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Author Topic: MM8BDM v3a Released!  (Read 47048 times)

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December 21, 2012, 05:28:09 PM
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Online CutmanMike

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MM8BDM v3a Released!
« on: December 21, 2012, 05:28:09 PM »
http://cutstuff.net/mm8bdm/?p=177

To those who use Doomseeker - Please run the launcher ONCE before you start joining games. It will copy your old skulltag settings to the new Zandronum format. Aren't we nice like that?

Changelog

MM8BDM: Stages
 Spoiler:
New Maps:
- MM8 stages added
- Oil and Time stages added
- New CTF Stages! MMCTF11 - MMCTF20

Replaced Maps:
- MM1CUT replaced with Cutman Hell by Ivory
- MM1DW2 replaced by CutmanMike
- MM4RIN replaced by Myroc
- MM5CRY replaced with MM5CRYX by Copy Robot
- MM5GYR replaced by Mr. X
- MM7CLOU replaced by Killer Chair
- MM7DW4 replaced by Ivory

Updated Maps:
- LightLab: Renovated by Ivory and new single player system by CutmanMike
- MM1GUT: Thing bridges replaced by 3D Floor bridges; walkable staircase.
- MM1ICE: Tubes to underground widened.
- MM1ELE: Layout updated.
- MM2AIR: Added railings and a new floor texture by Copy Robot
- MM2CRA: Layout updated.
- MM3SPA: Layout updated.
- MM4DIV: Less hiding spots.
- MM5STO: Thing bridges replaced with midtx; new unique floors (as opposed to reused hard floors)
- MM5DAR: Layout updated.
- MM6WIN: Now possible to fly around the outside.
- MM6YAM: Various sections overhauled and replaced.
- MM7JUN: All ice weapons freeze lava pillars. Lava pillars freeze lava in a new method


- MMCTF05: updated layout
- MMCTF08: new bases
- MMCTF09: updated layout
- MMCTF10: updated layout

MM8BDM: Weaponry
 Spoiler:
Buster
- Proto Buster, Bass Buster, Super Adapter longer pick up energy.
- Super Adaptor can only boost once until landing.
MM1
- Rolling Cutter: Range reduced, damage changed
- Fire Storm's fire shield altered to no longer climb ledges and was slightly revamped.
- Hyper Bomb bounces on water [Zandronum Fix]
- Thunder Beam pierces armor
MM2
- Time Stopper: No longer pick up energy.
- Bubble Lead: Fixed spawn height and spread compatibility
- Atomic Fire: Fixed weapon colors not changing when releasing a charge shot
MM3
- Hard Knuckle nerfed to 70 damage
- Gemini Laser gained a slight projectile speed buff and wall bounce.
- Magnet Missile: Homing style changed
- Search Snake: Determinator Snakes added.
- Top Spin: Reduced frequency of attacks + fixed endless spinning
- Spark Shock: Removed startup delay, added weapon switch TO delay, kept weapon switching speed. Pierce Armor
MM4
- Ring Boomerang: Firing projectile now ripper.
- Dive Missile: Damage buffed to 12 (from 8)
- Skull Barrier: Fixed to stop even with sv_infiniteammo
- Drill Bomb: Damage buff + Radius nerf. Ammo usage reduced to 2
- Flash Stopper: Blind effect changed
- Pharaoh Shot: Bots will now charge it.
MM5
- Napalm Bomb: bounces on water [Zandronum Fix]
- Crystal Eye :dimensions changed to 16x16 and bits to 8x8, more bits getting stuck in walls problem.
- Crystal Eye: now does damage (50) without breaking into bits if it hits a player. Hitting walls will result in releasing bits.
- Star Crash: now works on flats which the player sinks into. Also reduced radius to 160 units.
- Gravity Hold: Range nerf
- Power Stone: Now works without ACS.
- Charge Kick: Movement style changed
- Gyro Attack: When Gyro Attack hits a wall before splitting, you no longer have to press fire twice to shoot a new one.
MM6
- Centaur Flash: radius decreased, damage increased.
- Blizzard Attack: Slight speed nerf
- Silver Tomahawk: Speed nerf, tiny damage nerf.
- Wind Storm: Damage buff
- Plant Barrier: Health buff to 10 (from 8)
- Knight Crush: More NES accurate; 2 shots fired, damage reduced to 10 from 17
MM7
- Freeze Cracker primary shot buffed to 18 (from 15)
- Thunder Bolt pierces armor
- Noise Crush: Charge shot buff to 75 (from 60)
- Scorch Wheel: Make damage more consistent and reduce radius
- Slash Claw: Damage more consistent
- Wild Coil: Reduced spread, reduced charge damage
- Junk Shield: Complete overhaul. Works more like the actual Junk Shield in MM7.
- Danger Wrap: Mines now instantly explode in CTF.
Other
- Ballade Cracker: Reduced speed, increase damage, reduce radius
- Screw Crusher bounces on water [Zandronum Fix]
- Sakugarne buffed; costs 1 energy to mount.
- Mirror Buster: Projectiles fired based on damage done to shield.  Shield now takes ammo when hit (and initially fired). Buster HUD Restored
Misc
- Standardized ammo names for the original weapons which lacked them.
- Giver Weapons no longer give the weapons if you already own them.
- Treble now fires flurries of spreading weak bullets.
- Treble no longer spawns in duel.
- All fire based weapons can ignite oil pits.
- All weapons have their own damage types named after their name. (I.E. Search Snake damage type = SearchSnake)

