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Author Topic: [Total Conversion] Under Siege  (Read 33556 times)

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March 06, 2013, 06:55:46 PM
Reply #15

Offline FTX6004

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #15 on: March 06, 2013, 06:55:46 PM »
Well i would like to have guile from street fighter series i was thinking make a skin of him.

March 06, 2013, 07:04:50 PM
Reply #16

Offline Colonel ServBot

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #16 on: March 06, 2013, 07:04:50 PM »
Goku, so we can have things over NINE THOUSAAAAAAAANND.
sorry I had to, but I'd seriously like goku, and Ryu.
And in speaking of ryu's, how about Ryu Hayabusa? Y'know, from ninja Gaiden.

Also, how about we add a little bit of COLONEL FREAKING SERVBOT!

March 06, 2013, 07:11:58 PM
Reply #17

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #17 on: March 06, 2013, 07:11:58 PM »
Quote from: "Colonel ServBot"
Also, how about we add a little bit of COLONEL FREAKING SERVBOT!

[REJECTED]

March 06, 2013, 07:16:28 PM
Reply #18

Offline Myroc

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #18 on: March 06, 2013, 07:16:28 PM »
May I make a suggestion?

Don't get me wrong, I love the idea. But considering this mod will include characters/maps/things from everything under the sun, not just Mega Man related things, and in addition, will not stick to MM8BDM standards at all, why make this a MM8BDM mod at all? Why not escape the bindings of MM8BDM as a whole, and make it it's own, separate, stand-alone Zandronum mod? You'll have a much greater control over the mechanics themselves and you don't have to stick to a forced 8-bit artstyle, saving you a fuckton of spritework. You'll have a much greater control over the mod itself, and don't have to work under the standard restrictions a normal MM8BDM mod requires.

March 06, 2013, 07:21:28 PM
Reply #19

Offline Knux

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #19 on: March 06, 2013, 07:21:28 PM »
I think the question is whether or not he needs to do things that exceed those limits.

March 06, 2013, 07:29:57 PM
Reply #20

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #20 on: March 06, 2013, 07:29:57 PM »
I actually thought about making this a mod that runs off of only megagame.wad at one point, but I kind of unsure if I really wanted to go through with that, primarily because I'm not entirely sure how I'd go about such a task.

Also because I mainly work in 8-bit anyway, so I'm not really bothered by MM8BDM's limitations.

March 06, 2013, 07:37:16 PM
Reply #21

Offline Jc494

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #21 on: March 06, 2013, 07:37:16 PM »
Personally, I think that this is one of the worse questions to start off with because it depends on how the game mode will be played.

If it would be very action packed like your average game of MM8BDM DM then I would say that building characters like a normal 8BDM class would be ok-ish but this is a MOBA mod and unlike DM, MOBAs actually have an objective apart from just "kill enemies, get frags, win game." So then the other option would be like LoL/DotA/SMITE/WHATEVER in which you gain EXP from creeps and gold from last hits or kills to purchase items.

If it would be more like DotA, in which the game is very dependent on the laning phase, and players have a hard time making comebacks, a 8BDM class feel would be kind of pointless. An Awesomenauts or LoL system would be more effective.

But then there comes another issue. Will there be items in the mod? If the game is 8BDM-style in which your character has built-in abilities then what would be the point of items? Increased Health or Armor? You would just go down a lane and push it till the game's over. If items in the mod are like they are in Awesomenauts, (purchase skills, and then purchase upgrades for skills or just for the character) then items would not be that important. If the mod will be LoL-style, (get exp from creeps, gold from last hits/kills) then an item system of sorts would be needed.

My opinion? Make it an FPS version of SMITE. Preferably a tad more action based than DotA since this is a FPS for freaking sake.

As for characters, I'm not going to make any suggestions since they would either be stupid/pointless/broken. Only thing I would like to see is a stable 3-5 characters from each MOBA (DotA 2, LoL, Hon and SMITE). Due to the small hero pool of Awesomenauts I'd say 1 or 2 characters from that game.

March 06, 2013, 08:06:22 PM
Reply #22

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #22 on: March 06, 2013, 08:06:22 PM »
My plan was to make something between Smite and Awesomenauts; Laning is somewhat important, but there's still plenty of action.

Also, yes, I did plan for there to be a shop.

But yeah, now that you mention it, this was a bit early to ask about skills. Poll closed for now, will re-open once more gets finalized.

March 06, 2013, 10:07:21 PM
Reply #23

Offline GameAndWatcher

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #23 on: March 06, 2013, 10:07:21 PM »
Quote from: "Game&Watcher"
Dan wasn't in Street Fighter II, he was in Alpha, and everything after that.

