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Author Topic: MEGA MAN ROCK FORCE EXPANSION (V3) - V6B COMPATIBLE  (Read 160191 times)

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November 28, 2016, 01:36:27 PM
Reply #210

Offline Darkpaladin109

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #210 on: November 28, 2016, 01:36:27 PM »
I think the only thing I don't like about this is that I won't get to play as the Fusion masters.
I don't mind not having the fusion and fortress masters at all, since it means they can focus on balancing the 18 current classes. Besides, they'd have to find suitable counterparts for any Justice League classes other than the 9 from Rock Force.

November 28, 2016, 05:32:30 PM
Reply #211

Offline Brash Buster

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #211 on: November 28, 2016, 05:32:30 PM »
Yeah, and when you add up all the RMs from Rock force, there's a total of 20, meaning that if a new Rock Force team class was made for every fusion and fortress boss, the amount of classes to make would total up to 40.

December 04, 2016, 09:30:55 PM
Reply #212

Offline Max

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #212 on: December 04, 2016, 09:30:55 PM »
Updated the classes post on the previous page with VIRUS MAN and TORNADO MAN.
Just Circuit and Charade missing now

December 11, 2016, 07:40:55 PM
Reply #213

Offline Max

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #213 on: December 11, 2016, 07:40:55 PM »
Updated the classes post on the previous page with CIRCUIT MAN and CHARADE MAN.
nobody missing now

December 11, 2016, 09:46:25 PM
Reply #214

Offline Yoshiatom

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #214 on: December 11, 2016, 09:46:25 PM »
Now all we have to do is wait goddamned forever for Zandronum 3.0 to come out. That makes two things waiting on it...  :confused:

My main complaint is that I do feel like some of the MM1 masters are copy-pastes of their CBM eqvilents; but other than that this looks very promising!

I just hope this doesn't overshadow DM... Oh who am I kidding any form of classes seems to overshadow DM!

December 11, 2016, 10:01:28 PM
Reply #215

Offline GameAndWatcher

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #215 on: December 11, 2016, 10:01:28 PM »
Now all we have to do is wait goddamned forever for Zandronum 3.0 to come out. That makes two things waiting on it...  :confused:

My main complaint is that I do feel like some of the MM1 masters are copy-pastes of their CBM eqvilents; but other than that this looks very promising!

I just hope this doesn't overshadow DM... Oh who am I kidding any form of classes seems to overshadow DM!
Considering the fact that the lead of this project is the same as the leader of the main CBM, that shouldn't be too much of a surprise.

December 12, 2016, 12:20:45 AM
Reply #216

Offline Max

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #216 on: December 12, 2016, 12:20:45 AM »
Only Elec Man is a copyover, and he's marginally different in speeds and and ammo management. Marginally. Pretty much the same class. Rest are different.

December 21, 2016, 11:13:30 PM
Reply #217

Offline Mendez

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #217 on: December 21, 2016, 11:13:30 PM »
Polar Man and Fish will be my last contributions to the project. Since Fish Man doesn't have any interesting gimmicks aside from spikes and water, I decided to look into what gimmicks I could implement in Polar Man. The icy and snowy floors were easy to make with Sector_SetFriction commands, but what about Chillbert, the nosy ice cube maker? Well, take a look at this video and see the results for yourself

I expect to have Polar done by Christmas and Fish done by the new year. Hope you guys are hyped!

January 04, 2017, 02:46:12 PM
Reply #218

Offline Max

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #218 on: January 04, 2017, 02:46:12 PM »
Classes is basically finished. It'll release when Zand 3.0 is out and it's been fixed up a tiny bit.

