Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: Russel on February 26, 2011, 06:00:48 PM

Title: Lego's Weapons Archive: 8-10 2d and DOS 1b
Post by: Russel on February 26, 2011, 06:00:48 PM
Basing off of the Mega Buster code, I created another weapon.

Download here (https://dl.dropboxusercontent.com/s/5ddecj75m5rc8fd/ShotgunBuster-v1b.wad?token_hash=AAFjfcHhb3_g5vGB0rmkNkf6ATglE1mdUND-pN9gkzxGhQ&dl=1)

Run in buckshot for extra fun.

Megaman 8-10 Weapons Pack: download unavailable

Special thanks King Yamato for all the help he put in.
And to Jaxof7 for the animations to the Water Shield.

DOS Weapons Pack: Download (https://dl.dropboxusercontent.com/s/raiwxl3dj2s5l20/DOSWeps-v1b-b1.pk3?token_hash=AAGODyrpO1bGU8oHdNnAb4eG3zaGJgDa7wkHexTT2PYouA&dl=1) [v1b beta] UNTESTED/INCOMPLETE
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: tsukiyomaru0 on February 26, 2011, 06:22:08 PM
What's the spread range in degrees? Seems like a fun weapon.
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: Russel on February 26, 2011, 06:39:51 PM
The shot measurements are measured in coordinates, not degrees, the range of coordinates is from -60 to 60, in intervals of 12

EDIT: I stand corrected, the range in degrees it 120, the next weapon is a mod of crystal eye, 360 degree weapon.
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: tsukiyomaru0 on February 26, 2011, 08:26:13 PM
It's pretty much one of my touhou weapons in spread then! XD
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: Russel on February 26, 2011, 08:39:06 PM
Heh, I actually know nothing of touhou, other thansome character names, I had this thought and made this in the span of an hour (not including fine-tuning)
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: WheelieCarbonate on March 19, 2011, 07:20:23 PM
The file is 6.66KB  :shock:  :shock:  :shock:
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: Russel on March 19, 2011, 09:41:13 PM
Quote from: "zeswissroll"
The file is 6.66KB  :shock:  :shock:  :shock:
...Is that bad? I made this based off of the Megabuster, so no new sprites or definitions (with the exception of the translation)

EDIT: the codes used for server events only take up 1KB
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: tsukiyomaru0 on March 19, 2011, 09:46:59 PM
Quote from: "Legofan20"
Quote from: "zeswissroll"
The file is 6.66KB  :shock:  :shock:  :shock:
...Is that bad? I made this based off of the Megabuster, so no new sprites or definitions (with the exception of the translation)

EDIT: the codes used for server events only take up 1KB
666... Number of the beast...
Title: Re: Lego's Armaments NEWEST WEAPON: SHOTGUN BUSTER
Post by: Russel on March 20, 2011, 12:49:43 AM
UUUUHHHH OOOOOOOOPS! HOLY **** WILL BE FIXED! Sorry for not noticing. Not that big a deal though.
Title: Re: Lego's Armaments Hax pack!!! v1a
Post by: Russel on April 29, 2011, 02:03:31 AM
Bump for Hax pack
Title: Re: Lego's Armaments Hax pack!!! v1a
Post by: Epic Fail Guy on April 29, 2011, 02:10:14 AM
I love you. That is all.
By the way, Lego.
Your weapons are the awesomest things in the world.
They are so hilarious!
Title: Re: Lego's Weapons Archive: Hax pack!!! v1a
Post by: Korby on April 29, 2011, 03:18:17 AM
You saw nothing, carry on.

I have not tested these myself. I probably should, at some point.
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: Russel on April 29, 2011, 12:50:55 PM
bump for v1b of Hax pack
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: tsukiyomaru0 on April 29, 2011, 05:59:03 PM
Did you have that Gyro Attack checked? Yes? No? Well, I'll go check in this version and feedback ASAP.

Not a bad mod, it is actually amusing to use in LMS.

EDIT:
MegaBuster loops the "Select" sound when you fire.
ProtoBuster doesn't have a normal shot. (lolwat?)
Gyro Attack's fix is great. Thanks for having it fixed.
Gamma Balls from Flame Blast... Does nothing?! O_o

That's all I found
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: Russel on April 29, 2011, 08:15:10 PM
The only thing you saw that I did was the gammafireball.
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: tsukiyomaru0 on April 29, 2011, 08:20:42 PM
Hm... Odd... Just odd...
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: Russel on April 29, 2011, 08:47:10 PM
I changed NOTHING of the P.Buster, the base class or M.Buster, however I did change G.Attack. And Gamma Fire ball can be used as a mine. All this has been fixed for the version I will test later today.
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: tsukiyomaru0 on April 30, 2011, 02:07:17 AM
Alright. I take your word on it. If it is what I think it is, then I know what is the cause.

