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Messages - DarkClawXD

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16
Projects & Creative / Re: [Game Mode] LMSGames Version 1b
« on: June 30, 2014, 03:15:01 AM »
If this thing is still being updated for future expansions like V5 and so forth, I have a few wild card ideas....

Rolling Around At the Speed of Sound. OK, this one probably should be removed because I don't really see any significant change this one gives. It's pretty much a clone of the "NVM" card, i.e DUD card.

CORRECTION Rolling at the Speed of Sound DOES do something, but it's only really beneficial if and only if it's involved with Special Stages or Races. Any other games would make it a bit too superfluous. In Races, I can see how the infinite boosts would help. Boosting in other events....unless it helps you dodge, they're a bit superfluous because you could end up dashing into MORE trouble than you'd think you get out of.

SaviorSword: There IS a bug present within this Wild Card that needs to be addressed. In the event the match ends when the gravity flip is up, i.e low gravity, SaviorSword's "trolling" technically lingers into the next match afterwards. Whenever you try to jump, you're stuck in the air, and unless the Wild Card gets immediately pulled again, you're stuck in the air. I've tested this out with having the AI play through the games. (Yeah, I just like seeing the AI get tortured from this and Chaos Generator.) If the gravity flip is down, then there is no problem, but then again, I usually play until X amount of wins are attained. There is a sound bug where it glitches out sounds for matches during and after the SaviorSword Card was pulled--even when switching to new games.

Spring Has Sprung! The whole terrain and floors become much like Spring Man's level. Everything's bouncy meaning you can't stop jumping around.

Wheel of (Mis)Fortune! Everyone is given a random weapon at several intervals, like every 10-15. Beware! Some weapons might be duds.

Dead Heat! Much like Heat Man's Incenerator, as time passes, you take damage from the intense heat. This will speed up games if people decide to camp.

Zombie Invasion! Zombies infest the stage and attack everyone, much similar to the minigame.

Wily's Wrath! Wily comes onto the stage in one of his Wily Machines and attacks everyone. Then again...this would make more sense as a LMS game more than a wild card...

Eternal Darkness! Everything has gone black. Now it's difficult to see your opponents and shots.

Quick Man's Revenge: Force beams are randomly added to the stage to act as an additional hazard

As for new LMS games

Green Flash, Red Flash: It's Green Right, Red Light, but Flash Man hosts the game. It's a race with a twist. Once Flash Man and/or the arena turns green, you can move, but once it turns red, you MUST stop moving. Anyone caught skidding or moving at all will be shot point blank by Flash Man. First one to reach Flash Man or is the last person alive wins.

Special Stage (Sonic Heroes Style): These can go in 2 possible ways.
The Bonus Challenge in every odd stage required you to collect spheres to increase your time to get to the end. How that could be translated to MM8BDM...You're either on a timer and must collect spheres to keep going. Hit a spike or run out of time and you LOSE. First one to the goal or the last man standing wins.
The Emerald Challenge in every even stage required you to get the Chaos Emerald before it reached the end of the tube. Rules would be similar to the Bonus Challenge. First one to pass the Emerald wins. If the Emerald hits the goal, either nobody wins, or whoever was the closest to the Emerald wins.

BooBeam Bonanza! Everyone's locked in a room similar to the 4th boss on 2's Wily Castle, i.e the boss you NEEDED Crash Bombs to defeat. After several seconds, the beams will fire. Last man standing wins.

Wily Machine: This would work well with either 9's or 10's Wily Machine. Either defeat Wily or be the last man standing to win

Evil Energy Unleashed: I believe someone else also proposed this...What if Wily was able to extract more samples from the Evil Robot before it broke out at the end of Chapter 8? This game would be similar to the proposed Wily Machine, but since Wily's finished analyzing the extractions, he's made the Evil Robot even more powerful. The Evil Robot would be much larger in comparison to his boss battle, and his attacks are much more leathal. Everyone would be given the Duo Fist to damage the Evil Robot similar to the boss battle. Either defeat the Evil Robot or be the last man standing to win.

Roboenza Rampage: Yes, I am aware there's a Roboenza mode in existence, but this would be similar. At first, nobody is infected, but some enemies spawn and spread spores. Get hit with those spores, and you'll be infected. You must find the cure pill similar to what was used in Mega Man 10's storyline, or else you die. Last man standing wins.

Vs King DeDeDe: seeing as how Nightmare Upgraded has been given severe criticism due to being bland, perhaps we can substitute Nightmare for the king himself? DeDeDe would have his move pool combine from Super Star/Super Star Ultra (Masked), Brawl, and Dream Land. As time passes, the king would be able to use special attacks, including the....ahem... BIG GAY DANCE, or at least what Brawl Taunts called it. Beat DDD or be the last man standing to win.

Wave Race: Everyone is on a Wave Bike and must race through a water course. First one to the goal wins, but beware of hazards like spikes, beams, enemies and the Kraken.

Skull Castle Scavenger Hunt: Sneak inside Wily's base and find 8 items, but don't think it will be easy. Wily's set lots of traps including pitfalls, spikes, crushers, lava, etc.

Halloween Scavenger Hunt: Sets place in Shade Man's stage. Find 8 items, but beware of crushers, those crows, and other traps.

Green Hill Scavenger Hunt: Someone else made a comment of the Emeralds and killing everyone by using a Super transformation. I second that idea.

Christmas Scavenger Hunt: Can be a combination of Ice, Blizzard, Freeze, Frost and Cold Man materials. (Chill can be added if V6 comes out.) Find 8 items, but watch out for slippery floors and enemies. Water also kills you.

