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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1479941 times)

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November 30, 2012, 03:49:47 PM
Reply #5580

Offline MusashiAA

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Re: Class based modification (6E balance v4)
« Reply #5580 on: November 30, 2012, 03:49:47 PM »
Yes, the RNC classes will be in a separate file, and can be played alongside the MM2 classes.

And to be honest, RNC classes don't have a "clear superiority" over the MM2 classes just because they're from Rockman no Constancy. They play at their own pace: some might be better (Metancy>Metal), some might not (theoretically, Flash>Flancy). This was the first design decission: we could've turn them into super forms of the current MM2 classes OR, as we did, make them separate classes that don't outclass the MM2 classes.

November 30, 2012, 04:02:27 PM
Reply #5581

Knux

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Re: Class based modification (6E balance v4)
« Reply #5581 on: November 30, 2012, 04:02:27 PM »
I think that making them separate classes is a good idea. There is more variety to choose from and people won't get an OP Metal Man again after he was nerfed.

November 30, 2012, 08:15:14 PM
Reply #5582

Offline CHAOS_FANTAZY

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Re: Class based modification (6E balance v4)
« Reply #5582 on: November 30, 2012, 08:15:14 PM »
Quote from: "MusashiAA"
Yes, the RNC classes will be in a separate file, and can be played alongside the MM2 classes.

And to be honest, RNC classes don't have a "clear superiority" over the MM2 classes just because they're from Rockman no Constancy. They play at their own pace: some might be better (Metancy>Metal), some might not (theoretically, Flash>Flancy). This was the first design decission: we could've turn them into super forms of the current MM2 classes OR, as we did, make them separate classes that don't outclass the MM2 classes.
That may be so, but the bosses as they are in RNC are generally just harder forms of how they are in MM2.  Crancy Clancy has a larger explosion radius than Crash.  Aicy's tornadoes travel faster than Air's.  Flancy's bullets are way stronger than Flash's.  Since (IIRC) the mission statement of Classes Mod is to make it play as if you are that boss, I was worried that the RNC bosses might just come out to be superior versions of the MM2 bosses.
But I'll reserve any further statements until it comes out and I see how Bubbcy measures up to Bubble they play alongside one another.

December 01, 2012, 01:06:04 AM
Reply #5583

Offline fortegigasgospel

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Re: Class based modification (6E balance v4)
« Reply #5583 on: December 01, 2012, 01:06:04 AM »
Quote from: "CHAOS_FANTAZY"
Quote from: "fortegigasgospel"
Just a little something I thought up I wanted to share.
(click to show/hide)
Just a quick thought--instead of putting one big picture with all the Robot mugshots on it to show which room you're in, maybe separate them up and place one above each teleporter to show which class it displays.
(click to show/hide)

That was actually the idea I had, but I'm working very limited until I get a new laptop, what I made was just to show off the concept of the idea. Or I would have fleshed out the details better (such as that skybox not working, or the fact the room actually isn't even long enough to be the total range of Cutman's rolling cutting).

Also a few missing from that picture, IE would like other 3 Dark Men, Wily, I don't remember if there is a Joe class, and later potential characters such as Auto (cause he is so widely desired). But all in all that picture will likely be seeing some use.

December 01, 2012, 04:14:38 AM
Reply #5584

Offline fortegigasgospel

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Re: Class based modification (6E balance v4)
« Reply #5584 on: December 01, 2012, 04:14:38 AM »
Double post but it has been a few hours. But some progress (in my book).

(click to show/hide)
New hub, inspired by Chaos-Hub. And icons will be over teleporters.
The main room will house classes such as Copy Weps and others that don't belong elsewhere.
Outer rooms, though entrances are small (not a DM map so they can be big enough for one person), will cover games. Such as top left will be MMI/PU and so forth.
Characters "to come" will have "?" icons over them.
And yes, it is called "CBMTST: Class Based Modification Class Test Map"

December 01, 2012, 11:55:44 AM
Reply #5585

Offline -Daiki-TheOni

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Re: Class based modification (6E balance v4)
« Reply #5585 on: December 01, 2012, 11:55:44 AM »
CBMTST.....
¿will that have a separate wad/pk3?

December 01, 2012, 06:12:13 PM
Reply #5586

Offline fortegigasgospel

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Re: Class based modification (6E balance v4)
« Reply #5586 on: December 01, 2012, 06:12:13 PM »
Quote from: "TheunlosingQuint"
CBMTST.....
¿will that have a separate wad/pk3?
This is the Class Based Modification mod, so CBM, and it is a class test map, so TST.
I'm not part of the class team, I'm just doing this cause I want to. When I've done all I can I will send it to the people who actually run this, and they can do with it as they please.
Completely redo, scrap it and use something else, whatever they want. Such as ideas of turning it into a campaign. I can't script stuff like that so I'm just making test rooms is all.