MM8BDM: Global Scripts
 Spoiler:
Global Script changes:
- Script 997 - sets teams colors for all players on player joining
- Script 997 - Spawns an object on player starts for other objects to be spawned
- Script 996 - Added ACS_ExecuteAlways(188,0)
- Script 995 - Removed PlayerCount() Check for compat_clientsendfullbuttoninfo
- Script 991 - Executes Script 998 with no sound (duplicate script)
- Script 977 - changed GetActorFloorZ to GetActorVelZ for determining if player is on the ground
- Script 977 - Added checks to prevent Super Adaptor from being used multiple times in midair
- Script 975 - Added TeamDM, TeamGame and Terminator as returned gametypes
- Script 203 - Complete boss music script rewrite
- Script 190 - Removed
- Script 189 - Removed (Added alternate version, should also be removed)
- Script 248 - Added, Thunder claw hook script
- Script 300 - Added, Beat Support Script
- Script 254 - Added, Returns a 1 if player is a bot (used by Oil Slider)
- Script 252 - Added, Prevents bots from getting stuck near player + gives bots the ability to use buster upgrades
- Script 249 - Added, Flash Stopper blinding script
- Script 188 - Script to fix problematic items in Possession
- Script 248- Push/Pull script? (Black Hole Bomb etc)
- Added various functions

WColors Script changes:
- Script 998 - Changed from IF statements to a Switch statement

Skins:
- MM8 Skins added
- Mobile Roll skin added
- Time Man, Oil Man, Mega Man? (or Copy Robot)
- Pharaoh Man edited to change the white to cyan. He was previously the only stock skin not to have Cyan visible on all rotations. His head "gem" is now permanently blue.
- Loads of skin fixes by Copy Robot: Mega Man, Megahair, Quint, Bass, Break Man, Elec Man, Gemini Man, Heat Man, Helmetless Megaman, Proto Man, Quint, Skull Man, Enker, Knight, Napalm

Props:
- Junk Man Lava can be frozen by ice weapons.
- Dr Wily 2 Barrels radius decreased to 16
- Fire Wave spawner is now robust. You can now alter the firing speeds by argument 1. Whatever non-zero number that is in there will be the new delay between firing. This is in tics, so 35 tics = 1 second.
- Hanging Tires bounce you backwards from the direction you hit it from.

Graphics:
- E-Tank Sprites fixed, thanks Kapus.
- Baccone lost the shootable flag. Yay.
- Walrus actor renamed to Seal. Even the sprite names.

Music:
- Music reorganized by game internally.
- Music quality and looping on a few songs and a bunch of stuff redone by Mr. X

Core:
- Megaman player class updated.
- Large Health heals 40 HP and Large Energy recovers 10 Units
- Music Wad Organized by Game
- Map Specific split into a more organized format. Folders for MM1-6, Boss and Misc.
- Weaponry Organized by game
- New Music Scripts Implemented
- Quick Beam Lasers no longer generate lag when Time Stopper (or just plain freeze) is in effect.
- Eddie can no longer fly. (SSW Fix)
- Wave Bike movement method changed
- Sticky Platforms
- When weapons you hold are out of ammo, the hand will be empty.
- Summon Items no longer spawn on top of 3D Floors the player would be under.
- Most sounds replaced with more accurate ones.