Wily's Frantic Fourth: Wily celebrates Independence Day by shooting of fireworks...OF DEATH that is. Fireworks can be shot directly to the arena, and you must dodge the explosions. Fireworks can also be shot to the sky, and the falling debris damages you. Fireworks can also destroy pieces of the arena, making the game more hazardous.

17
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 19, 2014, 11:34:29 PM »
The blurry legs for Shadow Man wouldn't even work. Then that would make him look way too much like Sonic.

I was going to suggest probably giving Shadow Man a similar running style Espio had in Sonic Heroes. It still emphasizes the stealthy, snooping nature ninjas have, but at the same time, he's not running like a complete madman.

His sprite could use work in the legs so it wouldn't look like he's using almost no leg movements.

18
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: March 25, 2014, 12:04:00 AM »
I'm fairly new to the site. I was wanting to hold out until V4 was released before I jump back on the bandwagon, but looks like the "Mega Bug" bit me.

As for stages and weapons that could be redesigned

MM7SLA: My biggest gripe with this level is the water currents. The currents flow incredibly fast, and it's difficult constantly jumping to fight the currents. More than half the time, the AI tends to get stuck on one of the two drop-offs which leads you to death, At the same time, there's not a lot of places where you can jump out of the water before falling to your death. Fighting in the current is far too risky, so I would suggest redesigning the currents or at least slow down the water flow.

MM4DUS: Well, this was already addressed. The map seems far too claustrophobic, especially with the small window with the crushers.

MM2 Wily: Someone mentioned something like this earlier, but the main problem with this map is that it's far too flat, and in Story Mode, this level's an absolute pain since it's far too easy for the AI to grab weapons like Metal Blade or Silver Tomahawk and rape you to where it's not even funny.

MM2FLA: I'm noticing many of the maps have been redesigned to become larger compared to V2 and V3a. Not that anything is wrong with that, but some small maps have to exist. This is essentially Dust Man minus the crushers. Some of the weapons may be a little too overpowered, primarily the Napalm Bomb. If at all, slightly increase the level's size and change some of the weapons to where they're not TOO overpowered. There has to be a sense of balance in most maps.

MM7FRE: The biggest problem here is the ice. Yes, Freeze Man had ice in the original game, but the ice feels a bit TOO slippery. Only suggestion would be to tone down how far you slide on the ice.

MM4DIV and MM2BUB: People already nailed this one on the head. Both of these could use some sections above the water.

MM1BOM: Someone suggested adding height to the level, but one suggestion I would want to make which was done with MM2CRA, move Hyper Bomb. Yes, it's Bomb Man's level, so it's given Hyper Bomb has to be on it, but it's far too easy to grab Hyper Bomb, and it's pretty much a done deal once you have the bombs, or at least in Story Mode. Hyper Bomb should be moved to somewhere where it's difficult to grab it, perhaps some parkour or above a spiked pit?

Weapons

Fire Storm: This was nerfed in V3 where the ring of fire only hits once, but I believe Fire Storm might have been nerfed a bit TOO much. Taking away the absolute hitsum with the barrier downgrades the weapon significantly, and even up close and personal, it doesn't do a lot of damage. I tested it out on my runthrough of Story Mode, and Fire Storm was just too ineffective. Perhaps give the weapon its old hitsum or increase its strength?

Flash Bomb: It's way too overpowered. Then again, I suck at aiming with it. I believe Ivory said something about FB to be nerfed for V4. The only nerfs for Flash Bomb I could see are A. Reduce the time of the flash explosion, B. Increase the energy consumption of the weapon, or C. Reduce the damage the flash explosion does

Astro Crush: Same problem with Flash Bomb: overpowered. While Astro Crush consumes much more energy, the weapon could be slightly nerfed by about 10-15% in strength. It's almost an instant kill if you catch someone in the storm.

Ballade Cracker: In a sense, this one is already moderately balanced. Providing you hit your enemy in the right spot, the Cracker is a 2-hit kill, but it consumes a lot of energy. The only suggestions I could think of would be A. Decrease the consumption of Ballade Cracker to you get a moderate amount of uses or B. Reduce the strength of Ballade Cracker by 10-15%, since it's a Mini-Flash Bomb

Power Stone: The only real thing I can say for this would be to increase its consumption rate. People already did not like for its strength to be nerfed, but then again, Power Stone is more of a defensive weapon. I remember Hard Man's level and just sitting around smacking the AI with Power Stone...

Water Balloon: It's pretty much the water version of Needle Cannon. Then again, the balloons deal weak damage, but then again, you can pin someone down if you're quick enough. Perhaps the weapon can have a slight increase in strength or ammo?

Noise Crush: It IS essentially a free Hard Knuckle with a charged shot, but it's a bit too easy to get the charged sound wave. The only thing I could suggest would be for the initial wave to travel a distance before you can get the charged shot. In other words, you just can't pin yourself to the wall.

Blizzard Attack: The snowflakes seem to offer very little damage dealt to your opponents. It's ammo if fine as it is, but the flakes seem far too weak. It's only useful for fighting crowds, but even then, you won't be able to deal a lot of damage individually.

Flame Sword and Slash Claw: Both of these are obviously meant for close combat, but both of them have flaws. Slash Claw offers a bit too much ammo, and while it does slightly more damage than Flame Sword, Slash Claw is relatively inexpensive for its strength. Flame Sword is the direct opposite. It does not offer that much ammo compared to Slash Claw, but it is more situational than Slaw Claw since the flames can hit adjacent enemies. Overall, all I can say for these 2 weapons is that the ammo could be altered to balance them both out.

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