As for an update on what I'm doing, the hub for now is done. Even went beyond and added "icons" for Characters who are clearly "to come" (Duo and MM8) though they will be blocked off.  Also I need a Wily 28/28 Mugshot.

Now for screenies.
(click to show/hide)
The words are telling you the direction of the games teleporters. MM2/3/6/7 are up the halls and to the side.  Bosses is reserved for characters who won't have a normal amount of space and are generally stronger (in game) such as Wily, King, Terra and Sunstar (who are the intended patrons of that room) and POSSIBLY Ra Thor if he is to be added. The ? marks by the Killers are intended for Genesis Unit (Buster Rod, Mega Water, Hyper Storm) if they get added. The one next to Quint is intended for Fake Man, if he gets added.  M&B may get placed in the main room before MM9/10 (which isn't actually added yet, just there for show) in a similar fashion to Copyweps.

IF and ONLY IF plans to add them come underway, MMV, DOS+3, R&F2, Strategy rooms will branch off of the halls up to 2/3, 6/7 and 9/10

December 01, 2012, 06:14:48 PM
Reply #5587

Offline GameAndWatcher

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Re: Class based modification (6E balance v4)
« Reply #5587 on: December 01, 2012, 06:14:48 PM »
On the Wily Mugshot, why not use the one used in RM7FC?

December 01, 2012, 07:45:21 PM
Reply #5588

Offline Gumballtoid

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I don't remember where I got Duo's icon
« Reply #5588 on: December 01, 2012, 07:45:21 PM »
Thus far it looks fine, but... The quality on those screenshots makes me gag.

(click to show/hide)
I had these laying around for a while so go ahead and use 'em if you like.

The Wily icon was an edit from MM6's ending because it looks nice.

December 01, 2012, 07:52:04 PM
Reply #5589

Offline Hallan Parva

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Re: Class based modification (6E balance v4)
« Reply #5589 on: December 01, 2012, 07:52:04 PM »
Dang those look nice.



Uh, but it sort of needs the &Bass Robot Masters on it.

December 01, 2012, 07:53:52 PM
Reply #5590

Offline SaviorSword

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Re: Class based modification (6E balance v4)
« Reply #5590 on: December 01, 2012, 07:53:52 PM »
Who's that character on Duo's left?

December 01, 2012, 07:54:28 PM
Reply #5591

Offline -FiniteZero-

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Re: Class based modification (6E balance v4)
« Reply #5591 on: December 01, 2012, 07:54:28 PM »
Terra, who was in Mega Man V fer Gameboy.

December 01, 2012, 08:16:38 PM
Reply #5592

Offline fortegigasgospel

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Re: I don't remember where I got Duo's icon
« Reply #5592 on: December 01, 2012, 08:16:38 PM »
Quote from: "Gumballtoid"
Thus far it looks fine, but... The quality on those screenshots makes me gag.

(click to show/hide)
I had these laying around for a while so go ahead and use 'em if you like.

The Wily icon was an edit from MM6's ending because it looks nice.

I'll try those ones, thanks. The reason the quailty isn't good is because whoever made this picture
(click to show/hide)
originally saved it as a jpeg and not a png. Thus we got stuck with jpeg quailty. And the ones used in 8bitdm are much larger scaled, or I'd have used that Doc robot. I'll try with the ones Gumball posted.

Also it doesn't need M&B ones yet, we don't even have 8 in classes.

December 01, 2012, 08:30:36 PM
Reply #5593

Offline GameAndWatcher

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Re: Class based modification (6E balance v4)
« Reply #5593 on: December 01, 2012, 08:30:36 PM »
I don't really like the Wily Mug that Gumball posted. Why not use the mugshot from RM7FC?

December 01, 2012, 09:34:23 PM
Reply #5594

Offline Galactan

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Re: Class based modification (6E balance v4)
« Reply #5594 on: December 01, 2012, 09:34:23 PM »
Quote from: "Game&Watcher"
On the Wily Mugshot, why not use the one used in RM7FC?

Quote from: "Game&Watcher"
I don't really like the Wily Mug that Gumball posted. Why not use the mugshot from RM7FC?

Jeez.

Anyway, is there a possibility for MMV classes at any point?