EDIT:
For some reason, I think this is connected:
Code: [Select]
HyperBuster : Weapon replaces BassBusterNormally, when a Weapon replaces another Weapon, both having completly different names, it is used "WeaponNameX replaces WeaponNameY". I'll modify this and test.

EDIT2: That didn't work. testing new possibility.

EDIT3:
FOUND IT!
Code: [Select]
AIRS D 0 A_FireCustomMissile("AirShot2",0,1,8,0)
BHND A 0 A_FireCustomMissile("BalladeCracker",0,1,8,0)
There's the problem. Boolean for Consume Ammo is set to true ( 1 ).

Solution:
Code: [Select]
AIRS D 0 A_FireCustomMissile("AirShot2",0,0,8,0)
BHND A 0 A_FireCustomMissile("BalladeCracker",0,0,8,0)
You might have let that slip while you copied. So it consumes the ammo for megabuster and protobuster. Since their AmmoUse for normal shot is 1, you won't have enough ammo, because the ammo was used up by the Bass Buster.
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: MagnetMan497 on April 30, 2011, 02:47:33 AM
Tsuki is... unbanned!!


My life is ruined....
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: Russel on April 30, 2011, 03:35:42 AM
Ok, First of all, Magnet, this is not the place for that, and second, I can do without your help, but thanks anyway, Tsuki.
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: tsukiyomaru0 on April 30, 2011, 05:39:33 AM
Quote from: "Lego"
Ok, First of all, Magnet, this is not the place for that, and second, I can do without your help, but thanks anyway, Tsuki.
Ah, no problem.
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: Russel on April 30, 2011, 06:32:21 PM
Hilarious pic
(click to show/hide)
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: tsukiyomaru0 on April 30, 2011, 06:49:38 PM
Quote from: "Lego"
Hilarious pic
(click to show/hide)
GENTLEMEN... BEHOLD! LEGO... CLONED PROTOMAN!

Oh, my, I'll laugh for hours now! :lol:
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: chuggaafan1 on May 01, 2011, 12:13:56 AM
We Need a V1b Server, The Only One i See Is haxweaponsstbr.pk3, where do i get it?
Title: Re: Lego's Weapons Archive: Hax pack!!! v1b
Post by: Russel on May 01, 2011, 12:46:21 AM
That is the test wad, huge changes coming for v1c
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 01, 2011, 10:40:52 PM
Bump for Megaman 8-10 Weapons pack
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Copy Robot on June 02, 2011, 12:30:27 AM
Thunder Claw has the best obituary
 :geek:
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Magnet Dood on June 02, 2011, 01:04:03 AM
Question. How do you add these weapons into Doom Builder?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: MagnetMan497 on June 02, 2011, 01:44:40 AM
He didn't. He replaced certain weapons?.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Korby on June 02, 2011, 01:46:32 AM
I like how you not only took my code and modified without asking me, but you made the weapon worthless.

Original did 4 damage per triple blade and had a decent firing rate. The one you guys have? THREE damage per triple blade and a HORRIBLE firing rate. Hmm! Isn't the weapon SO much better now?!
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Blaze Yeager on June 02, 2011, 01:49:34 AM
Korby,HE ASKED YOU on the Skype Chat!
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 02, 2011, 02:09:54 AM
I also asked if I could nerf it via PM
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Korby on June 02, 2011, 02:11:56 AM
I'm pretty sure I didn't give you permission to make my weapon crap.

However, if you're so deadset on keeping it nerfed, nerf Plug Ball and Ice Wave. Plug Ball kills in four hits, goes faster than search snake, and has decent ammo. Ice Wall kills in three or so hits and has decent ammo. "New and Improved" Triple Blade kills in five hits if you're lucky to hit someone with all three of them within the 30 seconds it takes to actually fire off 5 rounds.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 02, 2011, 02:16:23 AM
I am leaving mine alone, more than one person said triple Blade was OP.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Korby on June 02, 2011, 02:19:46 AM
It's funny. You'll nerf my weapon which I've had tested AND have had people come up to me saying it was perfectly fine, but you won't nerf the weapons that actually have things wrong with them.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Ivory on June 02, 2011, 02:39:21 AM
Well then, time for my review. I'll do this per weapon. Keep in mind this is just testing against bots. I have no idea how well some of these will work against actual players.

------------------------------------------------------------------------
MM8
MegaBall: Worthless. It's incredibly awkward to use, if you lose the ball all you have is a pitful kick to defend yourself with. Since the ball vanishes on sky roofs, I wouldn't even dare touch try to use it.

