, 06:33:49 AM
I had a dumb idea that actually seems like it might be fairly easy to pull off, yet I've never seen it mentioned on here. A Kamen Rider Decade: Rockman no Sekai pack. I'd imagine it wouldn't be quite as taxing as a rom hack expansion complete with maps; it could probably just involve changing some weapon graphics and sounds, adding in the music tracks, and adding in Kuuga, Agito, Ryuki, Faiz, Blade, Hibiki, Kabuto, Den-O, Kiva, Decade, and Decade Complete Form as skins. Unless it were possible to change skins with different weapons? In which case, I guess the MM7 weapons would correspond to the Riders they were assigned to.

That said, it would still require some amount of skill, and I'm skill-less. All I've managed to do was import the music.
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on October 20, 2014, 02:20:17 PM
That would require a butt ton of spriting to be done, and spriting isn't exactly easy.
Title: Re: The Idea(s) Topic
Post by: Promestein on October 23, 2014, 07:31:48 AM
True enough. When I said it would be fairly easy, I just meant that it wouldn't require maps to be made, or weapons to be thought up or balanced, or heavy coding being done (if I'm not mistaken, the only coding needed would be to let certain sounds play their full length),
Title: Re: The Idea(s) Topic
Post by: hevanavix on November 29, 2014, 07:52:02 PM
Death Label Mode!
It's a boss rush, much like zero1000. Between boss battles...
-There are M-Tanks.
-You can get new weapons.
-Additional Pickups.
But if you complete the 'game' with no game overs, you have the choice to either enter the second loop or end your run right there.
Second loop features bosses that have the same basic mechanic and basic strategy, but they have modified attacks. Otherwise, that's it from the differences.
At the end of second loop, the mode will be capped off by fighting two clones of each Genesis Unit member each. After you fight them, you will either simply head straight off to the ending, or an M-Tank may appear, and there may be a door, depending on what you did during the second loop.
If you meet these requirements :
- You can only die 3 times
- No continues
- Mega Water S defeated in under 10 minutes.

Wily Alien from MM2 appears with his clone and you will fight him. The ending shows that Dr. Light was simply training him for future troubles after the events of MM8BDM.

But...
THERE IS AN ALTERNATE SECOND LOOP!
It is called the Legacy Loop, seperated to 2 segments.
In the Legacy loop, the player will fight bosses from MMX and MMZ series. As I mentioned before, the legacy loop is split to two segments, each segment resembling an era (Reploid and Resistance segments, respectively). Each segment will end with X and Zero fighting you respectively and individually.
Title: Re: The Idea(s) Topic
Post by: LarissaFlash on November 29, 2014, 10:11:26 PM
Having megaman x into mm8bdmv5-6 is a goddamn bad idea.
Title: Re: The Idea(s) Topic
Post by: Blaze Yeager on November 30, 2014, 01:21:46 AM
Mixing X into Classic never usually bodes well, even from a conceptual standpoint.

There's a reason why Inafune never really wanted to directly have an ending to connect both games; it could only be implied what transcends in the end all things considered.

But who's to say I can stop people from making X related stuff in a Classic oriented fan-game, let alone the Zero series too.
Title: Re: The Idea(s) Topic
Post by: hevanavix on November 30, 2014, 07:53:52 PM
Hm. I guess the legacy loop won't work out (Unless if I change the story, which might work out but may make me feel stupid)
So let's throw an another alternate second loop for you hardcore people.
-Pick your preferred weapon. You will only use that weapon for the rest of the second loop.
-Re-fight second loop bosses with 4 M-Tanks only. Yes, this is an outright copy of all-star mode.g
-It's an all-out brawl, with no power-ups, you only have your mega buster and your chosen weapon, with boobeam trap with slowed attacks..
-The entire Genesis Unit is powered up and is ready to finish you off.
Title: Re: The Idea(s) Topic
Post by: hevanavix on November 30, 2014, 08:03:54 PM
Alright, since I'm plenty creative (nah), I decided to create another idea...

MEGA MAN X WEAPONS LOLOLOLOLOL420NOSCOPEMTNDEW
nah just kidding hear me out

-HYPER MODE-
So you have a weak weapon. You are somewhat slow. You wanna be absolutely invincible. Well, guess what?  You can! Just prepare a weapon and when your hyper gauge is full, just press your hyper activation button! You'll cancel every attack if you fire, and your firepower is increased!
Good
-Can cancel attacks with certain ranged weapons
-Power is increased
-Has forcefield that wears off eventually
Bad
-Stuck in a weapon for the duration of the hyper mode
-Some weapons can't be cancelled
-Jump height is decreased
Other
-Neon Lime & Black color palette
-Surrounds you in a Neon-Like timer circle
Title: Re: The Idea(s) Topic
Post by: LarissaFlash on December 05, 2014, 10:26:34 AM
What if you think in Ideas that don't add new and useless things?Look who's talking, the one that didnt even suggest something
For example, how'd Splash Trident work?
Title: Re: The Idea(s) Topic
Post by: Korby on December 05, 2014, 10:59:37 AM
while i'm not particularly sure what that first bit's about, i can mention at least how i imagined splash trident working in the realm of classes.
basically, the attack would ignore armor. it would deal the same amount of damage to every class, but wouldn't deal buttloads of damage because that'd be lame.

i think lego's original laser trident went faster the longer it existed, so core will probably use something similar to that
i'm not too fond of that myself, but i can't really think of anything better at the moment.
Title: Re: The Idea(s) Topic
Post by: Lego on December 05, 2014, 01:52:52 PM
In my work in progress build of the Megaman 9 weapons, Laser Trident is a ripper that moves faster and deals more damage the longer it exists, up to a cap I can't recall offhand.

Also in the same testing build, Plug Ball is a Bubble Lead that bounces when it hits a wall to differentiate it from Search Snake and Ice Wave. I'm perfectly aware this is no where near accurate but it works.

If you really want new and useless, ask about Jewel Satellite. :ugeek:
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on December 05, 2014, 02:05:12 PM
How about that Jewel Satellite?
Title: Re: The Idea(s) Topic
Post by: Stardust on December 05, 2014, 04:42:09 PM
If I were a dev I'd make Jewel Satellite a shield giving total invulnerability to attacks (it wouldn't prevent death from quick beams or death pits, that's Skull Barrier's feature). Like Skull Barrier, it would consume ammo as long as it's used, but unlike Skull Barrier, each hit taken (each hit nullified by the shield) would reduce the shieldcaster's ammo.
That would be fairly different and requires a different strategy to take down : assuming the best way to defeat the user using Jewel Satellite is to force it to drain the ammo down to 0, you should rather play with fastfiring (Needle/Aqua's weapons) and ripping weapons (Yamato/Metal) as they damage quickly (fastfiring weps) or multihit (rippers) the victim. Hard Knuckles and the other concentrated, powerful attacks wouldn't be effective.
For the thrown shield, a simple solid ~20 damage-like big projectile could be good. If it's turned into a ripper then a 10-damage like, still with a large hitbox. Last option could be a weak shield, but that nullifies every projectile it contacts with.
In a nutshell I'd see this shield as a pure defensive shield.
Title: Re: The Idea(s) Topic
Post by: Lego on December 05, 2014, 05:42:33 PM
The version I had built previously was a a shield that nullified a good chunk of damage percentage and took ammo while it was up. The only reason I didn't do the damage-nullification-based ammo consumption was because it would require some means of detecting whether the player is struck and there isn't really an easy way to do that without using armor.
It also used a sub-ammo system where the first use of Jewel Satellite created the shield, taking an amount of ammo, and the you could fire it four times with approximately 15 damage a piece.

I forgot to mention. This version of the weapon lacks hard counters intentionally and is likely very broken.
Title: Re: The Idea(s) Topic
Post by: Duora Super Gyro on December 07, 2014, 01:35:27 AM
Quote from: "Stardust"
If I were a dev I'd make Jewel Satellite a shield giving total invulnerability to attacks (it wouldn't prevent death from quick beams or death pits, that's Skull Barrier's feature). Like Skull Barrier, it would consume ammo as long as it's used, but unlike Skull Barrier, each hit taken (each hit nullified by the shield) would reduce the shieldcaster's ammo.
That would be fairly different and requires a different strategy to take down : assuming the best way to defeat the user using Jewel Satellite is to force it to drain the ammo down to 0, you should rather play with fastfiring (Needle/Aqua's weapons) and ripping weapons (Yamato/Metal) as they damage quickly (fastfiring weps) or multihit (rippers) the victim. Hard Knuckles and the other concentrated, powerful attacks wouldn't be effective.
For the thrown shield, a simple solid ~20 damage-like big projectile could be good. If it's turned into a ripper then a 10-damage like, still with a large hitbox. Last option could be a weak shield, but that nullifies every projectile it contacts with.
In a nutshell I'd see this shield as a pure defensive shield.

Assuming I read this correctly, what your saying is that it would give invincibility like skull barrier and use up ammo the same way as well, but can be shot at opponents, and if the barrier is hit by an attack, the ammo will decrease more depending on the weapon, with ripper weapons doing more.
Title: Re: The Idea(s) Topic
Post by: kirbymariomega on December 13, 2014, 08:41:00 PM
An idea for a talented map-maker.

Combine a ton of different clashing tilesets and hazards into one cohesive stage. Like, eight different themes.

i.e. a stage combining aspects of Time Man, Crash Man, Snake Man, Bright Man, Wave Man, Centaur Man, Shade Man, and Frost Man.

Also weapons based on the Smash Bros. series or Kirby's Copy Abilities (if the expansion isn't still being made).
Title: Re: The Idea(s) Topic
Post by: Knux on December 13, 2014, 10:20:54 PM
Quote from: "kirbymariomega"
Combine a ton of different clashing tilesets and hazards into one cohesive stage. Like, eight different themes.
See the PU expansion's MMPDW2 and, in the core, MMBDW1(?).
Title: Re: The Idea(s) Topic
Post by: DrMario2 on January 09, 2015, 04:53:09 PM
How about a map based on Moba games, Like League and Dota?
Title: Re: The Idea(s) Topic
Post by: BookofDobson on January 09, 2015, 05:49:47 PM
Ew ew ew
God no
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 10, 2015, 11:46:27 PM
He said maps, not mods, doesn't sound like too bad an idea to be honest.
Title: Re: The Idea(s) Topic
Post by: BookofDobson on January 10, 2015, 11:56:32 PM
B-but... how in the world will that work?

#jumpmazewithoutthejump
Title: Re: The Idea(s) Topic
Post by: LlamaHombre on January 11, 2015, 12:08:14 AM
I started a map based off League's Twisted Treeline a while back, but I was never really motivated enough to finish it.

It's possible, but it requires plenty of creative liberties.
Title: Re: The Idea(s) Topic
Post by: SmashBroPlusB on January 11, 2015, 02:23:35 AM
what about Crystal Scar or whatever it's called

the big circle with all those sexy BOOST PADS
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on January 11, 2015, 02:25:43 AM
GOTTA GO FAST
Title: Re: The Idea(s) Topic
Post by: DrMario2 on January 11, 2015, 08:57:16 AM
I just thought it would look like summoners rift, jungle and all, with some enemies from that MMXSP mod to carry out the creeps, towers and those assholes in the jung. You can just put runes next to where you spawn for the items. You already have the minimap so you can just trace the map layout from that, but I bet noone could carry it out. Noone has enough time for this.... or do they?
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on January 11, 2015, 04:15:38 PM
So, Doomero has started a thing...


does this remind anyone of an idea I toyed around with long ago?
Title: Re: The Idea(s) Topic
Post by: Dark_Chaos on January 25, 2015, 11:55:55 PM
I think it would be cool if there was a classes mod for mega man rock force, I think it would be neat playing around as shock man, flare man, virus man, or hell even death man.

