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Author Topic: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!  (Read 205771 times)

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January 06, 2013, 03:28:07 AM
Reply #540

Offline TailsMK4

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #540 on: January 06, 2013, 03:28:07 AM »
All right, since I noticed people in the server posting ideas to help make Chaos Lord Roll a better idea, hopefully this might make mine better as well. I tried to do it as simple as I could so Silver wouldn't have to do that much work on it, but I think to make mine more unique I may need to edit it some more. So I wonder if you guys know anything to make this better:

Code: [Select]
Boss Info: A mysterious being that constantly searches for strong opponents to test his abilities on. Upon finding a place absolutely flowing with robots, and noticing that these robots constantly battle each other, he intercepts a battle-in-progress and challenges all the contenders to fight him.

Name: Deathfox
Skin: Gyroman
Color: Overall color theme is Black.
HP: Average (Put Below Average if Rage makes the hale a bit too OP)
Speed: Average (of the Hales)
Defense: Below Average

Primary Attack: Electric Pulse. Kind of like a regular Thunder Bolt shot that splits apart when it hits an object.
Damage: 20-25 per hit.
Message for successful hit: [player] was electrocuted by Deathfox's Electric Pulse.

Support: Death Jump and Death Flight. Two moves in one, Deathfox will perform a big jump that uses up half of his ammo, and can fly around as long as his ammo bar isn't empty. This does no damage.

Rage: Giga Recovery: When activated, the hale is given a temporary shield (amount of damage to break it can be adjusted, but I say 200, or it could be based upon how many players are left, like starting HP 100 + 20 for each player), and starts recovering damage fairly quickly (perhaps like 5-10 HP a sec?). The hale cannot move or shoot while in this state, and the two ways to remove the shield is either when the hale has fully recovered, or the shield is destroyed by player fire. When damage is done to the shield, the hale does not take damage unless the hit breaks the shield (or after if this makes it hard to program).
Damage: None.
Note: If this idea works out, you can just use the first 3 seconds of the "Rage" voice clip, since obviously the shield does no damage to anyone if they touch it.

SilverSin's reaction to Rage:

Quote
Doesn't look that bad, but a bit under powered...for the primary, might reduce damage slightly, but make it a ripper. Not sure though.
The rage also sounds a bit like rolls, only more effective...IMO, I would just add the ability for slow movement while raged, and the shield deals rapid damage to any1 near, like the new junk shield or star crash, just an idea.


The other Rage idea I had...

Quote
To SilverSin (about a week ago):

I have another idea for the rage if you want the rage ability to be slightly more original:

Basically, the hale will make a big jump in the air and slam on the ground, causing an earthquake-effect like a Gamma Stomp to anyone nearby, then the hale fires one or two rounds of Thunder Bolts, though the formation covers all directions around the hale. Anyone caught in this rage attack will suffer perhaps 80 damage if all attacks land. People that fail to avoid the earthquake attack will get hit by the bolts, but it can be avoided if the player jumps in time, but dodging the bolts will not be an easy task either.

Basically, the entire rage CAN be avoided, but it will be very difficult to do so, especially since the hale can move after the last round of bolts is fired. In tight areas, the bolts could continue to have the spread effect hitting objects if you want, so it could be deadly if players are against the wall during the rage. A couple of names I have for the rage are Earth Crusher or Atomic Discharge, but you can come up with a name for it if you want to.

Death message (didn't send this to SilverSin): [player] was sent into the Earth's Core by Deathfox's Earth Crusher/was burnt to ashes by Deathfox's Atomic Discharge


Theme:

(click to show/hide)


I originally had a weapon resistance and weakness system set up, but I have seen people dislike the concept, so I have dropped it. It was going to be resistant to Electricity and Air, and weak to Earth. Also, on Hard Mode, the hale also gets a Haste Rune (though the other bonuses would be adjusted accordingly if SilverSin approves of it). Any thoughts? I feel the hale is still a bit too underpowered.

January 06, 2013, 06:58:20 AM
Reply #541

Offline Galactan

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #541 on: January 06, 2013, 06:58:20 AM »
Another idea:

(click to show/hide)

January 06, 2013, 12:30:48 PM
Reply #542

Offline Duora Super Gyro

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #542 on: January 06, 2013, 12:30:48 PM »
meh, ima just post my hale me...

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January 06, 2013, 01:27:48 PM
Reply #543

Offline sipfried

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #543 on: January 06, 2013, 01:27:48 PM »
i got a plan for a hale
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January 06, 2013, 01:43:55 PM
Reply #544

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #544 on: January 06, 2013, 01:43:55 PM »
How does a frying pan classify as a claw type weapon?

