Possibility of all weapons LMS gives and Still haz knife // Only 1 Weapon (+ Knife for assassin)
I hope you're not saying that the assassin will have the LMS weapons as well, because then it'll be impossible to find him.
Hey Tails, about that fix you just released. Whenever I tried joining your server, my sound went out. I could hear my music, but no other sound played. And no, it's not my settings, because whenever I joined any other server/started the game normally, it would be normal. This glitch used to happen to me all the time whenever I attempted to join a Saxton hale + classes server.My guess: bad Advanced Sound settings?
Also, whenever I closed the game, it crashed. That never happened before.
Actually have an account now, but besides that...
I have a couple suggestions for Hide and Seek mode. (Some of which, I'm sure is acknowledged)
1. Reduce the timer on both hiding time and seeking time. (1-2 minutes should be enough for hiding, 2-3 1/2 minutes should be enough for seeking.)
Yes. Please.
2. *Suggested by 75Chris5* Make the buster a 2-hit kill, but after first hit, you are lodged free from hiding spot and can run about.
...Doesn't that defeat the purpose of Hide and Seek?
3. Add one or two w-tanks since Scorch Wheel only has 4 uses. (Although it could be used with the other weapons, they don't help a whole lot.)
Kind of pointless if it's just for one weapon, don't you think?
4. If you don't go with the 2-hit buster, I think it would be interesting if the last couple (like 3 or 5) people who haven't been found yet are lodged free and can roam.
idk, could be interesting, but similar response to #2
...Doesn't that defeat the purpose of Hide and Seek?
I uploaded a hotfix to resolve that timer, but if the timer really is the reason for the crashing, I think v1c (which I will develop next week), should hopefully finish it for good.On other news, care to test this?
Apparently putting Clientside on some of the scripts is messing them up. For SH, the health only reflects your own (so unless you're the hale, you only see the number 100), not the hale's, unless you are the hale. My problem right now is that the timer will not count down in Hide and Seek if I do Clientside on the two timers. Putting both timers to Open does not even make them appear. Mess may have to explain how he got his result in Rage Roboenza, and I think lately he has been very busy...
That is a weird way of doing the health, but I can confirm the health goes down as it should. Trying it on the server...
EDIT: No CLIENTSIDE? Hmm...
Ninja Spy, and Gilgamesh have their skins from R5.
1. Class-based gameplay. The original one had a few classes that changed how the hiders and seekers behave, adding variety according to each's play style.
2. Different Timer Behavior. It IS possible to use a timer right on the SBARINFO by having a Global Variable being handled. But you will likely want to initialize it to prevent Null errors.
3. No freezing Hiders in place after hiding time is up.
(?)Spike (if DarkAura was still going to work on him)I was hoping everyone forgot about him. Unfortunately, I stopped working on him due to bullshit-coding abilities, a year of procrastinating on it, generatively not caring, and quitting Saxton Hale all-together.
1. Any hales that should be kept? Is there a certain version of a particular Hale you want to return?
Morshu can stay out for all I care, but I want Captain Falcon to come back with my moveset and skin. If he doesn't, I'm going to be really upset. Though I'm pretty sure Rozark would have the right to feel upset if Morshu didn't get in with his moveset either. Keep Roll and NeoDS out.
2. The original Saxton Hale in Team Fortress 2 was team-based, with the hale on one team and the rest of the players on the other. Should we keep it as is or switch to this system? This would make Ra Thor a little difficult to update, but this is just something on the table for debate. A benefit of this is that we will not have to worry too much about translations, since players will know that red colors = boss.
Keep the system as is. As convenient as it'd be to see every hale as red, I can foresee too many problems with a TLMS version.
3. SilverSin did make some Saxton Hale Classes. Should we try to bring those back?
No. If people want classes, they can add it themselves.
4. Should some bosses, like Saxton himself, show up more often than others? Or we should we keep it where there is an "equal" chance of a hale appearing? I say "equal" since the RNG is not completely random...
Keep it equal.
5. Where should we balance out the two sides? I feel the way the mod is going under Balrog that the players are favored too much over the hale. I'd like to start buffing a few of the hales myself, but that's just me.
There really isn't much we can do with the players except arrange the weapons and items selection, so let's focus on the hales.
One of the reasons I said Captain Falcon, is that:Except you'd need multiple weapons. Chickenpigs in Heretic/Hexen didn't have multiple weapons, so morphed classes can't switch weapons.
1 - Gizmo worked on a skin and all for it, and I'd hate to see it go to waste.
2 - With all the things he can do that isn't just kicking, you can expand upon his battle style much more.
Yeah, the only person who can really use Neo is Neo himself.Well... NeoDS was actually easy to play as, but the whole "Item to rage" thing was dumb. Could have been fixed, by making BT_Crouch activate the dash and item use for super jump, while altfire would be for raeg.
All right, so the hale list as it stands will be:
Saxton Hale
Ghost of StarMan V2
Cave Johnson
Christian Brutal Sniper
Ninja Spy
Ra Thor Reborn
Slenderman
Scrooge
Seeman and Seedlier
Morshu
Captain Falcon
Quote and Curly
I'd pull CBS, Ninja Spy, Seemen, and don't freak out, but even Saxton Hale out of there.
That's sort of just personal opinion, though.
Alpha TO-DO:
-Organize Decorate into the actors folder and update the hale actors.
-Port sounds from Balrog/Overhaul.
-Update SBARINFO so bars for Balrog's hales will show up properly (both vertical and horizontal).
-Make sure the new sprites will display properly.
-Grab GOSM's new skin.
-Revise Captain Falcon's moveset.
-Revise the SAXTON acs to include Balrog's Hales and check for other outdated things.
-Port GLOBAL acs to update the LMS Randomizer. Make a fix to prevent players from using some weapons from Eddie?
-Revise damagetypes to ensure proper protection is provided for all hale weapons.
-Revise the Megaman class so new deaths from bosses like Scrooge is accounted for.-Removed NeoDS and PO Roll completely. ~TMK4
-Got in all sprites from the Overhaul. ~TMK4
-Replaced the SNDINFO file with the one from the Overhaul. ~TMK4
-Ported music for Morshu, Captain Falcon, Ninja Spy, Quote and Curly, and the Draw Game song from the Overhaul. ~TMK4Are Starman's Intro Quotes getting replaced?As far as I know, no. I just put those sounds in there as taunts. You could have them play when he attacks though, but that's up to you. Personally I'd like it.
Question: Will this mod have that code that disallows classes, or will that be removed so everyone can have fun with it?I was actually hoping that there would be a version that could be playable with Special Classes.
Question: Will this mod have that code that disallows classes, or will that be removed so everyone can have fun with it?If I have any influence at all in this mod, it will. In Classes Saxton, the only people having fun are the stallers.
"True Terminator"Tweaking the name a bit: Trueminator?
It's similar to the default Terminator game mode but it has its differences. Maybe drawing some inspiration from that would be interesting?
I won't get into the merits of Class SH in its current form again here, but I must say that I don't see what you're so afraid of. The two mods don't really work together without a hotfix anyway because of team attacks, so the only people who would host them together as-is would be those who just want to mess around or RP (meaning they don't care in the slightest about game balance anyway). And if someone does want to make a fix for the two mods, I doubt that the anti-classes code is going to stop them.Quote from: "Linnie"Question: Will this mod have that code that disallows classes, or will that be removed so everyone can have fun with it?If I have any influence at all in this mod, it will. In Classes Saxton, the only people having fun are the stallers.
I won't get into the merits of Class SH in its current form again here, but I must say that I don't see what you're so afraid of. The two mods don't really work together without a hotfix anyway because of team attacks, so the only people who would host them together as-is would be those who just want to mess around or RP (meaning they don't care in the slightest about game balance anyway). And if someone does want to make a fix for the two mods, I doubt that the anti-classes code is going to stop them.That's the whole point of the anti-classes code. It's there to prevent derpers from herping and hosting the two together unaware of how awfully they go together. Hotfixes can do whatever the hell they want.
Terminator mode: Someone picks up an orb to become super powerful and tries to kill everyone, tries not to die. Other people can pick up the orb.Well, when you put it like that :mad:
Saxton Hale: Someone is randomly picked to be super powerful and tries to kill everyone, tries not to die. Small chance of a second person being picked.
Yes, as you can see, it's nothing like Terminator.
Rozark:Actually, what I made is exactly what you suggested, minus Wire Adaptor jumps (which would be horribly inconsistent) and making bombs available alongside lamp oil and rope (which would require a second item besides the super jump or hacky toggles, both of which would be messy in the heat of battle).
Alright, based on feedback that I got, here's the changes that I'd like to try.
-Half both bomb cooldowns
-Nerf the explosion radius on the regular bomb, not the rage bomb. For example, if the radius is 100, make it 75. Decrease it by 1/4 that it is currently.
-Change Super Jump to Wire. In short, whatever way Morshu is looking (not just the ceiling), the wire will come out and latch onto that segment. Morshu will then be propelled towards that location.
