Cutstuff Forum
Mega Man 8-bit Deathmatch => Help & Editing => Topic started by: Shinoda on August 01, 2010, 05:00:30 PM
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hey guys, I had an idea for maps that would be interesting but they would be coop maps. Does anybody know if the full game will have different enemies that could be used for that?
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Single Player campaign mode begins production after the full MM8BDM is released.
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So I take it that "Minions" will be worked on as enemies. Thanks for the info, i'll keep an eye out :)
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if you can, make a megaman styled stage select screen for it!
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Good idea, I'll see what the guys think.
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How exactly the maps should be built is another issue to attend to. The logical choice for those who wish to recreate MM 1-6 in game is to map the levels in a progressing fashion that completely replicates the levels featured in each game, but there would have to be some interpretation of the levels when making walls to prevent the player from falling off the sides of the map, as opposed to just falling into the pits.
So yeah. The maps would need walls/railing to prevent that potential nuisance.
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Invisible boundaries?
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What I was thinking for my map is something along the lines of the ending of megaman games where you go through teleporters and fight each robot masters one after the other but you would have a mini level before each of the robot masters you picked. The robot master itself should only use his own weapon and you should gain his weapon after defeating him (not sure how i'd make that work). I have 0 experience in monster design in doom/skulltag but I'd look that up. I'd also want the robot master to be more than just bots with equal health and stuff.. they should be boss fights... long and difficult.
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We're brainstorming ideas. I sort of already can piece together a first person cutman stage. Something among the lines of invisible railing, or maybe I could base some ideas off of the Wily Wars Cutman stage (That was inside a building, if I recall), but that might be too drastic a change.
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I don't know if any of you ever played sonic adventure 2, but there was a secret level in that, which was a 3D remake of green hill zone.
make there some bits where you have to turn left or right or whatever, but still have it copy the overall layout of the stage.
only problem with making a megaman game in doom is that it can't support moving platforms yet, so i don't know what you will do for those shooting platform guys in icemans level
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I worked very hard to get all those DAMN emblems, and I eventually unlocked it.... and it so wasn't worth it :mad:
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oh man, it definatly wasn't, you spend so long getting almost 200 emblems in near impossible missions, and all you get is....one whole level! and it's a remake from sonic 1, which in comparison to sonic 2 and 3, is really quite bad. they could have at least added the other zones with the swinging ball boss fight.
or better yet, made it a remake of emerald hill
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It was so small too! Such a huuuuge cop out. Back when I did it youtube wasn't around so I had no choice, or just stare at blurry pictures on the internet and pretend I was there.
I will never forget the pain of some of those missions... :evil:
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I didn't feel like getting all the emblems either, so... Gameshark!
When I picture Cutman's level in my head, I kind of imagine Sonic Adventure 2's Green Hill Zone. Any fruition of these brainthoughts wait until we get that final version of MM8BDM though, but I'll be sure to keep a notepad nearby incase I get some random ideas.
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Well the tiles are all there if you want to start :p
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I started doing the layout of the level and I need hell of a reminder... It's been YEARS since I mapped for doom 2 and nowadays with all the new stuff... This might take a while :P
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Feel free to send us the finished product. And I'll go ahead and throw you in the Private Message Loop as well.
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Let me know if you guys would like a private forum for all this. Just PM me with the details like name, who can see the group, who can invite people into the group etc.
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:O Really?! That'd be awesome! I'll talk to the guys about it. :mrgreen:
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can i come toooo? i can do stuff like enemy rotations/additional frames that you need for robot master attacks
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But of course! :mrgreen:
But the other guys have been offline for awhile, I don't wanna just come at 'em and say "Here's more members without your consent!" But I mean, come on. You're Brotoad, who can say no? xP
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Will the Boss AI be similar to their in game AI?
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Will the Boss AI be similar to their in game AI?
That's something I would LOVE to see! I just make maps.. I have no freakin' idea how AI works in skulltag
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Well, based on that Drill Man stage video, Punk seems to behave like his 2D boss counterpart in MM10. It would be possible.
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Yes, we are planning on implementing the original AI (adjusted for 3D) as well as weaknesses.
That includes Metal Man's one hit K.O.
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Two hits if you're playing DIFFICULT.
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How exactly the maps should be built is another issue to attend to. The logical choice for those who wish to recreate MM 1-6 in game is to map the levels in a progressing fashion that completely replicates the levels featured in each game, but there would have to be some interpretation of the levels when making walls to prevent the player from falling off the sides of the map, as opposed to just falling into the pits.
So yeah. The maps would need walls/railing to prevent that potential nuisance.
But ofcourse the jump would need to be made higher, correct?
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You could definitely adjust the settings if that's what you're going for. It seems to be the case. I'll gladly support this effort in any way possible, so long as it does not conflict with my slave life over at school.
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Will Quick Man's stage be made easier, considering it'll be harder to navigate?
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Don't get me wrong, even if I don't post, that doesn't mean I'm not around.
