Cutstuff Forum
Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: Anonymous on July 15, 2010, 04:44:56 PM
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First i want to note, that you did a great job this far imo.
But still i have some improvements on my mind to get more mega man feeling in the game, but i dont know if skulltag is able to even do this.
-Jump height
mega man can jump really high and so should you be able to in this game, perhaps not as high as in 2d mega man, but at least twice as high as is now
- slide and crouch
you should add megamans slide ability but i doubt it is possible in skulltag. but if its possbile it would be great to be able to slide into enemys and beeing able to do some damage this way. at the same time you should disable the ability to crouch, since megaman cant do that :-)
- level hazzards
i like the metal man stage the most since it got those neat conveyor belts and i think you should add more hazzards like spikes, flying scissors etc. and if possible the vanishing platforms.
i think those things would drasticly improve the megaman feeling of the game, but still im aware most things might not be possible on skulltag.
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You will be able to slide into enemies in the final version with the charge kick power-up and there are more stages with hazards (such as Quick Man's lasers of doom) in the final version. Check out some videos in the gameplay videos thread.
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You can already crouch, and I'm sure more people would be annoyed with the hazards, considering all the people that fell off Bomb Man's stage. Quick Man has some lasers, but it's not really a focus of the game. Jumping height could be increased but all the stages are built around the current height so Mike would have to rework them, and sliding isn't possible in Doom. You can use the charge kick, but it's more of a dash.
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I'll try messing with the jumping but if you can jump more than 3 tiles up a lot of levels will not play out as planned, as Yellow Devil said. Sliding is out the question because 1) sprites and 2) You can't change the player's height on the fly. As for hazards, there's enough but I'm not trying to go overboard. This ain't no smash bros :p
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as i said, im aware that some things might not be possible, but what does crouching in doom acutally do if u cant change a players height?
wouldnt it be possible to combine charge and crouch into a slide?
im totaly aware about the fact, that higher jump leads to changes in the level design, but its supposed to be megaman and i cant imagine a megaman game where you cant jump over the enemys projectiles.
Concerning the level hazzards, i cant comment on the levels that arent in the beta, but the maps(besides the bosses) have allways been the star of megaman games. at least some of the more powerfull weapons could be hard to reach, for example by memorizing a vanishing platform pattern.
all my ideas where directly connected to what makes megaman gameplay so fun and i think i would make the game feel more like a megaman game.
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While it would more Megaman like, you must understand there has to be a balance between the gameplay and Megaman elements. Too many hazards irritate the player and honestly, I don't imagine the slide to be that useful. I think Cutty has done a great job in making fun gameplay with Megaman elements.
Remember, this supposed to be Deathmatch.
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First of all, the disappearing blocks are in Heat Man's stage.
Second, this game is not a platforming game, it's a first person shooter deathmatch. Yes, those elements would make it more Mega Man-like, but they don't work well at all in a first person environment.
Third, there are enough stage hazards. If there were more stage hazards, they would interfere with the actual player vs. player action and would make some players (i.e. me) frustrated. The same thing happened with Smash Bros. Brawl. There's so many stage hazards in that game that I feel more like I spend more time dodging hazards than fighting, which isn't good in a fighting game.
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Not to mention you can indeed jump over enemy projectiles.
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I hate the disappearing blocks.
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You'll love this then
(http://img638.imageshack.us/img638/3556/evilblocks.gif)
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Wow, that looks so hard. I sure hope them Crash Bombs are worth it! Is Heat Man the only one with the blocks?
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you guys seem all to have seen/played more stages then the ones in the demo, so if the other maps have all those elements forget my concern.
and jumping over projectiles right now is nearly impossible and not very usefull. yes, its an fps, but you have to think outside the box sometimes not mentioning that everyone who played a quake game knows that aircombat (even if via rocket jumps) is awesome.
and why wouldnt sliding be usefull? if you could slide under someone projectiles it would be very usefull and naturally it should make a fair amount of damage if you acutally hit someone.
