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Author Topic: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!  (Read 206900 times)

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August 27, 2012, 03:00:03 AM
Reply #30

Offline SmashTheEchidna

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Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
« Reply #30 on: August 27, 2012, 03:00:03 AM »
Yeah, I even lost to that guy while playing against a bunch of brainless bots. Though it is kinda fun trying to survive.

August 27, 2012, 02:19:00 PM
Reply #31

Offline Hallan Parva

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Re: [Game Mode] Saxton Hale (NOT LEGO'S) V2C Released!
« Reply #31 on: August 27, 2012, 02:19:00 PM »
okay

Cave Johnson is hilariously OP because his attack isn't a melee, it's a projectile

which means I can lob it in corners / walls / hard to reach shit

also for a mod called Saxton Hale you almost never see Saxton actually show up

so you should slightly increase his chances of being picked so there's more Hale in Hale

August 27, 2012, 10:43:07 PM
Reply #32

Offline Lobsters

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NACHHHHOOOOO
« Reply #32 on: August 27, 2012, 10:43:07 PM »
LOBSTERS POST YADA YADA BAD GRAMMAR AND SOME OTHER CRAP HERE

So, um I was thinking of different ideas for Hales.

Some are more in depth than others.

I was thinking something like Austin Powers. Something like when he uses his mojo to destroy the fembots. Then I thought of something a tad more serious, A Flying Nacho. Then I actually hunkered down and thought of Space Couch.

Space Couch would be a little different. It doesn't Super Jump. Instead when enraged/damaged enough  it gains the option to enable flight for a short period of time. Eh somewhere between 10-20 seconds should be fine, I assume. Keyword: assume. Aw screw the paragraphs and all that Jazz.

Name: Space Couch

Weapon: Itself

Item Slot: Instead of a Super Jump make this its rage weapon. Flight for a limited time.

Primary: Chair Rest Lever Revolver. It shoots um dust bunnies/chips/coins? at targets to stun them for a brief period of time. Has seven rounds (So not inspired by Killer7 You can't fool me I am a professional XD) and takes some time to reload  10-15 seconds.  Space loads it's gun one at a time. (The hud doesn't have to show this) A tiny shot. Oh and make it to where you don't have to fully reload to shoot. Similar to Pump Shotguns in various shooters.

Secondary: Space Couch Jaws Of Death: Basically it tries to consume you like a burger or something you eat with teeth/dentures. Use them chompers boy! Also it has bad Rate of Fire so it encourages stunning your prey then eating them. Also instant kill chomp.

Umm for health/speed: Just like Hale I guess. Sorry if this sounds cheap/OP ( such a trite term "OP")

Also I have a skin you can use although super duper horrible looking. I could record sounds for Space Couch also. Maybe this boss should be treated as a joke boss. XD


- Lobsters/Moon Rocks

September 01, 2012, 02:16:06 AM
Reply #33

Offline LifeCraft J

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #33 on: September 01, 2012, 02:16:06 AM »
Awesome! Hosting the latest version right now!

September 01, 2012, 03:29:25 AM
Reply #34

Offline Orange juice :l

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #34 on: September 01, 2012, 03:29:25 AM »
Suggestions incoming
----------
Pikmin555 and I wanted a Giygas hale so here's my take on it

Very Rare, around 1%

Lower health than some other hales (75 or 80% of Saxton's health)

Attack: Ungrasp-able wave
Works like atomic fire, but reskinned to the wave. Maybe make it expand as it flies.

Jump:
In addition to jumping, Giygas becomes invisible for 1 or 2 seconds.

Rage: PK Flash
Blinds all players on the map for 10 (Maybe less for balance reasons, but 10 would be funny to watch with people flying off cliffs and panicking) seconds.
------
There was also discussion about a CMM hale cause the official TF2 mod had a Gaben hale

Health: Same as Giygas hale

Attack: TrollingHellfire Cutter
Probably the same as CSCC's cutter, but shorter range and higher RoF

Rage: BANDWIDTH BEAM
Think FiniteZero's (Right class, right?) Solar Laser, but anyone who is hit is frozen and blinded for 5 seconds.
------
We were also discussing BATMAN as a hale because it'd be glorious

Rare, 2% chance of being picked

Special:
Does not change color. Paranoia abounds.

Health:
Halfway between one of the Seemen and Hale

Attack: Batarang
After a 5 second chargeup, fires an extremely fast, very small projectile that instakills whoever it hits.