Tornado Hold: It's useful, hurts enemies, you can use it to get to higher locations. Against the bots though, I keep raking in kills like it was no tomorrow.

Astro Crush: Pitful. It spawns from the roof, so it's usefulness depends on the location. If the roof is too high, you are just getting yourself killed and your enemies are out of there before the meteors even get to the ground

Flame Sword: Useful. I find it really easy to get kills by stepping around corners with it.

Thunder Claw: Awkward. I thought the weapon was broken for the longest time, then I realized it only pulls you closer at close distances. It's not even obvious that's how it works.

Homing Sniper: Spammy homing missiles! Makes Dive Missile pointless.

Ice Wave: Good Ammo, good fire rate, 3 hit kill, travels up and down surfaces. I think I see a problem here.

Flash Bomb: It's pitful. It damages really fast, but also extremely slowly in value. I can never get kills with it because I'm being killed off before Flash Bomb can kill.

Water Balloon: Pitful damage, horrific range that requires you to be up close and most of the time facing 45 degrees up. It's not fun at all.

MM9
Concrete Shot: Pretty useful, though I wonder if you could instead make it so you can only fire when you have less then two concrete blocks on screen as opposed to slow recharge.

Tornado Blow: I like it, decent damage and it can help you out of sticky situations by making your enemies fly upwards.

Laser Trident: Not too much ammo, but it's a powerful ripper, but not too powerful. Maybe a slight fire rate increase.

Plug Ball: 4 hit kill, fast rate of fire and good amounts of ammo. Not only is this weapon overpowered, but it makes Search Snake's pointless in comparison.

Jewel Satellite: Okay, how the hell does one take the best shield weapon in a megaman game and makes it the worst shield weapon in mm8bdm? Reflection and no ripping makes it situational at best.

Hornet Chaser: Spammy homing weapons that barely hit anything and don't do much damage. Great.

Magma Bazooka: I like it, it's powerful up close less powerful far away. Decent charge. Then bots are bots.

Black Hole Bomb: I swear sometimes it doesn't even get set off, anyways it's not that useful despite how useful it was in MM9. If bots can easily avoid it, I can't imagine how actual players would.

MM10
Triple Blade: Seems to be Korby's, except weaker and a horrible rate of fire. I can't kill anything with it anymore.

Water Shield: It works, the attack is pretty meh but the shield part works fine.

Commando Bomb: Good power, drops down and doesn't OHKO anything anymore by doing so.

Chill Spike: Slow rate of fire, decent power, leaves something to look out for, and freezes you if it hits. It's different enough to make spark shock still useful.

Thunder Wool: I think it needs a larger radius, I find it hard to hit anything with it. Otherwise, it seems pretty good.

Rebound Striker: Pretty good, but I'm worried about how easy it is to spam up a room with incredibly fast projectiles that get even faster as they bounce around.

Wheel Cutter: Worthless, It may get you up walls, but the chainsaw is worthless and deploying them rarely ever hits anything and kills anything for that matter. It's like Charge Kick for mobility, only Charge Kick's attack was actually useful.

Solar Blaze: I like it, bounces off walls and explodes in 4 directions.
------------------------------------------------------------------------

Good job on doing all these weapons, but try inching away from being true to the nes counterpart. Look how cutmanmike did MM8BDM, he changed weapons as needed to make them unique and useful. These weapons are largely just better versions of mm8bdm weapons(i.e. Plug Ball), or rather completely unfun(I.E. Water Balloon) or just plain useless (I.E. Mega Ball). I really do think these weapons could be done better.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 02, 2011, 03:18:10 AM
Thank you for your feedback, it should certainly help. A new version will be released soon.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: JaxOf7 on June 02, 2011, 05:18:27 AM
I am very glad to see a public release of these!

I haven't tested a whole lot but Ivory's review seems pretty spot on.

Did you know that water balloon can be fired incredibly fast in MM8?
I was disappointed to not see this property carry over into the conversion and I think it would make the weapon much more fun.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Myroc on June 02, 2011, 09:05:35 AM
A lot of the weapons feel erratically grouped. I find a ton of long range weapons in either the Short Range (4) weapon or the Heavy Weapons (5)category. Not to mention that Water Shield is grouped into Long Range (2) and not with the other Shield Weapons (7).
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Max on June 02, 2011, 10:50:42 AM
I spent a long time messing around with these, and for the most part they're pretty fun. Offline. Most of them are either super OP or useless, I also noticed a lot of things were missing either from sprites, or a function of a weapon. These are alright but I think you should follow what Ivory said  and maybe have another look at the originals to improve these.

