Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Magnet Dood on November 23, 2015, 05:46:48 PM

Title: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Magnet Dood on November 23, 2015, 05:46:48 PM
Alternatively known as "Third Time's the Charm."

(http://i.imgur.com/TLvhGe4.png)
Welcome to the new and improved Mega Man PC Expansion!

Get our skins & bots here!
Skin Pack (https://www.dropbox.com/s/zul9tipw7r5pd5s/mmd-skins.pk3?dl=0)
Bot Pack (https://www.dropbox.com/s/7k3dtn0cxv8jl4y/mmd-bots.pk3?dl=0)

Get the map pack here!
Map Pack (https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1c.pk3)
(Mirror) (https://www.dropbox.com/s/enf6bp1kfypdiov/mmd-maps-v1c.pk3?dl=0)

Get the weapon packs here!
Weapons (Compatible with Map Pack) (https://allfearthesentinel.net/zandronum/download.php?file=mmd-weps-v1a.pk3)
Weapons (Compatible with Trillster's Weapon Randomizer) (https://allfearthesentinel.net/zandronum/download.php?file=mweps-mmd-v1a.pk3)

Whoa, whoa, whoa, those aren't the DOS Robot Masters at all!
I suppose I've got some explaining to do.
As many of you forum-goers know, I have been the leader of many expansions in the past, DOS being the most prominent. I was a staunch supporter of keeping things original and using the source material for the majority of my leadership tenure. However, over the summer, I finally realized that... well, the original DOS games really suck. And to be frank, the source material wouldn't translate right in MM8BDM at all. Seriously, DOS 3 had, like, three weapons that just fired a simple projectile forward, with no added features to them. No thanks.
Instead I was introduced to these awesome redesigns of the entire DOS cast, and decided to reboot the DOS project with completely new material-- new stages, new weapons, new Robot Master designs... essentially, new everything. So that's where all this comes from.

So is this actually the DOS Expansion, or is it something new?
That's up to the viewer to decide. As far as I'm concerned, it is, but the only thing this project shares with the old one is in name only. Pretty much everything else is new.

Okay, who's on your team? It isn't just you again, is it?
Not this time! My team is currently composed of the following 10 individuals (not including myself):
Caprice: Tileset Design
LlamaHombre: Mapper
Galactan: Mapper
Watzup7856: Mapper'
Thunderono: Mapper
Rozark: Mapper
Gumballtoid: General Handyman
Badz: Weapon Designer
Korby: Spriter
Lego & SmashBro: Design Consultants
Trillster: Weaponsmith
DarkAura: Photographer
FTX: Spriter
IamaMedalHunter: Spriter


Well, shucks, seems like quite the team. Mind if I join on?
Well, you can't just sign up willy-nilly. One of the big leadership problems that was my fault on the last one was that I just kind of handed out stuff to whoever wanted it. Now, I'll be going through a harsher vetting process. I would like to see some of your former work, if possible, and I'll require a majority of the current team members to sign off on your addition, as well. Don't let that discourage you, however-- we're a pretty open bunch.

What do you currently require, then?
We've already got some decent progress going at the moment, but admittedly, we're pretty short on hands for a project this ambitious. Essentially, we need everything-- spriters, skinners, weapon-coders, mappers, tile-set makers...

Also, feel free to put any of your own ideas into this topic! Some things are already set in stone, at the moment, but we're still throwing around concepts for a ton of things. Weapon concepts, map concepts, you name it, give it to us. We'll be certain to consider it for the project if it's up to snuff. One thing that would be especially helpful would be prop designs, as a matter fact. We'd love to get some common enemy props to dot the stages with. In fact, we might do something about that later down the line... (hint hint)

Wait, didn't NemZ already make all of your tiles?
Not quite. As we said, we're going with all new stuff here, and his tiles are built off of the source material, which we won't be using.

Will this have its own campaign?
That's certainly a goal for it, but it won't happen until after the first release, most likely.

What about those pesky custom weapons? Will there be a version that doesn't have them so I can enjoy the maps?
Yep! There will be a separate pack that will remove the weapons in order to make the expansion a little more server-friendly.

Special thanks go to:
SnakePixel, designer of all these sick concepts who allowed me to use them. Dude's an artistic genius; go check out his twitter page to see his stuff! (The DOS designs are buried at the moment, but a little digging will find them in a couple of minutes: https://twitter.com/snakepixel (https://twitter.com/snakepixel))
All of the members of the old team and those who helped with it, including NemZ especially. Sorry we never got to use your stuff to much effect.
Kackebango, for allowing me to use his music once more (and for composing some new tracks for this, as well!).
Rozner Labs & Hi-Tech Expressions, for making it all possible in the first place.

If you wish to apply for helping out, please send me a PM with your Skype name, preferred position (mapper, spriter, what have you) and a sample of your work if you have it.

Screenshots:
(click to show/hide)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on November 23, 2015, 05:47:10 PM
Progress List

(click to show/hide)

Skins: FINISHED!
Bit Man: Finished by IamMedalHunter
Buoy Man: Finished by Magnet Dood
Dyna Man: Finished by IamMedalHunter
Knife Man: Finished by IamMedalHunter
Petrol Man: Finished by FTX
Shark Man: Finished by IamMedalHunter
Sonic Man: Finished by IamMedalHunter
Torch Man: Finished by Magnet Dood
Volt Man: Finished by FTX

Maps
Bit Man: 100% Complete by Thunder
Buoy Man: 100% Complete by Korby/Caprice/Magnet Dood
Dyna Man: 90% Complete by Galactan (miner touch ups)
Knife Man: 100% Complete by Lego
Petrol Man: 90% Complete by Rozark (minor touch ups)
Shark Man: 100% Complete by Thunder/Magnet Dood
Sonic Man: 90% Complete by Watzup (minor touch ups)
Torch Man: 90% Complete by Thunder (awaiting props)
Volt Man: 100% Complete by Duora

Weapons
Drill Pike: Finished by Trillster
Bubble Bath: Finished by Gumballtoid
Dynamite Cluster: Finished by Gumballtoid
Knife Spread: Finished by Gumballtoid
Sludge Burst: Finished by Trillster
Shark Attack: Finished by Lego
Sonic Pulse: Finished by Badz
Blow Torch: Finished by Gumballtoid
Plasma Cutter: Finished by Badz

If you're a tile-set maker who wishes to help, consult the mappers first.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Trillster on November 23, 2015, 08:51:11 PM
I've always wanted to try helping with this expansion. To sum up my strong-points, I'm a jack of all trades... except for mapping. With that being said though, I don't exactly have much to show as for experience, mostly due to none of it being properly released such as projects like VGC and MMWorld. Though I'd still love to help with this project in the form of weapons or general spritework.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on November 23, 2015, 11:43:04 PM
I love that you're using the fan-made redesigns over the lackluster originals. I'm really looking forward to seeing how this all turns out!

Also, I wonder if that unused/unseen scientist that SnakePixel named Dr. Samba would make an appearance in this expansion of sorts.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: MusashiAA on November 24, 2015, 09:14:50 AM
Hey, I remember occasionally seeing those DOS redesigns. A really good call that you all decided to use those instead of the original ones.

Will this expansion follow some sort of made-up plot or lore, or a retelling of the DOS plot? Will "Dr. Samba" and CRORQ appear in this story? Does SnakePixel know about this?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on November 24, 2015, 04:43:08 PM
To answer these publically, yes, Snakepixel does know we're using his designs and he gave us permission to do so. As for the campaign plot, we can't spoil it of course, but Dr. Samba and CRORQ are going to be involved in it. We'll have to ask about using him, but I think it won't be problematic.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NemZ on November 25, 2015, 01:48:22 AM
I really don't get why you'd abandon a project that was nearly complete in favor of starting over from scratch yet again, especially when now it pretty much is just a fangame expansion and nothing to do with the originals at all.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Korby on November 25, 2015, 02:02:19 AM
Because the originals were terrible games that are not worth representing with the subpar contributions that were in the unfinished predecessor to this expansion.
In addition, work on the old project had stagnated to a point where progress was likely never going to happen, much like the Megaman and Bass expansion I attempted to run long ago.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on November 25, 2015, 02:06:45 AM
Hate to break it to you, but the old one wasn't even close to getting finished either. Only thing that was done were the skins, and even most of those were outdated and frankly pretty bad. Weapons weren't coded, maps weren't getting done, and almost no one helped with it.

I'd much rather make an expansion based on fanmade concepts with a lot of help than one based on a real game where I have to beg to get so much as a consideration to help me out with it.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NemZ on November 25, 2015, 02:41:29 AM
If you aren't keeping some semblance of the original flavor I just don't see the point.  But whatever, good luck actually finishing something for once.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on November 25, 2015, 05:10:25 AM
I see 1 issue, Sonic Man's redesign doesn't support his aquatic stage, as he has jets and not a hydro-dynamic design.
Are any of my weapon concepts being used or is absolutely everything being scraped? And why scrap the finished maps? Namely Dyna, like the only good map in there?
(click to show/hide)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on November 25, 2015, 05:29:16 AM
Sonic Man was redesigned on the basis of speed and sound rather than on radar and aquatics. I think Simon probably wanted not as many water-based Robot Masters in his redesign, considering there's already three of them in the original.

I'm scrapping everything because we're using new sources. I'll probably take a look through the old weapon concepts, but to be honest we probably won't use them. Dyna's a good map to be sure, but it doesn't fit the sources we're using and I didn't ask for permission to use it, either.

To be blunt, I didn't ask you to be a part of this project since it's pretty clear we have very different ideas on where we want DOS to go. I figured you'd never agree with such a massive change in direction because you were a big proponent on keeping things original, so I decided against it. Plus, it's pretty obvious no matter what we did, the old DOS expansion was destined to go nowhere, because we were the only two working on it. In addition, I personally lost interest in it due to the fact that I was taking a lot of heat for making it based solely on the games. It was time to move on from it.

I want to say that none of this was personal at all. I just figured that in order for DOS to get released, it needed to go in an entirely new direction which I was almost certain you wouldn't agree with. As a result, I decided against letting you know about it. I'm sorry about that, but I figured it's what I needed to do as the leader of this project.

If you'd like to discuss this further, please bring it up with me in PMs.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on November 25, 2015, 05:47:43 AM
Quote from: "Magnet Dood"
Sonic Man was redesigned on the basis of speed and sound rather than on radar and aquatics. I think Simon probably wanted not as many water-based Robot Masters in his redesign, considering there's already three of them in the original.

I'm scrapping everything because we're using new sources. I'll probably take a look through the old weapon concepts, but to be honest we probably won't use them. Dyna's a good map to be sure, but it doesn't fit the sources we're using and I didn't ask for permission to use it, either.

To be blunt, I didn't ask you to be a part of this project since it's pretty clear we have very different ideas on where we want DOS to go. I figured you'd never agree with such a massive change in direction because you were a big proponent on keeping things original, so I decided against it. Plus, it's pretty obvious no matter what we did, the old DOS expansion was destined to go nowhere, because we were the only two working on it. In addition, I personally lost interest in it due to the fact that I was taking a lot of heat for making it based solely on the games. It was time to move on from it.

I want to say that none of this was personal at all. I just figured that in order for DOS to get released, it needed to go in an entirely new direction which I was almost certain you wouldn't agree with. As a result, I decided against letting you know about it. I'm sorry about that, but I figured it's what I needed to do as the leader of this project.

If you'd like to discuss this further, please bring it up with me in PMs.

Honestly, I can understand your reasoning, I know I would have been against it yes, I will admit to this. Though I will say I probably wouldn't have minded a break of the two worded the way you did. I will personally hold onto the original version myself and so what I can maybe do with it and what Nemz supplied (I don't want it going to waste), who knows maybe I can do something with it all in the future.
I would be interested in obviously helping with a map here too of course, as I'm trying to get more active, either way I hope this turns out well.
Title: something something subject to change
Post by: Thunderono on November 25, 2015, 09:58:52 PM
Shaky P.R. aside, I feel like this topic is missing something here.  What could it be?  Preview of one of the tile sets and all of the robot masters?  No, that's there.  Detailed description of what the expansion's all about?  Check.  List of progress and who's doing what?  No, that's there too!  What're we missing here?  Hmm...