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You'll love this then
(http://img638.imageshack.us/img638/3556/evilblocks.gif)
awesome :-)
and btw. traps dont have to come in the way of pvp since you can make it that you only have to traverse them to reach powerfull weapons, like seen above.
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But if you're trying to use sliding to make the game more Mega Man like, wouldn't the sliding do no damage? Also, I haven't played more than the demo, my information comes from the videos in the "gameplay vidoes" thread. (somebody needs to fix that spelling error)
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Jumping over projectiles is easy and useful, and I've never played Doom. Mega Buster is easy to dodge, as is the Gemini Laser, Hard Knuckle, and Atomic Fire. Needle Cannon can be a problem, as can the Ice Slasher due to their rapid fire, and Search Snakes, Napalm Bombs + Air Shooter can't be jumped over effectively. You should try jumping.
Guys, Mike said it before, Sliding is impossible.
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And i thought i hated Heat Man's Stage Before...;_;
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Wow, that looks so hard. I sure hope them Crash Bombs are worth it! Is Heat Man the only one with the blocks?
So far yes. It is by far the most memorable stage to have those damn blocks! :p
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There are elements of Mega Man that fit in perfectly with a deathmatch set-up, and elements that don't fit in. A gratuitous number of stage hazards interferes with the actual deathmatch in such a way that it just ruins it for everyone. Disappearing blocks en route to a super-awesome weapon is understandable, but not a million chasms and such.
This game, ultimately, is here to apply classic Mega Man audiovisuals to Doom 2 with Skulltag, not to be a whole different kind of first-person shooter. There is a balance to be struck.
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Wow, that looks so hard. I sure hope them Crash Bombs are worth it! Is Heat Man the only one with the blocks?
So far yes. It is by far the most memorable stage to have those damn blocks! :p
If I only had the item number 2, it'd make it so much easier to beat this level!
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Blah blah can't defeat air man...
I noticed the rain weapon is cut in widescreen. Shouldn't that take like 5 minutes to fix?
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Hmm in that case doesn't that happen with all throwing weapons?
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oh yeah... widesreen. the whole hud is a little bugged caus healthbar etc isnt placed in corners but where the corner auf the 4:3 area is.
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There are elements of Mega Man that fit in perfectly with a deathmatch set-up, and elements that don't fit in. A gratuitous number of stage hazards interferes with the actual deathmatch in such a way that it just ruins it for everyone. Disappearing blocks en route to a super-awesome weapon is understandable, but not a million chasms and such.
This game, ultimately, is here to apply classic Mega Man audiovisuals to Doom 2 with Skulltag, not to be a whole different kind of first-person shooter. There is a balance to be struck.
and i thought it wanted to be megaman 8-bit deathmatch and not "random doom clone with megaman weapons" (not that its anything like the secound, its great imo, but thats what the above discription sounds like). so adding a litte bit different aspects can be good to stand out from the crowd.
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DragoonEnRegalia is right. Having too much random crap trying to kill you while you try to compete in winning in a multiplayer game is horrible (just look at smash bros brawl). There are plenty of hazards in the game already as you can see from many of the screenshots.
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You'll love this then
(http://img638.imageshack.us/img638/3556/evilblocks.gif)
OH TEH NOES, lol.
Is it possible to do an underwater map with low gravity built into the maps (without having to set it on the server permantly0.
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oh yeah... widesreen. the whole hud is a little bugged caus healthbar etc isnt placed in corners but where the corner auf the 4:3 area is.
That's fine. I don't want to look 22cm from my crosshair to my HUD. (I counted)
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im sure most of these will be released when the games out but:
1.new skins...lots more skins.
The only thing gamers love more than megaman is his rivals.
everyone's gonna want to play their favorite robot master.
2.more lv's
more diverse lv's.
3. fix the stairs
i hate the stairs, whenever im in a fight it comes down to stay and fight or risk getting raped on the stairs trying to escape.
4.zombie mode (like counter strike)
whole team starts off and have a few secs to run away. After a set amount of time a character is turned into a zombie. there much faster and stronger but can only use a very close range weapon that instantly kills an opponet. that opponent is then respawned as a zombie.
