MEGAMAN INVASION PROJECTReady to blast some mets?WAIT! I've created a website (yay for old templates..) for the MMINV project, and you can view it
BY CLICKING HERE. This topic will remain in-tact, but the map topic and any others will not. That website will provide every bit of Information you could want about this project, what's been done and what needs done, etc. It also has a list of contributors/credits, so I don't have to add that somewhere on here.
As for other stuff, I'm releasing the 6 weapons I approve of now.
Download hereWeapons consist of:
RocketJump
-Normal fire thrusts the player UP and FORWARDS at 3 ammo per use.
-Altfire thrusts the player FORWARDS at 1 ammo per use.
MegaSword
-Meant to replace the Megabuster, this will be a default weapon.
-First slash (if not held) does 1 damage per tic, up to 5 damage w/ripper.
-Second slash (if held) also does 1 damage per tic, up to 5 damage w/ripper.
-Third slash (if held) does 2 damage per tic, up to 18 damage w/ripper.
-Fourth/Final slash (if held) does 5 damage per tic, and thrusts the player slightly forwards, up to 50 damage w/ripper.
-This is short ranged, and lacks hand sprites. Being worked on.
-Its altfire is an invulnerability shield that prevents ALL types of damage, whether it be a pit, or enemies in general.
OmniRocket
-Extremely high powered rocket.
-Takes ALL 1500 ammo to use its normal shot, which does 300 damage on direct impact, with a large blast radius for decreased damage on distance. Good for mobs or large-HP enemies.
-Altfire takes 150 ammo to use, and fires up to 10 weaker missiles, that fly slower and deal up to 50 damage each. Also has a large blast radius.
FireCracker
-The extremely ranged weapon.
-Normal shot (up to 5 N.Shots) fires an orange napalm, that when touches something for 10 damage, explodes into 4 more.
-Once the next four bounce three times, they'll explode for 7 damage, each exploding into four MORE napalms.
-The third set of napalms explode dealing 3 direct damage and 5 explosion damage.
-The AltFire I cannot describe here. It's a no-gravity propelled napalm that leaves a path of destruction behind it. Just play with it to find out what it really does.
SelfDestruct
-Just what you think it is.
-The normal shot deals 35 damage in a large radius, hurting the player. Up to 3 uses without healing.
-The AltFire kills the user, no matter what, dealing 100 damage in a larger radius. Best used when there's nothing else to do!
RagePillar
-Based off of Yellow Devil's altfire for Fireman in the MM1 classes release.
-Summons a low-ranged spreading fire in front of you at 5/255 ammo per use. Good for close combat. They get increasingly weaker as it goes on.
-The AltFire for this weapon summons 5 pillars side-by-side, that travel 30 pillars' worth before stopping. They great increasingly weaker as it goes on.
Feel free to leave feedback on these weapons if you want. Any more weapon updates and downloads will be on the website.
What is the Megaman Invasion Project?Well, the Megaman Invasion Project is an expansion, or game mode (Whichever you prefer to call it), that has been in the works for quite a few months now. The whole idea is to recreate the Doom-style invasion some of us have experienced, as a MM8BDM extra. Until now, Invasion has not been supported on MM8BDM, hence our working towards making it happen.
Okay, so what is Invasion, right? Well, Invasion is a game mode that pits a group of players against waves upon waves of different enemies. In our case, it's the Megaman family (and others) vs. Mets, Bigeyes, Pipis, and so much more. With a few new weapons at their arsenal, friends to aid them, and their ol' pal Eddie, the Megaman gang will surely be able to fend off a bunch of simple robots. They've done it before after all.. What would be so hard now?
We'll see...This is the topic that can organize everything we're doing to make this become a reality...
First off, we'll need this To-Do list unmucked up. Anyone who is willing to pitch in where necessary and would offer their assistance would be appreciated.
To-Do List:1. Revise enemies and create the 49 planned ones.