Oh!  I know!  Proof of Concept!
Let's fix that, eh?

(click to show/hide)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: bass+roll=love on November 26, 2015, 02:09:02 AM
when will it be released?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Turbodude on November 26, 2015, 03:29:39 AM
Bit Man's map POC reminds me of a more watery MMBTEN, which I like.

It's nice to see this expansion get rebooted, though! I was actually starting to wonder where the old DOS project went.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on November 27, 2015, 01:19:04 AM
These stages are looking miles better than the originals.

I'm assuming the second one is Petrol Man or Torch Man's.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Thunderono on November 27, 2015, 01:33:55 AM
Actually, the screenshots are both of Bit Man.  The aesthetic changes pretty drastically when you head inside.
Torch and Petrol are a ways off from being presentable, with the latter not even been claimed yet.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: JaxOf7 on December 01, 2015, 05:15:13 AM
JaxOf7 has ideas.
These ideas are for how the bosses and weapons would work in a fleshed out 2d megaman game.
(click to show/hide)
Also perfectly willing to code any weapons.

Edit: Weapon concepts in MM8BDM form
(click to show/hide)
Now I wait.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on December 03, 2015, 04:11:12 PM
Quote from: "Thunderono"
Actually, the screenshots are both of Bit Man.  The aesthetic changes pretty drastically when you head inside.
Torch and Petrol are a ways off from being presentable, with the latter not even been claimed yet.
I stand corrected.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Promestein on December 14, 2015, 09:39:41 AM
Kind of disappointing, to be honest.

I really liked what I saw of the last one (stages, skins, weapon concepts), but this, as you said, basically has nothing to do with the DOS games and is practically all-new, and that's kind of a shame. I was hoping the DOS games could have some been worked into something much better in MM8BDM. Besides, MM5 is present in the base game, and MM5 is debatably worse than DOS1.

Best of luck to you anyways.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on December 14, 2015, 05:59:26 PM
(click to show/hide)

Been a busy couple of weeks so far, so we don't have a whole lot to show you guys. Work has been churning behind the scenes, however. Rest assured we'll snap back into action when Christmas break rolls around.

For now, check out some of the work one of our new additions to the team, IamMedalHunter, is doing on the skins side of things. Knife Man looks awfully threatening!

(http://www.zupimages.net/up/15/48/1ae0.gif)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on December 14, 2015, 07:35:59 PM
Knife's walk cycle is pure lolz.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on December 15, 2015, 12:01:37 AM
Quote from: "Promestein"
Kind of disappointing, to be honest.

I really liked what I saw of the last one (stages, skins, weapon concepts), but this, as you said, basically has nothing to do with the DOS games and is practically all-new, and that's kind of a shame. I was hoping the DOS games could have some been worked into something much better in MM8BDM. Besides, MM5 is present in the base game, and MM5 is debatably worse than DOS1.

Best of luck to you anyways.
I still have the original stuff and plan on doing stuff with it. I am actually kinda happy this is a thing tbh, I can understand why people hate on the DOS games as much as they.
As for 5 being worse then DOS, as someone who played through both DOS games multiple times, yea 5 is better. I will argue GBII is the only one worse then the DOS games.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Promestein on December 16, 2015, 07:25:53 AM
Let's not pretend MM5 was something exquisite. It was atrocious.

At least DOS1 can be laughed at. There's nothing laughably bad about MM5, it's just disappointingly bad.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: MusashiAA on December 16, 2015, 10:16:16 AM
Quote from: "Promestein"
Let's not pretend MM5 was something exquisite. It was atrocious.

At least DOS1 can be laughed at. There's nothing laughably bad about MM5, it's just disappointingly bad.

What?






Now, I'd agree that MM5 is probably the second weakest of the NES games, but most certainly not "disappointingly bad", or even comparable (and most certainly not worse) to any of the DOS games. MM5 is stellar in most, if not all aspects where the DOS games are undisputably mediocre.

In fact, the way this expansion project is handling the content from the DOS games, is which to say a reimagining of it, is probably the only way its worth doing. Not sticking to the source content to a T has never been more called for than in this case. I for one welcome the decission to use SnakePixel's reimagination of the DOS games instead of the original content.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NES Boy on December 19, 2015, 08:25:16 AM
Will there be enemies populating outside of the arenas? If so, any enemy concept is better than the original (http://themechanicalmaniacs.com/sprites/pcsprites/PCEnemies.gif) rosters (http://sydlexia.com/mm3pc_bestiary.htm), the majority of which aren't even robots! I guess Rozner Labs just didn't care.

Speaking of Rozner Labs, has anybody attempted to get in touch with Stephen and William Rozner and interview them about the games?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on December 19, 2015, 08:44:14 PM
Quote from: "NES Boy"
Will there be enemies populating outside of the arenas? If so, any enemy concept is better than the original (http://themechanicalmaniacs.com/sprites/pcsprites/PCEnemies.gif) rosters (http://sydlexia.com/mm3pc_bestiary.htm), the majority of which aren't even robots! I guess Rozner Labs just didn't care.

Speaking of Rozner Labs, has anybody attempted to get in touch with Stephen and William Rozner and interview them about the games?
Designing enemies can be hard when you are litterally the only guy making the game in the case of the first one, and not much easier with 2 other people helping and you have 1 month to do it in the case of the second.  And clearly they are robots that look like animals, as they are called insectons and animaliods on the box.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Korby on December 20, 2015, 12:29:33 AM
Being one man isn't really much of an excuse in this situation; Pixel seemed to do alright with enemy design in Cave Story.

While I understand that Cave Story was in development for considerably longer than DOS, it's not hard to enlarge proportions of animals, make them look at least slightly robotic, and give them googly eyes. That alone would make the enemies in the game feel considerably more "megaman."

I get the feeling that we would design completely new enemies if Dood gives the order to include them on maps.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on January 02, 2016, 05:10:44 PM
Haven't checked in recently, but work is still progressing!

On the skins side of things, we've finished up two for the most part. Knife is fully finished and looks great, while Torch is pretty much done aside from hurt sprites. Maps-wise, Thunder pushed out two cool maps in record time- the aforementioned Bit Man and Torch Man, as well. Watzup, meanwhile, has more or less completed Sonic Man, which is just waiting on textures. We haven't touched the weapons at this point since we more or less want to finish the maps first.

Hopefully I'll have more screenshots for you in the next couple of weeks. I'd like to show off Sonic's stage if I'm able.

thanks badz
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Duora Super Gyro on January 11, 2016, 02:16:42 PM
I have a question about the maps, I noticed Volt Man's map was still open, and was wondering if I could attempt that, but, assuming I actually get the part, I don't actually know anything about Megaman Dos or Volt Man. Where could I find references for Volt Man's Map as far as textures and gimmicks if there are any?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NES Boy on January 11, 2016, 06:01:40 PM
Here's VGMaps's Mega Man DOS maps (http://vgmaps.com/Atlas/PC/index.htm#MegaMan). Perhaps that would suffice for a bit.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on January 11, 2016, 09:26:46 PM
This expansion is using new stuff from the ground up btw Duora, so the original stuff from the game doesn't need to be secured.
Since I'm here I do have one simple request from this, mind making sure nothing clashes with the original DOS expansion? Simply cause it exists, already and if anyone DOES end up using it it would be awkard to have them causing issues with each other.
Though I do have another idea regarding that which I'll be working on at a later date.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Thunderono on January 11, 2016, 10:00:05 PM
When we started the maps side of things, I personally requested that we use separate map and music codes for this expansion.  Maps'll be "MMDxxx" (whereas old DOS uses DOSxxx) and music will be "xxxMUSD."  No use declaring the two projects separate if both wads can't be hosted at the same time.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Duora Super Gyro on January 11, 2016, 11:05:30 PM
Quote from: "fortegigasgospel"
This expansion is using new stuff from the ground up btw Duora, so the original stuff from the game doesn't need to be secured.
Since I'm here I do have one simple request from this, mind making sure nothing clashes with the original DOS expansion? Simply cause it exists, already and if anyone DOES end up using it it would be awkard to have them causing issues with each other.
Though I do have another idea regarding that which I'll be working on at a later date.

I'm aware that it's going to use new stuff, but I wanted to at least have an idea as to what kind of level Volt Man has so I could begin working on a possible layout, assuming the levels theme and stuff aren't changed and he keeps that weird power plant thing.

Quote from: "NES Boy"
Here's VGMaps's Mega Man DOS maps (http://vgmaps.com/Atlas/PC/index.htm#MegaMan). Perhaps that would suffice for a bit.

Thanks :3
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on January 11, 2016, 11:19:24 PM
Quote from: "Thunderono"
When we started the maps side of things, I personally requested that we use separate map and music codes for this expansion.  Maps'll be "MMDxxx" (whereas old DOS uses DOSxxx) and music will be "xxxMUSD."  No use declaring the two projects separate if both wads can't be hosted at the same time.
Wow, way ahead of me then, thanks Thunder. I was expecting you guys to end up using RAR or something but that works out too.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on January 17, 2016, 03:28:57 AM
Howdy, folks! For today's progress update, I'm largely going to steer the topic in another direction and talk a bit about the new character joining the mix, Dr. Samba.
(click to show/hide)
Curiously, unused sprites exist in the files of Mega Man 3 (PC, of course) of an unnamed scientist character (whose silhouette was visible in CRORQ's cockpit). He was presumably an antagonist in the same vein as Dr. Cossack. During the redesign of the DOS cast, SnakePixel also went and turned him into a full-blown character, which he referred to as Dr. Samba. Naturally, we felt he should be included in the expansion in some way -- not as an antagonist, but a support character.

(http://i.imgur.com/WeFGSb9.png)  (http://i.imgur.com/kyz7mpq.png)

Prior to the events of the hypothetical game (and the campaign), Dr. Samba was an emerging robotics engineer and an old acquaintance of Dr. Light. He specialized in industrial-grade Robot Masters, who would assist in the development of public works projects. Unique to Dr. Samba was his robotic assistant, CRORQ -- a supercomputer. With CRORQ's help, Samba was able to smoothly and efficiently coordinate his robots, as well as keep them under control. With Dr. Samba's efforts making headlines, he and his series of Robot Masters were quickly becoming renowned within the robotics community:

(http://i.imgur.com/jZTNazd.png)

DSN-001: Sonic Man -- radio communications
DSN-002: Volt Man -- large-scale power regulation
DSN-003: Dyna Man -- blast mining
DSN-004: Knife Man -- undercover law enforcement & espionage
DSN-005: Torch Man -- manufacturing
DSN-006: Bit Man -- oil prospecting & drilling
DSN-007: Shark Man -- deep-sea topography
DSN-008: Buoy Man -- maritime safety
DSN-009: Petrol Man -- fuel refinement

When Dr. Wily saw the potential of Dr. Samba's creations, he remotely hacked into CRORQ's mainframe and took control of it, causing Samba's Robot Masters (and CRORQ itself) to go haywire. With his robots running renegade, and Samba himself having been ousted from his studio, he was quickly framed for the robot uprising. With nobody else to turn to, Dr. Samba came to Dr. Light for help. During the events of the game, he works with Dr. Light in tracking down Dr. Wily in an attempt to stop the corruption at its source. Meanwhile, Mega Man (or the player character) is called upon to pacify the Robot Masters that are revolting.

--

As far as the rest of the expansion goes, things are progressing slowly, but surely. Themes have been decided upon for all of the maps, and thanks to the efforts of IamaMedalHunter, Shark Man finally has a tail.