Zombies will only have the one item that gives them a zombie skin and they cannot pick up other weapons or items. also there needs to be some knockback put in.
thats what i got.
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im sure most of these will be released when the games out but:
1.new skins...lots more skins.
The only thing gamers love more than megaman is his rivals.
everyone's gonna want to play their favorite robot master.
2.more lv's
more diverse lv's.
3. fix the stairs
i hate the stairs, whenever im in a fight it comes down to stay and fight or risk getting raped on the stairs trying to escape.
4.zombie mode (like counter strike)
whole team starts off and have a few secs to run away. After a set amount of time a character is turned into a zombie. there much faster and stronger but can only use a very close range weapon that instantly kills an opponet. that opponent is then respawned as a zombie.
Zombies will only have the one item that gives them a zombie skin and they cannot pick up other weapons or items. also there needs to be some knockback put in.
thats what i got.
1.All robot masters from 1-6 will be in final.
EDIT: Not to mention Expansion packs.
2.I believe there are 46+ maps in the final.
3.I go around just fine on stairs. Just learn how jumping works and you will be fine.
4.I'm sure Cutmanmike is only gonna focus on DM t'ill final release.
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1: Lastwolf explained it.
2: Okay. Every game('cept the first) has 8 robot masters. 1 stage for each. That is 34 stages there. Now, add in the countless additional stages and you have at LEAST 46 stages.
3: lern2jump(No offense)
4: Someone suggested this already, actually.
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I have slightly decreased the gravity of the jumps, which can help when climbing stairs now. I'll see how it fairs online first though.
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I Have one thing...Maybe saomething around the works of a
Randomization Mode?
A Mode where things keep constantly changing?
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Larger maps. I know with 46+ maps, there are bound to be a full range from small to large, but I think the average size needs to be bigger. Metal Man's stage is a good middle ground.
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I'm Curious What Is the Biggest and Smallest Stages respectively?
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Larger maps. I know with 46+ maps, there are bound to be a full range from small to large, but I think the average size needs to be bigger. Metal Man's stage is a good middle ground.
I agree with this, for some spaces are just too tight for alot of players.
That being said, I think Napalm Bomb on Cutman's stage is not the best choice. I and a few others just played on that, and we spammed the heck out of it running around holding fire the whole time racking up easy kills. No one else was able to get us. :P
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Larger maps. I know with 46+ maps, there are bound to be a full range from small to large, but I think the average size needs to be bigger. Metal Man's stage is a good middle ground.
I agree with this, for some spaces are just too tight for alot of players.
That being said, I think Napalm Bomb on Cutman's stage is not the best choice. I and a few others just played on that, and we spammed the heck out of it running around holding fire the whole time racking up easy kills. No one else was able to get us. :P
Agreed Zero,that Napalm Bomb in Cutman Should be replaced...
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Cutman's level isn't designed for more than 8 players really. If you keep the play count around there, you'll notice people catch on and learn to dodge your napalm spam ;)
As for large levels, I think the biggest so far is MM2 Dr. Wily or Wave Man's stage to an extent. There's plenty of huge maps don't worry.
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StoneMan's is HUGE! Tons of different areas to battle in!
Considering the listed improvements so far, I think you'll be very pleased by what the full game has to offer. Cutman really outdid himself making a variety of fun levels. GutsMan has moving platforms, you've seen WaveMan's, RingMan has this huge whole you get to fly over and have space battles over, DustMan has things that CRUSSSSH you.
And heck yea on the skins; everyone has a favorite robot master to pick. And if you don't, you can just pick the silliest looking one!
AND ITEMS!! <-these are absent in the demo which is too bad cuz I love em. You got things like Rush Coil, E-Cans, and Item 1 to help you reach tough places in the level (and *cough* AHEM Eddie who can give you almost anyyyyyy weapon). These really help the game feel more like MegaMan, and give people (like me) who aren't too good something to still have fun with!
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I have a Few Questions retaining to a few stages...