Rage: I'M BATMAN
Go completely invisible and invincible, and you have 3 shots with a melee attacks that has a full second of windup (or one minute for anti-stalling) before you become vulnerable again.
------
I EDITED THIS POST SO YOU BEST READ ME
[11:36:46 PM] Bikdark: You know what we need
[11:36:49 PM] Bikdark: captain falcon hale

EXTREMELY RARE (.5%)

Health: Same as Saxton

Attack: KNEE OF JUSTICE
Anyone hit by the KNEE is sent flying backwards until they hit a wall. Any player they collide with on the way is instantly killed.

Jump: HYEZ
Falcon kills anyone he super jumps into, bouncing off of them in the process.

Rage: Falcon Punch
After charging up the falcon punch, Captain Falcon kills everyone in a 20 degree radius in front of him. At any range.

September 01, 2012, 04:14:09 AM
Reply #35

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #35 on: September 01, 2012, 04:14:09 AM »
Here's my suggestion for a boss:
Inredible Woodman and Kung-Fu Cutman!That's right, another duo
Intros:
1.)WM:"I feel incredible!", CM:"I'm going to make paper dolls out of you!"

2.)CM:"Let's see how you do against Kung-Fu Cutman!", WM:"Prepare for Wood! (And make it good.)"

3.)CM:"I always enjoyed Ice Sculpture!", WM:"Oh yeah, I'm bad!"

Woodman Health: About Average

Woodman Speed: Somewhat low

Woodman Attack: Incredible Tackle! (Works just like YD Wood's alt)

Woodman SJump: Same as Saxton (Sound: WOOSH!)

Woodman Rage: Powerful Leaf Attack (AOE Leaf Rain, Less range than GOS' PSI Starstorm ?)

Cutman Health: Below average

Cutman Speed: Pretty Fast (Not Quickman Fast, But faster than vanilla Mega)

Cutman Attack: Karate Chop (Cutter Slice, see older YD classes)

Cutman SJump: Above Average (Sound: He-ya!)

Cutman Rage: Giga Cutter (Similar to Boss Cutman in Powered Up.  Throws a very large Rolling Cutter)

September 01, 2012, 09:27:14 AM
Reply #36

Offline Super Bros Bros

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #36 on: September 01, 2012, 09:27:14 AM »
My tickle man stan idea sucked BUT I got another boss

Name- Hank Hill
Speed- Slow
Primary- Power spatula: A boomerang spatula that does 1/2 the average megaman damage
Primary Speed/Range- Range= medium Speed= slow
Secondary- Propane bomb: A projectile that works similar to gamma fireball
Secondary Info- The bomb bounces a little further than the napalm bomb
Secondary Speed- a large cooldown rate for this puppy would work fine
Item-Not a super jump but a grill : hank will hop on the grill doubling his speed an quadrupling his jump however he cant attack like this and it lasts a short time
Rage- Hank will get furious for a bit and kick your ass with a 1hko charge kick like weapon
Rage durability- A semi long time
Ass kick speed- fast
music-

colors- White and yellow
Quotes- Intro "Boggle" Death "baaaah!" (when he does that thing) Rage "Damnit bobby" Item "any hank laugh"

September 01, 2012, 07:45:51 PM
Reply #37

Offline Hallan Parva

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #37 on: September 01, 2012, 07:45:51 PM »
Quote from: "Orange juice :l"
We were also discussing BATMAN as a hale because it'd be glorious
yes
Quote from: "Orange juice :l"
[11:36:46 PM] Bikdark: You know what we need
[11:36:49 PM] Bikdark: captain falcon hale
hell yes

I support these hales so hard it's not funny anymore :ugeek:

September 02, 2012, 02:51:03 AM
Reply #38

Offline Orange juice :l

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SAXTON HAAALE
« Reply #38 on: September 02, 2012, 02:51:03 AM »
GARY OAK
Kanto Champion theme from pokemon Black/White

Rare (1%)

Health: Same as Cave

Attack: Pokeball
Works like Cave's lemons, but slower RoF and bounce more.

Rage: Pogeymen
Summons a random pokemon (Think monster) that walks around attacking anyone nearby. Takes a decent beating before it dies.

Gyarados: Immobile, but has high HP and charges an instakill hyperbeam over time. Kinda accurate, but anyone who doesn't run at high speeds while near him will be caught.
Charizard: Moves around, and pursues anyone he locates. Can fly and roasts whoever he catches (think YD Wily Capsule), but has low HP.
Eggxecutor: Immobile, has medium HP, and randomly slows, stuns, or blinds players at a decently long range.
Venusaur: Slow, Extremely High HP, and pursues players. If he gets decently close, he vine whips them for heavy damage (2hko) and knocks them far back.
Shedinja: Very Rare. 100% Invisible, 1 HP, Medium Speed. Instakills whoever he catches. Think GVH Creeper.

______________________
$playername Hale!
No music

Semi-Rare (3%)

Health: Random

Attack: Random

Rage: Random

Picks random elements from all the other hales!

