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Messages - Magnet Dood

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Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 19, 2020, 05:03:28 PM »
Pharaoh Man
Freeze Man
Commando Man
Nitro Man
Torch Man

Flame Man
Plug Man
Drill Man
Toad Man
Dynamo Man

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 18, 2020, 04:37:47 PM »
Blade Man
Dust Man
Pump Man
Wave Man

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 17, 2020, 04:39:35 PM »
MM5 boys have arrived. Time to get to work.

Hornet Man
Star Man
Napalm Man (this one was actually tough)
Gemini Man

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 16, 2020, 04:52:10 PM »
Magic Man
Galaxy Man
Burst Man
Crash Man
Fire Man

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 15, 2020, 05:11:45 PM »

Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 14, 2020, 04:31:51 PM »
Tough start.

Hard Man
Strike Man
Grenade Man
Turbo Man
Dive Man

Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: November 01, 2020, 01:46:08 AM »
Piece submitted on my end. Let's actually try to finish this time!

Being blunt? The overwhelming majority of the maps you just listed did get replaced for various legitimate reasons.

MM1DW2: Complaints about map size and camping within the tubes
MM2BUB: A confusing, twisty layout with spiked walls and hardly any room to maneuver around 128-length corridors
MM4DIV: Too open and huge with no significant landmarks for fighting and far too easy to snipe people with Dive Missile
MM4BRI: The old textures made it impossible to gather your bearings, not to mention it was 75% stairs with a pit in the middle
MM4PHA: Outside area added too much dead space, another area where homing weapons were problematic
MM4RIN: Massive, uninspired layout that was too unwieldly to play on for smaller groups (and the huge mapsize didn't do anything special)
MM5GYR: You could keep running forever because the map was gigantic, and people had issues with the skybox that couldn't be fixed easily without scrapping the layout
MM5CRY: A three-tiered nightmare that slowed matches to a crawl because people would jump through the teleporters so much, and the three tiers weren't great by themselves anyway
MM5WAV: Wavebike Camping unless you wanted to fight on three islands (if you mean the other one, another case of a huge map where people would still Wavebike Camp)
MM7FRE: The outside ring areas got a ton of complaints of being difficult to traverse, and the symmetrical, two-tiered design meant that it was hard to change positions
MM7BUR: Humongous, thin walkways with a confusing center that was a quicksand pit to get through
MM7TUR, MM7SPR: They were squares. Lousy, boring squares. Spring was especially egregious because it was just four hallways of springs with... a middle platform, surrounded by springs.

That's not to say people didn't have any fun on these maps while they were still in the game or that they didn't have ANY good points, but they weren't just replaced for no reason for the most part. A good chunk of the maps you listed were axed from online play rotations because of their flaws. A lot of times, they get replaced or changed because mappers think they can execute a better concept using the gimmicks or they can make a more interesting or less confusing layout. The core team's shown more often than not that they're right when they do decide to remake maps in updates, so I think it's far better that they don't just stick with what's been in there because "that's how it's always been".

W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: September 06, 2020, 06:52:18 PM »
Howdy! Oughta check this topic more.

I ask, Mod currently developed to where?

We haven't been developing much at all, to be honest. Life got in the way for myself, and much of the team is occupied with V6's development. Until the release, I can't promise much of anything in terms of updates, but I can assure you that you will see a release from us, likely fairly soon after V6 is completed. We have (nearly) finished Napalm Man's and Yamato Man's stages and a fair amount of their enemies since we last updated here; the weapons are likely going to be a bigger challenge and will constitute most of the delays.

My reasoning being is that the MM9 line of Robot Masters does technically count as being robots made by Doctor Light, but if it's an actual stage, it's okay either way.

We did realize that Galaxy is a Light Robot Master, and it technically goes against the lore of things that we've presented here. I've floated the idea once about replacing him with an MM10 bot, but those conversations have been very light. This might be another thing we ask once V6 gets out and we can take a closer look at the assets; Galaxy is going to be in the second wave of robots, anyway, which will probably take a long time to come out.

Thanks for all of your patience! We're looking forward to bringing this out for you... eventually!

Would you mind sending some details about the project over to me in a PM?