Etc:
- New NES/RM#/MM9&10 accurate color pallet
- Dive Water now splashes! Modders rejoice!
- Oil now makes sounds and splashes when you jump in it.
- New team-specific HUD bars
- New team based win/lose screens
- Doom Builder 2 Categories to assist mappers. Only exceptions are the Orange and Purple flags which are grouped with the rest of the flags.
- Original credits restored for when you beat Gamma.
- Herobrine Mike removed

December 21, 2012, 05:28:36 PM
Reply #1

Offline Magnet Dood

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Re: MM8BDM v3a Released!
« Reply #1 on: December 21, 2012, 05:28:36 PM »


IT'S TIME.

December 21, 2012, 05:29:14 PM
Reply #2

Offline Red

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Re: MM8BDM v3a Released!
« Reply #2 on: December 21, 2012, 05:29:14 PM »
oh man i've been waiting this since forever~

December 21, 2012, 05:30:01 PM
Reply #3

Online MusashiAA

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Re: MM8BDM v3a Released!
« Reply #3 on: December 21, 2012, 05:30:01 PM »
IT'S TI-

NOOOOOOOOOOOOO




See you there~

December 21, 2012, 05:31:20 PM
Reply #4

Offline TheMetalManu

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Re: MM8BDM v3a Released!
« Reply #4 on: December 21, 2012, 05:31:20 PM »
I just want to thank all the dev team for keeping updating this game, thanks for such an amazing game!

December 21, 2012, 05:31:48 PM
Reply #5

Offline Mr. X

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Re: MM8BDM v3a Released!
« Reply #5 on: December 21, 2012, 05:31:48 PM »
Enjoy the expansion, everyone~

December 21, 2012, 05:37:01 PM
Reply #6

Offline Turbodude

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Re: MM8BDM v3a Released!
« Reply #6 on: December 21, 2012, 05:37:01 PM »

AND SO IT BEGINS.
I can't hit my download button fast enough!-
Quote
- Rolling Cutter: Range reduced, damage changed
ABOUT TIME

December 21, 2012, 05:37:18 PM
Reply #7

Offline Mr.shadow

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Re: MM8BDM v3a Released!
« Reply #7 on: December 21, 2012, 05:37:18 PM »
awwwwwwwwwwww yeaaaaaaaah!! so pumped!

December 21, 2012, 05:37:37 PM
Reply #8

Offline Beed28

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Re: MM8BDM v3a Released!
« Reply #8 on: December 21, 2012, 05:37:37 PM »

YES YES DOWNLOADING NOW

December 21, 2012, 05:38:52 PM
Reply #9

Offline Colonel ServBot

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Re: MM8BDM v3a Released!
« Reply #9 on: December 21, 2012, 05:38:52 PM »
yes its here! its here! oh my dear lovely god! its a christmas present from the 8bdm team! oh i love it so much!

wow...
anyways, now onto mm9/10!

December 21, 2012, 05:41:33 PM
Reply #10

Offline -Daiki-TheOni

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Re: MM8BDM v3a Released!
« Reply #10 on: December 21, 2012, 05:41:33 PM »
Now I can eat a croisant or "cruasan" and say: "I,m proud to belong to this forum"
(This is the only cristhmas present I,ll receive, thanks, dev team, cutmanmike and all the people who play this game.)

December 21, 2012, 05:42:22 PM
Reply #11

Offline Yuri Sakazaki

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Re: MM8BDM v3a Released!
« Reply #11 on: December 21, 2012, 05:42:22 PM »
Have fun everyone! We all worked very hard on it!  :ugeek:

December 21, 2012, 05:44:35 PM
Reply #12

Offline FTX6004

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Re: MM8BDM v3a Released!
« Reply #12 on: December 21, 2012, 05:44:35 PM »
This is the best thing ever i am so happy!

December 21, 2012, 05:45:34 PM
Reply #13

Offline Colonel ServBot

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Re: MM8BDM v3a Released!
« Reply #13 on: December 21, 2012, 05:45:34 PM »
well, good job cutman mike, and ivory, and the rest of the cutstuff residents who worked hard on making this, little dream, come into a real big existance. perfect job.

December 21, 2012, 05:47:55 PM
Reply #14

Offline Mr. X

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Re: MM8BDM v3a Released!
« Reply #14 on: December 21, 2012, 05:47:55 PM »
Oh, and for the record, the new stages I made were new MM5GYR, MM8SEA (Search Man), MM8DW1, MMCTF11, and MMCTF12.