-The regular hale attack becomes a bronzish/goldish oil attack which deals about 15 damage, dealing burn damage of up to 5 over time. It's fire rate would be that of the regular megabuster speed, and the oil would fall downwards, similar to how oil slider is fired. However, you cannot ride on it. The current hale attack will either be his secondary attack that he can switch to, or removed completely if a secondary attack is simply too much.
-This might already be done: Make the regular bomb a 2hko instead of whatever it is.
-If you're implementing weaknesses, make him weak to fire. Makes sense.
Can you make Quote's uncharged not deal 40 damage? :ugeek:Good point. Although I find it funny that people playing Quote often charges his attack.
Do what Tsuki said and tweak Cave's lemons so that they have a kill radius equivalent to their current effective kill radius when considering the DoT while removing their current DoT.Another idea I thought of is to do the "Ammo Rage" system for certain hales, like Sniper and Quote, allowing their rage to last based on shots rather than time (and remain with rage full until they used up all the ammo, as to prevent rage stacking similar to old Roll)
I say: Force Ra Thor to stop moving completely or slow down while using the black hole. This prevents him from having extended reach and fire rate abuse.
Quote from: "tsukiyomaru0"I say: Force Ra Thor to stop moving completely or slow down while using the black hole. This prevents him from having extended reach and fire rate abuse.
Because a rage that makes you stand still.. what?(click to show/hide)
-The Seemen will have their skins changed back to Burstman and Napalmman as in R4-R5.
how about you just take those hugeass maps out already and we have fun like normal people
1: Pull out all the TF2 characters, possibly Cave and Slenderman as well, put mostly classic gaming characters as we have now. While not Megaman, it's fairly accurate to what we should be doing. (Not EVERY character would be classic characters for sure.)
1: Pull out all the TF2 characters, possibly Cave and Slenderman as well, put mostly classic gaming characters as we have now. While not Megaman, it's fairly accurate to what we should be doing. (Not EVERY character would be classic characters for sure.)
2: Use Famitracker music that may or may not be made by the community, and remove voiceclips. Please. It retains the classic game feel. The music for Quote and Curly is an exception for changes.
That said, wouldn't it be a really cool idea to add some old school characters to the mix after the publicbetav1a? Imagine Bowser running around chomping Roll :P
after the publicbetav1a?
I am not accepting hale ideas until we have a stable first release.
Quote from: "Nacho"after the publicbetav1a?Quote from: "TailsMK4"I am not accepting hale ideas until we have a stable first release.
Just curious, what's holding you back from just releasing what you have for now? I know you're holding off until v3b for a public thing, but if you've begun the project why not just release what you have so people have something to see and make a little changelog from there? I'm kinda dying to see stuff because I'm almost always on if there's a Balrog Saxton Hale server with people in it.
I've said it once I've said it not enough times.But it's so much fun.
Classes x Saxton should never be a thing.
Just curious, what's holding you back from just releasing what you have for now? I know you're holding off until v3b for a public thing, but if you've begun the project why not just release what you have so people have something to see and make a little changelog from there? I'm kinda dying to see stuff because I'm almost always on if there's a Balrog Saxton Hale server with people in it.
I just played Lego's version of Hale, and I have to make sure, this one is going to be closer to the normal Hale, right?
Lego's Hale just, wasn't fun, there wasn't any variety in the Hales, the Hales were nothing but Megaman characters which took away the fun of taking down Hale -- the Hales are supposed to be big and intimidating, like Captain Falcon, and Quote and Curly. One of the three Hales was a bird, and another was Auto. Even when the normal Hale had characters that played exactly the same, it was, "Saxton Hale plays like Scrooge." They're completely different characters appearance-wise, so it still felt like a different Hale. Having Hales from the same game that play exactly the same way doesn't feel any different. The only part I liked was the reverse Exit item that could send the Hale away.
I couldn't find Lego's thread, so I came to the most relevant thread I could to voice my criticisms. The whole thing just gave off the "no fun allowed" vibe, no classes buster only Final Destination. Please don't do what Lego did, although I don't think you will judging by you keeping in most of the Hales.
I've said it once I've said it not enough times.
Classes x Saxton should never be a thing.
People started playing the new version once PO Roll was removed, which personally I never had a problem with. Removing a hale instead of nerfing the healing? Why? That's just lazy.
I will say this once more again, no hales are going to get removed or added unless the majority of people say so. This is the exact reason why NeoDS and Pissed Off Roll didn't return.
Is waiting for a quickman fun?Believe me, I wish Quick Man and Gyro Man were the only problems posed by the classes. It would make my work a lot easier...The mod combination seems relatively bug-free now, so I've turned my attention to balance issues now. Quick Man and Gyro Man are not hard to tweak. It's trying to make sure that every other class is also reasonably well balanced that's time-consuming...but even so, I still maintain that none of the usual criticisms leveled at the mod combination are impossible to correct.
Better yet; is waiting for a gyroman fun?
Is it fun to try and kill gyro or quick men?
Is it fun waiting 5 minutes DEAD while the hale tries to kill these gyro or quick men?
Seriously, Classes x Saxton isn't fun.
?Bosses always move 10% faster than the slowest class alive.
Is waiting for a quickman fun?Not particularly.
Better yet; is waiting for a gyroman fun?I wouldn't say that is that fun either, though to be honest I don't see people play Gyro that much anymore. Nor do I Quick. I think it's because they were both nerfed with v6g.
Is it fun to try and kill gyro or quick men?Yes.
Is it fun waiting 5 minutes DEAD while the hale tries to kill these gyro or quick men?That sounds like a rather loaded question. Of course waiting isn't fun, but you're going to have to wait in no-fun-allowed Saxton too.
Also, people played the older version because the newer version had numerous bugs in it because those people don't know how to compile code efficiently.Yeah, while I was in the Lego server, people tried to say "this version is better because it's compiled better." What does that even mean to someone who isn't involved in the development of the project? How does being compiled better make it more fun? Other than the occasional crash I've never had a problem with Hale, and I haven't even crashed in a good while.
People started playing the new version once PO Roll was removed, which personally I never had a problem with. Removing a hale instead of nerfing the healing? Why? That's just lazy.I have to admit I liked the brokenness of PO'd Roll; this probably belongs in the funnies thread, but one round I got picked as PO'd Roll, and the rest of the server was in party mode -- they would all pick the same class each round -- and on that round it was Burstman, so half of them were Burstman. Immediately in the round they ambushed me and kept trapping me in their bubble, spacing their shots so I couldn't get out, and the rest of the players just went all out on me. My health started draining, but someone was using a rage-building attack, so I kept healing. Eventually my healing stacked high enough that, when I was at about 100-200 health, it started going up despite all the damage, and eventually I could keep spamming my rage despite being trapped and not die, and the game went into a deadlock. After about three minutes someone called a vote to change the map and end it, but it had to've been the funniest round of Hale I've ever participated in.
http://vssaxtonhale.wikia.com/wiki/Category:BossesFund it! This is a great idea.Quote?Bosses always move 10% faster than the slowest class alive.
Check me out, I just fixed Classes Saxton Hale.
I have to admit I liked the brokenness of PO'd Roll; this probably belongs in the funnies thread, but one round I got picked as PO'd Roll, and the rest of the server was in party mode -- they would all pick the same class each round -- and on that round it was Burstman, so half of them were Burstman. Immediately in the round they ambushed me and kept trapping me in their bubble, spacing their shots so I couldn't get out, and the rest of the players just went all out on me. My health started draining, but someone was using a rage-building attack, so I kept healing. Eventually my healing stacked high enough that, when I was at about 100-200 health, it started going up despite all the damage, and eventually I could keep spamming my rage despite being trapped and not die, and the game went into a deadlock. After about three minutes someone called a vote to change the map and end it, but it had to've been the funniest round of Hale I've ever participated in.
Because one of the contributing factors, if not only, to why PO Roll was removed was because of classes.
How about you add her back and nerf her, seeing as that was the case ^.
If you would rather get her back in, then by all means try to convince the majority to join you. If you do so, I'll listen to your proposed changes. I leave matters like this to democracy. Hope you understand my stance on this.
As for the hales themselves...the only ones that seem uncertain to me are Pissed Off Roll and NeoDS. Should we bring them back, but maybe work on them so they are a little more enjoyable, or just not bring them back at all?
On the other hand, I never liked PO Roll (even just as a character, without the overpowered healing ability) and would not be sorry if she didn't return.
I don't want PO'd Roll to come back,
Yes.
I find the cat-and-mouse chase to be fun when I'm the Hale.
So what is the element of stalling with Gyro, Snake, Metal, Shadow, Quick, and maybe more?Quote from: "Linnie"Yes.
I find the cat-and-mouse chase to be fun when I'm the Hale.
. . .
The only issue is the Hale is a handicapped cat and the mouse is about as successful as Jerry is in beating Tom.
So what is the element of stalling with Gyro, Snake, Metal, Shadow, Quick, and maybe more?
. . .Well, if the player didn't stand a chance, how would that be any fun for the player? I don't see why players having as small advantage over Hale is a bad thing when in vanilla Saxton, the Hale has a large advantage. It's a nice alternative in tone, and the Hale still wins plenty of times.