How EXCATLY Big is Stone Man's stage PS?,i would honestly think that Proto Castle 1 is big
Was Cut Man's Stage originally meant to be Huge? (Not on accordence to the Alpha or this one)as in in Between the alpha & Demo Were there different versions?
What Exact Weapon can we expect to be used the most?
What Stage Was the Hardest to design?
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i think IceMan stage is the hugest by far to me. you fight on normal ground above land that is VERY VERY HUGE -AND- theres a suitable LARGE underground stage for people that want fight with a little bit of water on the side
CutMans stage is just what it is. a SMALL stage. every stage is different and you should know where to run off to and learn how to survive and attack :ugeek:
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and i thought it wanted to be megaman 8-bit deathmatch and not "random doom clone with megaman weapons" (not that its anything like the secound, its great imo, but thats what the above discription sounds like). so adding a litte bit different aspects can be good to stand out from the crowd.
Well, considering it's a mod of Doom, it's naturally more like Doom.
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Is there a Mega Buster item that maybe upgrades your buster so you can charge it like in Mega Man 4-6?
I didn't see it mentioned anywhere, but it seems like a cool idea.
Like maybe when you pick the item up it replaces your standard Mega Buster shot and allows you to charge it up.
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Is there a Mega Buster item that maybe upgrades your buster so you can charge it like in Mega Man 4-6?
I didn't see it mentioned anywhere, but it seems like a cool idea.
Like maybe when you pick the item up it replaces your standard Mega Buster shot and allows you to charge it up.
Yep, Proto Buster.
There's also the Bass Buster, which lets you fire rapidly.
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For the server side of things, could you make it possible so that every setting is saved to a file? Just like how all the source games have a server.cfg file.
Also a friend of mine has a concern. He doesn't think its right that you can't move or you slow down when you get hit. This sort of thing makes the neddle cannon a bit overpowered. Could that be changed?
I Have one thing...Maybe saomething around the works of a
Randomization Mode?
A Mode where things keep constantly changing?
I would like a server setting that randomizes what weapon goes where.
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im sure most of these will be released when the games out but:
1.new skins...lots more skins.
The only thing gamers love more than megaman is his rivals.
everyone's gonna want to play their favorite robot master.
2.more lv's
more diverse lv's.
3. fix the stairs
i hate the stairs, whenever im in a fight it comes down to stay and fight or risk getting raped on the stairs trying to escape.
4.zombie mode (like counter strike)
whole team starts off and have a few secs to run away. After a set amount of time a character is turned into a zombie. there much faster and stronger but can only use a very close range weapon that instantly kills an opponet. that opponent is then respawned as a zombie.
Zombies will only have the one item that gives them a zombie skin and they cannot pick up other weapons or items. also there needs to be some knockback put in.
thats what i got.
1.All robot masters from 1-6 will be in final.
EDIT: Not to mention Expansion packs.
2.I believe there are 46+ maps in the final.
3.I go around just fine on stairs. Just learn how jumping works and you will be fine.
4.I'm sure Cutmanmike is only gonna focus on DM t'ill final release.
1.shweeet
2.cool.
3.im pretty good on jumps but i like to fight while on the move, meaning im trying to go up the stairs backwards while shooting someone. its not that i cant climb the stairs its that i cant get up them fast enough and end up dieing.
4.well we'll wait and see.
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I don't try to run up stairs backwards. I just run up the stairs while try to dodge my opponents shots.
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For the server side of things, could you make it possible so that every setting is saved to a file? Just like how all the source games have a server.cfg file.
The new launcher will have this functionality. If I can get it working sooner the better cause a lot of people are having issues with that thing :p
Also a friend of mine has a concern. He doesn't think its right that you can't move or you slow down when you get hit. This sort of thing makes the neddle cannon a bit overpowered. Could that be changed?
It's to try to emulate the damage recoil in Mega Man. I could take it off Needle Cannon though, you may notice some weapons don't stun you.
I have a Few Questions retaining to a few stages...