I didn't actually try these online, but just from beating up bots I can make a general statement about the balance. I don't think these would be very fun to use at all online, but offline they're great just to play around with.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 02, 2011, 12:08:35 PM
Myroc, I did not necessarily know how to group them.

Yellow Devil I already know how you feel about me making this in the first place. If weapons truly ARE OP, then they will be fixed.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Myroc on June 02, 2011, 01:40:30 PM
The following groupings should be correct. Weapons in brackets are weapons that maybe could fit in the specified category, but could also probably fit elsewhere as well.

Group 2 - Long Range Weapons - Homing Sniper, Laser Trident, Hornet Chaser, (Plug Ball, Rebound Striker, Thunder Wool?)

Group 3 - Rapid-Fire Weapons -  If you ever buff the Triple Blade and Water Balloon to give them faster rate of fire, they should go in here. Otherwise, there aren't really any rapid-fire weapons here.

Group 4 - Close Range Weapons - Tornado Hold, Thunder Claw, Flame Sword, Water Balloon*, Concrete Shot, Solar Blaze, Chill Spike, Wheel Cutter, Triple Blade* (Ice Wave, Plug Ball, Rebound Striker, Thunder Wool?)

Group 5 - Power Weapons - Flash Bomb, Magma Bazooka, Black Hole Bomb, Commando Bomb, (Ice Wave?)

Group 6 - Area of Effect Weapons - Astro Crush, Tornado Blow

Group 7 - Shield Weapons - Jewel Satellite, Water Shield

*The current version.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: sipfried on June 02, 2011, 01:46:56 PM
nice the megaman weapons i think its not happing

only whe water shield looks .... omg bij changecam
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 02, 2011, 02:33:03 PM
Thank you Myroc, they will be regrouped.

Before anyone says anything about Water Shield lacking an animation, look at it's code.

I would need to create HUNDREDS of actors to do so.

Also, if you notice the shield disappearing on occasion, that is only the visual effects disappearing, they cannot be fixed with the way it is currently coded.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Magnet Dood on June 02, 2011, 10:18:52 PM
Quote from: "Magnet Dood"
Question. How do you add these weapons into Doom Builder?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Awbawlisk on June 02, 2011, 10:23:01 PM
Oh and could you not be lazy.. and work on making the water shield move the way it does in the actual game... Cause when i sue it.. its just like some kind of shield that does'nt circle around you like the other shields do.....
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: MagnetMan497 on June 02, 2011, 10:51:35 PM
Quote from: "Magnet Dood"
Quote from: "Magnet Dood"
Question. How do you add these weapons into Doom Builder?
For the second time...

HE DIDN'T. He put text in the file so certain weapons were replaced by others (i.e. Search Snake is replaced by Plug Ball)
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Magnet Dood on June 02, 2011, 11:04:04 PM
Oh... Well, how do you add them to the game? Just put it in as a regular .wad?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Asd967 on June 02, 2011, 11:19:04 PM
Quote from: "Magnet Dood"
Oh... Well, how do you add them to the game? Just put it in as a regular .wad?

Just copy how I and X pack did to include Triple Blade, I. E.: Put the weapons you want on the map, then add the map to a PK3 and include the decorate there.

Quote from: "Obelisk"
Oh and could you not be lazy.. and work on making the water shield move the way it does in the actual game... Cause when i sue it.. its just like some kind of shield that does'nt circle around you like the other shields do.....

Lazy?
You know, each one of the spinning frames would get really sloppy in game. I suppose you don't know how to code to say this statement.
Let me try to say this on easy terms:
It's impossible or do it yourself.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: JaxOf7 on June 03, 2011, 12:03:24 AM
I think I have an idea to animate water shield.
It involves 16 (alternating) actors and approximately 114 sprites...
This sound acceptable?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 03, 2011, 12:41:37 AM
Go ahead, I would looove to see it.

Also Magnet (dude), none of my weapons have a DoomEd number, thus cannot be added into doombuilder maps without using replacements.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Korby on June 03, 2011, 12:55:07 AM
You should be able to use that Triple Blade, even though I honestly don't think it's worth it with this version, if Lego didn't remove the code though.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 03, 2011, 02:16:17 PM
Actually, in order to make it replace Silver Tomahawk, I had to remove it's DoomEd number
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Awbawlisk on June 05, 2011, 04:45:20 AM
Quote from: "Obelisk"
Oh and could you not be lazy.. and work on making the water shield move the way it does in the actual game... Cause when i sue it.. its just like some kind of shield that does'nt circle around you like the other shields do.....

Quote from: "Asd967"
Lazy?
You know, each one of the spinning frames would get really sloppy in game. I suppose you don't know how to code to say this statement.
Let me try to say this on easy terms:
It's impossible or do it yourself.

