Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Russel on May 09, 2012, 02:38:24 PM

Title: [GameMode] Multiplayer Boss Rush
Post by: Russel on May 09, 2012, 02:38:24 PM
While there exists a mod already that is Saxton Hale, complete with a rage and voice clips from the original TF2 mod, this one is completely different.

Differences between mine and Silversin's:
(click to show/hide)
Ok, so now that I have gotten that out of the way...

Available songs for the last person standing:
(click to show/hide)

If you have any suggestions for the last person standing song, then shoot it to me, if it's in the core, all the better. However, I will be limiting song amounts because of file size. Also the songs must be 8-Bit NOT GXSCC and you must have access to a sound file and not ripped from YouTube.

Changes for Release Candidate 1:
(click to show/hide)

A note to hosts:
If you plan on hosting this mod, I recommend you look at this
(click to show/hide)
Title: Re: [Game Mode] Vs. Saxton Hale: Megaman edition
Post by: Hilman170499 on May 09, 2012, 03:37:26 PM
Cool project. A demo of this project would be appreciated. Will there be more characters in future releases? The other version is equally cool with that purple and red dude. This is also a cool one too.
Title: Re: [Game Mode] Vs. Saxton Hale: Megaman edition
Post by: GameAndWatcher on May 09, 2012, 03:48:36 PM
Here's a couple idea for more "bosses":
CutManMike (Yes, but only because the original mod had Gaben):
Skin: See CSCC, if you're allowed to.
Attack:
Cutter Slice: See YD Cutman's alt, but make it more powerful.
Rage:
HellFire Cutter: He can throw his Cutter Blades, they are near IG.
Notes:
He can't double-jump, but he can wall jump like CutMan in YD Classes.
He, though has a pretty high jump.

Yellow Devil:
Skin: Squidgy's YDv2
Attack:
Devil Blob: See CSCC YD's main attack (not the laser), but more damage
Rage:
Devil Tackle: See CSCC YD's alt
Notes: Can't Jump High, but can use the tackle to "fly", Sorta
Takes more damage to Electricity.
Title: Re: [Game Mode] Vs. Saxton Hale: Megaman edition
Post by: Russel on May 09, 2012, 04:08:39 PM
Not taking boss character requests at this time.

I have 2 more planned: Duo and Gutsman G
As for the Demos, they are at the top of the first post.
Title: Re: [Game Mode] Vs. Saxton Hale: Megaman edition
Post by: Russel on May 20, 2012, 11:22:45 PM
Bump because update to VSH-BetaPublic3

Changelog:
(click to show/hide)

Download public beta 3 here (http://www.mediafire.com/?r2s4drweppnygyw)
Title: I did more work...
Post by: Russel on May 26, 2012, 09:28:13 PM
Bump for Updates (See first post)
Title: Re: [Game Mode] Vs. Saxton Hale: Megaman edition
Post by: GameAndWatcher on May 27, 2012, 03:09:47 PM
I have a suggestion for a "LMS theme," Megaman 4's Final Boss, it's already in the game even (just unused, the code is "MM4BOSS2")
Title: Re: [Game Mode] Vs. Saxton Hale: Megaman edition
Post by: Russel on May 27, 2012, 09:27:33 PM
Poll's up now about my 5th hale, as my forth will be Duo when I finally get it...SBPB do work

EDIT: Poll removed, making Disco Tut (Pharaoh PAWNCH!) etc, etc.
Title: Re: [GameMode] Vs.SaxtonHale:Megaman edition-Release Candida
Post by: Russel on May 28, 2012, 05:53:31 PM
Bump...again because updates
Title: Re: [GameMode] Multiplayer Boss Rush
Post by: Gumballtoid on August 10, 2013, 06:26:08 AM
Since this mod is becoming relevant again, and nobody's really posted much feedback on it, I'll try to abridge a long discussion Watzup and I had on it.