How EXCATLY Big is Stone Man's stage PS?,i would honestly think that Proto Castle 1 is big
Come to think of it, yes the newly created Dark Man's castle is one of the biggest.
Was Cut Man's Stage originally meant to be Huge? (Not on accordence to the Alpha or this one)as in in Between the alpha & Demo Were there different versions?
It used to be bigger but the layout was more linear and it kinda sucked. It's small now which is good for a basic simple first level.
What Exact Weapon can we expect to be used the most?
Top Spin is a favourite among testers as it can kill in one hit. But it depends on what weapons are available in the map.
What Stage Was the Hardest to design?
So far, STAR MAN because his tiles are terrible. I came up with about 4 layouts which were all fugly and on the 4th one it crashed half way through so I had to remake a big section of that map :evil:
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and i thought it wanted to be megaman 8-bit deathmatch and not "random doom clone with megaman weapons" (not that its anything like the secound, its great imo, but thats what the above discription sounds like). so adding a litte bit different aspects can be good to stand out from the crowd.
Well, considering it's a mod of Doom, it's naturally more like Doom.
But i dont think it HAS to feel so much doom like. Most people in this forum seem to be very doom centric while i just found out the game is a doom mod when i started playing it. since the smash bros example has surfaced ill use another big n example: metroid prime. what was so great about that game? it was a fps that still felt like metroid.
so i basicly think getting away from doom gameplay and getting closer to mega man is the only logical step.
This also includes the movement of the player. right now u have that akward movement accel. that makes playing doom feel a bit like a driving game, while megaman is moving spot on. same goes for changing directions in mid air, the view bob etc.
Also is the game supposed to be played with or without a crosshair? cause i allways feel like cheating when turning mine on? cant the be toggled serverside aswell as that rediculous autoaim option?
And finally, i found out that skulltag rencently had its source code released, so basicly anything is possible.
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It's kinda hard to make it NOT feel like doom when its a doom mod. Although changes can be made, it will still feel like doom in some way.
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Also is the game supposed to be played with or without a crosshair? cause i allways feel like cheating when turning mine on? cant the be toggled serverside aswell as that rediculous autoaim option?
And finally, i found out that skulltag rencently had its source code released, so basicly anything is possible.
That's an old source code of skulltag, which has many features missing that are required for MM8BDM to work. Anything possible, true, but I cannot make it "more like megaman" without sacrificing what I think many people enjoy about the game: fast paced deathmatch action. I've tried to make to make it as Mega Man like as possible as well as keeping it as fun and fast paced as possible, and it's not easy :?. I dunno I think I've done a pretty good job, if you disagree that's fine dude, everyone has their own expectations.
On top of this, I'm no C programmer and I'm not fluent with Doom's awkward code. If you want to have a shot at making it, feel free! :cool:
Edit: About autoaim/crosshairs, that's all Skulltag's options. I don't mind them so I didn't try to force them off, and don't think you can anyway. Autoaim is good for those who lack a mouse, especially laptop users (it only autoaims vertically anyway).
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That's an old source code of skulltag, which has many features missing that are required for MM8BDM to work. Anything possible, true, but I cannot make it "more like megaman" without sacrificing what I think many people enjoy about the game: fast paced deathmatch action. I've tried to make to make it as Mega Man like as possible as well as keeping it as fun and fast paced as possible, and it's not easy :?. I dunno I think I've done a pretty good job, if you disagree that's fine dude, everyone has their own expectations.
On top of this, I'm no C programmer and I'm not fluent with Doom's awkward code. If you want to have a shot at making it, feel free! :cool:
Edit: About autoaim/crosshairs, that's all Skulltag's options. I don't mind them so I didn't try to force them off, and don't think you can anyway. Autoaim is good for those who lack a mouse, especially laptop users (it only autoaims vertically anyway).
i also think you did a good job since it is fun. im just talking about improvements to make it even more fun :D
And reducing movement accel and all that stuff would make the game even more fast paced tbh. its those little changes that make the difference imo.
i might actually look into the source code after my final exams.
judging from the old skulltag devs blog it might very well be possible to get ur hands on the new source code for this project.
