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Author Topic: Mega Man 8-bit Deathmatch V5B - 22/05/17!  (Read 165905 times)

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July 30, 2016, 02:42:37 AM
Reply #75

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #75 on: July 30, 2016, 02:42:37 AM »
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July 30, 2016, 02:50:41 AM
Reply #76

Offline Hallan Parva

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #76 on: July 30, 2016, 02:50:41 AM »
Quote from: "CutmanMike"
Quote from: "SmashBroPlusB"
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Your velocity stops when you summon it.
Disregard me, I was an idiot and confused Item 1 for Item 2. I forgot both of them were in the game. :ugeek:

July 30, 2016, 02:58:26 AM
Reply #77

Offline Atticus

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #77 on: July 30, 2016, 02:58:26 AM »
I wanna give a shout out to whoever made the new Turbo Man stage, because you inadvertently created one of the best maps to play Possession on in the vanilla game lol.

This update reminded me of a lot of things. It reminded me that Mega Man 9 is a sick ass game that I should play again. But it also reminded me why I love this game, and why I've stuck with this community for close to 6 years now. There are so few games out there right now that get by entirely on hard work from truly hardcore fans, and most that try fizzle out before long. Seriously, we're 6 years into this and we're still getting insanely high-quality updates that add truckloads of content and changes. I'm so proud of what the team has accomplished, and the fact that there's still a community here to appreciate it is astonishing. Here's to many more years and updates for MM8BDM.

July 30, 2016, 03:13:56 AM
Reply #78

Offline Bikdark

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #78 on: July 30, 2016, 03:13:56 AM »
Overall, maps are excellent. MM9TOR is HELLA, as is MM9MAG, probably my favorite maps from the last like 3 years.

My only real complaint is MM9FAK. You're given item 1, item 2, AND Tornado Blow, but can't access the rooftops? Little bit silly and limiting I'd say, as I was REALLY excited as soon as I spawned. The closest we have in vanilla to a rooftop crawler is MM6MRX, which doesn't even fully expand upon the idea.

This is my favorite expansion thus far. Long live the plug ball.

July 30, 2016, 03:39:27 AM
Reply #79

Offline Ivory

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #79 on: July 30, 2016, 03:39:27 AM »
Hey there all you Mega Man fans!

Just popping by to say that I absolutely loved what I have experienced. The story mode escalation that has been underway since v3 hasn't ceased to amaze me, even if it does make V1 bosses and story pretty bland now in comparison. We have gone from fighting giant peace keeping robots of mass destruction to an evil robot in space to having a three on one with the Genesis Unit to a shmup battle or road chase? Along with the ever scaling difficulty  :ugeek:  :ugeek:  :ugeek:

The new maps are top notch and I am delighted to see that MM7FRE and MM9MAG are relatively the way I left them. Some of the plot elements I came up with did see use, in ways I wouldn't even have planned to use them. I just plain love it.

I can just feel how much fun the dev team had making this content through playing it alone and I can't wait to see just how much things are going to escalate again in v6.


Props to everyone on the dev team for their hard work in bringing this expansion to life, and to the community who never stopped believing in them or criticizing them, or whatever else motivates people to get stuff done for this game.

And personally from me to them, props to the dev team for picking up on all the half-done stuff I left behind when I abruptly upped and left. I feel like I failed them for not being able to see my commitments through, but I also feel a lot better now that I had time to get away and clear my head for a few months. Seriously, you guys are amazing and Light's Lab is a lot better than what I had planned for it.

July 30, 2016, 04:00:55 AM
Reply #80

Offline Geno

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Re: also the megaman amiibo was totally my fault, haha
« Reply #80 on: July 30, 2016, 04:00:55 AM »
Quote from: "Promestein"
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Oh yeah, the other three (non-spoiler) things I did for v5 are the birds from Concrete Man stage, and the texture for Pirate Man's gold piles
Try shooting the birds in Concrete Man stage!
The third non-spoiler thing I did was take most of the screenshots for the new and updated stages! Additionally, I re-took a bunch of old ones from v3 because some of them did not reflect current stage designs, and were all fuzzy and ugly

July 30, 2016, 05:04:38 AM
Reply #81

Offline Rui

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #81 on: July 30, 2016, 05:04:38 AM »
spoilers

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July 30, 2016, 05:33:07 AM
Reply #82

Offline Gumballtoid

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #82 on: July 30, 2016, 05:33:07 AM »
I'm tired and my thoughts may not be completely coherent, but my thoughts are here all the same.

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Barring that issue, this expansion is a great success. The maps are top notch, the weapons all feel good but still feel relatively tame, the spritework is gorgeous, and the new music is lovely. Major kudos to the dev team.

I'm also grateful for the opportunity to work on a map for this expansion: Freeman and I are responsible for bringing you all the new and improved MM4DIV and I'm super happy with how it came out and how well it's been received. It has definitely been a good learning experience for me.

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July 30, 2016, 05:36:41 AM
Reply #83

Offline Copy Robot

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #83 on: July 30, 2016, 05:36:41 AM »
Fuck your basses and fake policemen and what have you. This is the real most important part of the update.
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July 30, 2016, 05:54:35 AM
Reply #84

Offline RedThePyro

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #84 on: July 30, 2016, 05:54:35 AM »
Spoiler Version
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Non-spoiler Version:
Now, what would be a good youtube video that would describe how I feel about this update.. I KNOW!

July 30, 2016, 06:41:10 AM
Reply #85

Offline Megaman94

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #85 on: July 30, 2016, 06:41:10 AM »
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July 30, 2016, 08:59:30 AM
Reply #86

Offline Stardust

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #86 on: July 30, 2016, 08:59:30 AM »
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also here's the real real real real secret of v5 everyone missed

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EDIT : here are a few personnal tips for anyone trying to Mega Buster only the Treble Bass boss (not a spoiler I think at this point everyone knows Bass is the MM7 Chapter boss). It took me about ~1 hour to defeat his Treble form with buster only and it's definitely harder than with the adaptor (dunno if it's comparable to the MM9 final boss). I don't know if they're god tiers tips but that's what I applied and I did it without cheats so um try again sweetie

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July 30, 2016, 10:06:00 AM
Reply #87

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #87 on: July 30, 2016, 10:06:00 AM »
Quote from: "Ivory"
Seriously, you guys are amazing and Light's Lab is a lot better than what I had planned for it.

Thank you for the idea, really. Light Labs would have probably been left the same bland hub since v1 (2?) until I saw footage of people just walking around it enjoying the little details. Once I saw that I was convinced and knew dr. light had to step up his game!

July 30, 2016, 12:12:25 PM
Reply #88

Offline MarioHead

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #88 on: July 30, 2016, 12:12:25 PM »
I only have a question (Yeah, i'm back, i only waiting for the release)
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July 30, 2016, 12:15:44 PM
Reply #89

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #89 on: July 30, 2016, 12:15:44 PM »
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