The only issue is the Hale is a handicapped cat and the mouse is about as successful as Jerry is in beating Tom.
Snake and Metal can climb walls forever.
Well, that list isn't really true.
. . .
The only issue is the Hale is a handicapped cat and the mouse is about as successful as Jerry is in beating Tom.
Well, if the player didn't stand a chance, how would that be any fun for the player? I don't see why players having as small advantage over Hale is a bad thing when in vanilla Saxton, the Hale has a large advantage. It's a nice alternative in tone, and the Hale still wins plenty of times.
By "isn't really true," I was joking; every point on the list is true, I was just adding more to the list. By not true, I meant incomplete.I did only say those were examples.
And, I have indeed seen Hale servers only have 5-6 people.
As I play neither class I thought they could. Point still is they can climb walls.Quote from: "fortegigasgospel"Snake and Metal can climb walls forever.
What version of classes you playin', boy?
- Busters now have their own damage types (Ex. BassBuster, ArrowBuster etc)Expect it up on BE fairly soon.
Regarding Endless Attack, should I implement the Strength in Numbers Classes, or stick to regular gameplay?fixed that for you :ugeek:
make it compatible with classes againdid you even read
Welp, at least we have MrL to make it compatible with classes again.
Added the fact that his "rebalance" is crashing (apparently ACS-wise) more often than unbalanced one.Quote from: "Linnie"Welp, at least we have MrL to make it compatible with classes again.
I recently decided to try Class Saxton Hale once more/MrL version because i'm too forgiving in life.
I understand Gyroman had a long flight and that probably needed a nerf, but for it to last not even a second then it recharges over 10 seconds? What? Quickman wasn't even touched; it's like it's purposely being made bad. It isn't balanced compatibility it's unnecessary broken compatibility that shouldn't even exist.
For everything that is good and amazing do NOT even touch this with classes.
I know now that I nerfed him too much (and I have planned to buff him). I was erring on the side of caution because I knew that if I failed to nerf a class enough, it would cause far more trouble than if I nerfed the class too much.Quote from: "Linnie"Welp, at least we have MrL to make it compatible with classes again.
I recently decided to try Class Saxton Hale once more/MrL version because i'm too forgiving in life.
I understand Gyroman had a long flight and that probably needed a nerf, but for it to last not even a second then it recharges over 10 seconds? What?
Quickman wasn't even touched...Excuse me? Quick Man's speed dropped from 1.35/1.33 to 1.15/1.13. His dash recharges at 1/3 the rate it used to. And Quick Boomerangs don't cause hit stun any more. A very few people have claimed that he's still too fast, but I haven't seen him causing nearly as much trouble as he used to.
Remove Captain Falcon and bring back NeoDS, but change him so his dash and super jump are executed by items alone, while his altfire becomes his rage.
And maybe take out RCBS and Scrooge
Remove Captain Falcon and bring back NeoDS, but change him so his dash and super jump are executed by items alone, while his altfire becomes his rage.
Morshu: I'll try not to be too bias (or however it's spelled) here. My solution to his overpowered primary would be to tone it down some and come up with a new rage, one that preferably doesn't achieve more than making everyone just get the fuck out of there. The guy may have 16 seconds worth of voice acting, but something can be done I hope.
I hate to be that "ignorant person" but...Silversin was originally the developer of this version and, at some point, he stopped updating the "classes version" to speed up the main one (which soon Balrog and Tails took over).
What's the difference between OP's Saxton Hale mod and Classes Saxton. I've only been introduced to this a few days ago and i only played the classes one so...better ask than wonder.
Saxton Hale classes is the only "classes something" i played and yeah its always on top of the list lately. Would like to try the non-classes one at some point.Quote from: "ThatPerson"I hate to be that "ignorant person" but...Silversin was originally the developer of this version and, at some point, he stopped updating the "classes version" to speed up the main one (which soon Balrog and Tails took over).
What's the difference between OP's Saxton Hale mod and Classes Saxton. I've only been introduced to this a few days ago and i only played the classes one so...better ask than wonder.
Personally, classes are bad for any LMS-oriented mode (due to balance issues in terms of damage imput and dextery) and overrated (Come on! How often do you NOT see Classes "something" on top of the list?!).
I guess they are still looking for a way to forbid classes.
"Saxton Hale Rebirth" should be fine for now. Unless you've already removed most of the TF2 bosses and started purging the mod of TF2 influence, I think it's a bit early to be trying to drop the "Saxton Hale" moniker. It would be a bit strange to name the mod something like "MM8BDM Boss Battles" only to greet players with Saxton Hale, Christian Brutal Sniper, Ninja Spy, and other such bosses.
First of all, let me just make one thing very clear: I do not want a mod war. Just recently, I had someone tell me that he felt obligated to stick around in my Rebalanced Class Saxton Hale server even though he wanted to leave. When I asked why, he said that he just didn't want Class SH to lose out to vanilla SH on the server list and give the vanilla SH players reason to gloat. I haven't tried to give anyone the idea that vanilla SH is evil or inferior or anything of the kind--apparently, they've developed this attitude themselves. Honestly, I hate this rivalry that has developed, and I don't want to encourage any further hostility--and adding a classes blocker most certainly would be quite hostile to the Classes fan base, I think.
4. If you EVER consider any sort of class add-on... Just don't make use of RM Classes. Make custom classes specifically for certain roles, classes you can easily balance out by yourself.
Captain Falcon's change was a definite nerf, however, and while I'm not sure because I was only playing for a couple hours, I think Starman got a little too good. Scrooge seemed about the same, along with Seeman and Seeldier and Saxton (seriously why did people say his rage changed? I didn't know any difference), and Quote and Curly crashed the game.
4. Maybe make Falcon's controls a little more intuitive for an FPS? When I played as him, I did know anything about him needing combos and my ass got beat, hard.
Bug 1: You made this, thereby dooming the masterserver to be overrun by Saxton Hale forevermore.Um, I'm not sure how to break this, but someone was able to edit your version to have classes, and they rebalanced the classes and the Hales to make it more classes oriented, so the breaker was only a temporary annoyance rather than a permanent one.
Bug 2: You removed my classes breaker, thereby dooming the masterserver to be overrun by Classes Saxton forevermore.
Bug 3: You gave Morshu Wire Adaptor instead of making a Thunder Claw clone. That's going to be useless in about half of the maps available for MM8BDM, specifically the ones with low ceilings and/or an abundance of skybox.
Overall, though, you seem to have done okay with this. Though "rewriting from scratch" is rather an exaggeration, considering that a quick look in SLADE shows that you iterated on BalrogSH.
Um, I'm not sure how to break this, but someone was able to edit your version to have classes, and they rebalanced the classes and the Hales to make it more classes oriented, so the breaker was only a temporary annoyance rather than a permanent one.True, but at least it was a speedbump on the way to nuking your play experience.
I do have to say it is annoying when someone wants you to be unable to play what you like to play. I imagine the inverse of that, all the full servers being a mode you don't like to play, is equally annoying.That's not an inverse btw. That's more of an equivalence.
2. Why did you add a delay before the Sniper fires his arrows?
3. Have you seen my lemon sprites? The ones I sent you because the current ones looked like radioactive jello more than lemons.
Bug 1: You made this, thereby dooming the masterserver to be overrun by Saxton Hale forevermore.
Bug 2: You removed my classes breaker, thereby dooming the masterserver to be overrun by Classes Saxton forevermore.
Bug 3: You gave Morshu Wire Adaptor instead of making a Thunder Claw clone. That's going to be useless in about half of the maps available for MM8BDM, specifically the ones with low ceilings and/or an abundance of skybox.
Overall, though, you seem to have done okay with this. Though "rewriting from scratch" is rather an exaggeration, considering that a quick look in SLADE shows that you iterated on BalrogSH.
The only other optional thing I'd want to see worked on are custom skins for the hales. I asked about this already in-game though so I won't go into detail.
I do have to say it is annoying when someone wants you to be unable to play what you like to play. I imagine the inverse of that, all the full servers being a mode you don't like to play, is equally annoying.
I noticed a small problem with Gilgamesh's POV: there's nothing to signal that he can attack again, which may leave one to wonder the interval between attacks. Maybe have him bring his hands back up after an attack and while ready for the next attack?
Excuse me, but I must ask one thing for the future of this mod revival. If you're gonna accept superboss suggestions, there must be one rule that cannot be bypassed:
If it's not related to the Classic Mega Man series' canon, forget it.
EDIT: Let me elaborate.
Saxton Hale is out of place. You see it in the name, you see it in the characters, you see it in the gameplay. We can do just so much about the gameplay for the sake of differentiation and adaptation to MM8BDM, but it's really easy to integrate the superboss concept to MM8BDM just through simple theming. Change the name of the mod, and adapt the current superboss roster to Classic Mega Man characters.
We can help shape the future of the playerbase if we focus the superboss creation to just Classic Mega Man characters. Not only that, but we can then contemplate an integration of said playerbase to the actual MM8BDM playerbase, and then the Cutstuff community. Make things blend together by conditionating the playerbase input on the development of the modification.