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uh, in my experiences testing the game, auto aim misses an awful lot when an opponent is literally circling you or moving about frantically, you can throw auto aim out the dam window
i play with autoaim off :ugeek:
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And reducing movement accel and all that stuff would make the game even more fast paced tbh.
Wrong. Gameplay would be slower as it would be way harder to earn frags because dodging would become much easier.
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Not to mention it's pretty much impossible to change :?
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metroid prime. what was so great about that game? it was a fps that still felt like metroid.
Metroid Prime is NOT an FPS. It's a First Person Adventure. They're two completely different genres.
so i basicly think getting away from doom gameplay and getting closer to mega man is the only logical step.
This also includes the movement of the player. right now u have that akward movement accel. that makes playing doom feel a bit like a driving game, while megaman is moving spot on. same goes for changing directions in mid air, the view bob etc.
To be blunt, you're playing a doom mod with tons of Megaman Paint over top of it. Cutty has done a brilliant job of capturing the Megaman feel. However, it's still Doom in the end. Not that I find a problem with that, Two amazing games mixed together :cool:
And finally, i found out that skulltag rencently had its source code released, so basicly anything is possible.
I want to add in that if you make specialized additions or changes, then any update that happens to Skulltag that would have to be ported over.
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Oh, and I like Metroid, but not Metroid Prime. It lacks the upbeat music, action packed gameplay, and overall fun factor of the Metroid series. Plus Metroid Prime is it's own game. This is a Doom mod.
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I have a Few Questions retaining to a few stages...
How EXCATLY Big is Stone Man's stage PS?,i would honestly think that Proto Castle 1 is big
Come to think of it, yes the newly created Dark Man's castle is one of the biggest.
Was Cut Man's Stage originally meant to be Huge? (Not on accordence to the Alpha or this one)as in in Between the alpha & Demo Were there different versions?
It used to be bigger but the layout was more linear and it kinda sucked. It's small now which is good for a basic simple first level.
What Exact Weapon can we expect to be used the most?
Top Spin is a favourite among testers as it can kill in one hit. But it depends on what weapons are available in the map.
What Stage Was the Hardest to design?
So far, STAR MAN because his tiles are terrible. I came up with about 4 layouts which were all fugly and on the 4th one it crashed half way through so I had to remake a big section of that map :evil:
1.Hmm...i guess it'll be something,because i'd actually like to see some more pictures of it....
2.Well if cutman was meant to be huge there should've been some test pics of it...but hell i liked the Alpha Stage More than what's shown...
3.Oh boy i can sense some,TOPMANPWNZJOO :p
4.Damn,Star Man Was my least favorite Stage (But there is a song by Sir Elton John,called Goodbye Yellow Brickroad,that fits into the stage perfectly as one Youtuber said)i just can't believe that there is no other stages that are Huge...can you list the Huge Stages?(As in how Giant the layout is on most of them)
Also i think Wood Man's Stage will be most played on....For Obvious "Woodman is Awesome" Jokes
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Prepare for wood!
And make it good!
Srs, Mike, make the wood good or I'll hate you forever. But then I'll love you again when the full version comes out.
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Woodman's tiles were kinda limited too so I added a waterslide in the caves. Hope that doesn't offend to many mega fans ;)
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Water...in Wood Man's stage? BLASPHEMY!!! Have you no decency, sir?
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I saw that in some gameplay vids. It makes more sense with the wood setting, are you adding a Hot Dog (I think that's what they're called) in the backround like the Picket Men in Guts Man's stage? That would be awesome.
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So Guess What they just annouced?
MEGA MAN UNIVERSE!
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So Guess What they just annouced?
MEGA MAN UNIVERSE!
Actually, that was earlier today, but still. I'm not excited until I see what kind of game it is.
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So Guess What they just annouced?
MEGA MAN UNIVERSE!
Actually, that was earlier today, but still. I'm not excited until I see what kind of game it is.
i heard customization's in it...but meh
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sniff...im terribly disappointed by it...then again...this maybe because i want a megaman powered up 2....