_____________
ULTIMATE MET HALE
Has overly dramatic music

Stupid Rare (.1%)

Health: Laughably low (Think 250 in a 20 man server)

Special: Invulnerable while idle and not firing. This works on an ammo bar to prevent stalling, but 10 seconds of being up gives him 60 seconds of armor.

Attack: Ultimate Met Buster
OHKO Megabuster.

Rage: Agony of Ten Thousand Deaths (obtained at 1/4 hp)
Uses every Hale's Rage at once, sans Saxton's.

September 02, 2012, 07:40:07 PM
Reply #39

Offline Neo

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #39 on: September 02, 2012, 07:40:07 PM »
If anyone on this entire board should get a class in this, simpley by how the games dynamic works, id fit the bill real perfectly, considering how pissed i am GREATLY influences how i play, not to mention my ragous rampage i had sometime back in january,
which isnt that the point of the classes, to be raging behemoths, though more to the point, if i was in it, some kind of evade/roll ability for an alt, and a sword swing for a main, and some kind of overdrive(the less health i have, the better my overall performance gets)/dark Soul mode(if anyones played MM battle network 4) for max rage, where i basically (just to mimic the effect of "not being able to control yourself") id have some kind of ungodly speed, invincibility, and inf ammo/other stuff, as well as maybe some kind of time slowing effect, but thats extra, if id be able to work.

I had another part, explaining why i fit the bill even more, but maybe its a bit TOO graphic/inappropriate, despite it being true =/

September 02, 2012, 07:45:44 PM
Reply #40

Offline Davregis

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #40 on: September 02, 2012, 07:45:44 PM »
I like the Batman Hale

September 02, 2012, 07:46:35 PM
Reply #41

Offline MusashiAA

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #41 on: September 02, 2012, 07:46:35 PM »
Played this a bit, had tons of fun.

NOW HOW ABOUT GIVING EACH HALE AN EQUAL CHANCE OF APPEARING?! :D

September 02, 2012, 08:02:33 PM
Reply #42

Offline GameAndWatcher

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #42 on: September 02, 2012, 08:02:33 PM »
@Mushashi:
That's what they just got rid of...
I think Saxton should have a slightly lower chance of appearing, too, though.

September 02, 2012, 09:00:59 PM
Reply #43

Offline JJ Boom

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #43 on: September 02, 2012, 09:00:59 PM »
I have an idea for a Boss:
WARIO

Colors: Pretty much reversed Ballade Cracker colors (Blue=Yellow and Cyan=Purple)

Custom Skin: Dusty's Wario Skin

Health: 5% More than Hale. (High)

Movement Speed: 10% slower than Hale.

Attack: Wario Slam
Identical to Saxton Hale's Fist, but slower. Also makes him lunge forward. "%o was rammed by Wario!"

Super Jump: About 10% less height than Hale.

Rage: Wario Waft
An AoE Explosion (Think Centaur Flash.) after a 1 second delay. Stuns players, leaving them defenseless for a few seconds. Screw it. Kills anyone unlucky enough to be nearby. Also causes you to Super Jump. "%o was gassed by Wario's Wario Waft!"

SOUNDS:

Intro:  1) “I’m-a Wario! I’m-a gonna win!” (Mario Kart 64)
   2) “Okay, Here we go!”  (Dr. Mario 64)
   3)”Here I go!” (Mario Kart 64)
Jump: *Wario’s laugh from Mario Kart 64*
Rage:  “Fire!” (Mario Kart 64)
Lose:    1) “Waaaaaah!” (Mario Kart 64)
   2) “D’oh I missed!” (Mario Party)

Music: Greenhorn Forest – Wario World (Ignore the fade out)
(click to show/hide)

September 02, 2012, 09:15:50 PM
Reply #44

Offline Trentdude2

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #44 on: September 02, 2012, 09:15:50 PM »
Boss Name: Broly
Theme: http://www.youtube.com/watch?v=P81NzFqbNWw

Health: Same as Saxton

Attack: Punch (Same as Saxton)

Secondary attack: Explosive wave (Damages and launches players in a short range from Broly)

Secondary attack cooldown: About a minute maybe (For the sake of preventing spam)

Super jump: Same as Saxton except with Broly's evil laugh

Rage: Eraser Cannons (Has two chances to fire an eraser cannon which is basically the same projectile that Hale used in V1A. Yells "Kakarot!" each time one is fired)

That's pretty much all I have to say besides keeping the jump normal and the speed the same as the other Hales. (If they're not all the same speed then just make it the same as Saxton's)

Couldn't help it since I was a DBZ fan with an idea. (Sorry if anyone else thought of the same thing)