(https://i.gyazo.com/3010ba0400767ed11702b65759920017.png)

See y'all next time!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on January 17, 2016, 07:51:08 PM
Great update!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NemZ on January 17, 2016, 11:35:53 PM
Quote
DSN-004: Knife Man -- law enforcement

Cops don't use bladed weapons for good reasons.  Try again.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on January 18, 2016, 07:29:27 AM
Quote from: "NemZ"
Quote
DSN-004: Knife Man -- law enforcement

Cops don't use bladed weapons for good reasons.  Try again.
I kinda have to agree that law enforcement seems odd for him since he is based off a Japanese gangster if I recall.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Duora Super Gyro on January 18, 2016, 11:23:08 AM
Quote from: "fortegigasgospel"
Quote from: "NemZ"
Quote
DSN-004: Knife Man -- law enforcement

Cops don't use bladed weapons for good reasons.  Try again.
I kinda have to agree that law enforcement seems odd for him since he is based off a Japanese gangster if I recall.

Maybe his roll was more like an undercover cop, his appearance would allow him to blend in more, maybe?
Title: the attitude tho
Post by: Gumballtoid on January 18, 2016, 12:59:29 PM
That's actually what we were getting at. He was more designed for espionage and subterfuge, infiltrating criminal organizations to gather information. His appearance and arsenal help him play the part. In that way, you might call him a detective or an agent -- except he throws knives.
Title: Re: the attitude tho
Post by: fortegigasgospel on January 18, 2016, 10:10:17 PM
Quote from: "Gumballtoid"
That's actually what we were getting at. He was more designed for espionage and subterfuge, infiltrating criminal organizations to gather information. His appearance and arsenal help him play the part. In that way, you might call him a detective or an agent -- except he throws knives.
Ok that can make sense.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NemZ on January 18, 2016, 11:48:05 PM
That sounds like a background for an X game, not classic.  I don't expect there were many criminal robots when they weren't sentient yet.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on January 19, 2016, 12:02:13 AM
Quote from: "NemZ"
That sounds like a background for an X game, not classic.  I don't expect there were many criminal robots when they weren't sentient yet.
Watch the final cutscenes to Mega Man 8 again. Pretty sure one of them was Mega stopping a Robot Bank Robber. Also many of the King Bots joined King of their own free will, such as Magic. There was also an entire robot tournament, Wily only stole the top 8. Even in Super Adventure Rockman (though not canon I know) the Fan Fiend talked about being promoted to Robot Master if he defeated Mega.
Even in Megamix, Ring Man was a detective as well, also the 1000 robot masters killed by Terra.
So thinking about these, there could be a LOT of robots of varying sentient levels made by various people to do various things, or even program bugs malfunctioning due to not having perfected the ability to program the robots right, resulting in a bank security robot having a line of code wrong and becoming a bank robber robot.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on February 06, 2016, 10:53:22 PM
Haven't had an update in a while, let's change that. Here's a weapon preview for you all!

(https://i.imgur.com/qBacKNQ.png)
Shark Attack

Shark Man's weapon is a reprogrammed version of small marine topography robots that he used to survey the ocean floor. They slowly patrol forward until they find a target, which prompts them to charge toward it. As you can see, Buoy Man isn't too fond of them!

Speaking of Buoy Man, his skin is almost finished, which would put us at three completed skins (1/3rd of the way there, whoo!). Everything is else is progressing about as well as you can expect from a bunch of students who started their second semester recently-- slooooooowly. Rest assured, however, we're still working behind the scenes. Come back for another update soonish!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on February 07, 2016, 04:55:40 PM
Definitely something shark-like! I love it.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: JaxOf7 on February 08, 2016, 10:20:59 PM
Were my weapon concepts looked at?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on February 08, 2016, 10:59:41 PM
They were considered, but we ultimately decided that we didn't want to use them for various reasons. As far as your Shark concept goes, we felt like a dashing weapon would be a bit too simplistic since your description of it was pretty much Charge Man's attack. Shark Attack was also one of our earliest concepts that we had from the get-go, so we stuck with it.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on February 08, 2016, 11:02:34 PM
Mind updating the list of what is taken and concepted out? I'm curious if you were able to find concepts for the remaining weapons, have textures being made for maps yet and if all the maps are taken yet.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on February 08, 2016, 11:06:12 PM
I just updated the list last night. All of the maps are taken, but we're still thinking of ideas for a few more weapons, and we're really behind on texture work. It's to be expected, since we're kind of making up the aesthetics as the maps roll in at their own pace.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on February 08, 2016, 11:13:51 PM
Oh hey, didn't even see that. Nice. Good to see the progress is being made. I might have an idea for Dyna's weapon I'll pass to you on skype if you don't have anything similar, as for Petrol though not sure. Textures are understandable due to the way you are making them.
I recall someone bringing up that a lot of the old music won't really fit the new designs and likely stages, are new tracks going to be made to compensate for stages that no longer fit? Or will that be decided once they are done and textured (which would likely make it easier to come up with songs)?

Edit: Also remembered, similarly to music, I also feel many of them should probably have new bot chats. Namely Sonic, and Torch (I don't remember what some of the others had but there is probably more). Simon's Torch looks rather prim and proper so I feel something along the lines of a "polite gentleman" might fit the new look. As for Sonic, he kinda looks like a 90's DJ with roller skates, perhaps an idea of how he might have lines such as "And we-we-we-we're on air!" and "Sonic Man, signin out."
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on February 09, 2016, 08:38:11 PM
90's DJ Sonic makes me giggle.
I'd love to see that.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on February 13, 2016, 06:37:20 PM
Howdy, folks! I've got a whopper of an update for y'all today, but first, a quick heads-up.

We're starting on a more regimented updating routine, alternating between juicy teasers like this one, and menial, here's-what-we-did progress updates to keep folks in the know. In this way, we hope to not only build anticipation for our first release, but keep everyone here on the DOS Reborn team motivated. I'm super excited for what we have in store for the weeks to come. Our aim is to make this expansion as core-worthy as possible, such that it will be enjoyed long after its initial release, and for our circumstances as students in the midst of their school routines, I'd say we're doing well so far.

Lots of progress has been made these past two weeks -- lots of weapon concepts have been hashed out, a couple more weapons have been completed, skins are being pumped out like mad, and we're in the midst of trying to get some steady progress on maps. For today's update, I'll be showing off a new weapon and a new skin.

(click to show/hide)
Bubble Bath

Buoy Man's weapon is a close-range "shield" weapon in a similar vein as Ice Wall. It fires small bubbles that quickly inflate and become much larger, before slowing to a halt in the air. The bubbles then hang around for about 8 seconds before popping unceremoniously. While in motion, the bubbles also bounce off of surfaces, so there's no harm in firing blindly. Though only a bit stronger than the Mega Buster, this weapon can be used to create walls of hazardous bubbles that can deter chases or seal off parts of the map temporarily. In the hypothetical game, this weapon would be Torch Man's weakness.

Certainly, if the map were awash with bubbles, even trying to navigate would be a death sentence.

...and here it is!

(click to show/hide)
We've received new bot dialogue from The_Broker, so shout-outs to him. To that end, we're giving a little bonus to offline players: if the core MM8BDM campaign is played with DOS Reborn loaded, Dr. Samba's Robot Masters will take the stage in the tournament, and fight alongside King's army during the rebellion. Of course, the expansion will have its own campaign, but we thought this would sweeten the deal a bit.

We've also got OrangeMario doing sound effects and filling in our musical gaps, and Duora Super Gyro has taken MMDVOL, meaning all maps have been claimed. We're still unsure whether or not this will see completion before MM8BDM v5, but stay tuned for more DOS Reborn in the coming weeks. We're hoping to have a map ready to show off for the next teaser.

See y'all next time!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on February 13, 2016, 07:01:41 PM
Oh sweet, the concept here is pretty awesome and it looks pretty good in action from the images given. And good, regular updates will certainly keep interest in this expansion consistent.
I do have a suggestion to make, which can be a bit easily done looking at the team for this. Since you are adding the bots to the core game campaign when played with this, I kinda want to suggest something I did back for the original. Do some simply core map replacements for some maps to add the weapons to them as well, such as Bubble Bath appearing in Bubble, Dive, or Pirate as well. Obviously not a lot of maps should have them, but just enough so they appear in more then just the RaR maps.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on February 13, 2016, 08:26:24 PM
Quote from: "Gumballtoid"
we're giving a little bonus to offline players: if the core MM8BDM campaign is played with DOS Reborn loaded, Dr. Samba's Robot Masters will take the stage in the tournament, and fight alongside King's army during the rebellion. Of course, the expansion will have its own campaign, but we thought this would sweeten the deal a bit.

Oh man, I'd love this so much; though I'd prefer if it'd also work for the other chapters in the story mode and not just the ninth (&Bass). Though I bet limitations would get in the way of applying DOS content to the other chapters. And while I'm sure it'd be impossible to see it happen without modifying them directly, if one wanted to get creative and add DOS Weapons into the core game's maps if DOS Reborn is loaded, as fortegigasgospel noted above.

With the way this expansion is going; it seriously feels a lot more like official Mega Man canon material by this point. I'd love if somewhere down the line &BassWS gets the same treatment in the future.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on February 13, 2016, 09:07:03 PM
They'll appear in every chapter, except for Wily Tower for plot reasons. Besides that chapter, the only maps that won't have them are fortress stages and MM8DUO.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on February 13, 2016, 10:20:46 PM
Ah, I misread it a bit.
Anyways I think that only some stages of the campaign should have a DOS bot running around, preferably the ones that by default only have 5 bots or less (such as Hard, Gyro, Blizzard, and Burst. Other stages that already feature a plentiful number of bots be default would keep their bot list. At least that's how I'd approach it.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on February 15, 2016, 12:18:05 AM
Thought we were finished for the weekend? So did we, until we ran into a little snag with graphics!

We're still fixing up some issues with Shark Attack, but we're nearly at the point where we can put in the final sprites for it, including weapon icons. However, we on the team have come to an impasse as to what we should use as a weapon icon- a tiny shark, or a shark fin. We can't seem to come to an agreement for what we should use, so we'll throw this one out to the public!

(http://i.imgur.com/ozDPNxT.png)

Vote for what you'd prefer in the poll I'll be putting up. I won't put a limit on it, but we'll know when to shut it down. If anything, I'll probably close it next week when we give a progress update.

If neither of them strike your fancy, we have a third option available:
(click to show/hide)

Thanks in advance! go tiny shark
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Rui on February 15, 2016, 12:30:32 AM
I think the grey shark fin looks kinda similar to Tengu Blade (or at least I get a Tengu Blade impression) so I'm not to sure about that one. I'd say the most recognizable one is the grey tiny shark since the navy tiny shark kinda blends with the black in its tiny icon size.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NES Boy on February 17, 2016, 12:33:21 PM
With the recent talk of how this expansion will affect the core game, I've been reminded of the Forgotten Adventures Project (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=6793). Is this still considered Phase One of that?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on February 17, 2016, 07:37:22 PM
Since I'm the one running TFA, atm no, also no my plans to finish the original version isn't considered the first phase either. TFA is very much on hiatus.
Would this be considered? That is up to the dev team of this expansion if they would allow it. It is a possibility.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on February 18, 2016, 10:43:41 PM
Navy Tiny Shark for me.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on February 20, 2016, 07:59:33 PM
Hello again! I'm here to give the promised progress report we'll be doing every intermediate week.

Admittedly, this week was slow in development. We probably burned out our creative juices getting so much done last week that we didn't do too much to follow up on it! However, we did touch up some of the weapons we've been working on. Gumballtoid is hard at work getting Shark Attack to work correctly-- he's hit a couple of snags with its homing capabilities, but he's almost got it figured out. Badz, meanwhile, has begun work on Dyna Man's new weapon. We can't tell you much about it, since that isn't the purpose of these progress blurbs. We'll be sure to show it when it's ready, though!

Thanks for all those who voted, by the way! The navy shark fin was the winner of the poll with 11 votes RIP tiny shark and will be used as Shark Attack's weapon icon.

Check back here next week for some more teasers!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on February 27, 2016, 08:51:44 PM
Hey everyone! We're back again as we promised! This time we've got a real meaty update for you all.

In administrative news, we've made more progress on skins. So far, we have 4 completely skinned (including Buoy Man) and ready for use. IamaMedalHunter has done some really great work on the spriting side of things, and he's made all of our remade masters look very slick and polished. Gumballtoid, befitting of his handyman title, handled the dirty work of dropping them into Slade after taking a break from the 40 other things he's doing for this.

