MM8BDM v3 is really interesting, and positive. There's a lot of work, and of rebalance/modified past things from the past, and I like that really much...
on the playing field.
Through I'm really disturbed about all these PK3s that'll need to beup'dated ^~^" us, the people who modify things. Please have a big break now before working on another Mega Man, so we may update 'em all. And anyway relaxing could only be positive for all what you did :3.
Anyway let's see ;
The first thing, my favourite thing also, except the fact that my favourite Robot Master, Sword Man, is now there, is the... the coloration of tanks and pick-ups. I love this so much ! It really gives me the feel that each weapon has its own set of defined colors.
But on the manual side, it looks like we can't compile anymore WCOLORS, Mr. Cutmanmike ^_^. I tried to compile the original one, from the MM8BDM-v3A.pk3, it says the following error...
Line 161 in file "G:DatabaseDATA TYPE GMega Man Fan GamesMega Man 8-Bit DeathmatchDOOM BUILDER XWESLUMPEDWCOLORS.acs" ...
G:[My pass to MM8BDM folder]Mega Man 8-Bit DeathmatchDOOM BUILDER XWESLUMPEDWCOLORS.acs:161: Function consoleplayernumber is used but not defined.
G:[My pass to MM8BDM folder]Mega Man 8-Bit DeathmatchDOOM BUILDER XWESLUMPEDWCOLORS.acs:163: Function consoleplayernumber is used but not defined.]
And, so is this error annoying because we can't neither have a working ammo on pickup, or the pickups colors when I switch to my new weapon.
That's it for the player-to-item relation colors. Let's look for more general gameplay now.
MAPSNEW MAPS...NEW MAPSOil Man's and Time Man's : both are good, I like also how the player is sometimes got into a conveyor belt in the opposite sense in Time Man's. Also, I think the music of this stage, Time Man's, isn't the perfect 8-bit convertion, but that's just my view.
Aqua Man's stage : Uguu too bad that there isn't the night (the second part of the level) somewhere, it made me nostalgic everytime I played it in MM8. Not too much important through, it looks beautiful. Through it's like if there was an idea of the MM8 stage that hasn't been included in this deathmatch... or maybe it's just me.
Astro Man's stage : Ummm I feel like it needs more stuff here and there... you added the disapearing platforms and the death sand hole, but it still needs some more stuff, you can have that feel by getting into these tunnels which link the outside with the inside. I know his stage, on PS1, is a little empty, and more focused on platform original construction, but, but....
Sword Man's stage : LOVELY~ but it looks a little empty, sometimes..?
Frost Man's stage : Needs more SLIDE, SLIDE. I didn't looked at the decor far away, but maybe could they used that way, as a decoration, since the players can't slide.
Also, that Frost Man chat phrase speaking about sleeping with the jump jump lullaby~
News CTFS : to be honest I never played online yet, and I don't even know how CTF maps are supposed to be built (level design), I just looked at them, but I won't give my opinion until I play online in some CTFs. (^^;
Replaced Maps:
- MM1DW2 replaced by CutmanMike : I'm too lazy to check the exact design of this stage in MM1, but isn't putting a Ballade Cracker with a easy access (just diving into the water) a bad idea, it's a powerful weapon, heeeh ?
- MM4RIN replaced by Myroc : Yeah I agree with that idea... Ring Man shouldn't be supposed as a "boss who likes circles" >w<. The original circle map always bored me... I never wanted to play in.
Also, the rewards for using the Thunder Claw correctly on the hooks seem hard to get for me...- MM5CRY replaced with MM5CRYX by Copy Robot and MM5GYR replaced by Mr. X : *shrugs the shoulders* nothing really special to talk about.
- MM7CLOU replaced by Killer Chair : Actually I think my view of Cloud Man's stage would be the V2C's one, but bigger. The only thing I like is these "stairs" of cloud fan blocks, like in Cloud Man's stage in MM7. It's just "okay" otherwise. My opinion, still.
- MM7DW4 replaced by Ivory : I played it quickly, but it had a lot of class~
Updated maps- LightLab: Ooooh that's pretty. I feel Powered'ed up. Also I'm glad you fixed the Sniper Joe training.