In the meantime - vanilla expansion updates! Yay! Who's missed these
War Man was like, 2 months ago lol

Polar Man - Mendez (aka I need to make more maps or this expansion will be more his than mine)
(click to show/hide)

FINAL STAGE GIMMICK HELL JUSTICE MAAAAAAAAAAAN - by me wow good job me I'm a good worker
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Power Man by Bass44 and probably worked on a lot by FTX6004 too that guy does everything
(click to show/hide)

peace out bros just cuz we got a medal doesnt mean we can't make some lit af nice maps 👌👀👌👀👌👀👌👀👌👀 mMMMMᎷМ💯 👌👌 👌 good shit go౦ԁ sHit👌 thats ✔ some good👌👌 shit right 👌👌there

January 04, 2017, 06:36:56 PM
Reply #219

Offline Mendez

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #219 on: January 04, 2017, 06:36:56 PM »
Due to creative differences, I'm leaving the Rock Force team effective immediately.
Max didn't like that the stage felt uninteresting so I basically said "screw it" and attached snow to the entire stage. With this, it's hoped that players will have tighter control in narrow corridors which will allow them to make a sharp turn without losing much speed in the process. Here's a screenshot displaying the new changes:
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January 04, 2017, 09:50:03 PM
Reply #220

Offline Superjustinbros

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #220 on: January 04, 2017, 09:50:03 PM »
OYEAH
Sweet update!

January 12, 2017, 11:59:40 PM
Reply #221

Offline Mendez

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Fish Man Design Guidelines
« Reply #221 on: January 12, 2017, 11:59:40 PM »
I'm writing this post more for myself than anything else, but I'm gonna take a moment to discuss the mindset going into Fish Man and how I plan to tackle the map. In the past, water maps have always had an issue where most mappers feel obligated to play with massive heights in order to justify the use of low-gravity water. It sometimes results in untuitive routes and choppy flow, as we used to see in the old MM4DIV. Other times, I feel like it's not being used enough, and basically feels the same as making a jump onto a 64-pixel ledge. This is one of the reasons I'm not fond of MM9SPL. So how do I plan to tackle low gravity water? Here's a list and some justifications:
    Keep the map below 2300x2300 pixels in width and length. (Compact, since traveling across a water map can feel like it takes a while)
    Use AT LEAST 3 floors. (Encourage jumping around and taking advantage of low gravity water)
    Keep the map at least 900 pixels tall (Encourage the creation of vertical paths)
    Make sure players are NEVER forced to jump more than 160 pixels high. (Jumping around must feel comfortable)
Will this guarantee a good map? I don't know, we'll just have to see the final product. For now though, here's a screenshot to show how much open space I'm working with:
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January 19, 2017, 03:25:58 AM
Reply #222

Offline Dr. Freeman

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #222 on: January 19, 2017, 03:25:58 AM »
Hey all you bamblers, everyone else is too busy to make this post so here I am to do so.

For fun reasons, a small poll has been set up for everyone to vote for their favorite map in the RF Expansion! I wish it could be more than one but Strawpoll is a huge asshole and is one or nothing
so i guess one it is

here it is, vote if you want ayy.

http://www.strawpoll.me/12142421

January 25, 2017, 05:30:42 PM
Reply #223

Offline Max

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #223 on: January 25, 2017, 05:30:42 PM »
Thanks for voting in our totally rigged poll everyone

I don't have much to say other than OUR TIRELESS sometimes MAPPERS HAVE ALREADY MADE MMRF-V2 CLOSE TO COMPLEEEEEEETE

with that yelling out of the way we have Thermo Man by Jakeinator
(click to show/hide)
Navigate weird fleshy caves and... bounce on tongues... to get around this... strange but incredibly fun volcanic island map!

Port Man by Dr. Freeman, with skin finished up by JaxOf7
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Manipulate and destroy USB bridges to hinder your opponents progress! Plug in to our special HUB / teleportation room to zip across the map in an instant! Find out who's where with our ultra-HD (ignore the huge scanlines) 20 feet monitor! Technology sure is amazing!

and Death Man by LlamaHombre, with skin finished up by FTX6004
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The tight pits and rocky graveyard may cause sudden bursts of DEATH, but the astounding flow and visuals will make your life worth living while on this map!
what the heck are these slogans man

I know I haven't been updating the front page much but the current deliverables before V2 would be
- Flare Man, Fish Man, Polar Man skins
- Thrill Man, Fish Man maps
- Two and a half all-new bossfights and an actual campaign

So look forward to our release in the coming months!!
bye!!!!!!

February 20, 2017, 06:56:26 PM
Reply #224

Offline MetalMasher

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Re: MEGA MAN ROCK FORCE IS RELEASED (V1)
« Reply #224 on: February 20, 2017, 06:56:26 PM »
Good job