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sniff...im terribly disappointed by it...then again...this maybe because i want a megaman powered up 2....
Disappointed? Nobody knows what it even is yet!
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Take it to the Mega Man Disscussion boys.
First Mario Galaxy, then Sonic joined in with Colours, now Mega Man is heading into spaaaaaceee... again...
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Yeah, I didn't mention it when I found out because it really doesn't have to do with the board.
Anyhoo, on topic...um...this game is good. Yeah.
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Very good.
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4.zombie mode (like counter strike)
Well, this is an old post, but whatever.
I still rest my case, you can't beat Roboenza Mode
Anyway, I honestly think the only complaint I agree with is jumping. I think it would be nice to be able to jump higher, so it felt more like "Megaman in 3D". But Cut already said he was working on it, sooo...
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(From A Previous Post)
What about a Randomization Mode?
a mode where things Randomize each round
say a All Rolling Cutter Round or All Mega Buster Round?
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sniff...im terribly disappointed by it...then again...this maybe because i want a megaman powered up 2....
This is how I feel as well :(
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sniff...im terribly disappointed by it...then again...this maybe because i want a megaman powered up 2....
This is how I feel as well :(
I Was also sad that they wouldn't announce MMPU2
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so im not the only one that wants o play as quickma*AHEM* the MM2 robot masters?
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so im not the only one that wants o play as quickma*AHEM* the MM2 robot masters?
Ehh...I dunno
back on topic:Oh Co'mon Randomization Mode is a great idea,that is next to Roboenza Mode FTW
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so im not the only one that wants o play as quickma*AHEM* the MM2 robot masters?
Playing as HeatMan and BubbleMan and...yea that would be awesome.
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this has nothing to do with MMPU2 but....imagine top man!!! (ill just leave it at that and see how it plays out) it would be cool if all the robot masters from the last game could be in that one, too
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this has nothing to do with MMPU2 but....imagine top man!!! (ill just leave it at that and see how it plays out) it would be cool if all the robot masters from the last game could be in that one, too
TIME PARADOX!
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Just curious is there going to be anything from MM 9 or 10? I just want to see splash woman in the game.
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Just curious is there going to be anything from MM 9 or 10? I just want to see splash woman in the game.
Not in the first public release (which will include all RMs from 1-6). However, there's already people working on skins for RMs in 9, 10, and other MegaMan games, so they'll be in it eventually. (and splash woman for sure)
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There's already Galaxy Man and Commando Man skins available. I think. Depends if Galaxy Man's been publized yet.
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There's already Galaxy Man and Commando Man skins available. I think. Depends if Galaxy Man's been publized yet.
not to mention a Yellow Devil...
oh and i believe Zero.EXE's Still Working on the Stardroids?
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There's already Galaxy Man and Commando Man skins available. I think. Depends if Galaxy Man's been publized yet.
not to mention a Yellow Devil...
oh and i believe Zero.EXE's Still Working on the Stardroids?
I was talking about the MM9-10 situation ;)
Although a MMV expansion would be awwweeesome.
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I am not sure if I asked this yet, but I would like an easy way to configure options and controls outside of the skulltag game.
I have just had a bunch of people from my clan play this game and they had some comments. Alot of these have been said before but I promised that I bring it up. I they asked for a screen shot of this post.
--The first time they start it up is a pain in the ass because it starts in fullscreen in a low res and with screwy controls. It actually has crashed several systems.
--"This gets old after 10 minutes."
--Needs some modes like CTF and invasion
--needs better server browser. (I know that is comming).
--For the server side we need a way to have server configs and better server software. (I have suggested that and found away to do it.) Also needs a way to restart the server in case of a crash, with out the use of remote desktop. (I am thinking something liike TCadmin.)
--Also a few people asked me about where they can find documentation to make maps for this game.
--Some kind of instruction book or wiki would help.
--Alot of text hard to read: Frag count on health bar, highlighted server in internal browser is white, etc.
For the most part everyone liked it, but said this game would not have any longevity.