Sadly, we were informed that Kackebango could not make any new music for us. Not to fear, however; OrangeMario has taken upon the task of remixing his original .ftms to give us some new music. We can't thank Kacke enough for what he's done for the expansion, and we wish him the best in all of his projects!

 The rest of us are still hard at work on our respective projects, and we're doing our best to give you a quality product.

Now for the fun part!
(click to show/hide)

That's it for this week! Tune in again in two weeks to see what we have in store; until then, this is the DOS team signing off!

(click to show/hide)
Title: <:
Post by: Caprice on February 27, 2016, 09:00:54 PM
(click to show/hide)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on February 27, 2016, 09:25:37 PM
I'm getting a Panic At the Disco vib here, and I'm glad apparently I wasn't the only one who looked at Sonic and thought "Radio DJ". This map looks amazing. Looking forward to the next reveal.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Turbodude on February 27, 2016, 09:41:53 PM
Looking very colorful and clean. Nicely done!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NemZ on March 01, 2016, 06:37:38 AM
Some nice tiles there.  The only thing that really bugs me is that wall texture never has wires crossing every other darker stripe.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on March 02, 2016, 10:32:13 PM
Heck yeah; looks great!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on March 12, 2016, 09:53:40 PM
Howdy, folks. We didn't have a progress update last week because, admittedly, we didn't really get much done. Unfortunately, that sort of carried over into this week, so we may actually run out of stuff to tease until we find our motivation again. In the wake of our pretty lengthy burst of inspiration, we sort of burned ourselves out.

In the meantime, here's a pretty lightweight teaser. Today I'll show off a couple of skins. Say hello to Knife Man and Shark Man, both beautifully made by IamaMedalHunter!

(click to show/hide)

...Actually, I did forget something -- Kackebango surprised us all and handed us a Wily stage theme. Check it out!



See y'all next week! I hope
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on March 17, 2016, 01:06:50 AM
These are pretty badass! I'm lovin' how this is all turning out.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on March 20, 2016, 04:48:32 PM
My apologies for not reporting yesterday on our progress. It was really busy for me, personally.

We do have a pretty meaty report for everyone here, though. FTX has finished up a skin for us, and MedalHunter is nearly done with a second. That only leaves us with three more skins to go! Exciting stuff. The weapons development has been kinda sorta slow this week. Badz is still experimenting with Dyna's weapon, but otherwise, we've been laying off of them for now. Probably the most progress has gone into maps this week. Rozark will have Petrol's map ready to go sometime during his spring break, while Duora has made some kick-ass textures for Volt's map that he showed us this week. Gumballtoid, meanwhile, is taking a shot at making Torch's textures, and preliminary results look pretty good. Galactan has also started up some work on Dyna's map as well. To put it into perspective, the team has seen some work done on all but two maps (those two will be handled after work on MM9 is finished, since Llama and Lego are both on the devteam for that).

All in all, progress is moving along at a great pace. There's still a lot of things left to do, what with tilesets, music, weapon sprites and other goodies to make, but otherwise we've been making solid work. Thanks to all those who support our efforts, and check what we're doing here again on Saturday!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on March 23, 2016, 04:01:47 AM
Well, congrats everyone! Good to see this project is coming along nicely.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on March 26, 2016, 06:52:45 PM
Hey again, DOS fans! I'm here to provide you with another progress update. First, however, some news.

We've all come to the conclusion on the team that, despite the fact that we would love to keep updating at this pace, we simply don't have the resources to continue it. We're suffering from burnout pretty often in trying to meet a rather strict 2-week deadline, and it's extinguished the spirit of making this for fun, which was our main goal. As a result, we've decided to move to a looser release schedule for now. Updates will still occur, but for the most part, they'll be pretty random and more spread out. Hopefully that will increase our standards for quality, since now we don't feel the rush of getting something pushed out every two weeks.

However, we still have a teaser for you all.

(click to show/hide)

That's all for now, and the imminent future. We'll still be sure to keep those who are interested in the loop!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on March 26, 2016, 09:21:20 PM
Those obits are gold.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: IamaMedalHunter on April 01, 2016, 11:23:14 PM
Yo people. It is I, Medal, one of the MMD Expansion team's spriters.
This is the first non-weekly mini-log, and since the others are still coding and mapping behind the scenes, I'll allow myself to show my progress on one of the 9 skins. Please take a look at this ~

(http://www.zupimages.net/up/16/13/cky8.gif)

Meet SonicMan, a cool music-loving robot that can transform into a super-sonic jet ! The reason I'm showing you this is because SonicMan has several ways to move, shown in the gif image above, and so our team's members have shared opinions on what the "running" frames should be.
Yes, you understood me : you can help me decide by voting for your favorite animation on this thread poll.

The choices are ordered from top to bottom !
-Flying A is a static jet form that bobs up and down, a standard yet fitting and simple animation for a transformer ;
-Flying B is Sonicman's jet form that does ailerons rolls ! (Barrel rolls are completly different things) It reflects Sonicman's dynamic personality well ;
-Skating A is Sonicman using his roller-skates to move, showing the tricks that he's able to do ;
-Skating B is Sonicman relying on his motorized wheels, keeping a pose that is easy to understand.

And while waiting for the anwsers, I'll just carry on my task. Thank you for following MMD Expansion's development, and another log shall come, not too soon, not too late.

EDIT : Thank you for setting up the poll directly on this thread. Please revote if you've used the link that used to be in this post.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on April 02, 2016, 12:10:56 AM
Please try to remember when casting your vote that whatever wins will go into the expansion without question. Think about clarity -- something like Flying B does look really cool, but it's also all you're going to see while Sonic Man is running around. From other angles, you might kind of lose him in the action.

Also be aware that regardless of what wins the poll, Flying B is likely going to wind up in our credits sequence just because it's pretty neat.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on April 02, 2016, 03:00:25 AM
Kind of a toss up between Flying B and Skating A, they offer the most "character" to his movement. Though for Skating A the way his right hand tips bend is kinda odd looking.
Vote is going to Flying B, though Skating A was in a close second.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Raging-Banebou on April 02, 2016, 10:12:06 PM
My vote's going to Sonic Man's "Skating A" animation, hands down.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: JaxOf7 on April 03, 2016, 05:58:43 AM
Gonna go with Flying A.
Just seems like the precedent for vehicle RMs to transform during their runs (Turbo, Ground, probably Galaxy) and less confusing than flying B (Dive doesn't spin for his run).
While flying is gonna look weird when going backwards, we already got some skins that set the precedent that this doesn't matter (Grenade, Burner, ODuo/ERobot).
The skate would probably be used for the class.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on April 05, 2016, 11:53:40 PM
Skating A. I never really liked the vehicle-based masters transforming myself.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on May 23, 2016, 04:36:35 PM
(click to show/hide)

Hey, folks, wanted to let everyone know that we're still hard at work over here! Figured a month and a half was a pretty good layoff time for us to show you some more substantial progress.

(http://i.imgur.com/ovPOlB3.gif)

And this is what we've got: a declaration that almost all of the skins are finished! These are the final sprites you'll be seeing in the game. We've come a long way from that dinky picture I posted when we first got started up, eh? Also check out that shiny DOS Reborn logo Gumballtoid made; stunning, right? Right.

Our skin credits are as follows:
Magnet Dood: Torch Man, Buoy Man
FTX: Volt Man, Petrol Man
IamaMedalHunter: Bit Man, Knife Man, Sonic Man, Dyna Man, Shark Man (also did running frames for Torch and Buoy)

I've done this many times, but I can't thank MedalHunter enough for his heavy lifting on the spriting department. Bringing him on board was probably the best decision I made with this expansion; without him, you wouldn't see about 75% of the spritework that's going into this.

And since I don't think we've posted these here yet, why don't we do a little meet and greet with our Robot Masters? These MM&B-style CD database entries were contrived by Gumballtoid as well! From left to right:

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Credit to Snake.Pixel for the mugshots, by the way! We just cleaned them up a bit to make them a little more suited for an 8-bit MM game.

In other news, work is progressing well on all fronts. Once we've got textures down for another map, finish up the last skin, and maybe get a few more weapons out of the way, we might have some more screenshots to show off...

Until then, we'll see you next time!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on May 23, 2016, 05:34:12 PM
These are beautifu-

Quote
>Shark Man hating tornadoes
Okay that got me a little chuckle.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on May 23, 2016, 07:23:55 PM
I actually drummed those up at The_Broker's request; he needed something to base the bot chats off of.

A few things were revised but they're largely the same as when they were conceived.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on May 23, 2016, 07:52:00 PM
The first hurdle is done and it is looking good. I will say the way Torch flops his legs to the side is a little bit weird (fits better for Buoy) but it isn't done by a whole lot of robot masters so it's excusable.
The next hurdle is where we got stuck originally, but as you have mappers for each map already it shouldn't be hard to get over. Looking forward to seeing this get done guys.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on May 23, 2016, 07:55:58 PM
Quote from: "fortegigasgospel"
I will say the way Torch flops his legs to the side is a little bit weird (fits better for Buoy) but it isn't done by a whole lot of robot masters so it's excusable.

It looks a little more natural when it comes from the other frames, so it shouldn't be too much of a problem. It was just kind of hard to capture with how skinny his legs are.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on May 23, 2016, 08:11:00 PM
Before I forget to mention why some Robot Masters are portrayed as being colored differently than their mugshots or Snakepixel's artwork, I should clarify.

We on the team came to an impasse concerning some of those colors, so we agreed to write it off as a Napalm Man or Crystal Man kind of case. For instance, while Shark Man is officially gray, his sprites depict him as being navy blue. Buoy Man follows a similar line of thought -- he's officially blue, but his sprite depicts him as purple. We did this not only to get over that palette hurdle but also for authenticity and color variety.

Also huge props to Korby for Petrol Man's mugshot. The rest of those were recolored and retooled ever so slightly from SnakePixel's mock-up, and collectively you'll see them in the campaign akin to how core handles it.

And, of course, there's nothing stopping you from using these mugshots for Hudshot -- I'll even throw up the Samba logo for your convenience.

(http://i.imgur.com/6b05hXJ.png) (http://i.imgur.com/dHyt01I.png) (http://i.imgur.com/DQjLff6.png) (http://i.imgur.com/R5Y597y.png) (http://i.imgur.com/3YOkOS4.png) (http://i.imgur.com/EgtExf0.png) (http://i.imgur.com/dDRWkES.png) (http://i.imgur.com/AR2Llyb.png) (http://i.imgur.com/u9o4HwF.png) (http://i.imgur.com/jZTNazd.png)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on May 24, 2016, 03:24:45 AM
Those mugs are looking spicy. And the Dr. S logo as well.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on May 24, 2016, 05:36:36 AM
Quote from: "Gumballtoid"
Before I forget to mention why some Robot Masters are portrayed as being colored differently than their mugshots or Snakepixel's artwork, I should clarify.

We on the team came to an impasse concerning some of those colors, so we agreed to write it off as a Napalm Man or Crystal Man kind of case. For instance, while Shark Man is officially gray, his sprites depict him as being navy blue. Buoy Man follows a similar line of thought -- he's officially blue, but his sprite depicts him as purple. We did this not only to get over that palette hurdle but also for authenticity and color variety.

Also huge props to Korby for Petrol Man's mugshot. The rest of those were recolored and retooled ever so slightly from SnakePixel's mock-up, and collectively you'll see them in the campaign akin to how core handles it.

And, of course, there's nothing stopping you from using these mugshots for Hudshot -- I'll even throw up the Samba logo for your convenience.

(http://i.imgur.com/6b05hXJ.png) (http://i.imgur.com/dHyt01I.png) (http://i.imgur.com/DQjLff6.png) (http://i.imgur.com/R5Y597y.png) (http://i.imgur.com/3YOkOS4.png) (http://i.imgur.com/EgtExf0.png) (http://i.imgur.com/dDRWkES.png) (http://i.imgur.com/AR2Llyb.png) (http://i.imgur.com/u9o4HwF.png) (http://i.imgur.com/jZTNazd.png)
Next time I get around to updating the CTM expect these to be featured.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on June 16, 2016, 03:13:04 AM
We interrupt your late night reveling to provide you with another update for DOS REBORN!

(click to show/hide)

The weapons have progressed at a very good rate- all of the concepts are finished and sprited, so hopefully we'll be able to show off some more very soon! Perhaps, even on the respective stages themselves...?

Well, uh, that seems unlikely, since, y'know, we still need textures. But hey, we'll cross that hurdle when it comes!

Thanks for joining us on another exciting teaser! Until next time!
- The DOS Reborn Team
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on June 16, 2016, 04:18:52 PM
OH MY BLOODY GOD YESSSSSSSSSS
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on July 02, 2016, 06:38:45 PM
Not much I can say about this since it was covered in the earlier post, but we decided to release the skins and bots for early access! Feel free to use them for regular play, but don't use them for any mods without getting our permission first. We will take action against you if you don't follow this.

Otherwise, have fun!

Skin Pack (https://www.dropbox.com/s/qlwieabxtubt0d7/mmd-skins.pk3?dl=0)
Bot Pack (https://www.dropbox.com/s/s9ye3h0tfdeyqm3/mmd-bots.pk3?dl=0)

For anyone who hasn't used a custom bots file before, you'll have to load it up separately. All you have to do for the skins is drop them into your skins folder and you're good to go!

We'll be bringing a much bigger update in a few weeks, where you'll have the chance to have a look at one of our Robot Master's stage and weapon! Until then, we'll see you next time!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on July 03, 2016, 03:14:31 AM
I am so DLing these.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on July 03, 2016, 12:28:03 PM
We recently fixed a small error on Volt Man that's only visible when his arms aren't in the ground. I encourage folks re-download the file to fix that up. Of course, it's harmless and you don't really have to, but still.

Also take the time to admire the topic's new banner art, commemorating the release of our skins. In case you're wondering, I made it.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on August 05, 2016, 04:00:36 PM
Hey, folks! Sorry for the long wait in-between updates. We're far from defunct; unfortunately, the majority of the progress we've worked on isn't suitable to show at the moment.

We still have another weapon ready to tease, however!

(click to show/hide)

Work has, once again, progressed well pretty much everywhere. We're planning on having all the weapons finished sometime soon (all the ones we have currently are updated to v5 standards), and we're touching up and texturing a few of the maps as well. Sadly, I doubt I'll be able to update with any form of regularity very often, as I'll be heading off to college in a little over a week, but rest assured that we'll still continue to work on this expansion!

Until next time!
- The DOS Reborn Team
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on August 05, 2016, 04:25:55 PM
Looking awesome! Nice stage too. Feels very unique.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: JaxOf7 on August 05, 2016, 09:03:41 PM
Quote from: "JaxOf7"
*"Sonic Boom" Launches 2 sound waves at 30 degree angles, bounces off walls, time based. Quicker but weaker gemini laser.
Quote from: "JaxOf7"
Were my weapon concepts looked at?
Quote from: "Magnet Dood"
They were considered, but we ultimately decided that we didn't want to use them for various reasons.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on August 05, 2016, 10:05:05 PM
Quote from: "JaxOf7"
Quote from: "JaxOf7"
*"Sonic Boom" Launches 2 sound waves at 30 degree angles, bounces off walls, time based. Quicker but weaker gemini laser.
Quote from: "JaxOf7"
Were my weapon concepts looked at?
Quote from: "Magnet Dood"
They were considered, but we ultimately decided that we didn't want to use them for various reasons.
You say that Jax, but Sonic Wave from the original DOS did the same thing already, so this is kinda similar to the original.
Only since it seems similar I'm asking, do the shots weaken and does it still bounce horizontally? All in all it looks great, happy to know at least 1 concept stayed for the most part.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on August 05, 2016, 10:43:46 PM
Wow, shoot. I guess I didn't even notice that they were nearly the same. My bad, Jax, there isn't any stealing intended.

The shots don't decrease in damage over time, and they bounce until they dissipate.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on August 06, 2016, 08:03:32 PM
Ok, sounds good. Looking forward to seeing the other 5!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: GameAndWatcher on August 06, 2016, 09:12:43 PM
Any chance we'll see the bot campaign info be updated?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on August 07, 2016, 04:38:39 AM
Funny you should mention that! I just got through with that earlier tonight. Since the download link draws directly from Dropbox, it should be ready to go.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: MetalMasher on August 07, 2016, 04:43:59 AM
awesome! very cool! i want see this finished!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: spotanjo3 on August 11, 2016, 09:44:55 PM
Finally. Everything is normal now. :)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: spotanjo3 on August 15, 2016, 12:36:34 AM
What about their sprite sheets ? Curiosity.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Korby on August 16, 2016, 04:17:05 AM
You can fairly easily assemble the sprite sheets by grabbing the frames from the publicly released skins.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: spotanjo3 on August 18, 2016, 08:20:44 PM
You can fairly easily assemble the sprite sheets by grabbing the frames from the publicly released skins.

Yeah ? How ?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: GameAndWatcher on August 18, 2016, 10:04:23 PM
Yeah ? How ?
SLADE is your friend. (http://slade.mancubus.net/)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on August 19, 2016, 07:21:18 PM
We do appreciate your enthusiasm, but I would just like to reiterate this one little bit:

Feel free to use them for regular play, but don't use them for any mods without getting our permission first. We will take action against you if you don't follow this.

I don't know what you're planning on using the sprites for, but just keep this in mind, cool?


Also, if anyone regularly uses the bot pack in offline play (specifically for the campaign), I encourage a quick re-download. I made one very small-but-crucial change to the bot lineup.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: spotanjo3 on August 22, 2016, 09:19:37 PM
Thank you guys. To be honest, I am not planning on using the sprites for.. Just curious and see what it looks like but if I want to borrow some then your name will be given, of course. :)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on September 09, 2016, 02:56:06 AM
Evening folks! I'm here from the DOS Reborn team to provide you with a huge update!

Sorry for the delay-- we've been working hard on this update, but a lot of us have had to adjust to new schools and colleges. As a result, work progressed a bit slower than usual with this one. Not to mention this update is freakin' huge!!! Hope it was worth the wait!

Let's get right down to it, with a little help from one of our own!

(click to show/hide)

Thanks, Volt Man! He forgot to mention that the map was built AND textured by Duora Super Gyro, and that the weapon was coded by Badz and sprited by (who else?) IamaMedalHunter! The screenshots were taken by DarkAura, too, so big props to them!

You may have noticed that there were no DOS weapons present on the version of the map we showed. There's a reason for this- custom weapons, while not inherently bad or anything, aren't always welcome when it comes to online play. After all, who would want to play Deathmatch in a server with this loaded and only get the juicy DOS Reborn weapons when you roll a DOS Reborn map? No thanks, man.

Instead, we decided to throw server hosts a bone and make a version of the maps where only core weapons are present! This means that those who don't care for the weapons we roll out can enjoy the maps with all that core weapon goodness.

In other news, a few of our skins are getting updates as well. They'll be dropping in a new version of the skin pack whenever they're done. Some of them are fixing up minor issues, like color palettes, while others are getting total makeovers. We've also got more maps and weapons coming down the pipeline soon enough. We'll keep you posted as often as we can! Until next time!

- The DOS Reborn Team




(click to show/hide)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on September 09, 2016, 03:25:53 AM
(click to show/hide)
This is going to be a super kickass expansion!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: MetalMasher on September 14, 2016, 11:36:36 PM
(click to show/hide)
This is going to be a super kickass expansion!
yeah
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Rokim21 on September 21, 2016, 05:24:32 PM
I made a new version of the old megaman dos expansion: http://www.mediafire.com/download/46dlm6ighrscchr/dos-vbeta1.2.pk3
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on September 21, 2016, 06:06:47 PM
I made a new version of the old megaman dos expansion: http://www.mediafire.com/download/46dlm6ighrscchr/dos-vbeta1.2.pk3
A) There appears to be absolutely nothing different in this then the version I released back for Mapchella years ago. Other then a campaign added which only supports 2 maps (and you have Blade before Dyna at that) which both only feature 3 bots (despite one being a large map).
B) There is a thread for the old DOS Expansion which is still being worked on by me and anyone who wishes to help. (http://cutstuff.net/forum/index.php?topic=10250.0)
C) This let me find out that the Dyna's bot uses the Reborn skin so I need to fix that and make sure no others don't either.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Rokim21 on September 21, 2016, 06:15:43 PM
A) There appears to be absolutely nothing different in this then the version I released back for Mapchella years ago. Other then a campaign added which only supports 2 maps (and you have Blade before Dyna at that) which both only feature 3 bots (despite one being a large map).
B) There is a thread for the old DOS Expansion which is still being worked on by me and anyone who wishes to help. (http://cutstuff.net/forum/index.php?topic=10250.0)
C) This let me find out that the Dyna's bot uses the Reborn skin so I need to fix that and make sure no others don't either.

Sorry?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Rokim21 on September 21, 2016, 06:28:42 PM
A) There appears to be absolutely nothing different in this then the version I released back for Mapchella years ago. Other then a campaign added which only supports 2 maps (and you have Blade before Dyna at that) which both only feature 3 bots (despite one being a large map).
B) There is a thread for the old DOS Expansion which is still being worked on by me and anyone who wishes to help. (http://cutstuff.net/forum/index.php?topic=10250.0)
C) This let me find out that the Dyna's bot uses the Reborn skin so I need to fix that and make sure no others don't either.

Here a quick fix: http://www.mediafire.com/download/k7ej3haymt5hya2/dos-vbeta1.1b.pk3
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on September 21, 2016, 06:31:20 PM
This isn't really a problem, but you're posting this in the wrong spot. Any old DOS content should go into Gospel's topic-- he's the guy in charge of that. We're doing something really different.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on September 21, 2016, 06:36:02 PM
This isn't really a problem, but you're posting this in the wrong spot. Any old DOS content should go into Gospel's topic-- he's the guy in charge of that. We're doing something really different.
Since he ninja'd me, this.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on October 22, 2016, 08:48:20 PM
Good afternoon! We're ready to provide another top-shelf update for DOS Reborn with the help of one of our Robot Masters once again.

(click to show/hide)

While Torch Man is busy nursing his wounds, I'll take the time to give credit! This map was built by Thunderono and textured by Caprice. Our handy cameraman was, as always, DarkAura.

News on most other fronts has been pretty slow- it's a lot of little tune-ups to existing content while we wait on textures at the moment. Skins are being touched up and weapons are still being fine-tuned to bring optimal performance. Updates will still be few and far between, but we'll be sure to keep everyone in the loop once we've got more to show off.

Until next time!
The DOS Reborn Team
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on October 22, 2016, 09:21:27 PM
Another well-made update!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Caprice on October 22, 2016, 10:08:14 PM
Don't forget that Gumballtoid handled the majority of the indoor textures!  :-*
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Rokim21 on November 03, 2016, 02:00:58 PM
You guys have a Discord for this project?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on November 03, 2016, 03:23:27 PM
Nah, we keep development things on Skype. I only ever use Discord in relation to this project for announcements about updates in the general MM8BDM one, and I might stop doing that eventually, too.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Fawful117 on November 03, 2016, 06:16:15 PM
This thing is looking great so far, and it's nice to see another group of people interested in revitalizing the old DOS games! Keep doing what you guys do best!
Title: The Robots are Revolting! (DOS Reborn)
Post by: edencrafty126 on November 23, 2016, 11:22:55 PM
I wonder if Buoy Man Knife Man and Shark Man will get their maps?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on November 28, 2016, 02:07:27 AM
Hey folks, this isn't a progress update so much as it is a little plug for a guy we really appreciate on the DOS team.

As you know, these designs are not our own. We owe these to a guy named SnakePixel (that's not his actual name-- it's his twitter handle. It'd be neat if it was, though!). In case you haven't heard yet, he recently came out with a new game on Steam called Owlboy!