January 06, 2013, 03:14:14 PM
Reply #545

Offline xColdxFusionx

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #545 on: January 06, 2013, 03:14:14 PM »
Quote from: "TailsMK4"
Deathfox

Not going to lie, I stopped caring as soon as I read the name and backstory. If you're going to make a Hale (even as a joke), at least make the character somewhat worth paying attention to.

Quote from: "Galactan"
Sakugarne

OK, I'll admit, I laughed at this one. Actually kind of clever.

Quote from: "Duora Super Gyro"
Robo Duora

It feels a tad generic, but the idea of a Hale that can fly is still something I would consider looking into.

Quote from: "sipfried"
conker (bad fur day)

...Sounds like Robo-Christian Brutal Sniper with a machine gun. Not sure whether or not I approve of this.

January 06, 2013, 03:26:25 PM
Reply #546

Offline Balrog

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #546 on: January 06, 2013, 03:26:25 PM »
While it looks like Tsuki beat me to it, here's a fixed version of the Saxton Hale mode with a few much-requested changes, like the removal of NeoDS and a better version of Last Man Standing mode.

Full PK3
Hotfix (code doesn't look as nice, but it should work the same)

Code: [Select]
+ means added, * means fixed/changed, - means removed

Applied Tsuki's ACS fixes
 * fixed script spam code that was making everyone lag and crash
 * fixed translation bug that was leaving hales untranslated
- Removed NeoDS from the hale-picker ACS; the actors are still in, for those that care
- Disabled telefrag disabler
* Fixed Wild Coil damaging allies
* Commented out ACS to make it (hopefully) easier to read
+ Added an alternate Last Man Standing resolver, set sax_lastmandamage to 1 to activate. When the timer expires, all players will be dealt 20 damage and the timer will be reset to 30 seconds until only one player is left.
* Separated the DECORATE lump into separate text files, because having everything in one big file was ugly as sin.
* Replaced Pissed-Off Roll's theme with the old version. The chiptune is still in the pk3 as EARRAPE, so if you like it, changemus away.
* (Hopefully) gave Scrooge McDuck his appropriate death sound
+ I wasn't high when I coded this.

EDIT: Well, crap, this is broken. You could still play around with it, but don't expect anything to be fixed. Never mind, I'm an idiot, the server was misconfigured.

January 06, 2013, 03:46:15 PM
Reply #547

Offline Tengu

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #547 on: January 06, 2013, 03:46:15 PM »
That's pretty  cool, I'll play around with it later

January 06, 2013, 04:04:51 PM
Reply #548

Offline Colonel ServBot

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #548 on: January 06, 2013, 04:04:51 PM »
just an idea  ;)


(click to show/hide)

EDIT:sorry if this is too much like the original slendy
i added his story as well.

January 06, 2013, 06:55:47 PM
Reply #549

Offline xColdxFusionx

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #549 on: January 06, 2013, 06:55:47 PM »
[WARNING: The following sketch was based on something I haven't actually seen in entirety and thus is probably not very accurate to the characters. If someone else wants to try their hand at it, go right ahead.]

(click to show/hide)

January 06, 2013, 07:29:57 PM
Reply #550

Offline Balrog

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #550 on: January 06, 2013, 07:29:57 PM »
You do realize that PSG is the Robot Chicken of animewell, it's actually FLCL, but you get the idea, right?

January 06, 2013, 07:41:47 PM
Reply #551

Offline xColdxFusionx

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #551 on: January 06, 2013, 07:41:47 PM »
@Balrog: Someone else's idea, not mine.

And let's throw in another idea for maximum shenanigans.
(click to show/hide)

January 06, 2013, 07:43:59 PM
Reply #552

Offline Accel

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #552 on: January 06, 2013, 07:43:59 PM »
Someone hasn't seen PSG, have they?

First off, they have their own theme. Second, Kneesocks? Yeah, she uses a scythe. Finally, holy hell is PSG raunchy. Are you sure this would be a good idea?

January 06, 2013, 07:47:28 PM
Reply #553

Offline xColdxFusionx

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #553 on: January 06, 2013, 07:47:28 PM »
Quote from: "Accel"
Someone hasn't seen PSG, have they?

As a matter of fact, no, I haven't. ...At least, not much of it. I basically did that write-up from (fuzzy) memory.

Someone else can try their hand at them if they want. I basically just wanted to sketch someone out of boredom and that was who was being discussed.

January 06, 2013, 07:52:15 PM
Reply #554

Offline SmashTheEchidna

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Re: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's nee
« Reply #554 on: January 06, 2013, 07:52:15 PM »
Quote from: "Accel"
Finally, holy hell is PSG raunchy. Are you sure this would be a good idea?

Iiiii'm gonna have to agree here. I don't even need to be told, I could tell from the start about this. I'd much rather we didn't add them in SH.