There are so many different ideas to pull from this game for a classes mod, I'm just surprised no one has done it yet.
Title: Re: The Idea(s) Topic
Post by: BookofDobson on January 26, 2015, 12:50:23 AM
Remember Unlimited? yea... that didn't go well

I rather we make classes from RMs in hacks not randomly worshiping any fangame maker
Title: Re: The Idea(s) Topic
Post by: skully on January 26, 2015, 02:07:47 PM
Quote from: "Dark_Chaos"
I think it would be cool if there was a classes mod for mega man rock force, I think it would be neat playing around as shock man, flare man, virus man, or hell even death man.

There are so many different ideas to pull from this game for a classes mod, I'm just surprised no one has done it yet.

I'll do it if you want.
You'll just have to be a little patient.

Quote from: "BookofDobson"
Remember Unlimited? yea... that didn't go well

I rather we make classes from RMs in hacks not randomly worshiping any fangame maker

Well, might as well try.
Title: Re: The Idea(s) Topic
Post by: Dark_Chaos on January 27, 2015, 03:20:55 PM
Quote from: "skully"

I'll do it if you want.
You'll just have to be a little patient.

Well, might as well try.

Thaks, just let me know when you've got it done :)
Title: Re: The Idea(s) Topic
Post by: LarissaFlash on February 08, 2015, 05:00:56 AM
theres already a mmu project going on iirc.
Title: Re: The Idea(s) Topic
Post by: Lego on February 08, 2015, 06:16:09 AM
informative, larissa

From what I've gathered, Gummywormz made a weapons and classes pack but burned out halfway through so some of the weapons from that mod are good while others are complete trash from both a visual and mechanical point of view.
The classes are no exception.

As far as I know, there is no full-on Megaman Unlimited project going on, though.
Good thing, in my opinion...Megaman Unlimited wasn't particularly grand and the creator wasn't receptive to criticism in the slightest. Usually when the creator of a game or mod isn't receptive to outside knowledge and just calls their own work flawless without hearing people out on their feedback, it results in a bad product that will always remain as just that-- a bad product.

Aaaaaanyway with my rant about Unlimited out of the way, I almost wanna say a Megaman Rockforce weapon mod or something would be pretty fun to derp around with.
Obviously some of the functionality can't be 100%, things like Crypt Cloak's visual effect are straight up impossible because translating to no color isn't something you can do.
I mean I haven't played the game in full because I...well...I uhh...

*some voice in the background* "You're terrible at all video games ever. Especially Megaman."

...Yeah, what he said.

I would totally make all the weapons myself but not only have I not fully played the game, but I also lack motivation. I know this sounds boneheaded but then you consider the fact that I have a good three or four personal projects in the works, all of which are pretty damn big.

But yeah I guess I'm done.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on March 02, 2015, 05:32:27 AM
I've seen the Team Sneaking and.. Was very disappointed. Here's my take on the idea for team sneaking.

General:
- CTF mode, CTF maps.
- There should be two distinct classes: Soldier and Spy. DON'T THINK TEAM FORTRESS!!!
- Goal is to reach the opposing team's flag and, upon touching it, their team gains a point and the player that "captured" the flag gets sent back to their team's spawn point.
- Everytime the flag is captured, the alarm sounds and they must wait for the alert to be cleared. 99 seconds for alarm and 99 for evasion. Why the difference? You'll see...
- During the first 10 seconds they are allowed to choose their loadout. You can't change the loadout once the CTF Game is in progress, attempting to join a game in progress will give you the base loadout of the class.
- Any weapon can be reloaded if you have spare ammo for them. Secondary weapons have infinite reserves but MUST be reloaded anyways. Explosives and grenades however can only be used five times.
- No hitscan.
- Everyone makes footstep sounds, unless they are crouch-walking. Walking or crouch-running however is quieter than running.

Soldier:
- Primary Weapon: Plasma Revolver (6 shots, bounces off walls/floor/ceiling once, medium-long reach), Pulse Rifle (3-shot bursts, 15 shots, medium reach), Lightning Rifle (4 shots, long range, sniper rifle. Hold altfire to take aim through scope).
- Secondary Weapons: Needler (15 shots, medium reach), Stun Buster (3 shots, stupidly weak, stuns target for 5 seconds, won't reveal hidden enemies, medium-short reach.)
- Explosives/Grenade: Mine, Flash Bang, C-4 (plant somewhere, activate at will), EMP (Cancels every spy's optical cloak for 5 seconds).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Medkit (can only be used once, recovers 50 points of health)
- They are slower than spy, but always have body armor (absorb 50% damage up to 100 points of damage)
- During Alert and evasion they are as fast as spies.

Spy:
- Primary Weapon: Silenced Blaster (15 shots, medium reach, make minimal noise when used and camo index -10%), Sleeping Beauty Shooter (10 shots, medium reach, camo index -5%, puts target to sleep, darkening their screen and stopping them from moving completely), Pulse Rifle (3-shot bursts, 15 shots, medium reach, camo index 0%)
- Secondary Weapons: CQC (Sequence of right punch, left punch and kick if timed right, camo index -10% per successful hit), Shock Saber (slashes in a wide arc, weak, stuns target and disallows weapon use for 3 seconds, camo index -30%)
- Explosives/Grenade: Mine, Flash Bang, Smoke Bomb (camo index 100% while the user is within the smoke), Grenade, Sound Blaster (Small device, bounces a lot, makes the sound of foodsteps, does no harm).
- Items: Radio (Creates a "Caution" sign above the user's head. This sign can only be seen by their own team and serves to alert they may have found a spy. Use again to cancel), Ration (can only be used once, recovers 25 points of health), Cardboard Box (when used you drop a single cardboard box in place, team-neutral. Staying around it keeps your Camo Index 100% even during Alerts and Evasions, but they can be destroyed in one shot. Be sure to "cancel" it if you feel it is gonna get shot so you don't lose it)
- Obviously, faster than soliders.
- They have Camo Index (invisibility) that defaults at 95% while standing still or crouched. When they run, the Camo Index drops to 50%, walking drops to 85%, crouch running drops to 60% and crouch walking drops it to 75%. Firing certain weapons or using certain items may affect your Camo Index (as describe in the weapons themselves). Tossing grenades, using explosives and using items won't drop your Camo Index.
- If the enemy goes into Alert phase, your whole team's Camo Index will drop to 0% INSTANTLY. Using Cardboard Box allows you to stay invisible if you use it right. The Evasion Phase restores everyone's Camo Index to normal as long as they stay crouched.
Title: Re: The Idea(s) Topic
Post by: Jdude330 on April 09, 2015, 12:41:46 PM
nevermind
Title: Re: The Idea(s) Topic
Post by: Ghoulitine on April 09, 2015, 04:23:08 PM
Quite frankly, i would love to make some sort of SRPG-Mod, like Advance Wars or perhaps Fire Emblem.
Also, maybe bringing MMBC back.

But i have zero experience with modding whatsoever :c
Title: Re: The Idea(s) Topic
Post by: Jdude330 on April 10, 2015, 12:28:29 PM
Ghoul, do you mind elaborating on your previous statement? bcuz I could make classes for all the AW units.
Title: Re: The Idea(s) Topic
Post by: Korby on April 10, 2015, 01:38:38 PM
I think he means making a Strategy game, not a classes mod.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on April 10, 2015, 05:48:25 PM
For the record, before anyone asks. NO, the strategy expansion will NOT be playing like a strategy game.
Title: Re: The Idea(s) Topic
Post by: Ghoulitine on April 10, 2015, 09:21:56 PM
Was just some idea i had in mind, if you have the experience, zandronum can do pretty much everything.
And yes, i meant it as some sort of strategy game, but classes would be interesting too, however, they should have properties for speed on current terrain, weapons only shoot a certain distance (altering between different lengths), some classes deal more damage to others and of course having it team-based.

But to be honest, having the turn-based AW-gameplay in mm8bdm seems a bit better to me.
Title: Re: The Idea(s) Topic
Post by: UBEROMEGAMAN on April 20, 2015, 09:57:36 PM
I had the idea of a binding of Isaac rebirth mod, but I doubt that even once I learn to code ill be able to create one, but I really want to see a binding of Isaac rebirth mod, just to see if it would actually be any good or not, you know?
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on April 24, 2015, 08:17:19 PM
I'm thinking about a Tyrian 2000 GB Weapon Pack with some extras... I mean: I ripped the sources already, hacked out some RAM addresses while playing it...
Title: Re: The Idea(s) Topic
Post by: Jdude330 on April 25, 2015, 06:10:51 PM
I was thinking of a Robot-EX classes mod, , to upgrade, but balance the MM1-10 robots.
For example, using Pokémon EX,
(http://www.serebii.net/card/xypromos/29.jpg)
is easily trumped by
(http://poke-amph.com/blog/wp-content/uploads/2013/03/deoxys-ex-fa-plasma-freeze.jpg)
but can also be defeated easily by
(http://4.bp.blogspot.com/-pyft2DF-Ncw/Un0kB5L8tRI/AAAAAAAAFf8/V10TOsT5Bf4/s1600/20-suicune.jpg)
So in other words, this is a "gods with weak points" mod.
Title: Re: The Idea(s) Topic
Post by: UBEROMEGAMAN on April 25, 2015, 09:09:43 PM
I was thinking a binding of Isaac rebirth mod. recreate the binding of Isaac rebirth in the engine for the game and add the floor system, the unlock system, the item system, and the bosses. that would be pretty awesome.
Title: Re: The Idea(s) Topic
Post by: Zero1000 on April 25, 2015, 09:23:34 PM
I was thinking of some kind of boss battles mod, smash bros style. Like, when defeating a boss, you go to a rest area where there are, like, 3-5 E-tanks that are instantly consumed when picked up. And if you picked one before a boss battle and you defeat the boss, the one you picked up would not be there anymore, until you restarted. And if you died, you would have to restart from the first boss. I don't know if this would be possible.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on April 26, 2015, 04:05:23 PM
If I had any programing/coding knowledge, I'd be up for doing a standard Mario Kart mod with it's items, drifting mechanics, and weight determining speed.

You'd get to play as any Robot Master imaginable, including a wide variety of enemies as they drive a Pipe Frame (though certain characters like Charge, Centaur, Turbo, and Nitro would just gun it without a kart since they're already based on modes of fast transportation).
Title: ubereo if you post one more time about tboi i will go berse
Post by: Jdude330 on April 26, 2015, 06:52:56 PM
Quote from: "zero1000"
I was thinking of some kind of boss battles mod, smash bros style. Like, when defeating a boss, you go to a rest area where there are, like, 3-5 E-tanks that are instantly consumed when picked up. And if you picked one before a boss battle and you defeat the boss, the one you picked up would not be there anymore, until you restarted. And if you died, you would have to restart from the first boss. I don't know if this would be possible.
This has kinda already been done.

Besides the E-Tank thing, both Justified classes and the Vanilla game have this.
Title: Re: ubereo if you post one more time about tboi i will go b
Post by: Zero1000 on April 26, 2015, 07:02:47 PM
Quote from: "Jdude330"
Quote from: "zero1000"
I was thinking of some kind of boss battles mod, smash bros style. Like, when defeating a boss, you go to a rest area where there are, like, 3-5 E-tanks that are instantly consumed when picked up. And if you picked one before a boss battle and you defeat the boss, the one you picked up would not be there anymore, until you restarted. And if you died, you would have to restart from the first boss. I don't know if this would be possible.
This has kinda already been done.

Besides the E-Tank thing, both Justified classes and the Vanilla game have this.

Yeah, i had an idea to make it a little bit different from vainilla.

* The E-Tank thing
* Boss rush (to not make it like justified)
* A rest room where you could grab E-Tanks.
* If you lose health on a boss, you keep that health on the next boss, unless you grab an E-Tank.

Something like Smash Bros All-Star mode.
Title: Mod idea: Dreamworld Duel
Post by: Ehibika on June 25, 2015, 06:54:34 AM
Well, this is as good a place as any to share this, but this was my own idea of a mod I've been rolling in my head for a while, until I think of a better name, I am calling it Dreamworld Duel

What is dreamworld duel?
Dreamworld duel is a kirby’s adventure themed deathmatch mod that is designed as something of an inverted saxton hales.  All the classes consist of midbosses and regular enemies from the Kirby franchise, and when a game starts, one player in the map is selected to become the Kirby. The game is in a kinda-sorta death match style mode but where only one side can freely respawn as many times as they need.

