Mega Man Unlimited: 8 Bit Deathmatch! Hello there, everybody! My name is Athel, and I'd like to introduce you all to a rather ambitious project of mine - an expansion pack based on the fangame Mega Man Unlimited!
This started out originally as a question - what if CutmanMike and Co. decided to make an expansion based on the well-known fangame? It was a funny thought, but as time went on, I started actually wondering if such a thing was feasible. Earlier in 2019, I finally broke my silence on the forums and brought forth a "proof-of-concept," using assets from Jax's MMU weapons, various MMU class mods, and the tiles I ripped from MegaPhilX's stage maps (which you can see above). After seeing that there was interest, as well as receiving many warnings that expansions in development usually don't last long, I decided to formally start the project to see how far a fanmade expansion pack would go.
At the moment, I am a one-man team here, and the assets I'm currently using are being used without permission from the respective authors, but fear not! I will be working on getting permissions from the respective artists to use their stuff in a project like this.
The story of the expansion would take place after V5, but before V5's secret cutscene leading into V6. This is similar to how MMU takes place after MM9, as I believe that MMU would be sandwiched right in between 9 and 10 if it ever were to be considered part of the story line. I am also aiming for the expansion to have the same quality as the core game, so that players will have a seamless experience. The expansion itself would be selected upon starting a new game, where "UNLIMITED" would be it's own episode. Last but not least, the expansion would even come with it's own intro cutscene, establishing the story behind the expansion.
As I've said before, however, this is a very ambitious project, probably one of my most ambitious to date. However, as a returning mapper with no good maps to his name, I figure I can use this as a learning experience, whilst making my dreams become reality. Volunteers are, of course, always welcome. In the worst case scenario, I can at least release the maps that I manage to create.
This list will update as time goes on.
(These are not in map rotation order at the moment.)
NailMan
RainbowMan
NitroMan
CometWoman
TankMan
JetMan
GlueMan
YoyoMan
Fortress Stage
UNKOWNU
Glue Man
RainbowMan
TriNitro Man
Campaign bosses need coding
Tiles need to be ripped and set up properly for SLADE
Cutscenes
Going on a leap of faith here, I have set up a Discord server to keep track of all the crazy things that need to be done if this were to succeed. All are welcome, of course!
https://discord.gg/6YW8pfJ And now, the old post, for archival reasons. I hope you guys will like what I have in store!
(Before the post truly begins, I want to apologize if this is the wrong area to post this in. I usually lurk on here to see if there's any new updates to the main game or whatnot, and wanted to save my first actual post for something that was worthy. And, well... I thought this was worthy.)
I'll admit, I've only played a few Megaman fangames. The good ones seem to be rare to find (either that or I don't know how to look). Out of the small few I've heard of and tried, Megaman Unlimited was and will remain to be one of my all time favorites, even if it is a bit overrated. I'm simply impressed by how close to canon MegaPhilX and his team made the game, in terms of stage design, music, etc. Yes, the lack of checkpoints in the rather long stages are a bit troublesome and the way some gimmicks are introduced are a bit... well, gimmicky, but personally I find this to be a welcome change in difficulty. It was hard, but satisfying.
Seeing as how well received Megaman Unlimited was, it surprised me to know that there were only a few mods made for MM8BDM that were based on Megaman Unlimited. So, me being bored one day, I decided to compile the skins and weapons together, fixing up the weapons a little so that they were a little more compatible with the latest version (v5D at the time of writing this). I then went through the tedious task of finding a stage map from Wayback Machine, then proceeded to put together the tiles best I could and come up with the sort of demo map that you see in the video.
So, this leads me to my question - is there something that is holding back the ones who are definitely a bit more proficient than I from making a full blown Megaman Unlimited campaign? Has such a thing been disavowed by MegaPhilX and his team directly? Or has anyone not thought to start one up? Are there any issues whatsoever that prevent such a project to be in the works, save for updates to the main game (which can be fixed with tweaking from time to time)? And if there aren't any roadblocks, would such a project even be feasible or shunned by the community?
I'm aware that I still have a bit to learn, since I've recently been trying to get back into modding in general, but I just thought it'd be cool if there was an actual fanmade campaign that matched the style of MM8BDM's storyline and overall quality, much like how MMU made it's effort to match the original MM's quality and style.
Shall we discuss?