The easiest way to do it is this: If the suggested superboss is not a Classic Mega Man series character, forget about it being added.
I actually do mean, not requiring skill. I've seen the classes, and really, the only skill that comes into play is when using classes that are not that effective compared to others. Metalman and Crashman are not very good classes, while Quick Man and Skull Man are easy to use and are powerful.>_>
actor SaxtonFist
{
PROJECTILE
+RIPPER
Radius 10
Height 25
scale 2.5
damage (100)
damagetype "Instagib"
speed 40
States
{
Spawn:
SXP1 ABC 1
stop
}
}
Height 25I do actually have plans to possibly form a team to try to adapt TF2's classes into the mod, especially since SilverSin's Classes came back into existence. I know it's not something I can do on my own, though, so if you know anyone that can either design classes or is familiar with the classes in TF2, it would be great if that person at least would consider helping out.funny story, actually
Aww, can we just make it Mega Man specific, instead of Mega Man Classic. I finished my Omega Zero hale and really want to see it get used.
I'm not sure if this is the best place to mention this, but the current "Best-Ever!" server for Endless Attack is broken.
The MotD is the default "Best-Ever!" message with only the global ServOPs listed. (I don't think you can change this...?) .
1. I know this was discussed before, but since Jax recently mentioned changing the game mode to TLMS, what are your thoughts if this change is going to be made?Sounds good. Maybe we can have homing weapons that actually target the boss now.
2. It's common knowledge now that Hyper Saxton and ++ are merging. I have considered myself adding a few of ++'s hales to Rebirth. What hales/features should be merged in from ++, or should we even bring anything from Hyper/++ into Rebirth at all?I'm not very familiar with Hyper apart from the fact that it has a Hitler hale that I reeeeeeally don't like as a character idea. As for ++, here are my thoughts on each of the added bosses:
4. Any other possible ideas you want to see implemented? Rebirth is meant to be a revamp of Saxton Hale, so if there's anything that would help set the mod apart from other Saxton Hale mods, we will consider them.There are a couple things that I've mentioned in server chats before that I'd like to elaborate on a bit.
As for features that could make it different...How about people getting an item to use the next round if they do well enough? This idea isn't completely original as I saw it in Super Demon, but it's still something I've never seen in Saxton Hale before. The items could be stuff like extra health that passed the maximum capacity, a special weapon, and other little goodies that increase their chances of surviving.I would add a stipulation that if you do manage to earn such a bonus, the requirements in the following round for you to earn a bonus again should be more demanding to compensate for the fact that the bonus you've been given will help you to a certain extent. The bonus shouldn't create a runaway effect where whoever becomes MVP will be given such an advantage that it's difficult for the other players to catch up and become MVP themselves.
So whats the new hales. Please don't say Dio, or Omega Zero!
Dark Bowser(click to show/hide)
Been encountering some crashing problems, though I don't have much info to use to try to resolve the problem. I will look into this while v1b gets developed later, but if you guys have any information that might help, it would be great if you mentioned your theories. The server was just getting big and then it crashes. Not a good first impression, to say the least.Did these crashes happen repeatedly or just once in a blue moon? If it's the latter, I suspect that Zandronum itself may be to blame. My Classes TLMS servers tend to crash every now and then as well, and I've heard that such crashes can occur even in vanilla servers. It's not enough to ruin the fun, but it is a nuisance and there are usually at least a couple players who just take the opportunity to quit instead of rejoining.
His theme is also starting to bore me since I've been hearing it for the last eight months.
Quote from: "TailsMK4"Been encountering some crashing problems, though I don't have much info to use to try to resolve the problem. I will look into this while v1b gets developed later, but if you guys have any information that might help, it would be great if you mentioned your theories. The server was just getting big and then it crashes. Not a good first impression, to say the least.Did these crashes happen repeatedly or just once in a blue moon? If it's the latter, I suspect that Zandronum itself may be to blame. My Classes TLMS servers tend to crash every now and then as well, and I've heard that such crashes can occur even in vanilla servers. It's not enough to ruin the fun, but it is a nuisance and there are usually at least a couple players who just take the opportunity to quit instead of rejoining.
So, when will we get to know what ideas are accepted in? I'm pretty curious about which ones do. (hopefully I get mine accepted, but I'm not so sure =/ )
SAKUYA
Skin: Sakuya
Other Graphics: I DONT KNOWWWWWW
Theme:Description: The video theme explains this pretty well(click to show/hide)
Health: DONT LET ME DO THIS
Main Attack: Triple Knife Spread
Super Jump: NORMAL
Items: NONE
Rage: LUNA CLOCK LUNA DIAL- Hi. I'm less obnoxious Dio Flash rage. I only last for like 3-4 seconds and I don't ohko you. In all seriousness, It stops time everywhere for a set amount of time, allowing Sakuya toaimbotaim her knives
better than usual.
M. BISON
Skin: MMMMMMMMM Bison.
Other Graphics: PSYCHO PARTICLES (and other stuff)
Theme:Description: People have wanted this for quite awhile. Make it happen. Also people, probably yourself or others, are going to change attacks/rage due to it "not being as accurate or how they want"(click to show/hide)
Health: DONT LET ME DO THIS
Main Attack: Screw punching, just kick everything. (Seriously this should probably be different and not a standard punch/kick)
Super Jump: HEAD PRESS- Jumps in the air like a normal super jump. Hit again while in midair to thrust yourself downards, tapdancing
on any foe's head when you land.
Items: I DONT KNOWWWWWW
Rage: PSYCHO CRUSHER- Dashes forward multiple (3-4)times, destroying the people in his path. (Controllable).
Name: M. Bison
Skin: M.Bison (Llamahombre)
Color: Dark Red (Primary) Red (Secondary)
Attack:
EDITED IN: thanks smashbro:
Punch (slows target) --> Kick (short forward dash to catch target) --> Scissor (where all the damage is hiding)
If held down, Bison starts charging his right hand with Psycho Power, and then surrounds himself in Psycho Energy while flying spinning towards his opponents, similar to a torpedo. (Psycho Crusher) The damage is up to you, but it's a ripper. EDITED IN: thanks again smashbro: Bison is also not limited by gravity when using this, to help the lack of a super jump.
Item: Bison Warp
Bison warps forward the distance of 2 and a half players, facing torwards his previous location.
Rage: Final Psycho Crusher
Behaves essentially identically to the normal Psycho Crusher, but the hitbox is somewhat larger, the travel distance is longer, and the travel speed is faster. It is an OHKO, if not near OHKO. Oh, and you don't have to charge it, of course. EDITED IN: When this ends, Bison has his movement speed increased temporarily.
Bison is invincible for the duration of the rage.
Obituaries:
"[victim] was sent to the grave by M.Bison ([boss])"
"M.Bison's ([boss]) Psycho Power fed off of [victim]"
Health:
I can't balance this to save my life.
Music:(click to show/hide)
Second, there already exists a superior suggestion for M. Bison. Not because I made it, of course, but because everybody else seems to have been in favor of it.
Also people, probably yourself or others, are going to change attacks/rage due to it "not being as accurate or how they want"
Quote from: "Ceridran"Second, there already exists a superior suggestion for M. Bison. Not because I made it, of course, but because everybody else seems to have been in favor of it.Quote from: "Rozark Kyouko"Also people, probably yourself or others, are going to change attacks/rage due to it "not being as accurate or how they want"
Hey look I totally called it and you fell for my trap of "Putting the original suggestion in this thread"
Fine by me, just put a second approval on Bison then.
Rozark Kyouko's suggestions(click to show/hide)
M. BISON
Yeah, ok. Sure. The RaThor+Cpt.Falcon Critizism is a cocern, though.
Pretty sure my entire point of this submission was to bring the awareness of M.Bison back towards this mod, not actually use this setup itself. how many times do I have to repeat myself here
Again, you're not using an idea meant for something of my own for unholy bosses. That mod is literally the laughingstock of hale mods and I want nothing of mine to be associated with it.
I don't know weather or not this is Democratic or not, but here are my feelings about the suggestions before this post.You missed mine. ;P
I'm so indifferent to that... I don't know what I could add to it. :Quote from: "Legtendga"I don't know weather or not this is Democratic or not, but here are my feelings about the suggestions before this post.You missed mine. ;P
But then again, for any of these, I'm not trying to convince you I'm trying to convince Tails; I'd very much so appreciate a pm or something from him concerning these submissions.
All is well, do it at your leasure. As though I needed to tell you that.Quote from: "Rozark Kyouko"But then again, for any of these, I'm not trying to convince you I'm trying to convince Tails; I'd very much so appreciate a pm or something from him concerning these submissions.
I wanted to relax for a few days since it's Spring Break for me, and soon I'll have to buckle down and get some work done with both homework assignments and studying for a midterm, and also having to fix up some issues with Rebirth. I'm just looking over each submission and giving my personal opinions about them, but this in NO WAY means they will be accepted or considered if I favor a few of the submissions. I was waiting a bit longer for some more submissions, but I guess I must do this early.