- MM1ICE: Now that's a great thing ! These traps were like, very difficulty to stand correctly over the hole.
- MM1ELE: It...keeps the tower feeling, but you should use these to destroy these fans. *opens the flamethrower warehouse door*. Elec Man never needed fans anywhere in all his history >w<
- MM2CRA: Still not these systems, you know, like in Guts Man's stage, but I guess I'll go with it.
- MM5DAR: Teehee, I love these rotating stairs.
- MM6YAM: My japanese heart is beating for this outside part. :3
- MM7JUN: "All ice weapons freeze lava pillars. Lava pillars freeze lava in a new method" : yeah, a faster method. Through the custom weapons will still need to be adjusted in order to freeze these pillars (I know it's unfixable because of the ice weapon creators' imaginary)
WeaponsMM8I've been used to use the MM8-MM10 pack for a long time, so I may be influenced.
Astro Crush : Looks like they're not pink in the MM8 8-bit project... otherwise it's a really chaotic weapon you made there.
Water Balloon : Hah I wanna hug these fluffy water things. It's a really basic weapon -affected by gravity- so I don't have anything wrong with it.
Flame Sword : Heeeeeee it looks like Sword Man's attack ! Amazing job clap clap clap
Thunder Claw : ...okay, it's basically a correctly powerful close range weapon, the hooking skill should only be considered on occasion, in my opinion. I agree that Lego's T.Claw was too much skilled, but this one looks a little "so so"... in my own opinion, you should reduce the damages (of about 30~40%) and add the skill to propulse the player with a kind of recoil when he success by touching an enemy. In addition to the hook catching skill.
Tornado Hold : According to the txt file, each "circle of wind" deals 20 damages....wow.
Flash Bomb : VERY overpowered if you ask me. But pretty cool to use~
MMPWTime Slow : I can hardly see the difference in their move, except that they leave a trail of their sprites...
Oil Slider : Mmmm that's an interesting slide. The gameplay is great, now maybe the ammo HUD needs to be better organised.
MM8 bustersDuo Fist : I don't know a lot of things about this guy, Duo, through I fought him some times in MM8... well anyway it's a great arm to have for those who prefer crucial attacks.
Arrow Buster : Not bad for converting the missile spreads into something playable :3
Old adjustsBubble Lead : I don't know why, but I want to bounce and hug and roll around with these bubbles.
They look so much bouncybouncybouncyoooiwenenenoiwn :I
Otherwise, I can feel more the "close range" classement. Because until now I used to spam them by going far away (^^;
Magnet Missile : Y-yeah, it looks slighly changed... it seems to seek better.
Spark Shock and Search Snake : Yay for both~ I like to see Spark Shock upgraded. It's a fun weapon to use because a strategical one.
Ring Boomerang : Haah, please... isn't this one already powerful ? Dive Missile should be the one to gain some weight in damages.
Flash Stopper : I tried it, I liked it, I bought it. Also, the effect is reuduced with the range, so there's no way players can be completly blinded. And anyway it's true that the old effect looked like a white weird monster was eating my face >w<
Wind Storm : Oh, they won't go woooo-woooo anymore, according to my shoots.
Knight Crush : About the graphics, and it's also the same for Oil Slider, it's too bad that the doom palette hasn't more black variations...
Freeze Cracker : Yes, yes, just what needed.
Thunder Bolt : Uh, I don't think it needs to pierce armors, 4 shoots and it's over... but if you say so...
Slash Claw : Yes you did well. I felt myself only able to deal 30% of the opponent's life at each slash.
Wild Coil : AND COLOR CHANGED. Pink and green stands far much better, I don't even know why did you used an orange/green palette before ^^'
Items/SupportWire Adaptor : That's an interesting item that may open a lot of new passes. And since it needs a ceiling, it's ~about~ equals with Item1.
OtherLarge Health heals 40 HP and Large Energy recovers 10 Units : The health decreases so fast... finnaly there's some help here. Also we'll have a bigger contrast, that's interesting ! (Since I think the small health increases of 2, and the big one increases of 6 or 8 in the old Mega Man games...)
When weapons you hold are out of ammo, the hand will be empty : This should except the custom weapons, then. But it's okay, it's not a problem.