Aw I did'nt mean to be mean about it... I was kinda wondering.. on why they didnt move....
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Asd967 on June 05, 2011, 05:56:20 AM
Then don't go around calling people lazy if you don't know how to do it.

By the way, Jaxof7 made a neat surprise for the next version I'm sure you'll like.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: ice on June 06, 2011, 01:03:20 AM
When you're done balanceing these, can you release a second version that you can add to maps?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 06, 2011, 01:53:45 PM
You know, I am going to do that anyway, may as well make it public
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: theanjo on June 10, 2011, 07:44:12 AM
For some reason Solar blaze does more damage on its splits rather than the single shot. Is this intentional or just a coding mix up, because its the opposite in MM10.
Also, I think wheel cutter should do do more damage quicker than what it does now at close range. long range seems fine to me.
I think Concrete shot should fire closer to you, and Water balloon farther away. Basically, it seems like concrete shot and water balloon's arcs are mixed up.
I feel that Flash bomb should do more damage. Just a tad better. It seems too underpowered.
Is it possible to make Water Shield do damage while the shield is up? I know you have limits to what weapons can do, but its worth a try.
Thunder claw should be around a 3 hit kill since its range is somewhat limited.
Finally, I think that Triple Blade should travel a bit faster than it is now.

A random question, will you make the Arrow and Laser upgrades to the Mega Buster?
My thoughts would be that Laser should take 60 of your health.

That all the stuff that I can suggest to you.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: ice on June 10, 2011, 07:58:30 AM
For thunder wool, I noticed the cloud is more effective than the lightning, maby have it fire 3 in a row side by side? I could NEVER get a hit in with thunder wool in a fair bot match as for water balloon, when a bot hit me with it I slowed down alot, but yeah, speed up the fireing rate, and megaball, add a SKYEXPLODE tag to the ball so you'll have less chance of loosing it (its still eaten by sky walls though)
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 10, 2011, 12:17:02 PM
Changes to the concerned weapons:

WaterBalloon got a HUGE firing rate buff
Concrete Shot now operated on a hit point system
Triple Blade got a firing rate nerf buff
FlashBomb has the buff said
MegaBall has a bunch of fixes

To answer your questions Anjo

-SolarBlaze's setup is a it questionable
-Triple Blade is a sword, do not try to snipe people with it
-I do not think i will do that with Water Shield, it makes you invincible as it is, doing so would make Star Crash combined with Skull Barrier.
-Concrete Shot and Water Balloon are good with thier "arcs"
-Maybe I will make the busters
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1a
Post by: Russel on June 19, 2011, 07:19:56 PM
Bump for v2a of 8-10 weapons

Changelog is in the readme, one false one is that I changed the HUD for Water Shield, I forgot to do that.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: chuggaafan1 on June 20, 2011, 06:50:36 PM
I Love the buckshot
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Copy Robot on June 22, 2011, 09:41:34 PM
Don't know if you noticed this, but the Super Adapter keeps making the change weapon noise after firing the charge shot.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Russel on June 22, 2011, 10:40:44 PM
First of all, I did not really feel like messing with that, second, did you ask me that because you noticed my changes on NOise Crush?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Korby on June 23, 2011, 02:15:48 AM
You changed Noise Crush? How so?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Russel on June 23, 2011, 03:58:46 AM
In software, Noise Crush would flash transparent as well as make the weapon select sound effect
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Anonymous on July 17, 2011, 09:31:06 PM
Since you have the definitive MM8-10 weapons for now (or between you and Korby for Trip Blade), I'll post some thoughts here instead of necroposting a four-month old thread. :)

Thunder Claw: LOVE IT!  Great for mobility.

Tornado Hold: LOVE IT!  Emulates the source perfectly!

Flash Bomb: It seems like something that will wreck someone's day, but the damage is a little weak.  Then again, a damage buff might make the weapon too powerful.  Perhaps this is how it's meant to be, as the source game is like this as well.

Ice Wave: Just right.  Hard to hit a strafing target with, but someone off-guard will get it...as well as anything on the wall above or below it. :)

Flame Sword: Seems to be more powerful than Slash Claw.  Maybe the weapon consumption should reflect this (then again, it may already--I'll have to take another look).

Homing Sniper: Currently, it's a Dive Missile replacement.  Maybe holding the mouse should throw a crosshair up and letting go of the mouse releases?  If the locked-on enemy is no longer on the screen, then the crosshair can lock onto something else.  Food for thought...

Astro Crush: Needs a damage buff.  Perhaps this should be the BFG or Redeemer of MM8BDM: One shot, one kill, weapon breaks.  Let it spawn from the roof.  That way people have a fair enough shot at running away from the dang meteors, but yet should know better than to be in a cramped room with an Astro Crush opponent...