Anyways, levels. My thoughts on them are simple. Even though it would be awesome to play classic Megaman levels in 2.5D. Eventually the novelty of it wears off. For optimal gameplay experience, I would prefer to create entirely new levels that mimicked the feel, flavor, aspects, etc of the original level, but features entirely new layouts designed specifically for the third dimension.
Case and point, my aims with this project is to create a re-imagining of the first 6 Megaman games. Same general story, with some differences. Such as working to include the Megaman Killers into each game arc. As for the levels. The aim is a Dr Light Labs for a central Hub for level select, plot advancements, buying items from Autos shop, etc. Level Select for each level, go through them, beat the boss, gain all the weapons, stop Dr Wily, proceed to the next game.
Details are still being worked out, but I just wanted to give the general idea of what this campaign could be like... but nothings set in stone yet. It is a team decision after all.
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Don't get me wrong, even if I don't post, that doesn't mean I'm not around.
Anyways, levels. My thoughts on them are simple. Even though it would be awesome to play classic Megaman levels in 2.5D. Eventually the novelty of it wears off. For optimal gameplay experience, I would prefer to create entirely new levels that mimicked the feel, flavor, aspects, etc of the original level, but features entirely new layouts designed specifically for the third dimension.
Case and point, my aims with this project is to create a re-imagining of the first 6 Megaman games. Same general story, with some differences. Such as working to include the Megaman Killers into each game arc. As for the levels. The aim is a Dr Light Labs for a central Hub for level select, plot advancements, buying items from Autos shop, etc. Level Select for each level, go through them, beat the boss, gain all the weapons, stop Dr Wily, proceed to the next game.
Details are still being worked out, but I just wanted to give the general idea of what this campaign could be like... but nothings set in stone yet. It is a team decision after all.
I Must say,i Support this Concept 100%
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I'm thinking 7 and 8 FC editions as well.
Anyway, I love writing plots, so I'd be more than happy to write the megaman killers in there.
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I always sorta imagined them as wilys bumbling henchmen or something
like if an evil villain hired the three stooges
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Wouldn't Wily's bumbling henchmen be Guts Man and Cut Man!
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well i guess the rockman killers all look pretty badass
maybe they'd be recurring badguys or something, and make it so when you beat them, they don't explode and just teleport away so they can return
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well i guess the rockman killers all look pretty badass
maybe they'd be recurring badguys or something, and make it so when you beat them, they don't explode and just teleport away so they can return
Ooh, I'm diggin' that idea. :mrgreen:
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they'd be like wilys personal assassins or something, like bass but with less angst and bitchyness and more badass
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Actually, I was thinking they could serve as Commanders(along with a few others) over Wily's Numbers. Enker is the first commander in MM1's Game Arc.
Quint serves as the second commander.
Protoman/Breakman as the third (and traitorous) commander
Ran Cossack Punk as the fourth commander
Darkman as the fifth commander(which works with being the fake Protoman)
Ballade as the sixth commander
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I have a few ideas for each story arc
MM1 Arc: Basic MM1 only with random encounters by Prototype versions of the MM2 Robot Masters (Ala Megamix)
MM2 Arc:MM2 except with Enker being a random encounter
MM3 Arc:MM3 with Enker & Proto Man fighting you as random encounters (if you kill Enker in MM2 arc,he won't appear)
MM4 Arc:MM4 with Quint randomly battling you along with Enker (if he wasn't killed in either MM2 or 3 Arc)
MM5 Arc:MM5 with random encounters by the Dark Men,Enker,Quint,& Punk (If they were not beaten by then)
MM6 Arc:MM6 with random encounters by all four RMK (if Enker,Quint,or Punk were not defeated)
MM7,8,9,10 is all up to you...
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:shock: Fingers are twitching ready to write up a story, I just don't know which one to choose!
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Use the divine picking method.
Eenie Meenie Minie Moe...
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:shock: Fingers are twitching ready to write up a story, I just don't know which one to choose!
Just be to sure to talk to me first, I have a few plot details in mind that should be helpful.
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well, they're called rockman killers, so i figured that would make them sorta like hitmen.
you could of course include the gameboy games into the plot, I'd like to be able to fight the stardroids
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While plot elements from the Gameboy games would be integrated into the main plot, Megaman V is actually it's own game, and if everyone else is up to it, it deserves it's own entry. :cool:
As for game arcs. Megaman 1-6 is for sure, but I'd like to go through 7,8 maybe even 9 and 10 as well. Also Megaman V and Rockman and Forte.
So that could possibly be a 12 episode campaign. A lot of work, but getting at least up to 6 done is my main concern right now.
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While plot elements from the Gameboy games would be integrated into the main plot, Megaman V is actually it's own game, and if everyone else is up to it, it deserves it's own entry. :cool:
As for game arcs. Megaman 1-6 is for sure, but I'd like to go through 7,8 maybe even 9 and 10 as well. Also Megaman V and Rockman and Forte.
So that could possibly be a 12 episode campaign. A lot of work, but getting at least up to 6 done is my main concern right now.
I'd love to go through Megaman V, 7,8,9,10, and Megaman and Bass. I'm up for it, definitely!