If I don't get any posts after this, I'll just edit this post when I finish my analysis. Just to give you an idea of how far along I am: I finished Chaos_Fantazy's bosses, and it's time for dinner. Don't expect this to finish for a little while.
I understand, it isn't exactly a great idea anyway, and many people aren't partial to the idea of the DOS games at all in any shape or form. I just had the idea in my head for a long time.Quote from: "fortegigasgospel"I'm so indifferent to that... I don't know what I could add to it. :Quote from: "Legtendga"I don't know weather or not this is Democratic or not, but here are my feelings about the suggestions before this post.You missed mine. ;P
The Horseless Headless Horsemann(click to show/hide)
In this system it's kind of counter-intuitive to have this guy when we have been focusing on making sure bosses can deal partial damage if their attack is not direct. However the idea in general is pretty good, though if we were to follow the format of Versus Saxton Hale, this would have to be Horseman Jr. since the other version only appears during Halloween time. Btw, custom obituaries are fine as well, though I personally would just remove the part just after the name of the one controlling him. Also, I personally feel his health is too high.
Spiked Wall Man(click to show/hide)
Simple design, which for my experience with bosses makes this appealing work-wise. This boss IS rather memeish, but it does make for an interesting battle. Health seems about right.
Copy Robot(click to show/hide)
I see an issue with this concept, actually. What if he ends up getting a weapon like Flash Stopper or some other weapon that is generally situational? He should have the ability to grab another weapon. I can see some people switching weapons real quick to one that would handicap Copy Robot just so they can finish the boss off quickly. Based on what this boss can do, I see his health being a bit too high, maybe around 150 per player or something since he sometimes can get weapons that make it hard to approach him (imagine infinite Napalm Bomb or Thunder Beam). The clones also sound quite a bit overpowered if they are able to do the exact same things he can do. I'd probably do maybe 75 health per player for the clones, because remember that in a large server he can rage more than once. This honestly needs a little more work if I can find quite a few things wrong right away.
Invincible Airman(click to show/hide)
This definitely has a memeish quality to the character itself. The rest of it was pretty good, though.
Epic Pharaohman(click to show/hide)
Yeah, this doesn't stand much chance either, since I actually was involved for a bit in 4MI, and it was around the time Pharaoh Man's stage was being developed, so I know which of the curses either didn't work or wasn't worth the effort. But regardless, this just sounds ridiculously overpowered. Really can't say much else about it. It hurt his chances even more to try to get in his 4MI behavior as well. This would probably be ok as a legendary hale if we ever make one of those. But since we are not at that point...I don't think so.
Hidden Shadowman(click to show/hide)
For one thing, his item may very well have been his rage instead. Some people like Celebi and myself may be able to use this boss effectively, but I doubt many of the others would understand this boss's concept. Also, the Super Jump is too underpowered and thus fails the Crash Man test, since some of the holes in the stage will be beyond his reach unless we make it more powerful, and to balance that out would require nerfing something else in his behavior. This doesn't stand much of a chance. I understand the need for more Mega Man bosses, but they need to be of good quality, and this isn't that kind of quality that I am looking for.
Orange Juice/MusashiAA (SaviorSword HERO)(click to show/hide)
I couldn't read everything. This is just way too complicated to set up, and we don't really need to have anyone in Cutstuff represented in this, that's why we have the Cutstuff Community Classes. The survivors are basically useless during the entire fight, so this would end up being a HUGE stallfest. No chance whatsoever of this getting in at all.
Dark Bowser(click to show/hide)
Just no. For one thing, the main attack will be too hard to land because by the time you got enough power in your punch, no one is going to be dumb enough to be in range. The rage idea is an interesting concept, but the rest of the boss is only ok.
Airman James(click to show/hide)
We already have a MM8BDM meme in Scrooge, so we don't need another. Way too much health for someone with his mobility, and his main attack would make him too reliant on getting enough Rage.
(click to show/hide)
For various reasons this one stands little chance of making it in. For one thing, a custom skin is needed. Stock skins will no longer be accepted UNLESS it's the RM itself. I want to reduce the reliance on skin makers to make the skins for bosses currently in. There is another reason for this rejection, but I will refrain from mentioning it.
(click to show/hide)
(click to show/hide)
There exists a Little Mac skin from what little research I did, but the skin is too large. This is automatically rejected until a suitable skin is made.(click to show/hide)
You can do better than this. Just freezing time for a bit for a rage? For the amount of rage that you need in this mod, the rage is WAY underpowered. I think there's someone that could do this boss more justice.(click to show/hide)
Now this one looks a little more polished than the previous two, but not by much. The rage, however, is practically useless. It looks to me, though, that you haven't even played Rebirth. Perhaps you would have known what is expected of a rage if you did. There needs to be something much more to the rage, like maybe increased attack/armor for the returning joes or something. The only thing to me that looked good was the extra item.(click to show/hide)
I have no idea what I just read, really. Not much for me to talk about here. Next one...(click to show/hide)
...Yeah, I think I'll just read up on the version of M. Bison that Balrog was attempting to make. Maybe I should actually talk to Balrog and see what came of him.(click to show/hide)
No comment.
A few proposals for its replacement:
Rage Idea 1: Mrs. Beakley
"Mrs. Beakley?! What are you doing here?!" Mrs. Beakley teleports in, then throws out three items, randomly selected from the list below. Each one can be picked up by either the big duck himself or by a player, and the effects vary.(click to show/hide)
The first rage honestly seems to favor the players more than Scrooge. Maybe one of the other rages you listed might be better...
Rage Idea 2: M-Coin
Scrooge picks up an M-Coin, causing him to be enveloped in energy. Scrooge is invulnerable while this is active, and moves slightly faster than normal. In addition, his cane swings and pogo lose their "error margin," becoming instant kills regardless of whether or not the duck scores a direct hit.
This kind of sounds like an improved version of one of Saxton Hale's old rages (there was a time his rage made him unable to take damage). The only thing really creative about this is the name of the rage. Next one...
Rage Idea 3: The Five Treasures
Scrooge reveals the Five Treasures, summoning the great Count Dracula Duck to aid him. Drake has health equal to about half his master's current amount, and a duration of about 30 seconds before he vanishes in a flash of bats. The Count summons bats that move erratically towards players, teleports around the arena, and swoops down on players who dare venture too close.
Now we're talking. This sounds pretty good for a rage, though probably a bit tricky to program. If this rage ends up getting accepted, I'll probably ask for some help on this rage, since my knowledge of Decorate and behaviors is limited. At least unlike a majority of the rages requested for bosses that I have reviewed already, this actually sounds useful. What about the last one?
Rage Idea 4: Gizmoduck
Scrooge summons Fenton and his glorious Gizmoduck suit! After putting on the suit in a blur of energy, Gizmoduck unloads fast-moving missile payloads upon any man foolish enough to wander into his line of sight. These missiles have great target tracking and explode on impact, dealing enough damage to level a player if they make contact. ...There's also a very small chance that the suit will drop a slow-moving, non-homing nuke or a pair of boxers that float down harmlessly instead of the normal missile, but don't count on either happening with any frequency. Gizmoduck has about 25% of his employer's health at time of summoning and will automatically beam away after 30 seconds of service.
Not quite as useful as the third rage, but I think if this gets accepted, this might be a good enough rage to improve a bit and put it among the greatest of rages (as in equal to Gilgamesh's and Dio Flash's rages).
(click to show/hide)
Second, there already exists a superior suggestion for M. Bison. Not because I made it, of course, but because everybody else seems to have been in favor of it.
Here it is.QuoteName: M. Bison
Skin: M.Bison (Llamahombre)
Color: Dark Red (Primary) Red (Secondary)
Attack:
EDITED IN: thanks smashbro:
Punch (slows target) --> Kick (short forward dash to catch target) --> Scissor (where all the damage is hiding)
If held down, Bison starts charging his right hand with Psycho Power, and then surrounds himself in Psycho Energy while flying spinning towards his opponents, similar to a torpedo. (Psycho Crusher) The damage is up to you, but it's a ripper. EDITED IN: thanks again smashbro: Bison is also not limited by gravity when using this, to help the lack of a super jump.
Item: Bison Warp
Bison warps forward the distance of 2 and a half players, facing torwards his previous location.
Rage: Final Psycho Crusher
Behaves essentially identically to the normal Psycho Crusher, but the hitbox is somewhat larger, the travel distance is longer, and the travel speed is faster. It is an OHKO, if not near OHKO. Oh, and you don't have to charge it, of course. EDITED IN: When this ends, Bison has his movement speed increased temporarily.
Bison is invincible for the duration of the rage.
Obituaries:
"[victim] was sent to the grave by M.Bison ([boss])"
"M.Bison's ([boss]) Psycho Power fed off of [victim]"
Health:
I can't balance this to save my life.
Music:(click to show/hide)
I honestly had hoped the submission to be a little more polished. Maybe Balrog knew some things you guys didn't when he started developing M. Bison. First, I do not see any indication that he is able to gain a lot of vertical distance, which means he fails the Crash Man test, and that's an automatic rejection. For his main attack, how long does it take to charge, and is he able to look around while charging, or does he stay the same direction he faces when he's charging? For his item, how much of a cool down should it have? I imagine if it is a fairly low cool down that the item actually can be quite useful. The rage looks good to me.
Quote from: "xColdxFusionx"Rage Idea 1: Mrs. Beakley
The first rage honestly seems to favor the players more than Scrooge. Maybe one of the other rages you listed might be better...
This one was more done out of "what would make the most sense in-universe", and the "players can grab it" mechanic was an attempt to balance what is otherwise potentially one of the most potent healing rages in the game. Not really surprised by the "iffy" reaction; I wasn't sure if it would get received well myself after I typed it up.
Rage Idea 2: M-Coin
This kind of sounds like an improved version of one of Saxton Hale's old rages (there was a time his rage made him unable to take damage). The only thing really creative about this is the name of the rage. Next one...
Also an attempt to make something that makes sense with the game of origin. It's based on the invincibility pickup from Ducktales, and everything after that part was just me trying to make it not terribly generic.
Rage Idea 3: The Five Treasures
Now we're talking. This sounds pretty good for a rage, though probably a bit tricky to program. If this rage ends up getting accepted, I'll probably ask for some help on this rage, since my knowledge of Decorate and behaviors is limited. At least unlike a majority of the rages requested for bosses that I have reviewed already, this actually sounds useful. What about the last one?
Ironically enough, this is the rage I like the least. It doesn't really make sense in canon and doesn't really seem all that interesting apart from the initial "OH SHIN SPLINTS IT'S DRACULA DUCK." Apart from that, he's not all that interesting; it's a guy who warps around and shoots bats at people randomly. ...Woo.
Rage Idea 4: Gizmoduck
Not quite as useful as the third rage, but I think if this gets accepted, this might be a good enough rage to improve a bit and put it among the greatest of rages (as in equal to Gilgamesh's and Dio Flash's rages).
This is probably the one that I liked the most out of these, actually. Just imagine Gizmoduck getting plopped down in an open stage and everyone desperately trying to flee and find cover from the hail of death missiles...
Quote from: "fortegigasgospel"(click to show/hide)
It's an interesting concept, but I feel their attacks could be a little more creative than just punching for Volt and Dyna. Of course, I say this not knowing how these robots actually fought in...PC, I think? This will have to wait until CRORQ is made as a skin, but this does have potential for being both from a Mega Man game and being obscure. Also, some stats for CRORQ would be great as well.
I currently do not have permission to use the bosses from ++, and never will unless Stardust gives her approval. My stance has changed after talking with her some more regarding her hales.In what way have they changed (if I may ask)?
Horseless Headless HorsemannI see. That was not a convention back in the Balrog days when that sketch (And, indeed, all following it) were written. The delay before swinging might be enough to counterbalance what would otherwise be a need for delay, but if it turns out not to be, I'd be fine with it being replaced with the graze system.
In this system it's kind of counter-intuitive to have this guy when we have been focusing on making sure bosses can deal partial damage if their attack is not direct. However the idea in general is pretty good, though if we were to follow the format of Versus Saxton Hale, this would have to be Horseman Jr. since the other version only appears during Halloween time. Btw, custom obituaries are fine as well, though I personally would just remove the part just after the name of the one controlling him. Also, I personally feel his health is too high.
Copy RobotPerhaps he could have a list of copyweps that he can't get (Which, upon defeating someone equipped with it, he would just keep the weapon he has instead). Such a list would include situational weapons like Flash Stopper and the ones that are broken with infinite ammo (Skull Barrier, Time Stopper, so on and so forth). Admittedly, it is an idea I've neglected to polish, mostly because this is the first real feedback I've ever got instead of just "I like this" or "I hate this" or "Chaos your hale ideas are bad and you should feel bad".
I see an issue with this concept, actually. What if he ends up getting a weapon like Flash Stopper or some other weapon that is generally situational? He should have the ability to grab another weapon. I can see some people switching weapons real quick to one that would handicap Copy Robot just so they can finish the boss off quickly. Based on what this boss can do, I see his health being a bit too high, maybe around 150 per player or something since he sometimes can get weapons that make it hard to approach him (imagine infinite Napalm Bomb or Thunder Beam). The clones also sound quite a bit overpowered if they are able to do the exact same things he can do. I'd probably do maybe 75 health per player for the clones, because remember that in a large server he can rage more than once. This honestly needs a little more work if I can find quite a few things wrong right away.
Hidden ShadowmanI suppose it is very true that The Hidden is a very different beast from your typical VSH fare. I would like to see someone try to port it, but it would be very out-of-place in a VSH mod.
For one thing, his item may very well have been his rage instead. Some people like Celebi and myself may be able to use this boss effectively, but I doubt many of the others would understand this boss's concept. Also, the Super Jump is too underpowered and thus fails the Crash Man test, since some of the holes in the stage will be beyond his reach unless we make it more powerful, and to balance that out would require nerfing something else in his behavior. This doesn't stand much of a chance. I understand the need for more Mega Man bosses, but they need to be of good quality, and this isn't that kind of quality that I am looking for.
Airman JamesThe idea behind his main attack was so that James could do some TF2 Pyro-esque airblast-into-pit action, while still being able to kill in the case that the map didn't have any pits. The reason he has a kind-of-ridiculous health bar is for that reason—if the level has no pits, he's going to be at a disadvantage by default, so I felt the need to counterbalance that. Of course, this probably needs tweaking. Maybe he could have a charged edition of it that does better damage? I dunno.
We already have a MM8BDM meme in Scrooge, so we don't need another. Way too much health for someone with his mobility, and his main attack would make him too reliant on getting enough Rage.
What I will say is that quite a few of these bosses failed what I will coin the "Crash Man test". To get an idea of what I mean, take a look around at all of the places players could hide in Crash Man's stage. Your boss MUST have an ability that can reach even the highest hole, because the players definitely can go up there even with Item 1. If it fails this test, I can't even consider the boss.Please go ahead and edit your posts to account for this.
Also, while we're on the subject of suggestions, I have quite a bit of them myself. IF you're interested in reading them, that is.We are indeed, fire away.
Akuma(click to show/hide)
Barbatos Goetia(click to show/hide)Smash The Echidna- I don't really want this to get in anymore, but I still have this saved so feel free to look.(click to show/hide)
T.A.C.(click to show/hide)
Rawk Hawk(click to show/hide)
The Ultimate Chimera - Originally suggested as a replacement for Slenderman, or at least another boss like him in which you have to run from. Info is a bit outdated, of course. And considering that the concept of Slenderman isn't too popular these days...(click to show/hide)
Smash Daisaku(click to show/hide)
Captain Falcon - This is simply what I had planned for his moveset. You can skip this if you want, since Captain Falcon is going to make come back as long as I have anything to say about it.(click to show/hide)
Partners in Crime These characters are my own personal characters. Unlike Smash, who is more or less "Me", these guys are actually villains in my series and would fit much better as bosses.(click to show/hide)
The Shadow Sirens(click to show/hide)
NegaDuck(click to show/hide)
Guys, these are going to be auto-rejected.Quote from: "TailsMK4"What I will say is that quite a few of these bosses failed what I will coin the "Crash Man test". To get an idea of what I mean, take a look around at all of the places players could hide in Crash Man's stage. Your boss MUST have an ability that can reach even the highest hole, because the players definitely can go up there even with Item 1. If it fails this test, I can't even consider the boss.Please go ahead and edit your posts to account for this.
Super Jump:N/A. His attacks are hitscan, which makes up for the lack of a super jump.
So having no super jump automatically get rejected.Yeah, so just edit your post right quick.
So basically make like it like a cookie cutter paste n copy like all the other glass in this mod. How about I just remove their attacks give them Bloody punches And rages that make them invincible and call it a day. How's that sound? :1Quote from: "Tfp BreakDown"So having no super jump automatically get rejected.Yeah, so just edit your post right quick.
I want to go ahead and try to rework that Sakuya idea. I like the idea of her being a long-range boss but how she was put she seems like a Dio Clone. So here's my attempt at it.(click to show/hide)
Sorry to crash the party, but if boss submissions are still open, I have been holding this one for a long time.-If the gimmick is impossible to code, feel free to reject.(click to show/hide)
-Do I need to contribute to stuff like sprites or coding myself?
I've also a lot of hale ideas.CHEETAHMEN FOR HALES !!
Here's one :
Goku(aka Super Sand Legend):(click to show/hide)
Yeah,I know,being retarded is an art...
Boss Submissions for this mod Go!
Dr. Doom(click to show/hide)
Also have a revamped Doom Marine(click to show/hide)
As you noticed these suggestion are different from the usually formula, thats the idea to give these bosses variety instead of the cookie cutter design the others have. Also tried my best with these suggestions. also feedback would be appreciated.
Wait, you are taking Hale Suggestions? Well then, I shall suggest one then.(click to show/hide)
About the second attack, I'll just leave it to decision. Regarding the rage being auto-activate, it's actually an anti-stalling plan. If the rage was manual, then the boss could just refrain from raging if the bar was full. This is crucial because like I said, he only becomes vulnerable to damage after the rage, and if he refrains from raging the whole time, he could stay nigh-invincible for the entire battle. Although, however, I did think about the rage and environmental hazards, but not in that way.Quote from: "<*Hilman170499*>"Sorry to crash the party, but if boss submissions are still open, I have been holding this one for a long time.-If the gimmick is impossible to code, feel free to reject.(click to show/hide)
-Do I need to contribute to stuff like sprites or coding myself?
The gimmick itself is possible to do, let me just get that out of the way. While the boss idea is pretty good, this is a little beyond the current knowledge of boss-making that I have, so if this does get in I may need help from someone on the devteam to make this. I'm not sure yet if I'll allow a Secondary attack since none of the other bosses have one, since having an alt-fire attack kind of complicates the boss design, and the sudden activation of the rage can catch some players off-guard if they are facing a pit as the rage turns on.
Quote from: "Koal"Wait, you are taking Hale Suggestions? Well then, I shall suggest one then.(click to show/hide)
Let's not forget that your boss currently is unable to deal with campers, but as for the rest of it...I personally like the soldiers in the MS series myself. It also would be very easy for me to do a check to see if their target is right next to them. Honestly the boss is pretty good, but cannot overlook the fact the boss is missing a skin and a suitable alternative to the Super Jump. The soldiers and rage MAY be able to get campers, but the grenades would need a large radius to them.
no I am not. Don't be putting in lies here alex, ya brillopad ass motherfucker. But seriously how did you miss that when going through my submission? Also Why would I put that in, when I'm trying to keep it accurate to source.
Barbatos Goetia(click to show/hide)
T.A.C.(click to show/hide)
Rawk Hawk(click to show/hide)
The Ultimate Chimera - Originally suggested as a replacement for Slenderman, or at least another boss like him in which you have to run from. Info is a bit outdated, of course. And considering that the concept of Slenderman isn't too popular these days...(click to show/hide)
Smash Daisaku(click to show/hide)
Partners in Crime These characters are my own personal characters. Unlike Smash, who is more or less "Me", these guys are actually villains in my series and would fit much better as bosses.(click to show/hide)
The Shadow Sirens(click to show/hide)
NegaDuck(click to show/hide)
Anyway, YOU KNOW WHAT, WE NEED SOME UNHOLY IN OUR HALE!
Name: DEMON EYE TRIOVery late April Fool's!(click to show/hide)
Actually...(click to show/hide)
While I wait for the skins I need to magically fall from the sky to post the remaining sketches I have, I decided to take a request from the community.
A Perfect Pair of Plumbers(click to show/hide)
I'm rather proud of this one; unlike Dark Bowser, it well represents the Mario series as a whole, and in general seems to be fairly sound. I particularly like the item-pickup mechanic, though that needs playtesting to prove whether or not it's fun.
I'm going to try what I did before and and try to rework one of those hales. This time it's for Goku, and it's rather minor but it does have a few differences.(click to show/hide)
(click to show/hide)
If this one ever EVEN happens, Mario Face's taunts are a MUST.
I do have an idea for Ninja Spy, unsure if it was considered before.
What if with a particular type of move, Ninja Spy was able to change his skin to become a normal-colored (cyan/blue) skin from vanilla 8BDM? He wouldn't display hurt animations/sounds considering how it's not possible to TK other human players, but his health would still drop.
He could also fire a dud Mega Buster that doesn't harm anyone.
Quote from: "Superjustinbros"I do have an idea for Ninja Spy, unsure if it was considered before.
What if with a particular type of move, Ninja Spy was able to change his skin to become a normal-colored (cyan/blue) skin from vanilla 8BDM? He wouldn't display hurt animations/sounds considering how it's not possible to TK other human players, but his health would still drop.
He could also fire a dud Mega Buster that doesn't harm anyone.
What's the point of this other than hiding from the players? Especially with the no-damage buster....
Plus, this could easily be rendered useless with how players can see their target's name if identify players is on.
Rebirth is now dead. I won't go into details why this occurred, but the good news out of all of this is that Rebirth DOES live on in another SH mod...Stardust's ++. In fact, we have agreed to a new name for the new merged mod: Saxton Hale R++ (or Rebirth ++). While the gameplay is primarily the traditional SH gameplay, Rebirth's role in the merge mixes things up still.wtf NOOOOOOOOOOOOOOOOOOOOOO
over Skype you said you rejected it due to you thinking it was an OC of sortsso does this mean OCs in general are out of the question
I'll make bosses if people will make maps for them.
Summer is fine, too. I just would like interest to come back to this mod. We really need more Coop kind of games. Also, perhaps I could also do a boss rush kind of map if people just want to fight the bosses. Really I would do anything to try to get Mission Mode going again...
I'm not going to promise anything but I can tell you that Magnet Dood and Caprice have been working on Wood Man SP for quite a while now
you could probably talk to them about other maps / bosses that need to be made
Mission Mode has four classes (and doing more than that would be overkill)excuse me good sir
I purposely avoided mentioning that mod...do you know how much more work it would take to make three more weapons (Doc Robot is easy since he just uses the special attack of the bosses)? Not to mention there's also MMX Classes, which I never played since I was kind of opposed to them...to me having the X classes are out of place.
I'd love to see more COOP/Invasion stages made.
That actually sounds like a cool idea. but we'd need sprites for bosses like Mecha Dragon since there isn't a skin for that boss at all.
The first game is almost done!Good! Do you need help with the maps?
- Messatsu mostly for inspiration and the alt-attack (I know you said you wanted to handle Rage Roboenza yourself...but a lot of people miss Roboenza, especially the original, which this is based off of, so I did it anyway. Not meant to be competition to Rage or Swarm, but if you want the Rage Roboenza elements removed from the mod, I will do that.)Naw, I don't mind. So long as credit is given it's fine. Also, since this is bring unique elements to the table, it's a nice additional spin to the whole Roboenza formula.
Quite a few updates to talk about, so I'll start chronologically:
- I will actually be forced to take a break from playing the game for a little while after Monday. I am about to have another hernia surgery, though a small one this time. I will probably be out for a couple of weeks or so, but the pain I will feel after the surgery will make doing something active like MM8BDM likely unbearable.
Upon hearing of another Coop project in the works, I have decided to put the rest of the RMs from Mega Man 1/Mega Man Powered-Up on the back burner for the time being (still waiting on graphics...may end up doing them myself later), and my focus will be shifting to Mega Man 2, since I was requested to provide the enemies and bosses from that game for the project. Also, I got the ok from Mike to use his enemies, so officially the enemies (not bosses), from Mega Man 1/Powered-Up are complete, so once the bosses are finished, I shall put together that resource file for the first game. In the meantime, I have put together an image showing the enemies and bosses that have been completed, though at this time the image is still a WIP, since I have content from other games to put on it. For now my work will be going towards getting 2's enemies and bosses finished, while still seeing if I can get help on 1. So the thread for the next day or so will likely get some more updates as I find out what I need to get done for Mega Man 2.
OOOOOOOOOOO..... I have both MMSPSIN, and MMXSP... And you said this would be compatible with both, why there's a limit on selectable single player classes for this engine, I'll never understand, but I can dream.
Hi Light's Lab SIN.(click to show/hide)
Quote from: "TailsMK4"Hi Light's Lab SIN.(click to show/hide)
I wouldn't recommend including that select screen unless it uses static screenshots...it tends to lag for most players [I never experienced this problem myself, but eh.]
Oh, and back up that camera bit.
But, how will the different games be done? In a chapter system similar to core MM8BDM? With different sets of RMs all over the place? Or just with a unique mechanic?
Oh, and back up that camera bit.The reason that they couldn't back it up before was because the camera was up against the wall.
So first off, like some of the sweetest things in life, this is gonna take a ton of work to achieve. I wish you luck!
Secondly, could I try coding Sparkman? I got nowhere with my map (the reason being I got so frustrated coding one of the enemies the way I wanted that I just quit. Surprisingly enough, he's finished now, but I had lost all the drive I had by the time I finished him that it just died.), but coding one boss is a lot less work than finishing a whole stage, and since you have awhile before you reach Sparkman, I decided to try.
Okay, but could I do some weapon idea work? Specifically, coming up with weapons for some classes.
Quote from: "Lego"Oh, and back up that camera bit.The reason that they couldn't back it up before was because the camera was up against the wall.
Still, I have to agree with this. It was tolerable in MMSPSIN, but with the new bosses/"prev/next" features being added, I think you should capture the whole Select & Preview screen, especially since you're revamping the map anyways.
EDIT: Quick question: when players go to different chapters (as in MM1, MM2 not Cut Man, Guts Man), how will the weapon be handled? I see three options:
1.) Take away all of the weapons not yet unlocked in the chapter.
2.) LET 'EM KEEP ALL THE FRIGGIN WEAPONS WHY NOT?
3.) Something along the lines of a customizable loadout of 2-4 weapons regardless of chapter.