Water Balloon: As is now, perfect!  

Concrete Shot: Love it!  A weapon that you need to be precise with or else you'll pay dearly, but if you hit, switch to something else and finish 'em!  Also good for extra stepping blocks!  

Jewel Satellite: Perhaps have it reflect what Leaf Shield doesn't reflect (i.e.: "cutter" weapons)?  Maybe have it reflect a few other items, too.  This is one weapon that SHOULDN'T be 100% true to the source, as it'll make every other shield redundant.  

Hornet Chaser: I heard that it was not possible for the projectile to bring a weapon to the player, but is it possible for the projectile to actually home in on a weapon/item ile, and then, upon contact, grant the player the appropriate weapon/item?  That, if possible through Skulltag, would make Hornet Chaser leaps and bounds more useful than it is now.

Tornado Blow: LOVE IT!  Emulates the source as well.  

Plug Ball: Not sure what to do to make this different from, say, Search Snakes.  I got nothing here...

Black Hole Bomb: It is difficult to use...is there a way to increase its effective blast radius somewhat?

Magma Bazooka: Faster charge rate, but more difficult to instagib makes it different enough from Atomic Fire.

Laser Trident: Needs a firing rate increase.  If that makes it too powerful, nerf the overall damage and/or increase weapon consumption.  On the other hand, the current firing rate does make it different enough from, say, Yamato Spear...

Triple Blade: Not getting into this philosophical debate...

Solar Blaze: Good good good. :)

Thunder Wool: How to balance a weapon that sucked in its original source?  What you have is a good start (in fact, almost the opposite: your cloud does more damage while the source's bolt was where it's at).  I say keep the damage on the cloud the way you have it, but either:
a) Not have the cloud move when the lightning comes out...but give the bolt a ripping damage property
or
b) Keep the cloud movement, but give the bolt a damage buff

Chill Spike: Nice and practical, and as Ivory said, different enough from Spark Shock to be useful.

Commando Bomb: Nice and powerful (knowing that the source material's guiding mechanics may be difficult to emulate...like Gyro Attack, for example).  This is a winner as well.

Wheel Cutter: A slight damage buff on the saw could help.  Otherwise, great mobility weapon when used right!

Rebound Striker: True to the source, great weapon, not too powerful.  If people get trapped in a corridor with a Rebound Striker user, that's their own fault. :)  

Water Shield: Perfect.  Yes, the firing arc makes it difficult to hit enemies with, but that invincibility for so many "bubbles" more than makes up for it.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: LlamaHombre on July 17, 2011, 09:38:45 PM
I cannot stress what me and killer have said enough.

Flash Bomb needs a serious buff.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Russel on July 17, 2011, 10:51:21 PM
(click to show/hide)

Thanks, I Think these changes would allow for a more balanced setup, I need to put a couple of updates on these anyway
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: NitroBro on July 17, 2011, 11:02:36 PM
i still say have thunder wool paralyze victims for getaways even though i haven't started on the code due to better things needing to be done
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Awbawlisk on July 17, 2011, 11:24:53 PM
I wonder.. Did wheel cutter ever get a buff?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v1b
Post by: Russel on July 18, 2011, 12:43:25 AM
I think it did, it's been a while and there are a lot of weapons
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2a
Post by: LlamaHombre on July 20, 2011, 09:29:30 PM
(http://exehunter.yakuzas.org/wp-content/uploads/2009/12/hippo_bump.jpg)

In Flame Man's stage, upon touching the ceiling with Jewel Satellite equipped, touching the ceiling drains your ammo.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2a
Post by: Jc494 on July 20, 2011, 09:42:40 PM
Quote from: "LlamaHombre"
(http://exehunter.yakuzas.org/wp-content/uploads/2009/12/hippo_bump.jpg)

In Flame Man's stage, upon touching the ceiling with Jewel Satellite equipped, touching the ceiling drains your ammo.

Yes, I noticed this while testing my map pack, and I say it's touching any ceiling.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2a
Post by: LlamaHombre on July 20, 2011, 09:43:10 PM
Yeah, it is touching ANY ceiling.