March 06, 2013, 10:26:56 PM
Reply #24

Offline Korby

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #24 on: March 06, 2013, 10:26:56 PM »
didn't you already get yelled at for doing that

March 07, 2013, 12:58:57 AM
Reply #25

Offline DarkAura

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #25 on: March 07, 2013, 12:58:57 AM »
Suggestion for a class:
Spoiler for Hiden:
Albus (Castlevania: Order of Ecclesia) need to desparately stop talking about this game

Health: A bit healthier than normal (~115 HP)
Armor: Formidable but weaker (1.2)
Jump: A bit more springier in the step (12 jumpz)
Speed: About average running pace (0.8)
Skin: I'll make a skin for Albus if the idea gets accepted.

Weapon 1 - Main Fire: Regular Shot. Rapid-fires a volley of silver bullets at enemies. (3 damage each, costs 1 Mana per use, 60 speed, Earth damagetype)
Weapon 1 - Alt Fire: Optical Shot. Two orbs circle around and towards Albus, one orb of light and the other of darkness. Then the two orbs are shot foward, circling together and spreading out further with distance. Starts to fade about a second after being shot foward. (The way how Optical Shot works is by rapid spawning caused by an invisible actor, so expect a lot of coding to be put into this unless ACS wizardry can be utilized to prevent such. (3 Damage each, +RIPPER, costs 15 Mana per use, light orb has Light damagetype, dark orb has Darkness damagetype.)
Weapon 2 - Main Fire: Torpor Crystal. Fires a small, yellow crystal in front that falls to the ground. When it hits the ground or hits an enemy, it creates a pillar of ice that freezes enemies in place. (5 damage, uses 5 Mana per use, 8 speed, crystal is affected by gravity, pillar does no damage, enemies hit will be forzen for three seconds (105 tics) and gain a small increase in armor to compensate, Ice damagetype)
Weapon 2 - Alt Fire: Max Shot. Fires a very large, concentrated ball of cursed energies at enemies. Use as a last resort to damage and hinder enemies greatly. (7 damage each, +RIPPER, 45 speed,  costs 100 Mana per use, slows down and then fades away with distance, enemies hit cannot use certain attacks when hit, Electric damagetype.)

Item Use 1: Warp ("You can't hit me.") Causes Albus to warp foward by a set distance. Works similar to YD-Centaurs teleport, but a farther distance and can be aimed. (Costs 25 Mana per use, cannot be used when shooting and must wait 2 seconds after firing to use, 15 second cool-down after use.)
Item Use 2: Quadruple Ignis. Performs a spinning kick into the air while surrounded by fire. While using Quadruple Ignis, Albus becomes invulnerable to damage. (10 damage every 7 tics (1/5 of a second), 15 second (525 tic) cool-down after use.)

Passive Ability: Mana Regeneration. Regenerates 1 Mana every 5 tics (1/7 of a second.) Mana will stop regenerating until three seconds (105 tics) after firing or teleporting.
Or I could whip up my Dr. Mario class if the game is in need of a "medic" class.

March 07, 2013, 01:15:27 AM
Reply #26

Offline Balrog

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #26 on: March 07, 2013, 01:15:27 AM »

Sorry for my skepticism, but I think that you'll be rather frustrated trying to find a balance between maintaining MM8BDM gameplay and just tearing everything out and making your own mechanics, at which point you might as well be a standalone game like Action Doom 2. Also, Duke Nukem needs to be based on his Duke Nukem I/II appearances because OPRAH

March 07, 2013, 01:59:26 AM
Reply #27

Offline tsukiyomaru0

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #27 on: March 07, 2013, 01:59:26 AM »
Quote from: "Balrog"

Sorry for my skepticism, but I think that you'll be rather frustrated trying to find a balance between maintaining MM8BDM gameplay and just tearing everything out and making your own mechanics, at which point you might as well be a standalone game like Action Doom 2. Also, Duke Nukem needs to be based on his Duke Nukem I/II appearances because OPRAH
Why not GBC Duke Nukem?

March 07, 2013, 02:56:00 AM
Reply #28

Offline xColdxFusionx

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #28 on: March 07, 2013, 02:56:00 AM »
Wow, there's absolutely no information out on the mod except for a general summary of what I plan to do and everyone's already suggesting classes.
I'm not sure whether or not to be grateful that I'm getting so much attention.

Please hold off on suggesting how characters will work until we actually finalize a format for how we're going to set this thing up.

EDIT: First post updated with a finalized v1 character list and a bit more information.

March 13, 2013, 05:16:54 PM
Reply #29

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #29 on: March 13, 2013, 05:16:54 PM »
I know some guy made a Duke Nukem skin and will you add guile or not?