You theoretically could combine Options 1 & 3, but that's not very canon is it?
The biggest issue (more like inconvenience) I see with options 2-3 is putting in all those damage factors. Depending on how big this gets, you'd have to put 4 DFs for every boss, and that's not including the potential extra classes. Personally, I think option 3 would encourage strategy in picking weaponry, especially if there was a server variable that lets the host change the # of weapons a player can have.
Anyways, I'm just gonna leave the DFs up to you for Sparkman because I don't know if you have a preference for them.
Bomb Sticker
Fires a small round black projectile with an arch, if it hits something, rather than damage/explode, it sticks to whatever it landed on, a second press will detonate at no ammo cost, similar to Remote Mine in how you explode it.
Hmm.. I guess "Bomb Sticker" Could be renamed "Crash/Clash Clinger"Also that is exactly how Crash Bomb worked in Power Battles, so it fits a weapon for crash better.
I'm pretty sure it didn't fire in an arch, though correct me if i'm wrong, but Crash/Clash Clinger it is!
Tails is barely even active in the Saxton Hale department. I personally find it somewhat rude to complain about it here when he is trying to start a new project. Stardust's Workshop (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=6160) is where you should redirect your comments regarding Hale, as that is where the current versions of it reside.
...but I'm too busy being curious on if Megaman World is actually going to be finished or its just another pipe dream.
Axl: ...To be honest, I can't even derive a theme from Axl's weaponry beyond "The RM is now a gun."
Roll: Time Distortion. Shield-like weapon that drains ammo over time; projectiles that come within a certain radius of Roll will become slowed to the point where they are easily avoided.How about also having the option to pass it on to someone else? If the idea behind the weapon is to support others with it, then I guess you could potentially give it a gigantic AoE, but since Atomic Radiance already provides the basis to giving others "power-ups", it'd be more useful just passing it off instead of following another player around like a puppy dog.
Idea for Zero's Metal Man Weapon: Gear Wheel.I was going to actually suggest METAL Shark Player's attacks for X and Zero, Metal Anchor and Rakukojin (http://megaman.wikia.com/wiki/Rakukojin) from Metal Man. Also your described attack is like Zankourin (http://megaman.wikia.com/wiki/Zankourin).
Throws a big half-gear (other half is in the ground) and damage everything on the path.
I do have a feeling that if we get to the MM8 chapter and SIN is supported, Doc Robot would get smaller versions of the Evil Robot's attacks for his MM8 Weapons.That's IF it gets to MM8 and IF SIN is supported.
I was going to post these MM1 weapon ideas on Skype, but I didn't see you there at the moment.
Bomb Man:Guts Man:(click to show/hide)Cut Man:(click to show/hide)Elec Man:(click to show/hide)Ice Man:(click to show/hide)Fire Man:(click to show/hide)I don't know what to say about Time and Oil that hasn't been done, but I can give both a shot on request.(click to show/hide)
I was going to post these MM1 weapon ideas on Skype, but I didn't see you there at the moment.
Bomb Man:Guts Man:(click to show/hide)Cut Man:(click to show/hide)Elec Man:(click to show/hide)Ice Man:(click to show/hide)Fire Man:(click to show/hide)I don't know what to say about Time and Oil that hasn't been done, but I can give both a shot on request.(click to show/hide)
Now I'm really excited for when this comes out. Is there a specified release date?
ALL ABOARD THE HYPE TRAIN! Anyway, a bit of back story here. We finished the MM1 bosses so I went ahead and started the MM2 ones. Here's Flashman in MM2FLA along with something else. Feel free to speculate on what it is. (BTW, this DOES NOT mean that we're doing both MM1 and MM2 in the same release)(click to show/hide)
Er... It's Flash Man's battle room? The items are going wrong. That's all.
Quote from: "PotatoStrike"Er... It's Flash Man's battle room? The items are going wrong. That's all.
Actually, I was referring to the thing right above Flashman's head. Also, that's just MM2FLA not his battle room.
Here is a small idea for an easter egg: hit a hidden actor for a song from a random Rockman hack for that stage to play. Since there are no plans for Rom hack SPs and we are never going to get to them we can at least put a nice easter egg like that
Quote from: "BookofDobson"Here is a small idea for an easter egg: hit a hidden actor for a song from a random Rockman hack for that stage to play. Since there are no plans for Rom hack SPs and we are never going to get to them we can at least put a nice easter egg like that
Actually, I'd want to try to avoid using any ROM hack material. There's a reasonable explanation for this though. MMWorld is going to be able to be used as a base for all coop mods so I wouldn't want to discourage people who want to make expansions of the ROM hacks such as RNC or 4MI. I might occasionally pull a few references to them for my bosses, but I wouldn't go so far as to take music directly from one.
Music changing actors are extremely overdone though, so if we were to incorporate easter eggs of some sort, it would probably not be something of that nature.How about some sort of light switch that, triggered times enough, would activate a secret event?
I would think we'd need to finish some of the actual expansions before we made co-op maps based off said expansions.
It'd be better if he had weapons more like those from MM1, like an Ice Slasher that travels faster, shoots slowly, and freezes enemies. Or a Fire Storm that has a wider and longer lasting shield, Rolling Cutter with a shorter range and no bouncing, Super Arm that picks up rocks from the level... etc.+1 vote, especially with the Super Arm idea. Imo it'd be really cool to have a Super Arm just like in the Classic games. Of course, it wouldn't be 100% canon and have Thunder Beam shoot up and down or something, but I guess the feel of having certain weapons be more canon would....feel better? I know my reasoning is literally just "it would feel better/more canon" but idk how else to explain it.
Direct rips would be pretty dull imo
Remember that this isn't player vs player. Super Arm could work like it did in MM1 and still be fairly decent. Of course, it would kind of suck if that were your only weapon at the time, but it would still be great for unveiling secrets and alternate paths.Well, it could have been given the mobile or arcade function paired with the original use. As in:
Remember that this isn't player vs player. Super Arm could work like it did in MM1 and still be fairly decent. Of course, it would kind of suck if that were your only weapon at the time, but it would still be great for unveiling secrets and alternate paths.
Guess I misinterpreted that, sorry.Quote from: "SmashTheEchidna"Remember that this isn't player vs player. Super Arm could work like it did in MM1 and still be fairly decent. Of course, it would kind of suck if that were your only weapon at the time, but it would still be great for unveiling secrets and alternate paths.
Well yes I like the super arm idea
I was talking about the rest of the weps
The reason I suppose you're referencing with the Justified comment isn't that they were 100% accurate, just that doing so didn't end up being as fun as it sounded.
I do agree that Megaman should definitely not just have core 8BDM weapons, as that is both boring and kind of redundant for a few of the weapons from even the same game[Ice Slasher, Thunder Beam, and Rolling Cutter are all ripping weapons for example].
I think if done well, more accurate copyweps for Megaman could be cool.
Guts Digger/Item Digger
It's like Super Arm except for the fact that Roll digs up an item rather than a massive block. You wouldn't have to create FX for every item; instead, you could simply have her dig up and throw a rock (idk if it would look different than the original), preferably affected by gravity. When the rock dies, it randomly spawns a small/big weapon/life energy pickup, and rarely an E-Tank.
Hate to be a stickler but Lightning Lord never showed up in Elecman's NES stage, only his GB stage. Unless you are taking that into consideration.
All the video's were set to private apparently. No on can view them anymore.(click to show/hide)
I'd be interested in seeing this mod being updated again if it breaks out of the "melee main attack" routine.
*snippet regarding super jumps*
(Do note I haven't touched any form of SH or derivative of it in a mighty while, so I might be wrong on some points, but...)
I definitely agree with Medal about the bosses' gameplay: they really need to be changed from "absurd amount of HP with some OHKO punch attack". It's just not fun or interesting at all.
Speaking of the "absurd amount of HP" part, that's always bothered me about SH: bosses are ridiculously tanky, but in gameplay, they're actually really weak because they're slow and lack range to actually hit anything; in the end, it's usually the boss who runs away from the mass of angry players with ranged weapons, while it's the players that should be running in fear from the boss.
If you choose to revive this, you should consider making the bosses a lot more threatening and decreasing their HP accordingly. This would make the mode more interesting and (probably) help speeding up rounds, which I also recall being a problem.
Is it important that each of the survivors (is that what the term for the non-boss team is?) has just one life? I'd think reworking the boss battles with a concept similar to what the Light vs Wily beta had would improve things. Make it so that survivors respawn but each death moves a gauge one step closer to boss victory, while the boss has to just die once for survivor victory. You can then make it the norm that bosses are extremely effective and survivors will die a lot, and being caught in an ultimate move that's almost impossible to dodge cause you decided to join the fight at precisely the wrong time won't be as frustrating. Players wouldn't be sitting there waiting for the round to end when they died (especially annoying when whoops lol spawned next to ohko boss) and it could help with survivors trying to stall out the game. If some speed dude is just pinging you for tiny amounts and running away while his buddy the glass cannon is actively trying to fight you, you can simply ignore the ineffective dude and punch the points out of the power dude.