W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: August 07, 2019, 11:36:10 PM »
What's up, folks-- err, greetings, esteemed visitors. Cossack Labs has another update for those hoping to catch a glimpse of our revolutionary Russian robots fighting alongside the esteemed Mega Man.

Well, I have news on that front! The answer is... there aren't quite any new stages to show. :confused: Welcome to that free-time development life! But we still have some content to show you in the form of our Special Weapons!

As mentioned before, each Robot Master will be receiving their own unique weapon from their android adversaries. Cossack will put his own unique spin on Wily's wacky armament in order to get his robots fighting fit! (For those wondering, Mega Man believes his original weapons from these robots will do just fine.)

We have three of them to show off from Wood Man today. Here are the weapons for Drill Man, Dive Man, and Bright Man!

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It seems like that's all we have for now. We ask for your patience, as usual! We should have a new map to show soon enough...

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Until next--

...What's that? You heard a unique theme in the weapon showcase videos? And you'd like to hear the full thing?
Got you covered:

Until next time!
- Cossack Labs

Howdy, folks! Here's a little update for y'all!

V1C Changes:


- 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!


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

- 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:

Happy fragging!

W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: June 16, 2019, 04:21:14 PM »
I can confirm that Wily stages are indeed planned for later down the road! It'll definitely take a while to get there, but have faith; we do have an implementation plan for them in place!

W.I.P Forum / Re: MM4SP - Cossack Crusaders (WIP)
« on: June 13, 2019, 06:01:40 PM »
Greetings again, and welcome to another Cossack Labs update.

We've signed two new members onto our development team. FTX and Ehibika will be great helps in making this mod the best it can be!

Now then, the first post was a little vague about what's actually going on in here. I can use this post to show things in a little bit more detail... starting with the stage I mentioned!

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Development continues to trudge forward slowly, but steadily. As always, we'll let you know if any new updates come up!

Until next time!
- Cossack Labs

W.I.P Forum / MM4SP - Cossack Crusaders (WIP)
« on: June 03, 2019, 06:44:05 PM »

Welcome to Cossack Crusaders!
Mega Man is in trouble again-- Dr. Wily has wiped out all of Dr. Light's robots in a brazen attack, and he's kidnapped the good doctor-- and Roll, too! Desperate for help, Rock turns to an old friend (and foe) in the snow-covered Russian hills. But Dr. Cossack gives him much more than a hand; in fact, he gives him eight pairs! His Robot Masters are ready to turn the tides in Mega Man's favor!

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What is this?
Cossack Crusaders is a new mod designed to bring back the single-player experience offered by MMSP, SiN, and MMXSP a few years ago. It was always one of my favorite experiences in 8-Bit Deathmatch, and breathing new life into it via this mod has been extremely rewarding and fun. Fight your way through 8 stages and bring down that malevolent menace Wily!

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What's in it?
    Play as 9 classes, each with their own special playstyles, strengths, and weaknesses!
    Collect 72 unique weapons among each class to help you turn the tide of battle!
    Explore 8 different stages, each guarded by a tough-as-nails Robot Master and crawling with mechanical minions!
    Team up with your friends online to take on Wily's robots together!

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Great! When will it be released?
Excellent question. We have one stage fully completed so far, but we want to include another so the beta doesn't get too stale right away. This is a pretty massive undertaking filled with new assets and lots of time and manpower, so don't expect it to be out right away. That being said, we will let you know when you can take on Wily's forces!

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Who's working on this thing?
Our team is as follows:
Magnet Dood: Expansion Head
Trillster: Coder
Russel: Coder
Ehibika: Coder
Pegg: Spriter
FTX: Spriter
Llamahombre: Mapper
Dr. Freeman: Mapper
Duora Super Gyro: Mapper
Tlp: Beta Tester
TerminusEst13: Beta Tester
Cutmanmike: All-Seeing Eye

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I want to help! How do I sign up?
Send me a message over Discord or PM me here for details on what you can do! If we think you're up to snuff, give us a hand! The more the merrier!

We're excited to bring this to you as a new chapter in singleplayer experiences. Stay tuned in to this topic for more updates in the future!

Until next time!
- Cossack Labs

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