(http://37jxli27jebw4018cz84kveg.wpengine.netdna-cdn.com/wp-content/uploads/2015/02/owlboyNewWebsiteBanner.png)

It's a really cool platforming game that he's been working on for years with his company, D-Pad Studio. They put a lot of love into this game, and while we're pretty late to the party, we want to tell you folks about it as a thanks to him for being so generous with his DOS Reborn designs. Go and play it, it's a lot of fun!

Work on our front has admittedly been very slow. We've been working on textures for the most part. By the time Christmas break rolls around, we'll get back into the swing of things and hopefully have more to show off.

Until next time!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Necromancer on April 01, 2017, 02:28:52 PM
Is this project dead? That sucks - I was looking forward to it.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on April 06, 2017, 03:24:04 PM
Not at all! The project is still progressing (quite nicely, I might add), but we really don't have anything we find suitable to show off right now. It's been scattershot all over the place, but I suppose I ought to give an update about what's what right now.

Maps: Since our last update, one map has been completely finished, while two others are in the texturing phase. The other two are being worked on now. Every map has at least something done for it, which is good. This is where most of the progression over the last few months has been.

Skins: A few skins have had their colors updated and frames touched up, but for the most part they haven't been changed much.

Weapons: One weapon has been fully completed and implemented since the last update, bringing the total up to seven. Programming the last two should be relatively easy.

Other Stuff: Still waiting for more composers and tileset artists ;-; Preliminary work on the campaign will begin soon, but heavy coding won't be starting until we're almost done with the base game.

We've decided to keep content closer to the vest so we can tweak it until we're totally sold on how it looks. I'm not going to promise any hard dates for more screenshots, because I've been pretty terrible at sticking to them. Once the spring semester is over, I can say that work on this will likely increase dramatically, but I'm not entirely sure about that. Rest assured that we are still working hard to give the community a quality mod to play with.

With that being said, I'll sift through what we've got so far and see what might work for an update in the near future. Stay tuned!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: hansungkee on May 14, 2017, 08:32:14 AM
More Weapons! :mrgreen:
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Morps on July 28, 2017, 08:15:06 PM
How's development going?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on September 15, 2017, 12:07:18 AM
How's development going?

It's going great! Thanks for checking up on us.

...

OK, admittedly, in the time frame between these responses, no, it hasn't been all that fantastic the past few months. That falls on my shoulders; a busy summer paired with a personal lack of enthusiasm killed any momentum I had for the project for a while, causing some consternation among the team. However, we have more to show then it might seem. I've gotten a much needed kick in the rear, and I'm back to being focused on this project. The last few weeks have been pretty busy and we definitely want to show off what we've gotten built.

While I'm still not gonna promise any hard dates (because I'm pretty awful at keeping them), expect an update to come out. In the meantime, I'll update the front page to reflect current progress, which I also haven't done in a while. Stick with us, here- I promise the final product is gonna be great.  ;)

Stay tuned!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on September 29, 2017, 10:33:20 PM
Hey there, folks! Knife to see me again, right? I'm here to present a long-awaited update to DOS Reborn!

I'll let one of our Robot Masters take it from here, as usual.

(click to show/hide)

Thanks for your assistance! While I'm busy nursing my burn wounds, I'll give out credit to those involved here. Lego handled pretty much everything map-wise, here. He did an excellent job with textures and the map itself! He also took a few screenshots, along with our resident cameraman, DarkAura. Caprice chipped in texture wise, too.

And since it's been a while, we'll give you some more info. Curious about the various enemies showing up in the last few updates? Here's a few of them!

(click to show/hide)

That's all for this update. We'll be sure to bring more in the near future (and it won't take about half a year again). See you again soon!

(click to show/hide)

- The DOS Reborn Team
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: hansungkee on September 30, 2017, 01:36:34 AM
Hey there, folks! Knife to see me again, right? I'm here to present a long-awaited update to DOS Reborn!

I'll let one of our Robot Masters take it from here, as usual.

(click to show/hide)

Thanks for your assistance! While I'm busy nursing my burn wounds, I'll give out credit to those involved here. Lego handled pretty much everything map-wise, here. He did an excellent job with textures and the map itself! He also took a few screenshots, along with our resident cameraman, DarkAura. Caprice chipped in texture wise, too.

And since it's been a while, we'll give you some more info. Curious about the various enemies showing up in the last few updates? Here's a few of them!

(click to show/hide)

That's all for this update. We'll be sure to bring more in the near future (and it won't take about half a year again). See you again soon!

(click to show/hide)

- The DOS Reborn Team
Nice Work.
Title: Great. An official Torch Man.
Post by: hansungkee on July 20, 2018, 03:30:20 AM
So What's Name For Burning Type Robot Master?

Maybe Renamed for Pyro Man?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: bass44 on July 20, 2018, 08:33:40 AM
So What's Name For Burning Type Robot Master?

Maybe Renamed for Pyro Man?

Furnace or Blaze sounds better imo.

Hope this project is still being worked on though.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on August 07, 2018, 02:12:36 PM
I hope they are, they've done too much to just drop now.
Maybe some encouragement would help?
  :)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on August 09, 2018, 11:12:32 PM
Okay, sorry for the double post, but, I really felt like I had to congratulate the team behind this whole thing. What you people have done, is amazing. I am a firm believer that everything is redeemable, and you have proved that even further for me. All the effort you have put into this project is a miracle of a passion project. This is the kind of stuff that makes me smile, and makes me believe in humanity again. Thank you so much for your hard work; your determination, I hope to hear more from you (hopefully, this thread doesn't die)

As a side note, I've been thinking of new names for da boi, Torch Man. How about Butane Man? Or words like Blaze, Sizzle or Carbo?
Just something I wanted to add.

Once again, thank you. Keep up the good work! :D
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: NES Boy on August 09, 2018, 11:32:05 PM
Try poking around Snakepixel's Twitter feed (https://mobile.twitter.com/snakepixel) I'm sure he said something about the MM11 Torch Man, and he is the one that created the design this expansion was using.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on August 09, 2018, 11:51:40 PM
Well, I don't exactly go on a Twitter...I'm scared of social medias, due to my education. :(
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Gumballtoid on August 10, 2018, 02:18:52 AM
It's true that he created the designs we're now using, but we renamed the redundant Robot Masters ourselves. We've been throwing some new names for Torch Man around, but some suggestions would sure be welcome. Personally, I'd love a name that's more than just a synonym for fire, so I like Butane Man quite a bit.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on August 10, 2018, 07:56:00 AM
Good to hear! I'm looking forward to this new story, having already finished the campaign.
By the way, can you tell us if there will be in-game cutscenes  or is that a secret?

On second thought, that's probably something that should be kept as a surprise.
Instead of that, let's talk about something that hasn't really been mentioned: how's the music department going?
Still feeling inspired?

Oh, one last thing. I've come to notice that the DOS Reborn robits are in pretty much every stage of the tournament.vNo matter the stage, there will always be one of'em. I feel that is rather unnecessary. Is there anything you can do about it, or is it a delibirate choice?
Boy, I sure do ask a lot of questions...I guess it shows that I care that much!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on August 17, 2018, 02:18:47 AM
It's true that he created the designs we're now using, but we renamed the redundant Robot Masters ourselves. We've been throwing some new names for Torch Man around, but some suggestions would sure be welcome. Personally, I'd love a name that's more than just a synonym for fire, so I like Butane Man quite a bit.
Why not try Solder? It's another word for a Welder, which Torch was based on, and your weapon is called "Blow Torch"
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on August 21, 2018, 10:11:07 PM
I have to say, those are some pretty well thought names.
Solder Man makes me think "Soldier Man" and Welder Man just...sounds funny. I like them! Definitely more inspired than what I came up with.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on September 02, 2018, 03:53:47 AM
Hi, folks! Magnet Dood here with some news-- both good (yay!) and bad (aww...). Let's start with the good, eh?

So, first things first: we're gearing up for our first release! Reports of this project's demise have been greatly exaggerated; as a matter of fact, progress has accelerated at a lightning fast pace in recent weeks. Regarding maps, there are only two left that require further work for an initial v1a, and those two are well on their way to being completed. How exciting is that?!

Now for the bad news.

Our v1a promise was to offer a whole new campaign and awesome weapons for the players to try out, to really make it feel like a brand new expansion. I regret to inform people that we won't be able to do that. The v1a release will only contain the maps for people to try out, and neither the weapons nor the campaign will make any sort of appearance. I shoulder a lot of the blame for this-- I grew complacent with letting the project grow stagnant as the months wore on, and I didn't make much of an effort to push for any sort of content creation. As a matter of fact, I'm not even the guy who made the last great push to get things released-- Thunderono deserves the acclaim for making sure we have any chance of a release at all. If there's one guy you should thank for his work on this expansion, it is definitely him... well, and Caprice for making a ton of the amazing textures we've gotten. I sincerely apologize to anyone who was really looking forward to all of the content we promised; we really want you to enjoy what we do have, rather than giving out nothing, so we decided this was the next best thing.

In any case, I have no concrete release date to give out yet. In two weeks, however, I think I'll be able to give one out, so stay tuned for it. For all those looking forward to the weapons and a possible campaign, don't fret- since the maps were easily the hardest part of this endeavor, future releases for any possible fixes needed might include those later down the line. We will be sure to update folks about that after our first release and hearing people's thoughts about the content we initially put out.

In other, slightly more boring news:

* Torch Man has now been renamed to Braze Man. He seems pretty pleased with the change, and is quoted as saying, "Only such a fine and powerful name could be befitting of my brazing brilliance!"

* Shark Man advises caution when exploring his deep-sea caves, citing a seaweed infestation. "Rotten invasive species messing up my cliffsides... now I've lost track of my sentries!" he lamented.

* Sonic Man notes that Met Punk will be holding a show in his radio tower soon, and everyone's invited. "Hope you all enjoy their sick tunes-- and their dance moves!" he said before skating away.

* Volt Man recently received a new coat of paint to his power plant. "The changes really spruced up the place. I've never seen Batteraijin so happy... even if he does always seem to be smiling."

* Buoy Man has asked me to offer a reminder to enjoy your local swimming pools before they close for the fall. "Don't forget to thank your lifeguards!"

* Knife Man is on the lookout for two thugs accused of shutting down the subway system in his precinct. He has his best officers on the case, but appreciates any and all tips and info he can get. "Help keep our streets safe from these troublemakers. Don't let them cause any more harm to our fair city."

* Bit Man will be holding his first annual drill bit convention out on his oil rig. "Come on and check the largest collection of drill bits in the world! Feel free to bring your own, too, I love all sorts of drill bits!" Tickets start at 10,000 zenny.

That's all the news we have for today. We all thank you for your continued patience, and we're very excited to see it rewarded. Stay tuned for screenshots and a release date, coming soon!

The DOS Reborn Development Team
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Rokim21 on September 02, 2018, 04:24:14 AM
Another dead expansion?! Is this a trend now or what?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on September 02, 2018, 04:30:03 AM
So, first things first: we're gearing up for our first release!

Another dead expansion?!

(https://thumbs.gfycat.com/PiercingIlliterateGermanshorthairedpointer-size_restricted.gif)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on September 02, 2018, 08:40:16 AM
Oohoo, good job! I shouldn't be surprised at the lack of weapons, it is a difficult task. I was actually going to maybe propose Roast Man because he'd break you with his sick burns............ahem. Anyway, I wish I could help out...So, will there be a re-release for the bots? Also, any line of dialogue involving Torch Braze Man will have to get changed, such as Petrol Man's "If you're wondering, Torch Man gets his butane from me".

Aside from that, thank you Thunderono for holding to this whole thing and making sure it didn't suffer the same fate as sooooooo many fan-made expansions! Not sure I've would've been able to think joyfully (without coming back to this) for a couple of weeks...
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on September 03, 2018, 07:57:49 AM
Well good to see this is actually getting close to a release, happy to know it has been getting worked on behind the scenes. Completely opposite of the other also, which has all the weapons, but not maps, which I find rather funny tbh.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Dark Phil on September 03, 2018, 11:39:21 PM
Will the maps all contain new music? Looking forward to it either way!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on September 05, 2018, 04:42:30 AM
For the first release, no. We will be using all of Kackebango's music initially. The hope is to replace it gradually as we release further versions, since they were made with the original designs in mind-- the only tune we will be keeping is the Wily theme he created, since he made that specifically for our project after I contacted him about making new music.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: fortegigasgospel on September 05, 2018, 11:24:00 AM
Oh boy, Sonic's older song would not fit the new stage look at ALL, glad to hear they are getting songs to fit their new looks too.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on September 27, 2018, 03:24:13 PM
"In any case, I have no concrete release date to give out yet. In two weeks, however, I think I'll be able to give one out, so stay tuned for it."

It's been more than three weeks...
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Thunderono on September 27, 2018, 09:37:30 PM
We did a round of testing a few weeks ago, and it took a little longer than anticipated for some people to make the changes that came up on account of people on the team having lives.  We're going to be doing some more testing soon, and we'll give out a date when we can.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on September 28, 2018, 05:20:22 PM
Alright, good to know, I guess. Will be waiting for future information.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on October 04, 2018, 02:18:01 AM
Hey all you DOS Reborn fans!

Hoping to hear a release date? You're in luck! We've entered the final stages of polish for our Robot Master stages. The tentative release date will be October 12th (or next Friday, in more colloquial terms). Only 9 days till you're able to bust up some 'bots on 10 all new stages! Until then, stay patient! We'll see you then!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: bass44 on October 04, 2018, 02:57:19 AM
Oh cool that's my b-day, I'll probably try to play that if my dad doesn't make me ride in a car for 9 hours.

It's so relieving to hear that this might actually be a successful expansion unlike cough cough rocks most of them.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on October 04, 2018, 04:20:10 AM
Nice! I'm especially curious about Shark Man's stage...
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Thunderono on October 08, 2018, 10:36:56 PM
Hey all!  While you're waiting for the pack to drop, we're going to be spending this week showing off some of the content that we weren't able to before.  Let's get right to it!

These updates are going to follow a "Past, Present" scheme.  Each day, I (or Dood) will show off something that's changed with what we've previously shown off, and then a new, never before seen map!  First off, we have:

(click to show/hide)

On to the new!

(click to show/hide)

That's all for today.  Catch you all tomorrow with more DOS Reborn goodness!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Thunderono on October 09, 2018, 10:23:57 PM
it's me again

Today I've got a whole heap of props to show off, as well as a new map!  Let's get right into the groove with our first point:

(click to show/hide)

And now let's dive into the new:

(click to show/hide)

That's all I have for today!  Tune in tomorrow for more!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: hansungkee on October 10, 2018, 03:50:43 AM
The Maps is Almoust be Completed,
and Weapons are Too.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on October 10, 2018, 04:51:04 AM
Wow, good job guys!
I absolutely appreciate the details, it's what's selling me right now.

I do have an unrelated question though: What exactly is CRORQ's role in all this?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on October 11, 2018, 12:50:21 AM
Hey, everyone! Magnet Dood here with another DOS Reborn: Past and Present update!

First, the past...
(click to show/hide)

...and now to the present!

(click to show/hide)

That's all we have for tonight. Get excited-- just two more days until release! I know I am!  :p

Until next time!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on October 11, 2018, 04:20:56 AM
Nice!
At this rate, you guys will have done it all in no time!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Caprice on October 11, 2018, 06:13:19 PM
I'd just like to say that technically I didn't have any input on the map's layout, except modifying a couple structures slightly to make texturing them easier, and texturing the map in general... I've brought this up before, but only once or twice while more important things were going on. I just want to make sure people know that I am a fraud didn't actually do as much as implied with MMDBUO!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Thunderono on October 11, 2018, 11:22:07 PM
Last day before release!  Today's update is pretty meaty; not only do I have some changes to an old map, but I've got two new maps to show off!  Let's take a look:
(click to show/hide)

Now let's take a look at the new stuff.  First off, we've got:
(click to show/hide)

And last, but certainly not least, we have:
(click to show/hide)

That's all I've got!  See you tomorrow when we relea-
(click to show/hide)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: bass44 on October 12, 2018, 12:26:54 AM
Hell yes! Those textures on the maps look incredible. I like Bit's "rustic" look as if the electric plant or whatever that's supposed to be has rusted with age.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Rokim21 on October 12, 2018, 01:24:27 AM
Doctor S? Uhm,that could be someone we already know or something new.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on October 12, 2018, 04:56:00 PM
Are you confused? If so, scroll back through the earlier pages.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on October 12, 2018, 10:42:12 PM
IT'S HERE!  :mrgreen:

Main TSPG Link: https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1a.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1a.pk3)
Dropbox Mirror: https://www.dropbox.com/s/ae47agtyawt3df9/mmd-maps-v1a.pk3?dl=0 (https://www.dropbox.com/s/ae47agtyawt3df9/mmd-maps-v1a.pk3?dl=0)

Here's the link to the pack, containing 10(?) all-new maps for our reduxed Robot Masters! A hearty thanks to everyone who helped us get this far-- there's still more to go, but let's celebrate with some new stages for now! And if you don't want to follow the download link, don't worry-- the map pack is already up on TSPG... which I really should've put a link for initially. Whoops!

By the way, we recently updated our skins and bots with some sprite touchups and name changes. Give those a download, too!

https://www.dropbox.com/s/zul9tipw7r5pd5s/mmd-skins.pk3?dl=0 (https://www.dropbox.com/s/zul9tipw7r5pd5s/mmd-skins.pk3?dl=0)
https://www.dropbox.com/s/7k3dtn0cxv8jl4y/mmd-bots.pk3?dl=0 (https://www.dropbox.com/s/7k3dtn0cxv8jl4y/mmd-bots.pk3?dl=0)

Be sure to leave any feedback you have here! Happy fragging, everyone!
- The DOS Reborn Team
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: bass44 on October 12, 2018, 10:55:01 PM
Do you think you could have provided the map codes on the front page so we won't have to dig around in Slade for them ourselves?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Superjustinbros on October 13, 2018, 12:06:48 AM
Aay, congratulations on the release! I've been looking forward to this for a good while, glad it's finally out and rocking (with some really good map designs too!). Good to see the DOS skins in action once more as well.

Looking forward to seeing the DOS copyweps in action too someday.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: hansungkee on October 13, 2018, 12:55:51 AM
Thanks for Maping. But Weapons and Boss Stage Coming Yet?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on October 13, 2018, 08:40:21 AM
Good job people! Congratulations, you did it! Be sure to take a bit of a rest before finishing up everything, okay?

I've been doing some advertisement for this expansion for a little while, I'm glad it's getting attention on Discord.
A wise man once said "too many people believe that just making something good is enough for it to get popular and loved by many. That's not true! You have to actively go out and show what you've done to the world! You gotta sell your hardwork, and not just wait for it to get attention!"

My point is, try to have people know about this whole thing! DOS Reborn might become the biggest (finished) expansion ever, it'd be a shame if it was only known to a small few of players, right? Don't be shy, be bold, go on Discord talk about it! You are all doing an amazing job!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Deefeined on October 13, 2018, 04:14:23 PM
Found a spawn in Buoy Man's map that sticks you in the ground if you use the exit unit.
(click to show/hide)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on October 13, 2018, 05:27:55 PM
Curses. I guess I learned you shouldn't put a spawn between a 3D floor and an actual floor.

That'll get fixed along with whatever's messing up the boss music, which hasn't been playing online. Expect a quick hotfix ironing out the kinks we missed soon.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Armatage on October 14, 2018, 06:23:56 AM
Best wishes to you all, you've truly turned lead into gold here.
Godspeed on future releases!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on October 15, 2018, 04:57:40 PM
So, I've been playing on the maps for a while now and I'm back with some constructive criticism:

The maps could really use some more utilities, an example of that would be MMDSHA. It really, really needs some Rush Marines placed here and there, the map is otherwise a pain to traverse, thanks to the high cliffs. I also believe that some Rush Coils would be great in MMDPET, so that the players would be able to perform quick escapes and access the higher platforms more easily (this could also apply to other maps).

Treble Sentry is a "Bit" too easy to access, just a tad "Bit", you know, for such an annoying a useful item, its' a "Bit" too much. Ahem...

Generally needs more Tango Rolls. Because you can never have enough kitty  ;)

Maybe some Beat Calls too.

The Thunder Claw pegs in MMDVOL serve practically no purpose. First, you need to switch to Thunder Claw, then shoot it out, wait for it to connect, get thrown into, what, the middle of a melee? 'Cuz then you have to switch back to another wep you'd prefer. Otherwise, you could just take the normal route, it doesn't take much more time anyway, sooo...It's overall kinda clunky, and a tad bit useless. I'd say, make them more risky to grasp on but also a lot more rewarding, have them act as real shortcuts or as the sole ways of accessing certain areas. Not all is bad, though, I really liked how you had to use the Mega Ball to get Lightning Bolt in that same map, that was some clever stuff, as it asked some memorization, like "Ah, I remember that wep, let me get that Mega Ball/ Oh, wait, I got the Mega Ball earlier, let's use it". It feels rewarding.

Plus a minor complaint, the Search Snake (which I presume will be replaced by Shark Attack) in Shark Man's place that's on a little platform: yeah, could you lower it a bit, please? Its' kind of a pain, having to actively take the time to jump and then land on it, it breaks the pacing of movement.

Anyway, those were my advises, I hope I helped in some way. Big supporter of the project, want it to be the best it could!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: bass44 on October 15, 2018, 11:04:36 PM
Do you think you could have provided the map codes on the front page so we won't have to dig around in Slade for them ourselves?

I've decided to just dig for them myself so others won't have to do it if they want to jump to any of the stages.
MMDSON
MMDVOL
MMDDYN
MMDKNI
MMDBRA
MMDBIT
MMDSHA
MMDBUO
MMDPET
MMDDW1
MMDDS1

Another thing I noticed is that only BitMan and Dr. Wily 1's OGG files have an info section like the title and artist name. I think it would be beneficial to have the composer credit on all the music, you know what I mean?
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Dark Phil on October 16, 2018, 03:57:30 PM
Finally had time to play through the maps. Great job! Keep up the good work!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: XFlame on October 18, 2018, 02:40:44 PM
Okie dokie, heard about this thing. I still have to try it, but I heard it's reeeally good. And I'll say, I support this project. Good luck! ;)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on October 18, 2018, 04:00:04 PM
Okay, so, a quick thing I want to add on to my review earlier: that stage gimmick in Knife Man's place totally got me by surprise and I really liked it  :)
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Dittoman on November 01, 2018, 04:03:15 AM
Just curious - what are the music codes for the songs in this expansion? I especially like Sonic Man's stage theme.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on November 01, 2018, 10:57:32 AM
The first three letters of their names followed by the usual mus plus a R at the end, for the Robot Masters. If the first three letters of their names coincides with another Existing Robot Master, then it's the first three consonants. If you ever wanna check, go to their maps, open the console and press "changemus". It'll automatically tell the code for the song that's playing. It works with every music.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Dittoman on November 01, 2018, 02:06:29 PM
Ok, thank you very much!
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Ruzma on November 02, 2018, 10:14:34 AM
Always, you are very much welcome, friend.
Title: Re: The Robots are Revolting! (DOS Reborn)
Post by: Magnet Dood on November 23, 2018, 06:05:00 PM
Hey everyone, here's a grand Black Friday deal for you! V1B is released and ready for action!

This fixes a few minor problems we had on the maps before:

=== General ===
Boss music now triggers when playing online (huzzah!)

=== MMDVOL ===
Added Tango Roll pick-ups
Minor changes to health and weapon energy placement
Minor visual changes

=== MMDDYN ===
Ice Wall has been replaced with Flame Blast

=== MMDBUO ===
Players will no longer spawn stuck in the floor of the upper deck

=== MMDDS1 ===
Search Snake has been replaced with Thunder Beam
Hornet Chaser has been replaced with Ring Boomerang

Have fun, and as usual, let us know of any issues here!

TSPG Link: https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1b.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1b.pk3)
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Ruzma on November 23, 2018, 07:08:54 PM
Why not add Rush Marines to MMDSHA? They would greatly enhance the map's fun value. It's...honestly? A bit of a pain to traverse through. If MM3GEM has the right to have a Rush Marine then this one should too.

Actually, if you're not gonna put some Rush Marines, adding Concrete Shot might do the trick. That way, I can aim at my opponents, since they're not jumping all the way to the moon.
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Dark Phil on January 09, 2019, 10:25:28 PM
Does the experimental campaign work with V5D? I tried loading it with V5D and it did not work.
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: RockmanShadow on March 11, 2019, 08:08:00 PM
How do I access the weapons? Is it in the maps file or the bots?
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Magnet Dood on March 12, 2019, 06:17:53 PM
How do I access the weapons? Is it in the maps file or the bots?

The weapons are not in v1b and likely won't be coming down the pipeline in the foreseeable future. Pretty much all of the team members, including myself, are focused on other personal projects. If we do go back and develop them, we probably wouldn't release them unless we also did a campaign (as far as I can tell) and I'm not sure when that will be.

Does the experimental campaign work with V5D? I tried loading it with V5D and it did not work.

It should, I'm sort of surprised if something broke it. If development picks up steam again, we'll look into it.
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Ruzma on March 23, 2019, 12:10:00 PM
Waaaiit a minute...you aren't giving up on things...are you?
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Hunters120 on March 27, 2019, 12:36:34 AM
How are the progress of the weapons?  :)
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Hunters120 on March 29, 2019, 10:11:54 PM
Requesting music codes in this modification.  :)
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: LlamaHombre on March 31, 2019, 09:31:51 PM
SONMUSR - Sonic Man
VOLMUSR - Volt Man
DYAMUSR - Dyna Man
KNFMUSR - Knife Man
BRAMUSR - Braze Man
BITMUSR - Bit Man
SHRMUSR - Shark Man
BUOMUSR - Buoy Man
PETMUSR - Petrol Man
DRDW1MUS - Skull Skyscraper
DRDS1MUS - CRORQ's Fortress
Title: Re: The Robots are Revolting! (DOS Reborn) [V1C Released!]
Post by: Magnet Dood on July 03, 2019, 12:29:48 AM
Howdy, folks! Here's a little update for y'all!

V1C Changes:

==General==

- The ACS map card glitch that occurred when you loaded up this map pack has been fixed. No more annoying messages clogging up your chat!

==MMDSON==

- A general downsizing of the map has taken place. Now it won't feel quite as hard to find enemy dance partners!

==MMDVOL==
- Volt Man's tidied up the place with a few texture fixes. Gotta look your best when you have guests!

It's already up on TSPG ready for play, but if you want, you can get it right here: https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1c.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=mmd-maps-v1c.pk3)

Happy fragging!
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Binary_Newer on July 27, 2019, 04:51:15 PM
I was loading the latest DOS Reborn map pack file and got this texture error:
Quote
Unknown patch 'BUOY52' in texture 'BUOBOIX'
It doesn't seem to change anything in the map from what I've seen, but it's worth looking into.
Title: Re: The Robots are Revolting! (DOS Reborn) [V1B Released!]
Post by: Ruzma on August 02, 2019, 01:38:44 PM
Wow, it's been some time since we last saw an update. I am relieved to learn the project isn't completely dropped, at the very least, although, I presume it's on some sort of hiatus, partially thanks to other projects. Still, as usual, I bid you people the best of luck in all of your endeavors! ;)
Title: Re: The Robots are Revolting! (DOS Reborn) [V1C Released!]
Post by: Hunters120 on April 26, 2020, 10:51:25 PM
Any updates on the weapons and its name?  :)
Title: Re: The Robots are Revolting! (DOS Reborn) [V1C Released!]
Post by: Elementman.EXE on September 06, 2020, 03:17:13 PM
Hi, so I had ask around discord about using your sprites for a non mm8bdm related project and got false permission apparently. Is it ok if I use your sprites for such purposes? There isn't much changed to them and I can send them to you if needed
Title: Re: The Robots are Revolting! (DOS Reborn) [V1C Released!]
Post by: Magnet Dood on September 06, 2020, 06:41:19 PM
Would you mind sending some details about the project over to me in a PM?
Title: Re: The Robots are Revolting! (DOS Reborn) [V1C Released!]
Post by: Hunters120 on October 29, 2020, 09:23:54 PM
Actual weakness chart?
Title: Re: The Robots are Revolting! (DOS Reborn) [V1C Released!]
Post by: Ruzma on October 30, 2020, 06:42:26 PM
Well, we know Shark Attack is Buoy's weakness  :cool:
I'd wager that Braze's Blow Torch is Petrol's

I guess Buoy's Bubble Bath can be Braze's weakness? I suspect Bit Cannon to be Shark's weakness, with a "harpoon on fish" logic. Otherwise, it'd have to be Petrol, because pollution.
Maybe Sonic would disrupt Dyna's flow, or something along those lines. Knife is an unknown for me.
Actually, Braze has a fair bit of interactions he could have.
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Magnet Dood on January 14, 2021, 12:06:23 AM
Greetings, esteemed visitors!

In a surprise twist of fate, our weapons pack has been finished and released! They're up on TSPG now and can be enjoyed at your leisure. You can also grab them from the first page.

When hosting, use the first one (mmd-weps-v1a.pk3) to play with them on the DOSR maps themselves! They'll automatically replace some of the weapons from core on there. Use the second one (mweps-mmd-v1a.pk3) to use them with Trillster's weapon randomizer mod! They'll appear in LMS rotations and in... other stuff that I forgot! (I've only played in it like once.)

You can also get them right here if you don't want to jump back to the first page!
Weapons (Compatible with Map Pack) (https://allfearthesentinel.net/zandronum/download.php?file=mmd-weps-v1a.pk3)
Weapons (Compatible with Trillster's Weapon Randomizer) (https://allfearthesentinel.net/zandronum/download.php?file=mweps-mmd-v1a.pk3)

Being sentimental, it feels really, really weird to write this. The fact that we've reached a finished state, as in officially finished with the three core components a Mega Man game needs to be represented in this game with (skins, maps, weapons) is really nuts. I could not have done it without a lot of help from the team you see on the front page. I started this expansion when I knew very little about making one, despite how many projects I started when I was first here. Having it be a real, actual thing that people can enjoy is indescribably cool to me.

I'm super grateful for all of the support you've shown DOS Reborn. I'm glad people really enjoy our fun take on Simon's reimagining of the originals. We have a few plans to update our maps with v6 weapons, and I personally would like to take another shot at remaking Buoy Man's map. We also might see if we can fix the bot implementation into the campaign, and maybe (BIG, HUGE, DON'T COUNT ON THIS maybe)... we might try our hand at a campaign ourselves, further down the line.

But for now, it's all finished the way we wanted it to be from the beginning. And that feels pretty good.

Thank you again for support! Happy fragging!

~ DOS Reborn Development Team
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Gumballtoid on January 14, 2021, 10:09:14 PM
I'm extraordinarily late, but I see now some folks were asking about a weakness chain, and I can't remember if it's been posted here. Still, now that the weapons are out and folks can see just what they do, this is probably the best opportunity to share it.

Sonic Man > Dyna Man > Bit Man > Knife Man > Volt Man > Shark Man > Buoy Man > Braze Man > Petrol Man > Sonic Man

Sludge Burst gums up Sonic Man's roller skates.
Sonic Pulse disarms Dyna Man's explosives using vibrations.
Dynamite Cluster utterly annihilates Bit Man's drilling equipment.
Drill Pike pierces Knife Man's resilient, bulletproof armor.
Knife Spread shorts out Volt Man's circuits, and ravages his huge arms.
Plasma Cutter electrocutes the aquatic Shark Man.
Shark Attack makes a meal out free-floating Buoy Man, and pops his inflatables.
Bubble Bath douses Braze Man's flames.
Blow Torch ignites the combustible fuel in Petrol Man's body.

Trillster deserves some serious kudos for helping us out in the last leg of development. I'd probably argue that we wouldn't have finished anytime soon had he not offered his expertise.

I'm super happy to have been a part of this, even if my various contributions aren't quite as significant as others. I hope everyone enjoys what we've put together!
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Elementman.EXE on January 15, 2021, 12:28:39 AM
So what are the official colors used on the banner on the first page
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Jedimaster76 on January 15, 2021, 12:35:21 AM
Yo, weapons!

Congratulations, on this milestone in this expansion!  :D
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Magnet Dood on January 15, 2021, 03:05:30 PM
So what are the official colors used on the banner on the first page

lol those are super old
A better indicator of their "official" colors would probably be the image where they're all walking, and even that one's outdated.
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Elementman.EXE on January 15, 2021, 03:31:24 PM
I know there not the colors used for your weapons, but they kinda are the original colors used by snakepixel. Plus I like to play with custom buster colors :p
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Gumballtoid on January 15, 2021, 07:32:19 PM
Worry not. Their actual, "official" colors haven't changed since we made the banner (which we should probably update sometime).

If you want the actual translations, I have them as well:
Code: [Select]
Sonic Man -- Translation "192:192=105:105", "198:198=118:118"
Volt Man -- Translation "192:192=94:94", "198:198=162:162"
Dyna Man -- Translation "192:192=87:87", "198:198=207:207"
Knife Man -- Translation "192:192=41:41", "198:198=38:38"
Braze Man -- Translation "192:192=94:94", "198:198=227:227"
Bit Man -- Translation "192:192=215:215", "198:198=166:166"
Shark Man -- Translation "192:192=205:205", "198:198=77:77"
Buoy Man -- Translation "192:192=218:218", "198:198=60:60"
Petrol Man -- Translation "192:192=87:87", "198:198=195:195"

Here's a fun bit of trivia, too. Putting aside the literal years of grief I gave the team over Shark Man's current colors (I advocated to make him gray, but was in the vast minority), you'll notice that Buoy Man is colored a bit strangely--purple instead of blue. This was for a couple of reasons, including helping him stand out against the other blue Robot Masters, but the foremost reason was to give a small nod to Robot Masters like Napalm Man and Crystal Man, whose artwork depict them as one color but whose sprites depict them as another. I guess you could call it a roundabout sort of authenticity.
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Elementman.EXE on January 16, 2021, 01:54:50 AM
Much appreciated
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: hansungkee on January 16, 2021, 03:19:38 AM
Not Bad.
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Ruzma on January 28, 2021, 05:47:52 PM
Oh, wow.

I completely missed this. This is bloody freaking huge, though!

Woah, I didn't actually think you'd do it one day, despite remaining hopeful
DOSReborn is a project I've gotten incredibly attached to, even if I didn't participate in it.

I want to give all you peeps much deserved messages of gratitude and love, this is a huge contribution to this game, I really can't thank enough.

How was this done? Did you receive help from anybody, or did you learn how to code weps just so you could finally do this?
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Gumballtoid on January 28, 2021, 06:34:27 PM
For a while, about half of the weapons were done (by myself, mostly, with assistance from Lego and Badz), a few were partway made, and the rest were merely conceptualized and sprited. Trillster offered to finish the remaining ones for us, and then made them compatible with his own Modular Weapons (https://cutstuff.net/forum/index.php?topic=11846.0) project. Without his contributions, they probably would have stayed in limbo for a while longer.
Title: Re: The Robots are Revolting! (DOS Reborn) [Weapons Pack Released!]
Post by: Ruzma on January 31, 2021, 06:04:58 PM
Props to Trill, then, and everyone who had a part in this, of course. I'm very glad this is finally out.

I've tested the weapons for myself, and I'd say that they all work pretty well, I'd say most of them are really good,
the only outcry being Plasma Cutter.

In practice, a short range weapon that needs to hit twice in a row to work, in a frantic platform shooter is not worth the trouble. It's rendered practically null by the fact that everything else is a better option, running straight into enemy fire just ends in you being fragged and other melee weapons just do more damage, more consistently.

I think an extension of its range or width to make up for how crazy unsafe it is could elevate it a whole lot.