Just curious is there going to be anything from MM 9 or 10? I just want to see splash woman in the game.
Not in the first public release (which will include all RMs from 1-6). However, there's already people working on skins for RMs in 9, 10, and other MegaMan games, so they'll be in it eventually. (and splash woman for sure)
cool because we need more robo-women in this game. Roll is not my type, I am not a robo-pedo-phile. lol
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cool because we need more robo-women in this game. Roll is not my type, I am not a robo-pedo-phile. lol
Watch your mouth! She belongs to me! The Greatest Robot master in existence!
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Thanks for the feedback, dude. It's amazing how big this demo's gotten, especially considering how much more there is to come.
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Thanks for the feedback, dude. It's amazing how big this demo's gotten, especially considering how much more there is to come.
This Makes me wonder how many people will seriously want the Expansions...and possibly Praise Cutman like a god (lol)
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I may leave a lot of the expansion work up to the fans, depending on what I want to do afterwords. I think a lot of people will agree that it's about time I stopped dicking around in doom and moved up in the world :p
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I may leave a lot of the expansion work up to the fans, depending on what I want to do afterwords. I think a lot of people will agree that it's about time I stopped dicking around in doom and moved up in the world :p
So when you are finished, you are going to walk away? That doesn't sound right to me. You created something big here and you are the head of all of this. I can understand the thought of "I must get going on with real life", I too have had to give up on a bunch of stuff for school and all. I am not asking you to put a full 24/7 into this, I am asking don't walk away. If I where you, I would finished the next update, then lead and organize the community to continue the work, Teach us. If you let the community go off on their own with out guidence an direction it could be chaos. Simply put, every once in a while gather up all the community stuff and include it in updates, take the valve approach with they way they add in community stuff with tf2. We wouldn't a dozen people in the community with no guidance making dozen versions of TopMan's level and try to throw them all in at once.
Cutmanmike, you don't have to do everything, but please don't do nothing. I have stimulated some interest within my clan (Ruca), there is a lot of creative people there. They just haven't messed with skulltag/doom.
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Relax, he already said once he's finished the final version, he'll post tutorials. It's not like we'll have 500 Top Man levels since he'll be in the final version. Besides, he owes you nothing.
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Relax, he already said once he's finished the final version, he'll post tutorials. It's not like we'll have 500 Top Man levels since he'll be in the final version. Besides, he owes you nothing.
To me, its been sounding like once he is done with his next release he is going to walk away. I know he does not owe me anything and I am thankful for what cutman has done. I want this community and game to grow without turning into a disaster.
For a while I have been looking for a fps old school shooter that I can get my clan to play which is fun and free, i believe this is it.
Maybe I miss understood Cutman a bit. lol
The just of what I am saying is that community content should be oragnaized into simple packs, I wouldn't want to have in consistent addons cause problems with servers.
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Cutman...i'll take on the MM10 Expansion Work,besides i'd rather get things done (Plus i have a Strike Man Skin On the Way)
plus people need to consider my MM10 Strike Man Stage for the Expansion...(But thats Them)
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Is a way to view the people I'm playing with(and the ones spectating) in the server? Like, maybe a list in the top right corner or something? Is that possible to add?
Or maybe it's already an in-game option that I missed? I looked but didn't see it.
I'd just like to be able to see who is in the server with me at any given time. There's been times where I'll be playing and all of a sudden I can't find anyone and I didn't see any messages saying anyone left. Next thing I know I'm alone and it's like wtf man.
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If you press the score key (I believe the default is the key), a list of scores and spectators appears.
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I would either weaken the Napalm, or increase the amount of ammo it uses. In crowded settings it can become ridiculously overpowered.
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Indeed, I didn't realise so many people would be playing at one time so it does get a bit nuts. I'll probably at least reduce the fire rate.
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Ok just so I don't have to keep checking two threads I'll lock this one. If you have any feedback, use the feedback sticky: viewtopic.php?f=13&t=484 (http://cutstuff.net/forum/viewtopic.php?f=13&t=484)
:cool: