What my post subject says.
The new weapon pickup icons... Why they do not match with the sprites of the actual attacks? Can we get the old pickup sprites back? Well Leaf is ok. Power Stone looks a like a turd nugget instead of the Cocoa Puff we all know and love. Atomic Fire looks off. Fire Storm is too detailed. Crash Bomb(er) looks really weird. Quick Boomerang looks like a laser fired from some railgun from a contra type game. Rolling Cutter looks like a robotic leg that is bending at the knee. Air just looks bad. Please revert : (
I honestly don't care for the campaign(s).
For the skins, I like Cold Man and Dynamo the best. Magic Man's skin looks weird from some angles I understand that he's a lanky bastard so it could be difficult to add umm "depth?" from the side. The other skins I'm meh about.
Weapons.
Thunder Bolt: I'd say it's pretty damn effective for a power weapon as a power weapon should. It's a little bit odd to get the spacing for the bolts (at a distance) but once you line it up death from above and to all.
Spread Drill: I need to put some time into figuring out the proper way to utilize this weapon. It's extremely awkward to use and feels unrewarding if you do manage a hit. Almost like a clumsier gyro guts hybird? Gasping at straws here. IT SPLITS OK : (
Copy Vision: A really cool weapon. Atleast it doesn't kill you the user like ahem TREBLE! R.I.P. Old friendly Treble Sentry from 3 years ago. It's neat that you can use this weapon while using something else. It's pretty radical that it shoots at what you are aiming. Potential Anti-Air Flak Cannon shenanigans much? My only suggestion/complaint would be add an icon or some indication of when the hologram is active.
Remote Mine : Definately requires some practice to use this weapon in an effective manner. I know it's the Doom Engine and all I just wish it was more responsive as say... Half-Life's Rocket Launcher. Still an impressive feat that it works.
Tengu Blade: If I'm not mistaken the projectile is a 4 hit kill. It's got a good fire rate nice chuck of ammo to spare. The dash attack really makes this weapon stand out as you can actually do different things other than the more primitive and one-dimensional weapons from the older games. Yet feels like it might be a tad overpowered? The slash and projectile hitting at once... Eghhh. Time will tell I suppose.
Ice Wall: It's great and all just needs to be a tad bit easier to mount. Centaur Men riding ice cubes. I could be wrong since I haven't played MM&B in ages I swear you could get the Ice Wall to move by shooting it with your buster. That'd probably be a major pain in the ass to implement.
Wave Burner : From the limited time I had with this weapon... It feels really weak that you need to waste nearly all of your ammo to get a kill. CoughGreenFlamesCough WheezeIacknowledgeitisnothappeningWheeze
Magic Card : It's just a boomerang that shoots through certain walls on certain maps.
Treble Boost Flying capabilities have always been annoying to deal with especially on stages with extreme floor-ceiling heights. *Gives a death stare to the various MM8BDM Classes mods* This weapon is just boring a crappy air shooter with buster shots. What are you going to do? Shotgunner Jetpack Man? The ability to fly away to any platform you want is going to be your main use. Well it'll be banned from duel most likely r.i.p. VTOL stalling. It feels like a shoe-horned buster adapter. V2 added Super Adapter. V3 Added Duo Fist, Laser and Arrow Busters. Buster Adaptors all up in here. IF V5 is MM9, inevitable Fake Man Buster Adaptor.
Wily Dinosaur Egg Buster (Please make this a real thing.) IF MMV Expansion Mega Hard Knuckle Magic Card Buster Adaptor/Mega Arm. MM10.... WAIT it can't be... I can't think of a buster adaptor... Roboenza Cure Cannon?
Maps:
MMBMUS LOL MUSMUS The Intro Stage. Well it's the first game to get the intro stage implemented in an expansion. Now for the map itself. I dig the Exterior. As for the rest of the map well it has a nice flow and allows you to keep your speed casting that aside, it's bland inside, just flat rectangle after flat rectangle. I do like however that the Fire Man region is pretty mild it's just a catwalk over lava instead of insert random lava platforming hell/gimmick. It's very contradiction sounding I know. There's pits but they are out of the way.
Toad Man area I expected an obnoxious wind gimmick thankfully that did not happen. Although the geometry is just flat out boring and unexciting with its really meh jumps. It gives off a mapper's first map vibe from that area.
Needs more jumping off 3d/rail midtextures over death pits. Being sarcastic there. OC Style RAILS is too obnoxious for PVP maps. Spice it up a little in future updates AND STAY THE HELL AWAY FROM MAKING IT A WIND GIMMICK ZONE.
The Blizzard Man sub area is a total killjoy. It has some of the
WORST SPAWNS I've encountered in
THE CORE. 2 steps away from the edge leading into a pit... yeah it's atrocious. Place the spawns in that area with your back against a wall (Ironic example think of MM6BLI's spawns especially the ones with your back against the wall) It [Sub/Blizzard Man area] feels incredibly tight and restrictive. Also the ladders when leaving that zone just should be stairs or slopes to keep the flow. The whole map you can generally breeze and run around but once you go there it's caution city and feels sufficating on how restricted your movement becomes.
Overall: 4.5/10
MMBTEN: Tengu Man B
I like this map. Seeing those repairmen thing robots in the background just makes me want to rage. There is 1 issue I have for the map......
It's just a large health pellet. C'mon man really? It just seems silly.
Other than that I enjoy this map... The textures are bland but they were bland in the original game sooo...... yeah. Atleast there's a fun dm stage out of one the most boring megaman levels I ever played. Also the stage really feels fitting when you compare it with MM8TEN. Both have a nice set of Inside/Outside areas. They feel like they go together hand in hand.
Overall: 8/10
MMBAST: Astro Man B
This stage feels like it's missing something. I'm generally not a fan of a map having two buster adaptors. Treble Boost I see it being the only way to get G. Hold.... which is kinda absurd in a way. Of course if you are tempted to camping the G. Hold Pickup spot you can get shot at. That doesn't rule out that you can simply lawl fly away. I dunno I hate playing theory shooter. This map also has a very unorthodox layout. There are quite a bit of magic cardable walls. Especially the windows viewing the outside areas. No Hard Knuckle for you! The W-Tank on platforms next to the G Hold comes off as a TERRIBAD choice. I don't understand the point of some walls you can magic card shoot through but there's nothing it can hit on the other side. Custom Robo Trap Gun Shenanigans? It's just missing something to tie it together. Anywho next map.
Overall: 4/10
MMBDYN: Dynamo Man
This Stage had to grow on me a little. I enjoy the conveyor thing going on here. I love the jump for Treble Boost although I wish it was something else since low-ceilings kinda null the point of flying and dodging shenaners. Well I guess you COULD Shotgun with it but who does that? I mean while I've been on typing this all this discussion over Treble boost going on... LOL AHAHA it's hilarious on both ends. Inb4 SJAS style approach to Treble Boosting I guess. Actually that sounds pretty damn obnoxious given how SJAS Players can be... Anyways back to DYNAMO MAN. My problems with this map are it sadly all LOOKS THE SAME texture wise and because of that the layout is a bit of a pain to figure out. The Pink Contrasing textures are a bit hard on the eyes at first. The middle of the conveyor pit (Atomic Fire is next to it) is easy to jump into when going in from the ledges. Atomic Fire's raised little floor blends in with the conveyor.. Recolor that warning ledge texture with pink to keep in line with the pink contrast textures? I love the way you get to Lightning Bolt really creative. It's actually pretty hidden too. I had to do a double take.
Overall: 7/10 Would give higher but it all looks the same :
MMBPIR: Pirate Man Yaaargh
I for the most part wish this stage was split in half. The cave segments above water are boring and quite forgettable. Outside the above water cave areas I really enjoy the map. I wish you could jump out of the water without having to run to ladders or using the silly bubbles.
With Above Water Cave Areas: 5/10
Without above water Cave Areas : 7/10
MMBCOL: MMBCOL
I don't understand why Arrow Buster is so easy to get. Yet you have to plant Ice Walls to reach Big Health Pellets. What the hell is with this expansion and doing silly things for big health pellets? Biggest Offender is yet to come. Well the Ice Shooters that skiing robot guy in the background and all that jazz is nice. This map is boring and forgettable for the most part. HOWEVER ADD MORE SLIPPERY SLOPEZ. I can't get enough slippery slopes. I almost want to play a certain horribad mm8bdm jumpmaze wannabe wad because of slippery slopes. Oh and I love this.
Those Stairs I like em...
Overall: 3/10 Cool Decorate Shizz and fun slopes other than that map is generic.
MMBGRO: GroundMan
I LOVE THIS STAGE Ok besides Lightning Bolt being laughable in how simple it is to be obtainable. It's criminal how easy it is. Strafe Jump whoop de doo. The sand friction is not as frustrating as Pharaoh Man's Exterior nor as slow. Since it isn't a long trek if you fall off back to normal ground. The textures are amazing the pallete given to the textures is so fitting and ties with the original so well. The jumps my god the jumps. Jumping onto and off pillars is awesome. The stairs my god the stairs.
I CAN ACTUALLY RUN UP STAIRS IN A FIRST RELEASE VERSION OF A MAP.
Jumping up "Stairs" has always been one of my pet peeves with MM8BDM. Oh and as someone said too lazy to fish through posts. Replace Lightning Bolt's location with Sakugarne. Also how the piss do you get Saku in its current location anyways?
Overall 9/10
Oh god... Burnerman
MMBBUR:
BRUNERMAN Why? IT IS JUST A LARGE HEALTH PELLET *Facepalm*
The ladder textures are hideous though but Burner Man's Ladders from the actual game were hideous. Aside from that I have no problems with this except fire lag... It's pretty good. Thankfully the spears coming out the wall are non-existant in this version or requiring Skull to run across spike pits. The demo version from so long ago.... I probably shouldn't have brought that up.
Overall: 7/10
MMBMAG: Magic Man
Ok... first obvious thing this map is easily a contender for top 3 largest MM8BDM CORE Maps. For that reason and many others I abhor it. Ok it's huge. IT'S HUGE. It's big-boned. The train rails you fall through. : ( You have to use a boring Item-2 to ride to M-Tank Power Weapons etc. It's not my kind of map. Magic Card shooting through nearly everything. Not saying other weapons are useless but why not start out with Magic Card instead of a buster... really. It's just not my kind of fun. Gimmick Wonderland! Fuck that. It's not as obnoxious as that one CTF map with all the gimmicks that change with the timer ughgashgahgashg.
Rating 1/10
MMBKIN: This map is pretty solid not much to say about it other than make Lightning Bolt not so easily obtainable.
Overall 7/10
MMBDW1: Reclaimed King Fortress more like Team Soup killed Team Meatloaf.
OVERALL 10/10. LOBBY APPROVES I can't believe this map is in the core. It's like the abortion survivor lovechild of MM7BUR (V3B-Present) and MM1DW2 with MMB Textures. The layout is a masterpiece except the water areas screw them. The fact that this mismatch texture soup exists in a core map just blows my mind. Can I join the team? I can make some sexy texture meatloaf. It's so terribad it becomes excellgood? Terragood? Amazigreat? I don't care... just how in the hell did this happen? It's a loveletter to my soul man.
Camo'd Ladders INGENIUS!
MMWTBRG?: Bustah Rod G.
I really have nothing to say about this map. It works but it doesn't "wow" me.
Rating 5/10
MMWTMWS: Mega Water S.
This stage introduces Rush Marine well Hardman no matter how absurd you look with RM, it became a thing. Rejoice Hard Men REJOICE. I haven't played this map with people other than cyberdemon spamming through the campaign. It's quite big. It's new... It's actually interesting. Yet I'm scared of taking it "seriously." Hitting players using Rush Marine or Oil Slider above water makes me cringe at the very thought. I wish there was more to do above ground. I can't rate this map until played it extensively not like anyone cares about my opionion anyways.
MMWTHSH: Hyper Storm H.
It's not as parkour freerun 4 life as Ground Man but it's pretty close. Aside from some weapons feeling like they might be "troll" pickups behind invisible walls and some slightly annoying one way areas. This map is great.
Overall 8/10
MMWTD1: Wily Tower 1
It's an over complicated mess. Boring underwater areas. Silly claw traps why isn't there any on the Super Arm pickup? There's some on rolling cutter.... Well there IS time stopper... but who is really going to try for that rush jet? The lava area is kinda annoying with how much you could have out there instead of this U bend. Forget about Lifts being super vulnerable and potentially leaping to your death for a big weapon/health pellet and the smaller pellets of the opposite type? WHAT IS WITH ALL THESE LARGE HEALTH PELLETS IN THESE SILLY SPOTS IN THIS EXPANSION? FOR REALS? I'd expect some power weapon or W/E/M Tank or a buster adaptor that I would probably perfer trusty ol' megabuster over.
Rating 2/10
MMWTD2: Wily Tower 2.
That skybox scares me. The layout isn't actually that bad. It's just the textures and the palletes are just ugly. That mustard yellow with the dull grays/greys. No bueno. The weapon choices are meh. Hard Knuckle Psuedo-Death Trap easily avoidable. The real death trap is shooting hard knuckle while on that floor. It's not bad but it doesn't stand out.
Rating: 5/10
For the revamped/replaced maps.
I like the new changes to MM1CUT.
The new MM1FIR seems really unnecessary.
MM1BOM's new middle is a nice adjustment because who can really say they enjoyed bombman with its gaping pits?
The HEAT Man indifferent to it.
New Brightman is better than Battle of Darkness Donut Hill. Honestly if Old bright didn't have that hole in the middle and different textures swapped to when it was became dark so you could see the sides of the floors like new bright and Bright Man remixed from CSCM. It would have been much better.
The new Side Route on skull man was much needed.
Wind Man I'm mixed on it. I like the side routes but the rest of the changes I dislike. Honestly if it was more like the Skull Man change just adding those side routes I'd be fine with it.
I just hope when the next core update things are less meh. I don't want to downplay the work the dev team members put in. I'm just given an overall "Meh" feeling to V4. V3 was no different. MM8BDM just seems to be going into a direction I could care less for. I'm slightly scared about the map sizes... because the smaller maps are getting randomly expanded on or just outright replaced. Overtime I feel a map like Clown Man will be the standard"Medium" size and Magic Man will become the norm for "Large Maps" #StopTheSmallMapGenocide #GiveSomeMapsADietPillORLiposuction
- Lobsters