Many things discourage me from playing Silversin's/Balrog's Saxton Hale, the most glaring being the numerous amount of wads required to connect and the general prominence of bugs and glitches and all that. Half of the Hales in that mod tend to not show their distinct colors and can cheese a kill on a confused player. On top of that, the numerous amount of bugfixing wads and compatibility patches that need to be downloaded just completely turn me off from attempting to join. On top of that, they insist on adding more Hales (90% of them are either TF2 characters or memes) rather than fixing the ones they have. With that mod, it feels like quantity over quality.

What I like so much about this version is that it's playable. The Hales are solely Megaman-related and don't change the music or play obnoxious voice clips every few seconds. They also aren't overly gimmicky, but are different enough to make each experience unique. Players out of Wily's melee range will be peppered with the spread, Auto's mobility boosts are not to be underestimated, and Reggae dominates the skies as he can ambush targets from above. The "tix3 Units," as they've been called, discourage camping and can allow for temporarily deterring the Hale from tearing you apart. Despite the few available Hales present, they're all of extremely high quality and feel like they were each given special attention.

I've heard that a reboot has been considered. I've also heard that a new name has been sought out, so I had been mulling it around. Personally, I thought "Terminator Plus" had a nice ring to it and reflected the nature of the mod accurately, but it seemed to be just me. Anyway, this version is fantastic, and you have the full support of both Watzup and myself in continuing work on it.
Title: Re: [GameMode] Multiplayer Boss Rush
Post by: Rozark on August 10, 2013, 06:33:21 AM
Quote from: "Gumballtoid"
On top of that, they insist on adding more Hales (90% of them are either TF2 characters or memes) rather than fixing the ones they have.

Yet under "Balrog's Rule" only Quote and Curly have been added if I recall.
Most of the time it IS fixes I wouldn't call them that they broke everytime regardless, so um, yea.

There's parts of each that I do like; The other one having more variety of hales while this one is, well, playable and more enjoyable. There isn't 27 different versions of it. Banishment unit is a blast on its own, and there's other small things that I like too.
Title: Re: [GameMode] Multiplayer Boss Rush
Post by: Watzup7856 on August 10, 2013, 06:51:40 AM
These are my preferences, but i like how in this version, the hales have more freedom to move and attack, but with less health. This makes for quick matches so players don't have to wait so long. I didn't like the hales in balrog's version because they were so restricted in movement but had a lot of health causing for really long matches.

Also playing these hales require strategy more so as you don't have much health so you cant go though bullets killing people willy nilly. The mod also doesn't reward the hale so much unlike in balrogs where the hale gets a rage for a few hundred health. At least in this version, the hale has more options for spacing and getting out of situations.

And one other thing. This version encourages team work a lot more since there is no upgrade for being the last player alive which also discourages stalling and camping until being the last person, and i definitely feel this should be more teamed based then anything since everyone on your team is working toward a common goal.
Title: Re: [GameMode] Multiplayer Boss Rush
Post by: fortegigasgospel on August 11, 2013, 02:53:37 AM
I just played this for the first time (got crashed out, but the computer I use to use would do that mulitiple times a round in classes saxton, so better).
I'm gonna say, it actually feels better. Not to much HP so the boss has to work around not being killed. Though fixing up the bosses themselves to be a bit more unique may be in order. The simple melee attack doesn't quite fit Megaman characters who don't revolve around it.
I'd personally like to see this turn into a legit boss mode, where it makes you feel like you are playing the character you got (to a limited degree), only stronger. Save this for the really powerful characters like Sunstar, Duo (note we legit don't know the extent to Duo's strength), and other similar character. Keep who you have too yea, but make them all play different, unique main attacks not just rages.
Also, please keep it Megaman and don't fall into the fad of the 3+ saxtons we got floating around.

Also maybe make the last survivor song based on who the boss is? I don't know how it works, this way you can implement songs for the bosses while keeping their songs to themselves.
Title: Re: [GameMode] Multiplayer Boss Rush
Post by: GalaxiaShadow on November 19, 2013, 02:37:41 AM
what is the "Last man standing" song from?