2. Music Creation. Needed...
-MMINV1 Theme
-MMINV2 Theme
-MMINV3 Theme
-MMINV4 Theme
-MMINV5 Theme
-MMINV6 Theme
-MMINV7 Theme
-MMINV8 Theme
-MMINV9 Theme
-MMINV10 Theme
-MMINV11 Theme
-MMINV12 Theme
-MMINV13 Theme
-MMINV14 Theme
-MMINV15 Theme
-MMINV16 Theme
-MMINV17 Theme
-MMINV18 Theme
-MMINV19 Theme
-MMINV20 Theme
-MMINV21 Theme
-MMINV22 Theme
-MMINV23 Theme
-MMINV24 Theme
-MMINV25 Theme
-MMINV26 Theme
-MMINV27 Theme
-MMINV28 Theme
-MMINV29 Theme
-MMINV30 Theme
-MMINV Midboss Theme
-MMINV Boss Theme
-MMINV Special Enemy Theme
-MMINV Wave 40 Theme
-MMINV Final Boss Theme
-MMINV Free Wave Theme
-MMINV Intermission Replacement Theme
3. Obtain maps from the community, 1-30. [randomly submitted]
4. Create custom Invasion Weapons.
5. Integrate a special "Invasion Map Hub" where players can select what map to go to in a group.
6. Integrate every mapswitch to go to the Hub after level completion.
7. DEBUG WITH "FRIENDS"
Secondly, some helpful little links.
CURRENT unofficial Invasion release download.
Click HereWant to contribute some of the maps we need?
Click Here {FOLLOW THE GUIDELINES!}
Third, PROGRESS REPORTS!
I'll be posting some progress here and there of what work we get done. I'll try and keep this as up-to-date as possible, so people can always stay in the loop. I won't alert when progress is made, so if you're
that interested, keep an eye on this space!
Any more progress reports shall be put up on the website.
Progress as of [3/7/11]
·Most music has been created.
·All custom weapons (15!) are created.
·All currently planned enemies are finished, revised, debugged, and balanced.
·A few maps are completed.
Progress as of [2/27/11]
·Completed 19 new enemies.
·Fixed 4 old enemies.
·Created a map for myself; MMINV07
·Created a map for myself; MMINVHUB
·Created 2 new weapons; RocketJump & HolySphere
~RocketJump boosts the player up at high speeds. Knocks your forward momentum down to almost nothing, though.
~HolySphere shoots a harmless ball of light out for a little distance, then explodes into 2 large health energies.
Progress as of [2/22/11]
·Completed 7 new enemies.
·Turned down two map submissions.
·Accepted one map submission.
·Debugged current enemyset. No major bugs found.
Progress as of [2/21/11]
·Created this topic.
·Created 7 new enemies.
·Created 1 new Invasion Weapon.
·Received 2 new non-judged maps.
Fourth, an Enemy List. Need I say more? Completed and W.I.P. enemies.
If you have an idea for an enemy, or something else, feel free to reply with it. Most likely, if it fits, it'll be coded and added in an Invasion Map(s).
-Mets-
·Chase Met - Chases players.
·Jumping Met - Jumps after players.
·Turret Met - Stationary, rapid fire metool.
·Shimmy Met - Met that slides around everywhere, randomly.
·Super Shield Met - A met that shields more often than it should.
·Train Mets - Mets that ride a train. Most likely going to be defence based, with minor power.
·Helicopter Met - A version-based met that flies around like an annoying wasp. (Up to 5 versions)
·Tunnel Met - A met that digs underground and pops up to shoot. Think of it as a mole.
·Hyper Met - Possibly the most annoying met... A met that is partially invisible, has a lot of health, and high speed. Doesn't ever shield, though.
-Big Eyes-
·Standard Bigeye - Jumps after players. Nothing much more.
·Laser Bigeye - Jumps after players, while shooting one of two lasers.
·Fire Bigeye - Jumps after players, while shooting semi-deadly fire at them.
·Quake Bigeyes - Jumps after players, and upon landing sends out a stunning quake.
·Aqua Bigeyes - Jumps after players, and shoots aquatic missiles at random targets.
-Joes-
·Standard Joe - A shielded Sniper Joe that shoots at players.
·Mace Joe - A shielded Sniper Joe that throws Maces around the map.
·Helicopter Joe - A Sniper Joe that fights from the sky!
·Missile Joe - A Sniper Joe whom fires highly deadly missiles that have a huge radius upon exploding. Slow shooters.
·Cannon Joe - Stationary Joe whom fires bouncy rubber balls at players. Doesn't sound quite threatening, does it?
-Various Birds-
·Atomic Chickens - Crazed birds that run around the map, dropping eggs everywhere, that explode after some time.
·Pipi - Those birds from EVERY MEGAMAN GAME EVER that dropped eggs on you.
·Mini Pipi - Tinier versions of the Pipi that spawn when a normal Pipi's egg is broken. Very low health.