Any way to fix this, lego?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2a
Post by: Russel on July 20, 2011, 09:48:55 PM
Not a clue...perhaps going to a map that does not have low cielings?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2b
Post by: Russel on July 22, 2011, 05:30:30 PM
bump for updates
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: theanjo on July 30, 2011, 07:29:25 AM
What is this... this is not a pk3.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Russel on July 30, 2011, 04:00:56 PM
Link Fixed, now it really includes all the patches I made
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Messatsu on August 14, 2011, 02:10:47 AM
Here's something I talked with Lego about a bit back.  A weapon randomizer for the 8-10 weapons.  
http://wadhost.fathax.com/files/RandomWeapon8-10-v1a.zip
What this does is randomly replaces all the weapons on a map with similar weapons.  So rapid weapons will replace rapid, ranged will replace ranged.  With this you should be able to play any map and have the 8-10 weapons appear.  Enjoy!
(Note: Rush Bike is in the buster upgrade catagory)
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: theanjo on August 14, 2011, 03:52:19 AM
Is that for DM or LMS (not like I'm gonna host rage or anything...)  :mrgreen:

UPDATE: Lol. Weapon spawns on LMS.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Gumballtoid on August 21, 2011, 01:39:35 AM
water balloon was my favorite weapon in mm8. great fire rate, good ammo, an actual water weapon, but now it's more like  :(
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: xColdxFusionx on August 21, 2011, 01:40:28 AM
Quote from: "Gumballtoid"
water balloon was my favorite weapon in mm8. great fire rate, good ammo, an actual water weapon, but now it's more like  :(

One word: stunlock. Abusable, abusable stunlock.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Russel on August 21, 2011, 05:12:56 AM
Heh, at least it is more useful than it was in Megaman 8, but I may need to nerf the stun a bit...
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Rozark on August 28, 2011, 06:00:46 PM
What order do I put the patches in on the extra line parameters to use them?
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Russel on August 28, 2011, 08:08:08 PM
You need to use only 1 patch, dependin on what wads you have put in.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: JaxOf7 on December 27, 2011, 02:37:10 AM
Oh sup unloved thread.
I have a weapon for you.
New homing sniper. (http://www.mediafire.com/?qtczyw7s549h4xz)
The sheer number of scripts involved isn't funny.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Russel on December 27, 2011, 03:05:06 AM
What did you do...!?

It doesn't even work like it did in MM8...not in the slightest...

EDIT: Wait, nvm, interesting...
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: Copy Robot on December 27, 2011, 06:14:53 AM
Quote from: "JaxOf7"
Oh sup unloved thread.
I have a weapon for you.
New homing sniper. (http://www.mediafire.com/?qtczyw7s549h4xz)
The sheer number of scripts involved isn't funny.

The Homing Snipers stay behind if any extras remain after one kills someone. Then they re-home in on someone if another person comes close to them.
Title: Re: Lego's Weapons Archive: Megaman 8-10 weapons pack!!! v2c
Post by: JaxOf7 on December 27, 2011, 04:02:08 PM
Quote from: "Mr. Joe"
Quote from: "JaxOf7"
Oh sup unloved thread.
I have a weapon for you.
New homing sniper. (http://www.mediafire.com/?qtczyw7s549h4xz)
The sheer number of scripts involved isn't funny.

The Homing Snipers stay behind if any extras remain after one kills someone. Then they re-home in on someone if another person comes close to them.
Fixed with a simple A_Recoil(-20) in the homingsniper's ClearTarget state.
Was mostly testing to see if they did indeed have the capability to re-home after losing a target.
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: Russel on January 19, 2012, 12:59:12 AM
Bump for DOS weapons
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: LlamaHombre on January 19, 2012, 01:04:18 AM
It's been quite a while since I've seen these!

Glad to be reacquainted with them again.
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: Magnet Dood on January 19, 2012, 01:11:29 AM
Ha.

To think I just opened up the expansion again.

I laugh at this.

Guess I'll test them and see if they're eligible  :ugeek:
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: Russel on January 19, 2012, 01:41:25 AM
Looks like you're assuming things a bit too quickly

Quote from: "Lego"
Permission is not granted to use these anywhere, anyone who wants to use these for anything must consult me first.

Since I don't know you all that well, I don't give you permission to use these in the DOS expansion, sorry
I gave Blaze permission a long time ago though...
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: fortegigasgospel on January 19, 2012, 01:43:11 AM
Not bad, though Force Field, Nuclear Detonator, Water Shooter work like the bosses versions.

Torch Arm is nothing like it is in game, but its not a bad idea for it. Also it doesn't change colors.

And Shark Boomerang is litterally a reskin of Ring Boomerang except for maybe damage.
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: Magnet Dood on January 19, 2012, 02:50:50 AM
Quote from: "Lego"
Looks like you're assuming things a bit too quickly

Quote from: "Lego"
Permission is not granted to use these anywhere, anyone who wants to use these for anything must consult me first.

Since I don't know you all that well, I don't give you permission to use these in the DOS expansion, sorry
I gave Blaze permission a long time ago though...

Well, ain't that just a kick in the pants.

Blaze is still looking over part of it. I guess you could say we agreed to a joint ownership.

EDIT: Even better is that I can't even run them.

