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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Thu Aug 25, 2011 2:15 am 
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Because that's probably going to be the next update.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Thu Aug 25, 2011 6:26 pm 
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Lifeup J wrote:
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.


That's just worthless and silly. Just go and play MM8BDM and then you should notice why.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Thu Aug 25, 2011 6:35 pm 
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Galaxy wrote:
Lifeup J wrote:
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.


That's just worthless and silly. Just go and play MM8BDM and then you should notice why.

No, that would be cool... But you can't slide in MM8BDM.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Thu Aug 25, 2011 7:36 pm 
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YD's classes has Megaman, Protoman and Bass's alt as sliding. So it's possible to implement it or maybe on that area you are given charge kick to replace sliding (as it works the same).


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Thu Aug 25, 2011 7:45 pm 
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No one would map alt fire for one thing. Its pointless.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Thu Aug 25, 2011 7:47 pm 
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Trollman, The MM8BDM core isn't ever going to use alt fire, only primary fire.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Thu Aug 25, 2011 8:38 pm 
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Laggy Blazko wrote:
Galaxy wrote:
Lifeup J wrote:
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.


That's just worthless and silly. Just go and play MM8BDM and then you should notice why.

No, that would be cool... But you can't slide in MM8BDM.


1- Using Top Spin in a snowboard is ridicously stupid and broken. Even used in a wavebike is annoying.
2- Just a big path to get a weapon is completely silly, And doesn't belong to MM8BDM normal gameplay.
3- The maps should be compatible with most of the game modes. In this case, You're just implementing the normal megaman gameplay when this is supposed to be a deathmatch game. Roboenza would be a really pain in the ass if that is implemented.
4- Wave Man has it's own reasons to do not have any path in it.


There are most than sufficent reasons for not implementing that, And I have a lot more.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Fri Aug 26, 2011 5:32 am 
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K, Galaxy explain why godly weapons like Gravity Hold is in a high place in MM5DAR, or in MM2FLA, Time Stopper is in a high spot?
Thats because cheap weapons like Gravity or Top should require hard work to get them.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Fri Aug 26, 2011 10:16 am 
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You don't have to go completely out of your way to get them. While you're still battling, you can hop up there, grab it, and continue your daily life.

What you proposed is taking a completely different path and jump jump/slide sliding your way to it.


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 Post subject: Re: MM8BDM V2C Released!
PostPosted: Fri Aug 26, 2011 10:20 am 
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Laggy Blazko wrote:
Galaxy wrote:
Lifeup J wrote:
I think I can imagine Frostman's stage to have cool gimmicks.
Like, to get Top Spin, the player will have to JUMP JUMP and SLIDE SLIDE to get it, then theres a teleporter to get the player to the main area.


That's just worthless and silly. Just go and play MM8BDM and then you should notice why.

No, that would be cool... But you can't slide in MM8BDM.


What about if the SLIDE part be charge kick. then it would be cooler. An please no snow board. I hate wavebikes more then anything in this game already. PLEASE no snow boards unless its a raceing level. And put it in the middle of the stage, if you guys do the snow boards, just make the path go around it.


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