·Rocket Pipi - Pipi's that fire homing missiles at you. Learn your surroundings!
·Penguins - Spawned from icebergs all over, Penguins will jump in place while shooting bits of ice and snow at you.
·Tengu Birds - Remember Tenguman? If not, he had some pretty annoying birds. They shoot three projectiles at you, and fly slowly.
-Moby Set-
·Shadow Moby - A transparent Moby whom fires shadow-like projectiles at the player.
·Mini Moby - Anyone who's played the old Invasion knows what these little bastards are. They're no longer overpowered.
·Moby - Moby. It shoots not-so-homing dive missiles. The end.
-Colton-
·Normal Colton - Shoots rapid fire buster shots at the player.
·Fire Colton - Shoots slow moving fire projectiles at players.
·Bomb Colton - Shoots various bombs at the players.
·Ice Colton - Shoots special types of icy projectiles at players.
·Drain Colton - Shoots health-draining projectiles. These are not very accurate.
-Tellies-
·Telly - A telly. It drops megabuster shots over the map in vast numbers.
·Spread Telly - A telly that drops a large shot, which spreads into even more upon landing.
·Explosive Telly - A telly that aims directly at players, trying to crash into them. If they succeed, they will explode for massive damage.
-Miscellaneous-
·Blader - A flying enemy similar to the explosive telly, who tries to crash into the player.
·Bunbi Heli - Like the Blader, but shoots weak bullets while flying, trying to crash into you.
·Picketmen - A special type of Met whom throws pickets at the player.
-Midbosses-
·Eddie - Your favorite little lunchbox is out to get you! Learn how to dodge his pattern based attacks.
·Rush - The dog you love so dear? Well, he's a little angry. I hope you brought your shields!
·Beat - This little birdy went to hell and back just to save your sorry metalic skin. Dodge its pattern-based Pipi-Style attacks.
·Guts Tornado - A tornado of rocks and dust spewn from the mines of Gutsman himself! This will be a very large enemy, that throws guts blocks at random heights, speeds, and distance.
·Cutter Machine - That ol' Rolling Cutter dispenser from Megaman 1. Unfortunately, there's more than just one...
·Biker Gang - A group of rogue Jetbikers are out to get you! Hopefully you can ride the waves like they can.
·Flying Pandita Gang - A group of flying Pandita are aiming to drop bombs on your precious team. Shoot them down, quick!
·Walrus Gang - A group of stationary walruses in the distance summon great waves to crash your party.
·Snakey - That big ol' snake head from MM3 is here, and ready to fight! Unlike that small one in Snakeman's stage, however, this one is ready for you!
·More?...
-Bosses-
·Mecha Dragon - A giant, flying metal dragon is trying to kill you!
·Metdaddy 2.0 - We all know how this one works... Or at least, we should.
·Super Moby - A HUGE, red whale is angry with you. Defeat it before you get destroyed!
·Omni-Colton - The Colton gang leader. He's one tough cookie, and will certainly give you a run for your money.
·Ultima Telly - A Telly? Easy. A giant, fire spewing telly? We'll see about that!
·Centuar Teleporter - A Centaurman who teleports around the map, flashing whoever gets in his way! A long battle ensues.
·Shadow Roullete - Ever fight a shadow of yourself? Me neither, and we'll not start now! Shadow-style characters who look quite familiar join the brawl, using demented weapons close to their original, trying to stop you at all costs!
·More?...
-More Enemy Types Later?-
Lastly, a credits section.
This will be a list of credits to everyone who's helped me finish this, and special thanks to those who gave awesome ideas and support.
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So, if you want to help get this game mode, expansion, or activity done faster, please help us!
We're working hard, and we feel the community may want some of their own work put into this. That way, you can feel special for contributing!
What
can you do to contribute? Well...
You can:
·Give enemy or invasion weapon ideas. Most likely, they'll be accepted!
·Assist with the maps needed! Look above for the link to the topic that you may find out about this on.
·Do artwork! -Nobody helping me right now is truely good at art, and I'm not much of an artist myself. If you're willing to offer your skills as a spriter, we'd be
greatly appreciative!
·Submit map ideas to people who've decided to help mapping. While none of us working on this [who initially started] will be mapping, you can reply in the map topic on some ideas on what maps should be like! [Don't hate on ideas!]
Hope to see you defending your maps out there, all! Invasion is meant to be an anger-killer, a fun activity, and a socializing area of gameplay.
The first fully (supported) co-op mode is coming our way soon!