Well, my day is just dandy.

Is it supposed to be a wad or a pk3? I've done both and did the GIVE ALL thing, and none of the weapons showed up.
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: -FiniteZero- on January 19, 2012, 03:14:56 AM
Actually, just open up the zip. The pk3's inside.
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: kirbymariomega on February 04, 2012, 08:46:01 PM
Could you please upload these to a different site if you still have the files? :?
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: Russel on February 05, 2012, 06:11:51 AM
NO I was planning to...I'm a lurker and prolly won't for several days...meh
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: NemZ on February 05, 2012, 06:34:56 AM
Quote from: "Lego"
Since I don't know you all that well, I don't give you permission to use these in the DOS expansion, sorry

Don't be like that man.  It's still the same expansion, just currently under new management.  Besides, being part of an expansion will give people more exposure to your weapons than if they're just a stand-alone pk3.
Title: Re: Lego's Weapons Archive: 8-10 2c and DOS 1a weapons packs
Post by: Russel on March 29, 2012, 09:51:58 PM
I'll just...leave this here...

http://www.mediafire.com/?6c12bc761byx2bx

HD requested an update to fix LMS, so yea
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Mr. Sean Nelson on March 30, 2012, 12:47:02 AM
You should really edit the first post with that link in there, man.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: RedMettaur16 on May 09, 2012, 05:20:08 PM
HAX pack is down  :(
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: hikariryunachi on May 19, 2012, 01:31:17 AM
Was really looking forward to trying the Hax Pack with Chaos Mode. (I only just found this weapon mod post) Ah well. I'll just be happy with the weapon pack.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Russel on May 19, 2012, 02:41:12 PM
Sorry, I will have to repost hax pack...I might do it sometime this weekend
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: ashura9699 on August 07, 2012, 02:11:38 PM
All links dead :(
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: xColdxFusionx on August 07, 2012, 08:43:53 PM
OK, this one's only been dead a few months, so it's a bit more acceptable than some of the others...

Lego's been working on other stuff for a while, and considering how v3 is in development, I'm not sure if he's coming back to this any time soon.

Also, there's a link a few posts above that works fine for me.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Mr.shadow on September 12, 2012, 06:33:54 PM
DOS and GB 5 don't work
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Toastman on September 15, 2012, 08:45:58 PM
BUMPING FOR NEW LINKS.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Russel on September 15, 2012, 08:58:16 PM
I was going to update this with new links, but then I wanted to update the actual content...and then I fell back into the trap that is touhou =w=

New links will be posted and the first page will be reformatted within the next week hopefully
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Mr.shadow on November 13, 2012, 04:31:48 PM
Request: Do mediafire please
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Superjustinbros on December 08, 2012, 01:51:12 AM
None of the links on the first post are working. If anyone can reupload the weapon packs, I'd appreciate it.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: CStar7 on April 30, 2013, 11:17:29 PM
Could someone please fix the download links?

And sorry for the revival of this topic. I just wanted to try the DOS weapons pack.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1a weapons packs
Post by: Russel on May 01, 2013, 12:21:06 AM
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

I was working on updates
I need to do work on my four trillion projects

EDIT: Links updated for Shotgun Buster and DOS weapons...don't expect the moon, but they were both updated.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1b
Post by: fortegigasgospel on May 01, 2013, 01:09:34 AM
The untested/incomplete next to DOS weapons, I checked. The colors for Bit Launcher and Oil Stream feel odd. Also not compatible with the new V3 weapons. Though plus side, Torch Arm's colors are working right.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1b
Post by: Russel on May 01, 2013, 01:48:18 AM
Eh. I worked on them a while ago and never really got to updating them...I will later and the download link will not change...such is the magic of Dropbox.

I will post here when I do stuff.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1b
Post by: CStar7 on May 03, 2013, 04:15:06 PM
I love the Sonic Wave, Shark Boomerang, and Blade Launcher. I think the Force Field is pretty underpowered, along with the Water Shooter. Also the Oil Stream is overpowered; 3 hits to kill someone with a weapon firing that quickly with a large hitbox. And although I love the Sonic Wave, I think it's a bit too powerful the way it is now.

Other than that, I enjoy using your DOS weapons on a daily basis now.
Title: Re: Lego's Weapons Archive: 8-10 2d and DOS 1b
Post by: fortegigasgospel on May 03, 2013, 04:44:18 PM
Shark Boomerang, unless changed, sadly is really just a Ring Boomerang reskin.
Force Field bounces projectiles back at enemies, but you still take damage yourself.
Water Shooter is dangerous at point blank range. Also can easily hit over cover.
Sonic Wave no longer speeds up like his old version did. Clearly not meant to be too frequent a weapon.