Goal of the game
The Kirby and the bad guys have their own win conditions, the bad guys must see to the death of the Kirby to win, whereas the Kirby is tasked with surviving for 3 minutes while gathering as many points as possible by fragging enemies.

Playing the Kirby
As the Kirby, you are generally a lot more flexible than the other classes in terms of abilities, this is because everyone is out to get you, and while the bad guys will respawn after being fragged, the Kirby has to be fragged only once to lose. You move at a reasonable speed and you are capable of temporary flight  to better navigate the stage as well as get out of tight jams.

The Kirby starts with a count of 5 hits, and upon taking damage gains a brief period of invincibility, this is primarily so that the Kirby cannot be taken from full to zero health in less than a second due to being surrounded by enemies. The invincibility after being hit will give the Kirby a chance to try and fight off the crowd or escape if he/she is overwhelmed.

As the Kirby, your main and only attack is your signature inhale, a line of sight vacuum attack that instantly frags an opponent that comes in contact with the front of you, afterwards you will then acquire the copy ability associated with that enemy (which would serve as an alternate class).  With the copy ability, you gain a new main and alt fire as well as some changed physical attributes such as how fast you move or how high you jump and such, you cannot gain another ability till you lose your current one, either by taking enough damage or willingly dropping it.

Abilities have their own HP (usually 2-3 hits) that is lost when the Kirby takes damage and cannot be healed, and once depleted, removes the ability from the Kirby.  

Available abilities:
If this mod goes through, then I’d likely start with some of the more basic and fundamental abilities, but later on may add more, including abilities from later games in the franchise or even new ability ideas from the fandom. The mod would start with the abilities:
On thing to note is that abilities of the same element will be combined, such as fire and burning, Ice and freeze, and perhaps Throw and Suplex (though I highly doubt we could program that in smoothly). Some abilities in the future would also have to be adapted for the style of the game, Stone for example may not be too reliable in a multiplayer FPS, even as a means of invincibility.

Items and powerups

Abilities aren’t the only means of survival for the Kirby, when enemies are killed they are likely to drop an assortment of goodies that can help the Kirby out, these include

Playing as the Enemies
As mentioned before, the default classes are all various midbosses and enemies from the Kirby franchise, most being from Kirby’s adventure. All available enemy classes will be ones that offer copy ability, that way players can’t Blackball Kirby out of a weapon by collectively choosing ability-less enemies.

Each ability will usually be represented by both a midboss and normal enemies, fire being represented by Fire Lion (http://kirby.wikia.com/wiki/Fire_Lion) and Hot Head (http://kirby.wikia.com/wiki/Hot_Head) for example. Some exceptions will exist however; such as they’re being only a midboss for the hammer ability (http://kirby.wikia.com/wiki/Bonkers).

Each enemy has it’s own strengths and traits but also clear cut weaknesses or flaws that can be covered by other enemy classes or exploited by the Kirby, for example, Fire lion could be very fast and jump high, but his main fire is a melee attack and his alt fire a flame charge with a punishable after delay, and if he were to miss, then he may throw himself off track as well. No Enemy has a perfectly reliable method of attack. On the other hand, hothead could spew a short ranged but wide flamethrower, or hark fireballs, but at the cost of being rather slow in movement. While intricate Teamwork shouldn’t be required, the idea is that presenting a variety of threats to the Kirby is what would make the mod challenging and interesting.

Something to also consider is that while midbosses are usually stronger than their normal enemy equivalent, they are also worth more points and tend to drop helpful items more often, thus can inadvertently be more of a benefit to the Kirby if the player isn’t that good.

About points
At this point, I haven’t really though much about how points can influence gameplay beyond the game keeping a players highest score on the corner for bragging rights, the main intent was to give the Kirby an incentive to actually try and fight enemies as oppose to being outright avoidant, since if fragging doesn’t exactly further your chances of winning, than there would be no real point to it. thus camping would ensue.

Perhaps points could also be a win condition, or alternatively, earn the Kirby an “extra life”, thus they can be fragged one more time before losing the round.

Stages
While talking about custom stages would be getting ahead of myself, stage selection should be something of great consideration, since the Kirby can fly, it should be important consider that any map should have no place that Kirby can go where no one else can reach, in fact this concern made me almost consider having Missile (http://kirby.wikia.com/wiki/Missile) as a starting ability for the mod, just as an excuse to have Bombar (http://kirby.wikia.com/wiki/Bombar) and Shooty (http://kirby.wikia.com/wiki/Shooty)/Bang-bang (http://kirby.wikia.com/wiki/Bang-Bang) as enemy choices since they can fly (yes I know Shooty doesn’t give missile)



And that's my mod idea, hope it interests someone.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on June 25, 2015, 02:57:25 PM
You know, Kirby Triple Deluxe had a proper battle mode where you were locked to the ability of your choice (no different than classes) for the match... So... Why not take that route instead, at least for a first experience? And then consider using the inhale one...

I was going to give an idea around of Shin Touhou Musou, but I doubt anyone here heard of it D:
Title: Re: The Idea(s) Topic
Post by: Ehibika on June 25, 2015, 05:46:16 PM
Quote from: "tsukiyomaru0"
You know, Kirby Triple Deluxe had a proper battle mode where you were locked to the ability of your choice (no different than classes) for the match... So... Why not take that route instead, at least for a first experience? And then consider using the inhale one...

I was going to give an idea around of Shin Touhou Musou, but I doubt anyone here heard of it D:

If by that you mean make nothing but a class mod with kirby abilities, then that would defeat the whole point of the game mod, and be largely redundant as it would just be yet another class mod.

On the other hand, if you mean having whoever becomes the kirby permanently retaining the ability that their original class was associated with, then I guess that could work to start off, but I am worried if it may be a deciding factor between what enemy class people choose to start with, like if cutter turns out to be the most viable at the start, will the majority of players end up using Sir Kibble and no one else?

Without a doubt, I won't be able to do it alone, I could definitely do all of the graphics and skins by myself, and I'm actively trying to learn how to develop maps (if only slade for OSX would stop crashing on me), but the programming side is where I'd need the most support on.
Title: Re: The Idea(s) Topic
Post by: Ghoulitine on August 13, 2015, 05:49:12 PM
When browsing through some wads, I found a Doom-mod that basically turned the game into a 2D-Platformer.

So, I've thought about a mod that consists only of maps that are played like any classic Mega Man-game, but in a deathmatch setting, that is.
No depth to be had, as if you are moving on a single rail, without being able to move into the foreground and background.
Along with that comes the disability to aim your weapons in any direction as well.

I am sure this idea may be criticised alot due to the way weapons currently work (f.e. weapons that are very sensible to walls), control changes and the like, but I do see some potential in it.
Basically, MM2DDM.
Title: Re: The Idea(s) Topic
Post by: mahmoudehab1000 on August 30, 2015, 06:48:59 PM
Guys how about making a dragon ball z mod? Cool huh ?
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on August 30, 2015, 07:07:27 PM
Not really in support of that idea, TBH.
Never really was into that series.

Though on the topic of anime/manga, I would do a fan-made single player campaign that serves as one huge crossover, with at least 200+ characters, each one with a dedicated weapon that'd appear in-game.
Title: Re: The Idea(s) Topic
Post by: mahmoudehab1000 on August 30, 2015, 07:09:47 PM
You agree? Or what super justin?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on August 30, 2015, 09:20:06 PM
Quote from: "mahmoudehab1000"
You agree? Or what super justin?
well
Quote from: "Superjustinbros"
Not really in support of that idea, TBH.
Never really was into that series.
Kinda implies he does not.
Title: Re: The Idea(s) Topic
Post by: Gummywormz on August 31, 2015, 01:57:22 PM
Dumb idea because it involves mapping, requires a decent amount of people in the server, and also involves waiting:

Either based on survival co-op or LMS with lives. The idea is a few people from the server (around 4 - 8) actually fight in a map. The rest of the players vote on events (buff a random player, random projectiles come etc). It would probably work with co-op better as an incentive to let players finish the map and move on to the next.
Title: Re: The Idea(s) Topic
Post by: mahmoudehab1000 on September 13, 2015, 10:18:08 PM
hey guys this is the biggest street fighter mod huh what do you say I know I am necro posting but I am totally happy and full power hahahahahahhahaha you know what I mean but what do you say the street fighter fans should get this one huh come on
Title: Re: The Idea(s) Topic
Post by: Knux on November 22, 2015, 11:22:34 PM
I was discussing this with someone else on a CTF server today. Basically, it's like King of the Hill, but with flags. Hold the enemy flag to earn score for your team over time. Reach the score limit to win the game.

King of the Flag? I don't know, I'm kinda bad at names.  :ugeek:
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on November 22, 2015, 11:31:14 PM
Sounds a little like possession.
Title: Re: The Idea(s) Topic
Post by: Knux on November 23, 2015, 12:17:23 AM
Well, the main differences would be the score system (which doesn't reset upon losing the flag) instead of a time limit, and the fact that if your team's flag is still in the base while holding the enemy flag, then points are earned faster.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on November 25, 2015, 05:00:44 AM
Doom 2 has a build in mod similar, 8bdm just doesn't have compatibility with it.
Title: Re: The Idea(s) Topic
Post by: Duora Super Gyro on January 11, 2016, 11:09:44 PM
So I was playing Legend of Zelda Triforce Heroes, and thought about MM8BDM maps based on the different areas because they all had 8-bit music and stuff if the levels were played by people who didn't have the actual game, and I thought it would be pretty cool to make some adventure maps and weapons based on the levels.
I think working in some puzzles would be possible, though it would be somewhat of a problem if the game was centered around team work, since there won't always be 3 people playing.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on January 12, 2016, 10:26:31 PM
Quote from: "Duora Super Gyro"
So I was playing Legend of Zelda Triforce Heroes, and thought about MM8BDM maps based on the different areas because they all had 8-bit music and stuff if the levels were played by people who didn't have the actual game, and I thought it would be pretty cool to make some adventure maps and weapons based on the levels.
I think working in some puzzles would be possible, though it would be somewhat of a problem if the game was centered around team work, since there won't always be 3 people playing.

Co-op is always a fun thin' to play, but there are many times where the number of players yar gonna send to their deaths topple yar challenges is essential to figure out first.
If it's gonna be a 3 man challenge, then tailor everythin' to the number 3.
From the ol' co-op that I remember, a completely full server made it hard for EVERYone to enjoy the challenges/problem solvin' since when ya lag'd behind ya were more or less bound to be left in the dust for the rest of the game.
Title: Re: The Idea(s) Topic
Post by: Emmanuelf06 on January 14, 2016, 01:13:10 AM
I wanted ask, nobody is working anymore on a MMEXE version of MM8BDM ?
Damn i miss so much the MMBN serie....too bad, MM chrono X take so long to be done... : (
A exe version could be really cool, class mod for sure.
Title: Re: The Idea(s) Topic
Post by: Sonicfam1102 on January 14, 2016, 01:29:02 AM
There actually was an old project for that, though it mysteriously died. It'd be really awesome to see that rise from the grave though, it was one of the first mods I ended up playing.
Title: Re: The Idea(s) Topic
Post by: Emmanuelf06 on January 23, 2016, 11:54:31 AM
What about a Saxtonhale mod, a special one, who can be compatible specially for the "robotmaster class" mods ?

But the boss could be related to some serie who feet better with megaman, like Astroboy, Samus Aran.... or others like Contra?....
We could feel a nice challenge. (:
Title: Re: The Idea(s) Topic
Post by: Hunter Frags on January 24, 2016, 03:58:26 AM
Quote from: "Emmanuelf06"
What about a Saxtonhale mod, a special one, who can be compatible specially for the "robotmaster class" mods ?

But the boss could be related to some serie who feet better with megaman, like Astroboy, Samus Aran.... or others like Contra?....
We could feel a nice challenge. (:

I've actually wondered why there hasn't been one with the Robot Masters as the bosses.

Picture a half-generic name like MM8BDM SUPER ROBOT MASTER BOSS BATTLES and knuckles.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 24, 2016, 04:02:19 AM
You'd be surprised how many times this has been suggested (or at least more Mega Man themed bosses), rarely gets followed through.
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on January 24, 2016, 07:15:20 AM
Isn't that what the Co-op mode is? Fighting the robot masters as they would normally fight (With the exception of Toad Man)?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 24, 2016, 08:19:43 AM
I'm no coder but I'd argue programming a class with a couple of things would probably be easier then programing Co-op, also stages for co-op need to be done too to do that, so coders AND mappers who can do full stages.
Title: Re: The Idea(s) Topic
Post by: ScrapHeap on January 24, 2016, 09:38:53 AM
No, I'm more talking about the idea behind it. Fighting the robot masters as actual bosses rather than playing as them, going through their stages, all that stuff.
Title: Re: The Idea(s) Topic
Post by: Emmanuelf06 on January 24, 2016, 06:36:52 PM
It was an idea in the an file of King Yamato (KYclass), he showed me this project about fighting each robotmaster in some different and original areas, but the robotmasters are stronger than you (more hp and others) like the one of MMSP except there is no map with it, like that, you can use your class or can add coop for it....it could be really fun.

MMSP is cool but not fast paced enough i think.....maybe because it's too much canon...? What about if the enemies are like in doom? Faster to kill for more fast paced action.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on January 24, 2016, 10:23:12 PM
How about a custom chapter with community-made RMs?
Title: Re: The Idea(s) Topic
Post by: SaviorSword on January 28, 2016, 05:15:04 AM
Main question now is...
Whose gonna do the work?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 28, 2016, 05:49:51 AM
Didn't this idea come about before? And then it became it's own Cutstuff fan game instead, which I haven't kept up to date on at all.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on January 29, 2016, 10:02:09 PM
My fiance had an idea from a dream which I liked, she suggested I put it here.
Under a spoiler for length, obviously certain details could be altered if turned into a mod.
There are two teams. Each team has a "Captain" or "King," selected at random each round. The goal of the game is to capture the other team's king within a certain time frame. All members of the team have classes/roles to protect the Captain/King with.*** The Captain/King can join in combat, but risks a higher chance of being defeated. The main objective of the Captain/King is to avoid being captured, and is allowed to either run or hide from the enemy team. The map provided is large (Or can be small depending on what kind of game or time frame the players prefer**) and is made to be good for chasing, hiding, and ambushing. There are tunnels, obsticles, arena-type areas (Likely to be the main area), paths that lead to elevated and inconspicuous ledges, and "hidden" spaces for the Captain/King or potential ambushers to hide away. (**These "hidden" spots can be discovered and memorized, so that the opposing team know where to look each round unless the spots that appear are randomized every time-- which can still be memorized, but makes it more difficult to figure out which place the Captain/King is hiding.)
Another noteworthy detail about it is that there were third-party NPC characters sprinkled throughout the map. If the Captain/King is safe enough and has the time to do this, they can interact with them and gain an additional NPC team member who will join the fight to protect the Captain/King. They can do so by remaining where they are, but attacking the enemy team as they pass through.
**As long as the Captain/King is still standing, the game is still on. If there are only the two Captain/Kings remaining, they will have to fight each other or both lose the round. When the round is finished, another one starts with all players agreeing-- otherwise, the game will end.
** at the beginning denotes ideas that were added after waking up
*** at the end denotes an idea from Gospel
Title: Re: The Idea(s) Topic
Post by: Goomba98 on February 04, 2016, 02:04:01 AM
I feel there should be fanmade expansions for MegaMari and RosenkreuzStilette, even if they technically aren't Mega Man fangames.
Title: Re: The Idea(s) Topic
Post by: Promestein on February 17, 2016, 04:45:50 PM
This is something I was thinking of doing myself for purely selfish reasons, but I'm nowhere near skilled enough to actually do it. I've been working on my first map for nearly a year, and it's still awful; although low quality might actually be more fitting here.

Essentially, I was thinking of making a Mega Man II map pack of some sort. Mega Man II was the only Mega Man game I owned until I was 16, so I have some reverence for it regardless of its quality or lack thereof, and I felt that it could be interesting to have new stage variants that pull from it more or just emphasize different qualities of the map. For instance, MMIIWOO could be very different from MM2WOO with the added emphasis on caves and with more water. MMIIMET could be a more vertically-oriented MM2MET. MMIIHAR could take place in some sort of under-construction building.
So, it'd basically just be an excuse to make some new stages for Air, Metal, Wood, Clash, Needle, Hard, Top, and Magnet, along with a Wily Station stage. Hell, you could change up some weapons and make it Quint's Revenge-themed if you really wanted, although I never intended to even attempt that.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on February 27, 2016, 12:52:06 AM
I personally liked the aesthetics of MMIICRA, IMO the stage tiles had a lore more going on that just the pipes and big spheres.
Title: Re: The Idea(s) Topic
Post by: UltimateChimichanga on March 01, 2016, 09:48:40 AM
Net Battle style duels. You get an assortment of items and weapons to choose from at the beginning of the match that you have to use to fight your opponent in a small arena. The camera would be in third person, and you would always be facing forward and locked to the tiles on the floor.
Title: Re: The Idea(s) Topic
Post by: bolbislap on April 08, 2016, 01:10:50 AM
i had a idea for a megaman 4 minus infinity mission mode
Title: Re: The Idea(s) Topic
Post by: ice on April 11, 2016, 04:44:01 AM
wanted to do this, but don't think I'd ever have the time to be able to now, but basically make a full 3D conversion pack to drop in the skins folder for mm8bdm replacing EVERY sprite with an N64 quality mesh model
Title: Re: The Idea(s) Topic
Post by: MusashiAA on April 11, 2016, 08:27:24 AM
A Doom Center-like map, but for MM8BDM.

Really, that's it.
Title: Re: The Idea(s) Topic
Post by: HeelNavi on April 20, 2016, 03:09:30 PM
Quote from: "MusashiAA"
A Doom Center-like map, but for MM8BDM.

Really, that's it.


Talking about that Megalopolis thing people came up with ?
Title: 6 months ago
Post by: Rozark on April 25, 2016, 10:05:38 AM
Quote from: "MusashiAA"
A Doom Center-like map, but for MM8BDM.

Really, that's it.

Classified under "Recreational maps", it's a category dedicated to maps where you just sit around and do nothing , but it has a bunch of little things you could do. You could idle, you could roleplay, you could duel, or you could play the world's most difficult game of chess because moving pieces is painful. BBB&B (Blue Bomber Bed and Breakfast) fits under this, albeit not to the scale of what you would want. I had plans for something in that genre that I planned on getting around to over the summer. (At least attempt to get around to, that is)
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 11, 2016, 11:54:48 PM
I would love to see Rockman & Forte: Challenger from the Future get the DOS Reborn treatment someday with boss and stage designs that would be closer in line to official Mega Man games, along with new music, weapons, and more English-sounding names for the RM's that aren't Komuso, Clock or Compass (mostly Grill and Bullet for Dangan and Konro, while I'm divided on what name to give AirCon).

Also I would be interested in seeing a new recreational map that's well made with good music (I had Windmill Isle Day from Sonic Unleashed on the mind) and contains a lot of things to do; with a pool that's made without Doom water (Like, a solid surface somewhere below the water's surface so you can still have it look like you're swimming, but it wouldn't be Doom water and you can still see the shallow and deep ends if you look under water).
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on May 12, 2016, 12:04:27 AM
Quote from: "Superjustinbros"
I would love to see Rockman & Forte: Challenger from the Future get the DOS Reborn treatment someday with boss and stage designs that would be closer in line to official Mega Man games, along with new music, weapons, and more English-sounding names for the RM's that aren't Komuso, Clock or Compass (mostly Grill and Bullet for Dangan and Konro, while I'm divided on what name to give AirCon).
So remember, Konro appears in ZX Advent (using his stage chosen image), and Aircon has a Net Navi counter part using his exact name (though it appeared in Star Force 1, and it isn't actually known if there is a connection).
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 12, 2016, 12:42:00 AM
Well, three of the nine DOS bots got renamed (though mostly because they shared names with official canon characters, not because their names were "too Japanese")
Title: Re: The Idea(s) Topic
Post by: Gumballtoid on May 12, 2016, 04:22:57 PM
We wee sitting around when Dood happened upon Snakepixel's redesigns and decided to share. We discussed them for a while, watching the Twitter page for updates until we decided to reboot DOS with them. The only reason DOS Reborn is a thing is because the redesigns fell right into our laps. You may want to consider that before undertaking an expansion reboot.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 12, 2016, 05:51:14 PM
Yeah I wouldn't expect a "Wonderswan Reborn" project to occur anytime soon.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on May 12, 2016, 07:35:00 PM
I've even considered changing the names of the three in the OPCCP as well, but it goes against the concept of it which is the internal debate I've had. Besides, what would Blade be named too? I've decided "IF" I change them Wave will be Hydro or Water, and Oil will be Fuel. Maybe Blade could be Kunai(?), Blade Launcher fires Shiruken, which while different from Kunai doesn't sound like as good of a name.
Also technically Sonic Man is a thing now too in Worlds United, but since there was 2 Shadow Mans due to Worlds Collide that shouldn't be a problem.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 14, 2016, 04:04:55 AM
Ehh, that episode is pretty much over since SnakePixel took up the job of renaming them all during his renovation project. Also I don't consider Worlds Collide important enough to warrant an expansion of it's own or consider it canon, but then again the DOS games and Challenger from the Future were never canon to begin with and were mostly just "Other developers making licensed Mega Man games that resembled the canon games". To a certain extent I also consider the DOS games the American equivalent to CftF (regardless of the DOS games being far behind the Wonderswan game in terms of quality). Megacocorock even did a pretty good job at remaking the battles against the Dimension Masters in NES format (though the vid showcasing it is now private, but as with all their stuff the never becomes available to the public, the sprite work was pretty good.)
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on May 14, 2016, 07:30:55 AM
Was interesting to see the jump through platforms later used in Zero/ZX make their first appearance in DOS, that was something that never got seen officially until the GBA. It is also possible that CftF would have been cannon, if M&B came out in the US when it was supposed to and the Wonderswan as well.
And uh, you mean these right?
(http://i.imgur.com/0HpDxt3.png)
Am I seriously the only person who ripped them?
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 14, 2016, 03:10:43 PM
Yup, those are the sprites; even though some of them look a bit off (Considering the you tried tracing then from a video online, I wouldn't blame ya.

If only Megacocorock was more inclined to upload Roll-Chan online (or just, some of the sprites) so we got clearer bases to work from. (it would probably have been one of my favorite fan games simply for NESifying the Stardroids and Dimensions.)
Title: Re: The Idea(s) Topic
Post by: Emmanuelf06 on May 24, 2016, 03:59:42 AM
I remember the Megaman Soccer mod, it was pretty fun but hard to balance with those weapons...it could be cool if someone can make a new version of it with the vanilla mod....
Could be awful with class or need a big balance patch x)
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 24, 2016, 09:55:14 PM
I wouldn't mind seeing a revival of that at some point, to be honest.
Title: Re: The Idea(s) Topic
Post by: Emmanuelf06 on May 25, 2016, 03:35:50 AM
Not only Soccer but a "sport" sub-mod could be fun, just to say. (still need to test the battl&chase mod...)
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 25, 2016, 04:13:59 AM
OH THAT REMINDS ME
I wanted to do some kind of racing mod for 8BDM that played more like a traditional-style Mario Kart game rather than Battle and Chase; it would be something like SRB2 Kart but with a Mega Man theme (therefore you'd best play it with a gamepad so you can drift and such), and every racer gets voice clips.

Every racer would drive the Pipe Frame except for Charge, Centaur, Turbo, Ground, and Nitro (along with every racer having their buster arms replaced by normal hands).

It was kind of the reason why I made this:
viewtopic.php?p=328360#p328360 (http://www.cutstuff.net/forum/viewtopic.php?p=328360#p328360)
Title: Re: The Idea(s) Topic
Post by: Magnet Dood on May 25, 2016, 03:16:40 PM
Sounds pretty interesting to me. If you've got a pipe frame kart already finished, I might be willing to help out with it by putting drivers on it and such.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on May 25, 2016, 03:59:14 PM
I sadly don't have a Pipe Frame skin on the ready at the moment.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on June 11, 2016, 11:10:50 PM
In light of Evil Escort (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=10342) just released by Mike, I came up with a series of very rough draft classes for "Team Games"
Much like Overwatch they fit into 4 categories: Offense, Defense, Tank, and Support.
The catch is, other then the 4 main characters, I only picked 1 character per game (1 - 10, V, &B, as well as DOS, DOS3, DOSReborn, &B2, and Strategy). My reasonings are as followed:
[*]More classes = harder balancing
[*]No over saturation of a single game (IE: Mega Man 1/2 having more characters present then the others)
[*]More diversity in the characters present (Arguably only 2 characters share a theme)
Interestingly enough, I ended up having 21 classes (same number as Overwatch), not intended though. 6 Offense, 6 Defense, 5 Tanks, and 4 Support. These ideas are intended to lack weapon pick ups, again for balancing reasons. I also included a general "idea" for each under their abilities.
so now without further ado:
Mega Man - Defense
HP = Average
Chargeable weak long range buster = Charge is powerful, large, but slow.
Slide has mid cool-down and short range (for quickly getting in and out of cover).
(His charge is his bread and butter, takes time but deals large damage)

Proto Man - Tank
HP = Average
Chargeable weak long range buster = Charge is powerful but short range (special from Arcade).
Shield has HP bar that recovers over time.
Long range dash with long cool-down (for getting him into the front line).
(Shield has lots of HP to counter his own low HP for a tank, but only protects him from the front)

Bass - Offense
HP = Low
Weak long range rapid fire buster.
Dash holds 2 charges (for getting in and out of battle).
Double Jump (for getting into vantage points) (No cool-down).
(Pick off already weakened enemies retreating for health, or get the damage in to help your stronger allies finish them)

Roll - Support
HP = Low
Melee range roll swing knocks enemies back.
Tosses mid-heal recovery, uses charges.
Skip jumps forward quickly (helps clear gaps and get closer to the team)
(Mobile healer so allies don't have to run looking for health, but needs to watch charges)

Cut Man - Defense
HP = Low
Rolling Cutter
Scissor Chop (Close range high damage)
Wall Jump
(Defense due to Rolling cutter's better against approaching targets, finish them off with a Scissor Chop)

Quick Man - Offense
HP = Low
Quick Boomerang (Fires up to three forward)
Quick Boomerang (Fires three which must return before being fired again)
(Faster but doesn't deal a lot of damage, designed for hit and runs)

Snake Man - Defense
HP = Average
Search Snake
Snake Mine (Burrows a destroyable snake which will attack if someone gets near)
Wall Climb
(Vantage points for sending snakes into battle from a distance, burrowing snake is to help give a bit extra protection)

Pharaoh Man - Offense
HP = Average
Pharaoh Wave (chargeable, fires in 3 directions at full charge)
Pharaoh Shot (fast thrown shots)
Air Dash (holds 3 charges)
(Heavy damage close range attacker able to move in fast, pick him off from a distance)

Stone Man - Tank
HP = High
Power Stone
Stone Wall
Stomp Attack
(Great for crowds and walls can help block shots)

Plant Man - Support
HP = Low
Seed Bomb (fires shots like grenades (doesn't explode))
Plant Sentry (fires a seed that sprouts a flower turret, flower turrets have low RoF and are destroyable)
Plant Barrier (gives ally 20 HP shield)
(Temporary health boosts for allies and sentries for point defense)

Slash Man - Offense
HP = Low
Slash Claw
Goo Bomb (slows hit enemy)
Wall climb
(Fast but frail, Goo Bombs make easier targets, watch out for tanks)

Astro Man - Support
HP = Mid
Astro Ball (throws orbs which loop around in front)
Copy Image (makes an image of target ally follow them)
Floating (can hover a short distance)
(Try to confuse enemies with images, attack is weak but has good coverage)

Concrete Man - Tank
HP = High
Concrete Shot
Bull Charge (rushing attack that deals high damage to first target)
Concrete shot can create steps to help allies take shorter paths, bull charge is slow but strong)

Chill Man - Defense
HP = Low
Chill Shot (larger arc range, better damage)
Chill Spike (cool-down ability)
Ice Dash (air dash, has cool-down)
(Lay spikes to make enemies be more careful in areas, try to keep with allies due to frailness)

Burner Man - Defense
HP = Mid
Wave Burner
Grenade Toss
Bear Trap
(Traps stun enemies, then move in for the kill, grenade is weak but has a high arc)

Mars - Offense
HP = Average
Gatling Gun
Photon Missile
Death Mine (drops a timed mine on death)
(Gatling isn't powerful but has good range, Photon Missile is easy to dodge but hits hard, use the better for your situation)

Aircon Man - Tank
HP = High
Barrier Wind (sends slow shot forward, soaks up attacks, low RoF)
Cloud Stone (slow moving blocks forward, can be stepped on, long cool-down)
Fan Pull
(Stones push players along with them, all attacks disrupt enemy attacks, and pull can draw them in for allies, be warned though, enemies can use your stones)

Volt Man - Tank
HP = Average
Force Field (HP shield blocks damage from all sides, lowers his speed while up)
Field Burst (Shoots slow strong orb forward and 2 slow weak waves diagonally)
(Shield protects from all directions but slows you down, cover your allies advance then use your burst while they distract the enemies)

Shark Man - Offense
HP = Mid
Shark Boomerang (throws boomerang that sits at max range a moment before returning)
Shark Splash (creates a splash that hits nearby enemies)
Shark Dive (dives into the ground to move for a set time, can be seen)
(Use boomerang for forward enemies and splash to hit any next to you. Dive can allow you to get close protected)

Petrol Man - Support
HP = Mid
Oil Spill (Streamed shot, deals minor damage, lowers enemy traction)
Oil Stream (fires a slow moving shot that deals mid damage and oil splatters target's screen) (cool-down)
Spill (drops an oil spill that causes next person to step on it to slide uncontrollable the direction they were moving) (can help allies move back to fight, or cause enemies to slide away)
(Use spill after spawning for the next ally to slide on, during battle disrupt opponents to make it harder for them to fight your allies)

Fan - Defense
HP = Average
Talisman (uses selected element) (Fire: Circular flame. Water: Geyser across floor. Wind: Gust of wind forward. Earth: Rock spike set distance ahead)
Talisman Swap
(Changing talisman changes your attack, swap to the one best suited for the situation)
With the exception of Fan all are of their game's "main" bosses. The inclusion of Petrol Man was due to the DOS Reborn expansion and to help fit in an extra support character.
RKN/MKN, Quint, and Genesis Unit ideas possibly to come.
Potential "Ultimates" possible too.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on June 13, 2016, 01:52:37 AM
These are some pretty good concepts.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on June 15, 2016, 03:35:15 AM
Forgot to mention, like TF2 and OW the concept for those classes also is based around everyone moves at the same speed. So Quick Man should have a sprint like Soldier: 76 while Slash would use his Goo to slow targets down instead of speeding himself up.
Also, did Enker, Punk, and Ballad
Enker - Tank
HP = Average
Mirror Buster (forward attack, power increases based on charge level)
Charge (stands still and charges damage into his main, charge decays over time)
Sprint (boost of running speed to balance out his HP)
(Lower HP then most tanks, makes up for it with his ability to sprint)

Punk - Defense
HP = Average
Screw Crusher Straight (lower rof)
Screw Crusher Toss (fires up to three screw crushers upward that arc back down)
Screw Rush (Pauses for a moment before doing a forward attack, limited distance, stops at first target, has cool-down)
(Toss has shorter range and can only have a limited number of shots out, Straight has better range. Due to delay on Rush it should be used against distracted enemies or when you know they are approaching from around cover)

Ballad - Offense
HP = Average
Ballad Cracker (forward attack, has a long rof)
Cracker Mine (drops a Ballad Cracker that sits on the ground a moment)
Lunge (forward lunge to get over pits or battle)
(Main attack has a long rof, use lunge to get away from enemies while you ready another shot and mine to cover your escape)
Still managed to have no conflicting themes I think. Quint concept will come later once I can figure out how to not have him use AOE as well as not completely based around the Sakugarne.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on June 16, 2016, 01:56:14 AM
Ok, Quint and Genesis Unit rough concepts done. This brings the class count up to 28. 8 Offense and Defense, 7 Tanks, and 5 Support.
Quint - Support
HP = Average
Quint Buster (reliable mid range weapon)
Sakugarne Crash (take a jump on the Sakugarne, rocks shoot out when you land)
Summon Sakugarne (Sakugarne waits for an ally to reach it and jumps with them once)
(Better health for a support character and a reliable weapon allows you to stay in the battle longer, help allies or yourself get the jump on the enemy team with Sakugarne)

Buster Rod G. - Offense
HP = Low
Power Pole (extends pole to attack, hit box blocks certain shots)
Pole Spin (temporarily blocks attacks from the front, has a cool-down)
Wall Climb
(Use wall climb to help sneak up on enemies. Pole Spin blocks attacks but only stays active a short amount of time, attacking will cause it to deactivate)

Mega Water S. - Defense
HP = Low
Harpoon (Fast travel speed, low RoF)
Water Spray (limited range single shot that pushes enemy away)
Kappa Barrier (Shield that blocks 1 hit, cool-down kicks in after it goes down)
(Attack enemies from a distance and use your spray to push them away for your escape, your shield only blocks 1 hit so don't relay on it)

Hyper Storm H. - Tank
HP = Very High
H. Blaster (low RoF shot that deals heavy damage, but damage decays as it travels)
Storm Breath (powerfully pulls enemies in front for a short time, cool-down activates afterwards)
R&R (heals a percentage of HP over time, long cool-down)
(Has the most HP but is the easiest target, Storm Breath is stronger then Aircon's Fan pull but has to cool down, remember to use R&R between fights)
Since the Killers and Genesis Unit were each an offense, defense, and tank, and I made Quint last, I figured another support was needed and tried to think of how Quint could be one, so the idea for him is he is decent in a fire fight (unlike the other support characters) while using Sakugarne to help give allies a tactic to close in on the enemy as them suddenly launching into the air and closing in fast can possibly be trickier to stop then a typical advance and can use his own self version to close in and cause trouble in the middle of the enemy team, or possibly get him or an ally behind them.
HSH's second ability sounds like Aircon's third but the idea is Aircon's is a light pull and able to be streamed while HSH's goes for a set amount of time and has a more powerful pull.
I don't think I'll be doing any more after this.

Edit: Also yes, MWS is supposed to be a sniper.
Title: Re: The Idea(s) Topic
Post by: Korby on June 16, 2016, 04:00:27 AM
Most of the classes in TF2 have differing movement speeds.

If the idea was to include one from each game, why make the entire Genesis Unit?
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on June 16, 2016, 04:24:41 AM
Quote from: "Korby"
Most of the classes in TF2 have differing movement speeds.

If the idea was to include one from each game, why make the entire Genesis Unit?
Huh, I didn't know all the TF2 ones moved different speeds, I thought that was related to load outs. Though that was an assumption anyway. Probably should have asked about that first.
I did the entire Genesis Unit under the premise of "since I did all 3 Megaman Killers and Quint I should probably do all 3 Genesis Unit also to prevent "you did <enter which I picked here> but not the other 2/<enter person's preferred GU>!" though the later could be said about all the game's characters.
Though yea, I did say 1 per game, personally I'd drop Buster Rod and Hyper Storm in favor of Mega Water, since he is designed to be a sniper while dropping HSH makes easier room to possibly do Duo, though there isn't much he would bring in that is new either.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on June 21, 2016, 10:49:06 PM
Ok further ideas for it: different releases. This would mainly cut back on amount of work needed at a time with it's own expansion packs to add more classes. Also Buster Rod and Hyper Storm are dropped to follow the one main boss per game.
Team Classes Core Version: Covers the characters from the games covered by core. 1 - 10, V, WT, &B, and the 4 mains, totaling to 16 classes: 5 Offense, 5 Defense, 3 Tanks, 3 Support. No Killers or Quint because the GB games (minus V) are not actually covered by core.
Extended Version: Adds DOS, DOS2, &B2, Strategy, and the first four GB games. That is 8 more classes: 2 Offense, 2 Defense, 3 Tanks, and 1 Support.
Strength in Numbers Version (named and based off the SP mod of the same name): Adding special characters namely Duo, Doc Robot, Fake Man, and Dark Man. Unsure of any others who might fit into this. Yes these break the 1 boss per game but all of these 4 are special bosses with no dropped weapons. Also obviously only conceptual anyway.
and lastly Plus Version: This version would add namely fan game characters for a bit of limelight, Yoku Man from Unlimited, Petrol Man from DOS Reborn, Soak Man from SFR, our very own Maestro, and bosses from Rokko-Chan, Time Tangent, and Rock Force.
Possibly ideas for Quake Woman and a Robotized Master (possible Sonic) from the cross overs, just not sure which they would fit into, possibly SiN.
I already have ideas for Duo, Fake, Dark, Yoku, and Soak. Who I will list now.
Duo - Defense
HP = High
Duo Fist (Extending punch attack, low damage but can be used rapidly, based off his uncharged version from the game)
Justice Fist (Ground pound attack that rushes forward slightly to hit enemies nearby)
Charge Tackle (forward dash that damages and pushed hit enemy)
(Duo has very limited range but hits hard, his special attacks need plenty of cool down time but disrupt enemies greatly)

Fake Man - Offense
HP = Mid
Revolver Buster (holds 6 shots, holding reloads)
Rapid Shot (fires remaining shots rapidly)
Sprint
(Can hit hard and has no cool downs, but a long reload time makes up for it)

Dark Man - Tank
HP = Average
Dark Buster (Shots are strong but damage decays quickly over time)
Dark Shield (Shield will go up for a temporary amount of time, blocking some shots and dealing damage to enemies)
(While he can fight at distances he doesn't hit hard due to damage decay. His shield doesn't offer full protection and has a long cool down)

Yoku Man - Defense
HP = Mid
Yoku Shot (Straight forward attack that deals low damage, pressing button again causes it to redirect to nearest enemy if one is close, can only be done once per shot)
Yoku Block (creates a Yoku block that acts as a platform to jump onto, holds 3 charges)
Yoku Block? (creates 2 Yoku blocks that transform and hunt down enemies for a short time, can be destroyed)
(Main weapon can only fire one shot at a time but can hit enemies around cover. Blocks have limited time but help allies get to higher ground. Blocks? stay still for a short time but hunt down enemies who draw near)

Soak Man - Offense
HP = Average
Super Soaker (straight forward water shot)
Soak Rain (fires three clouds that arc upwards while pouring rain below)
Bubble Bouncer (releases a bubble that bounces around for a short while or until it hits an enemy)
(Main shot is good at most ranges, while his abilities devastate enemies at close ranges. Rain is better in rooms with high roofs while Bubble Bouncer is better in closed spaces)

If anyone wants to help come up with ideas for Doc bot, Maestro, and/or who to use from Rokko, TT, Rock Force, or other fan games (released or long development like TT only please) with a rough concept, feel free to pass them my way.
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on June 22, 2016, 04:12:12 AM
Breaking off from Forte's Team Games idea for a bit, for a while now I've been thinking of a Guilty Gear themed expansion for Unholy, featuring skins, maps, and weapons from the series (mostly themed off of Xrd SIGN and REVELATOR).
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on July 11, 2016, 08:17:43 AM
No team classes this time around as I haven't been able to come up with ideas for the remaining characters.
This time around the Adventure Mode mod I posted in screenshots a few days ago.
The idea was to have a Single Player mode exploring maps and gathering items to progress using a hub to connect them, if possible of course.
I've thought about 2 adventures so far being based off Legends and Legends 2. The key differences was the base of classic instead in way of weapons but to change experience of each play through 4 classes would be available each getting weapons based off bosses from different games (most of which serving the same exact roles as each other while being based off the weapons of Legends).
Each character has 3 full games of 8 they get weapons from (1-10, &B, and V), as well as a mixture of bosses from all the other games (Killers, Genesis, DOS, DOS3, &B2, Dreamwave, and Strategy). Quint being the only boss that gave a weapon (technically) who is not on anyone's list (Genesis didn't give weapons though). This is a total of 33 bosses fitted to each of the 4 classes to have weapons based off of to fill in for the Legends Weapons.
Quote
"But FGG Legends only had 16 different weapons between both games!"
Yes, originally the 4 classes were only going to have 2 games each. A 3rd was added to each as an extra to help fill in gaps were no associated boss was able to fill in and for more weapons that might appear in future adventures. Eventually I decided to add more to them to help give more verity for weapons. Note that not all bosses have to actually have a weapon, or even their actual given weapon, but simply a weapon based off that boss if they end up being used.
So without further ado the classes, their general differences, and their bosses.
Mega Man
Main Fire: Mega Buster (moderate firing rate)
Secondary Fire: Charge Buster (moderate damage)
-Mobility: Slide
Weapons based off MM1 and MM9 bosses. Extra weapons come from MM6, MMKs, Buster Rod, Cancer, Scorpio, Pisces, Komuso, and Express.
MM1 and MM9 were due to Light robots. MM6 was the only not able to be associated with the other characters. Only Mega gets the Killer's weapons in MM10. Cancer Scorip and Pisces are all water signs, fitting to Mega's blue coloring. Komuso's weapon was used by R-Shadow, fitting Mega would have this one.
Proto Man
Main Fire: Proto Buster (slower firing rate)
Secondary Fire: Charge Buster (slightly higher damage)
Proto Shield blocks some non-explosive attacks from the front.
-Mobility: Slide
Protoman takes more damage from enemy attacks.
Weapons based off MM3 and MM5 bosses. Extra weapons come from MM10, Mega Water, DOS1, Aries, Leo, Sagittarius, Aircon, and Clock.
MM3 was Proto's first appearance, and MM5 was centered around him. MM10 was the first console game he was canonically playable. The first DOS game came out the same year as MM3. Aries, Leo, and Sagittarius are all fire signs, to match his red.
Bass
Main Fire: Bass Buster (lower damage, higher rate of fire)
Secondary Fire: Charge Buster (low damage but fast charge time)
-Earns double jump instead of high jump
-Mobility: Dash
Bass is better at killing weaker enemies, but stronger enemies take much longer
Weapons based off MM2 and MM7 bosses. Extra weapons come from MM&B, Hyper Storm, Torch, Shark, Bit, Taurus, Virgo, Capricorn, Dangan, Barrage.
MM2's bosses were Wily's first robots, fitting Bass would get weapons from them. MM7 also being his first appearance. MM&B being Bass' first console game playable as well. Taurus, Virgo, and Capricorn are all earth signs, seeing a pattern here? Barrage Man is litterally the meaning of Bass' Japanese name, Forte: Large and Powerfully. Bass was given the 3 bosses from 3 for PC what do not share names with future bosses.
Duo
Main Fire: Duo Fist (short range, high damage)
Secondary Fire: Charge Fist (longer charge time, deals high damage)
-Mobility: Tackle Dash (deals low damage, good for finishing off weakened enemies)
Duo moves a bit slower but takes reduced damage, high damage output makes him good at killing bigger enemies.
Weapons based off MM4 and MM8 bosses. Extra weapons come from V, Terra, DOS Oil, DOS Wave, DOS Blade, Gemini, Libra, Aquarius, Konro, and Multi.
Duo was originally going to be a Cossack robot in the early stages of 8's development so MM4 bosses to fit in with that. MM8 was Duo's first chronological appearance. All the bosses from V and Terra of course are all from space, much like Duo. Gemini, Libra, and Aquarius are all air signs, the sky is often revered to as "the heavens" which space is beyond. Konro also due to the pick given to Duo has no one who is clearly fire (Pharaoh is, as well as Sword though). Duo was given the 3 bosses from 3 for PC who's names did later get used in Capcom made games.
Lastly the classifications of weapons, which I categorized each weapon from the 2 Legends games into. These are where the boss weapons given need to fill in. I have some ideas but they are all concept in case better ones come up or this never gets off the ground.
<Weapon Class - Usage = Legends Example>
Homing Class - Tracks Enemies = Active Buster/Homing Missile
Slasher Class - Melee Weapon = Beam Blade
Wrecker Class - Path Opener, Melee = Drill Arm
Bomb Class - Light Path Opening Large Explosive = Grand Grenade/Crusher
Grenade Class - Bouncing Small Explosive = Grenade Arm/Reflector Arm
Rapid Fire Class - Quick Shooting Combat Weapon = Machine Buster/Machine Gun Arm
Bazooka Class - Large Explosion Projectile = Powered Buster/Hyper Shell
Cannon Class - Heavy Damage Projectile = Buster Cannon
Ripper Class - Piercing Weapon = Shining Laser
Shield Class - Projectile Defense = Shield Arm
Mine Class - Point Trap = Splash Mine
Burst Class - Scatter Shot = Spread Buster
Tractor Class - Item Retrieval = Vacuum Arm
Douser Class - Fire Dousing = Aqua Blaster
Crawler Class - Floor Hugger = Ground Crawler
Drone Class - Combat Assistance = Hunter Seeker
Electrical Class - Charges Machines = None
Scorcher Class - Burns obsticals = None
Weather Class? - AOE = None
Time Class? - Slows enemies = None
Ultimate Class? - Character's True Power = None
The last 5 are unique to this list and would be for other adventures, last 3 purely conceptual.
Note weapons bundled together were either renamed between games or replaced in the second with something identical in function.
I have fitted a boss to each so far, but as stated earlier only concepts and subject to change.

The only bosses who are not in this list are
Quint (he was not bundled with the Killers, since he isn't actually one)
King
Compass Man
R-Shadow
Dark Man
Fake Man
Doc Robot
Title: Re: The Idea(s) Topic
Post by: Superjustinbros on July 12, 2016, 01:18:06 AM
All I really want to add is I'd like to make (or lead) some sort of Guilty Gear-themed expansion, primarily themed around Xrd (maybe with elements/alternate skins form earlier installments), with at least 23 character skins and weapons, 19 maps, and a class mod of sorts that'd be released alongside the expansion.
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on August 14, 2016, 01:51:37 AM
I just thought of something. Why hasn't anyone at least made a concept thread for a potential Shovel Knight Expansion? It'd be freaking awesome! (assuming it gets finished)
Title: Re: The Idea(s) Topic
Post by: Gummywormz on August 17, 2016, 02:48:09 AM
Competitive Role Playing: Each player gets a set of 3 or so goals to complete. These can be getting to a certain number of frags, getting certain weapons, or surviving for a certain amount of time. The player who completes these goals first wins.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on August 20, 2016, 01:32:22 AM
So, since Metroid Prime Federation Force is out and the Blast Ball demo is temporarily playable... How about me make make a Buster Ball with similar rules and ideas, but having some more flexibility (for example: a version that uses the "Classes" idea.)
Title: Re: The Idea(s) Topic
Post by: MegaVile on September 04, 2016, 12:23:18 AM
Has a Mega Man Eternal expansion been suggested?
I'm not really making it because I can't code yet, but maybe I could be credited for an idea of it, and having Mega Man Killers as actual bosses, but only 10 attempts ( to be nice) before having to skip, and you know, maybe OPTIONAL NEEDED wily bosses, and Wily Machine Eternal + Wily capsule could be the final boss(es), and also The Mega Man Killer, actually, I'd like to see the Mega Man Killer.
Title: Re: The Idea(s) Topic
Post by: kirbymariomega on September 04, 2016, 03:17:33 AM
a very silly idea that randomly came to mind: super mario 64 expansion!

it could include the fifteen main stages -- probably not faithful recreations considering that a platformer's level design obviously doesn't work very well in a deathmatch environment; though with my limited knowledge of the subject i feel like a couple of the stages could fare well untouched. i'm thinking it could be based around team deathmatch battles with the larger bosses and some of their mooks vs. you and perhaps yoshi, mario, luigi, and wario as time goes on? if there were to be a campaign, bowser in the sky would obviously be the final boss.
Title: Re: The Idea(s) Topic
Post by: Xhatahx on September 06, 2016, 10:18:36 PM
How about a LMS mod where everyone has a strange hitscan weapon: it has no firing state, it just deals 1 damage every tic for everyone who passes in front of the crosshair. It encourages sneaking up on enemies and hiding in the shadows. Something has to be done to reduce stalling, however. Maybe every player would take 1 point of damage every (amount of players alive) seconds. Something else has to be done to make sure everybody's ready for slaughter, probably by giving everyone 5 seconds at the beginning to prepare and hide.
EDIT:http://cutstuff.net/forum/index.php?topic=10584.0 (http://cutstuff.net/forum/index.php?topic=10584.0) Made it myself.
Title: Re: The Idea(s) Topic
Post by: LemonPig on September 06, 2016, 11:12:03 PM
How about a GRAND-DAD expansion(will surely work)?
Title: Re: The Idea(s) Topic
Post by: GameAndWatcher on September 07, 2016, 01:03:55 AM
How about a GRAND-DAD expansion(will surely work)?
I'm not sure how it would work. Would it be based on "The Rescue of Dino and Hoppy," Vinesauce, SiIvaGunner or some combination of the three?
Title: Re: The Idea(s) Topic
Post by: LemonPig on September 13, 2016, 07:01:16 PM
the three.
Title: Re: The Idea(s) Topic
Post by: LemonPig on September 13, 2016, 07:06:50 PM
DatBoi.420.360.exe expansion
a class expansion wich includes:
Dat boi
Role:Melee / speed
HP:Low
Speed:Fast(may be altered by hp,lower hp,higher speed.)
Attacks:
Ram(chargekick, but dosent waste ammo,also pushes players)
Jump(same as sakugrane but instakilling, wastes half ammo each jump.)
Boi-Boomerang(a boomerang that chases enemies ,then comes back to you)
Weakness:Torpedoes/Homing weapons.
more to come aytayayayayay
Title: Re: The Idea(s) Topic
Post by: Ehibika on October 29, 2016, 07:37:26 PM
The Push Before Christmas!

A community project proposal.


The holiday season is practically around the corner (if said corner was still a couple blocks away), the day of snow, eggnog, good cheer, and most importantly; presents from saint Nicholas himself. However as we all know, Christmas has a pretty nasty habit of getting attacked by some evil force, selfish organization, or all around grouch that just wants to spoil the season for millions of people for their own gain, and this year they’re joining forces into an organization under the name “The Naughty Group”, bit of a hokey name yes but it’s only for the season so who cares,
But with their combined force they would surely curbstomp Santa and bring an end to Christmas in record time!

As such, ol’ santa clause had to start issuing out his shipments under the watchful eyes of additional help. With the coming of Christmas he began recruiting a group of heroes from around the world to guard his sleds and make sure they reach their destinations safely. Are you a good enough guy to save Christmas? Or a bad enough dude to take it down?

==So what was all of this leading up to?==

Mainly, a proposal for a community mod aimed to act as a seasonal revival for Evil escort. Coming with new, holiday themed escort specific maps that employ design choices more suitable for Evil Escort, instead of how at the moment, it works off of modified CTF maps.

Maps aren’t the only thing I want to make with this however, along side some new Evil escort maps I want to also develop a community class mod specific for it, having mutually exclusive classes between the nice and naughty sides, in the context of the small narrative shared above, the mod would consist of user created OC classes who have chosen to see to either the safety or the destruction of the holiday, and in turn are structurally designed around the needs of whatever side they are on.

Team Nice are the ones on attack, and such are pushing the sled. Team Naughty on the other had are on defense and need to stop the sled before it reaches its destination. Of course I would oversee class balance in the end, but the main goal would be a user class mod fitted to offer the best experience with payload possible, as well as payload maps designed to offer such an experience for it, but also vanilla and CBM when possible.

==So ultimately, what’s the end goal for this mod?==

At the most minimal, what I’d like to achieve with a group is:
At the most however, my desired goal would be:
And in terms of date, my hopes is to try and get a release done before mid December, perhaps by the 3rd of December, or the first Saturday of the month.

==What do you need from the community?==

Specifically, user created maps and user created classes, I’d bee working on a map myself but my main goal would be putting it all together and ensuring that everything is in tune with each other. For classes I’d like one class per person, but I may allow for 2 if the situation calls for it. since I need 8 classes at the minimum however, that shouldn’t be too difficult to achieve.



The aim of this post is to try and gather interest and form a team in order to get things working, I wanna start on this real early so as to gauge interest a head of time and make sure we have the time needed to get this done, plus I do want to have a team to host closed tests to make sure things are solid before release.


if you're interested in contributing, Send me a PM or let me know on the Cutstuff discord chat, and from there I'll decide on weather to act on this or not.
Title: Re: The Idea(s) Topic
Post by: Rokim21 on October 29, 2016, 07:58:14 PM
What's about a Megaman Gb(1-4)Expansion?
Title: Re: The Idea(s) Topic
Post by: DarkAura on October 30, 2016, 01:03:14 PM
Azure Striker Gunvolt "Expansion"?

Felt like tossing that idea out there hoping that it'll stick.

Of course this coming from one of the many people with an expansion "in the works" for 3 years so I CLEARLY have my doubts
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on October 30, 2016, 06:53:44 PM
Azure Striker Gunvolt "Expansion"?
Felt like tossing that idea out there hoping that it'll stick.
Of course this coming from one of the many people with an expansion "in the works" for 3 years so I CLEARLY have my doubts
We actually talked in discord a bit about this, felt best to make it Mighty Gunvolt expansion instead since it is where the assists would be coming from and it would also mix the MN9 characters in as well (Galgun too) to get easy stuff done while assists for the non-8bit things could be made.
Title: Re: The Idea(s) Topic
Post by: Rokim21 on October 30, 2016, 08:00:58 PM
What's about a Mission Mode Expansion?
Title: Re: The Idea(s) Topic
Post by: DarkAura on October 30, 2016, 08:22:18 PM
Aside from watching speed-run videos of it, I have minimal/slightly moderate knowledge of Mighty Gunvolt. I thought of including GV2 assets in terms of the weapons based off of Copen's EX Weapons [As well as the ones from his 1st Phase DM at the final chapter that are based off of the ones from the first GV], which I've already devised a concept for all of, and a Copen skin. I'm all for Mighty Gunvolt Expansion if it ever happens.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on October 30, 2016, 08:25:39 PM
Aside from watching speed-run videos of it, I have minimal/slightly moderate knowledge of Mighty Gunvolt. I thought of including GV2 assets in terms of the weapons based off of Copen's EX Weapons [As well as the ones from his 1st Phase DM at the final chapter that are based off of the ones from the first GV], which I've already devised a concept for all of, and a Copen skin. I'm all for Mighty Gunvolt Expansion if it ever happens.
Yea the idea of the "Mighty Gunvolt" expansion was to fill in for both GV and MN9 into 1, it would add the stuff from both not in MGV and maybe even add more GG stuff and cover GV2 once it came out.
What's about a Mission Mode Expansion?
What's about a Megaman Gb(1-4)Expansion?
Unless you are digging way back in this topic, or just blurting out things, nothing about either really.
Title: Re: The Idea(s) Topic
Post by: tsukiyomaru0 on October 31, 2016, 08:33:32 PM
I was thinking of a Magitek mod and FF1 spells mod.
Title: Re: The Idea(s) Topic
Post by: Hilman170499 on November 11, 2016, 04:58:36 PM
I have an idea: A universal class mod frame.
You see, this game has a significant amount of mods featuring custom classes. It makes compatibility a bit tricky because you gotta make patches that fit the structure of the particular mods. Therefore, I present an idea for an omni-functional file from which the multiple class mods can inherit from to make compatibility and tweaks easier. It will include a base class and all the weapon/item replaces in the most rudimentary form. It can even be used as an easy starting point for young, new class mods out there! Of course, additional files are generally frowned upon, but I'd like to hear what you think.
Title: Re: The Idea(s) Topic
Post by: Laggy Blazko on November 11, 2016, 06:43:16 PM
That would be extremely neat for toying around, but yeah, the problem would definitely be balance.

Not to mention non-class related features in different mods have that might still make them otherwise incompatible.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on January 20, 2017, 09:22:29 PM
Last post was on 2016?! We really got completely creatively burn'd out for this long?
Title: Re: The Idea(s) Topic
Post by: Hinatediz on June 14, 2017, 06:09:00 PM
Hi, I want to share you this idea:

I wanted to download the Saxton Hale, but all the links are down due to the strange page on sale, so I decided to give ideas for a spiritual successor: Specters Against Neutral Slayers (Yep, that's the name) ...and if short, we get S.A.N.S, which is because the .wad will contain fandom overrated characters as bosses, which the main one would be Sans, hence the name.

The following characters have been chosen as bosses, which are known as Megalovaniacs (The Megalo Hunters are the team name for survivors):

(https://vignette1.wikia.nocookie.net/undertale/images/0/00/Sanseye.gif/revision/latest?cb=20170107184837&path-prefix=es)

Sans
From: Undertale
The Megalo Hunters have messed with the monsters in the underground, causing to kill them into dust. Our dear skeleton, decides to step in and make them have a bad time in revenge.
 
Health: Low
Speed: Very Fast
 
Attack: Bone Telekinesis
Sans pushes his opponent as it turns blue, if the enemy hits a wall, then the damage deal is doubled as bones will merge from the wall.
 
Rage: Gaster Blaster
This skull cannon shoots deadly beams that can deal a damage almost a half health.
 
Item 1: Swift Teleport
Works like the Exit Unit, which represents Sans' mysterious ability to teleport.

Theme Song: Undertale - Megalovania

(http://irgamers.cl/index/wp-content/uploads/2013/12/Greninja.png)

Greninja
From: Pokémon X & Y
This Pokemon decides to become a Megalovaniac and destroy The Megalo Hunters who had chosen to support Chesnaught or Delphox!
 
Health: Medium
Speed: Fast
 
Attack: Water Shuriken
Greninja deals a low damage with one Water Shuriken, but it could be letal enough if the opponent gets attacked with five in chain.
 
Rage: Ash-Greninja
Changes form and deals double damage, but with the cost of getting hurt in double damage, lasts for 20 seconds. (Note: This rage can be done after this boss had killed at least one survivor)

Alt. Rage: Secret Ninja Attack
Throwns the reached opponents into the air, many shadows attack them and thrown them down into the ground, one-hit KO.
 
Item 1: Substitute
Leaving a substitute plush will cost it some health, but it can attack enemies while it is on the shadows, that means being invisible and getting invincible temporally.

Theme Song: Pokemon X & Y - Battle! Trainer

(https://vignette4.wikia.nocookie.net/pokemon/images/f/f7/724Decidueye_Dream.png/revision/latest?cb=20161118173231)

Decidueye
From: Pokémon Sun & Moon
When The Megalo Hunters decide to support Incineroar and Primarina, Decidueye becomes a Megalovaniac and slay them off!
 
Health: High
Speed: Medium
 
Attack: Razor Leaf
Decidueye deals enough damage to scare away its opponents.
 
Rage: Z-Move - Sinister Arrow Raid
Flies up and strikes thousand feather arrows, attacking the reached opponents in one-hit KO. (Note: This rage can only be done once, so think wisely!)

Alt. Rage: Spirit Shackle
Fires a feather arrow to the field, if the radius reaches the enemies, they are unable to move for a short time, but still able to aim and attack.
 
Item 1: Fly
Decidueye can fly for a short time to localize hidden opponents and land near them.

Theme Song: Pokemon Sun & Moon - Battle! Kahuna

Last Megalo Hunter Song (No matter the boss): Toby Fox - Megalo Strike Back
Title: Re: The Idea(s) Topic
Post by: ZipZap on June 18, 2017, 02:08:07 AM
^ throw in zero while you're at it.
Title: Re: The Idea(s) Topic
Post by: Hinatediz on June 18, 2017, 04:19:27 PM
^ throw in zero while you're at it.

Okay, now that could be 4 bosses at the moment...

I could create the topic, IF I COULD KNEW HOW TO PROGRAM CODE IN DOOM ENGINE.
Title: Re: The Idea(s) Topic
Post by: frozenLake on June 03, 2018, 01:06:23 AM
(While this could be considered necroing, the thread is stickied, so it shouldn't be a huge issue)

Something that I would love to see would be a mod that takes the enemies from a bunch of the single player/coop mods, and places them into an invasion game mode. Like, Dr Wily has decided to attempt to capture some important locations (Light Labs, Chronos Institute, ect), and your job is to fend off the waves of robots constantly Teleporting in. Maybe mix in some robot masters for final waves, with some mid bosses to help soak up buster shots in the middle of the game.

(if this already exists, one, link it to me because I'd love it, and two: sorry.)
Title: Re: The Idea(s) Topic
Post by: Gummywormz on June 03, 2018, 03:18:36 AM
Already done (http://cutstuff.net/forum/index.php?topic=5969.0)
Title: Re: The Idea(s) Topic
Post by: Zapper514 on November 19, 2018, 09:47:16 PM
Hello, I got an idea from looking at Deathsmash (No longer updated) and I would like to make my idea public, Don't mind that I have a giant text file, I wrote this is as a starter and to find people to help me make my Idea a reality.

Megaman Rumble (Smash for Megaman 8-bit deathmatch)
----Whats it all about?-----

Megaman Rumble is a Smash Brothers type mod for the mod Megaman 8-bit Deathmatch, there was a mod called Deathsmash, but it didn't meet my expectations for classes to be useable with this.

With this in mind, Classes as such would help and actually benifit to this mod. I intend to make Idea's since I honestly know jack about coding yet, I do know a bit of creating maps, but not gimmicks.  I would love some people to help me, even though this seems a bit like deathsmash's original purpose, I would love to create a mod that makes it better and seem a bit more fleshed out into the megaman style and smash style.

----What I need----
Coders: I do not mind what level or what WADS you have partaken in, I just want your general help with this. Mind you making a new mod from start is hard, and I understand that. It takes a while! I don't mind any skill level, you could even help with the WAD!

Map Creators: I would love some help creating some Megaman-like Maps for the WAD, The way I wanted this to feel, is like a Megaman Power Battle Game, execpt you can be any character. I like taking the example of the Stages in Power Battle 2's Elec, Quick, And Centarman's stages respectively, Its a great idea for having the map be giant and open, like a flying platform.

Beta Testers: I would love some Beta Testers to test the mod! To find if we have bugs to fix before we release the first Beta to real players! It doesn't matter but we still could have some help with Consepts too!

Anyone in General: to create Consepts that we can all agree on! to make this more like a mod of the people and not just taking things from a game and making it 3d!

----What Class/Map Ideas Need!----
Charaters need
2 Melee moves ( A Jab[Spammable won't move during it] And a Smash[Can't move while charging up but does more damage)
2 Special Moves (Could be whatever so long as it is not broken, most prefiribly moves they have from a bossfight.)
2 Recovery Moves ( A side recovery (Horizontily) and a Upward recovery  (Verticly))
A jump in mid air, a dash(on the ground)
Item that is a Shield or Parry.

Maps need

A flat open area, so then everyone can fight at once.
Some Gimmicks, say for a heatman/lava cavern stage (Megaman: The Power fighters 2) It has two levels and as time goes on lava rises flares up the top platform/engulfs the bottom platform then moves back down to let the fight continue.
----How to Contact!----

If you are interested with this mod and would love to help, either message me on the fourms, or message me by discord!

Discord Name: Zapper514#0280

So come help me out, I would love to send this out and make my Idea a reality.
Title: Re: The Idea(s) Topic
Post by: ChompTehChump on January 24, 2019, 01:22:23 AM
K, so imma be serious for once. After months of playing MM8BDM and its mods, I've come up with an idea that could be great if pulled off well(and if anyone is even interested in the first place):

Megavania (Castlevania-themed mod)
--Synopsis--
Every hundred years, the evil of mankind reaches its peak as they yearn for chaos and destruction. This supernatural malice results in the resurrection of Count Dracula, the demonic lord of the vampires. Dracula, thirsty for vengeance against God and humanity for his suffering in life, summons his cursed abode, Castlevania, and settles in the heart of Transylvania. There, he sends his hordes of monstrous minions to wreak havoc on the world and purge the earth of human flesh. In these dark times, only a chosen few can stand up to the king of the night. Armed with nothing more that a few holy weapons and their heroic resolve, this ragtag band is the only thing that can save the world from the wrath of Dracula. Can they put the vampire to rest forever? Or will the world be covered in the blackest night forevermore?

--Structure--
All right, so I was thinking to make an adventure/story-like mod, where you would go through Dracula's castle one stage at a time. You fight monsters, confront the boss, etc. The mod could also be different Castlevania-themed stages like DOS Reborn, although I would personally prefer the former. I won't sugarcoat it, this mod would take a LOT of effort, not just for the stages, but for the characters themselves and any enemies.

--Characters/Classes--
So I had in mind four different character classes, each with their different perks:
Hunter
The traditional vampire hunter, based on the Belmont/Morris clan. They would be the most balanced class in terms of offense and defense, mixing it up with weapons.
Main Weapon- Vampire Killer, of course. It whips in the direction you aim, and if possible, can be twirled around if you hold down primary fire ala Super Castlevania 4. If the adventure mode is possible, you could upgrade your whip gradually as you make your way through the castle:
Leather Whip<Thorn Whip<Steel Whip<Morning Star<Flame Whip
Sub-Weapons- The traditional subweapons from the series(Knife, Axe, Cross, Holy Water, Stopwatch, Bible)
Item Crash?- This could be possible through using an item, but I'm not sure. Work in progress.
Skins- All the Belmonts/Morrises, Nathan Graves, Reinhardt Schnieder,
Warrior/Fighter/Lancer?
The companion character, a combination of Grant Danasty and Eric Lecarde. Would be the fastest character but lacking in strong offense.
Main Weapon- Alucard Spear. Works just like Vampire Killer, except with a stabbing motion. Could stab rapidly with time. Possible upgrades:
Lance<Spear<Trident<True Spear<Flame Spear
Sub-Weapons- Based on the sub weapons from Portrait of Ruin(Shuriken, Grenade, Kunai, Guns, etc.)
Skins- Grant Danasty, Eric Lecarde, Cornell?, Hammer, Shanoa
Sorcerer/Magician
The mage, based on the Belnades/Renard Clan. Slow but powerful.
Main Weapon- Probably a magic book based on Charlotte Aulin's tome, or a staff. Possible upgrades:
Book<Encyclopedia<Tome<Tome of Arms<Book of Binding
Sub-Weapons- Four elemental spells(Fire, Ice, Lightning, Wind)
Item Crash?- Again, just maybe.
Skins- Sypha/Yoko Belnades, Maria Renard, Charlotte Aulin
Dhaphmir
The supernatural class, based on Metroidvania protagonists(Alucard, Soma Cruz, Hector). Stats still undecided.
Main Weapon-Sword, based on the swords acquired through the Metroidvanias(Alucard Sword, Claimh Solais). Possible upgrades:
Short Sword<Raiper<Greatsword<Katana<Crissaegrim
Sub-Weapons- Less like sub-weapons and more like abilities(Hellfire/Dark Inferno, Spirits, etc.) WIP.
Transformations- Transform into a bat, wolf or mist ala Symphony of the Night. Each form comes with its own powers.

--Stages--
If its just a stage pack, they would be based on various locations from the Castlevania series, such as the marble gallery from SOTN, the clock tower, and other memorable places. If in an adventure mode, then place the stages in a linear fashion. I have a specific stage order in mind, but until this idea gets any traction, I'll keep it to myself.

--Enemies--
Various enemies from the Castlevania series, stylized in Megaman format to avoid meticulous detailing. Enemy behavior would be tough to code, so this is a maybe.

--Bosses--
Hoo boy. As much as I would like to fight bosses, I know bosses are a pain in the butt to code, so I'll leave this option on the table. If anyone is interested, I'll go further into detail.

--Difficulty--
If the adventure mode gets traction, I do not want the difficulty to be ridiculous. I know, it's Castlevania, but I've already played mods that are a pain in the butt just because of cheap enemy placement, and I don't want that to happen here.

--People--
All right, here's were the effort comes in. To make this mod, I would need:
Coders- Any experienced coders are welcome. WADS are hard to make, but I have barely any experience in this and I need people who know what they're doing.
Mappers- I need help creating maps, whether it be for normal deathmatch stages or adventure levels.
Beta Testers- This is a given, seeing that this is a heavy mod.
Public- I'd love to hear from the other members of the community as to what this mod should be. That way, a possible mod could entertain as much people as possible.

That's all I have conceptually at the moment. If anyone is interested, please message me over the forums or on Discord!

My Discord Name: Chomp#4040

K, thx for reading. Hope someone likes the idea!
Title: Re: The Idea(s) Topic
Post by: Ruzma on January 24, 2019, 04:00:49 AM
Why don't you take this idea on the Discord server? I'm sure you could find some interested parties there! otherwise, a marvelous idea! Although, yes, it will take some effort.
Title: Re: The Idea(s) Topic
Post by: TheBladeRoden on February 15, 2019, 11:30:06 AM
Reading the gaming industry tea leaves, I think it is apparent that it is time for someone to make a Battle Royale mod.
Title: Re: The Idea(s) Topic
Post by: fortegigasgospel on February 16, 2019, 10:37:37 AM
Reading the gaming industry tea leaves, I think it is apparent that it is time for someone to make a Battle Royale mod.
We actually talked about this a little on discord, but there is a lot of factors that need to be handled for such an endeavor.
Title: Re: The Idea(s) Topic
Post by: The3Dluxe on March 10, 2019, 07:30:45 PM
I always thought it would be interesting (although probably very time consuming and difficult to make) to have an MMO mod with using the different robot master classes like those from CBM or other classes mods in place of your basic Mage, Warrior, Thief, etc. It would have quests, leveling up and all of the bells and whistles of any other MMO but nobody would be crazy enough to pour countless hours into something like that probably. Just a little thought that’s probably a little too ambitious that I wanted to post.
Title: Re: The Idea(s) Topic
Post by: SaviorSword on May 17, 2019, 05:30:40 AM
Reading the gaming industry tea leaves, I think it is apparent that it is time for someone to make a Battle Royale mod.

What's wrong with the currently built-in LMS mode?
Title: Re: The Idea(s) Topic
Post by: Zapper514 on February 19, 2020, 02:33:15 AM
Hey, I have a concept for a Classes Mod.

It focuses more on Customization rather than Serious. Think Nemodian but with Megaman charaters.

Three diffrent mainfires for each class.
Three diffrent altfires for each class.
Three diffrent passives/items for each class.

Oh, and a Super Bar, that charges over the duration of the game (on death, you keep your meter, think like Overwatch.) You have a Level 1 Super, and a Level 3 super. [Can't be spammed. has a cooldown if you try spamming lvl 1 supers]

Please send a PM if you'd like to help sprite/code/conceptualize, anything really helps!