Hello again, Mega Man fans! Thank you all for the questions over this past week, and note that we're continuing to take questions beyond today, so feel free to send them in!
Today we'll be demonstrating some of the content I spoke of last Sunday, though said content has changed a little bit in light of a recent testing session. Big thing being Burner Man's back to the workshop for some smaller tweaking, but aside from that we're good to roll!
Before we start up with the content, let's answer some questions!
Note that anything I answer here is subject to change, but a good bit of that is why I'm doing this to begin with.
1) How will Concrete Shot work?
Concrete Shot has two functions at the moment. It's a CC weapon at heart, but you can use any cleverly aimed shots as platforms. It's slightly harder to use than say Tornado Hold, but with quick thinking you can make good use of the platforms to scale horizontal spaces. From personal anecdote I'd say it's not great for strict vertical travel, but if you've seen people scale large walls with wall jumping classes in CBM, you'll be able to visualize how Concrete Shot can be implemented at its fullest potential. The CC is ironically quite the opposite. It prevents the opponent from jumping, which when used alongside missed shots can allow for corraling of an opponent. Damage and fire rate are nothing spectacular, but the weapon should prove useful in other ways.
2) How will Tornado Blow work?
Tornado Blow is an AOE weapon centered around mobility of the player and disorientation of opponents. When activated, tornados rise around the player, indicating range. Players hit will be knocked slightly airborne, but we're anticipating this to be used primarily for defensive purposes as ammo for this weapon is rather pitiful. Using this on the ground will not effect the player and will allow them to use it purely for disorientation, but in mid-jump there's an extra dynamic. You'll propel upwards proportional to your jump height and arc, and your falling speed will be reduced. Use this for defensive manuvers or to improve your wandering habits.
3) Will Jewel Satellite have reflection?
The build we currently have does. That said, Jewel Satellite is the only weapon right now that's horribly unfinished, and it's currently sitting alongside Leaf Shield for things we need to finalize what we're doing. So uh ask again in about a month or so! We'll get you a more definitive answer then.
4) How is Laser Trident going to compare to weapons like Metal Blade?
For starters, it doesn't rip the way you think it would. It's a fast projectile with absolutely no ripping damage whatsoever. Where it does rip is in regards to shield weapons. Use it as a wallbreaker or as a pursuit tool for optimal results.
5) Will the campaign be built around a specific gamemode, or will it just be DM?
Deathmatch.
6) Are the previous chapters being touched up to match v3 and v4's storytelling standards?
Yes. MM7 in particular will be modified to serve as more of a continuation and less of an extra chain of maps with a boss at the end.
7) Any changes to Leaf Shield?
In process, but it will not leaf development unchanged. Read question 3.
8) How will aiming Black Hole Bomb work?
Someone brought up CBM earlier in regards to Black Hole Bomb, and yeah there are a few similarities. Control should be familiar when moving into v5, though BHB is currently delegated to more of a power archetype. There's a fine line to work with here, but just think of the bomb's center hurting a lot and let your imagination plan out from there.
9) Will there be a Tropish prop in MM9SPL?
Props have not yet been added to Splash Woman. TBD.
We'll be here listening to your questions, so send in more and we'll see what we can do.
That said, let's move on to the main event.
First off, the Powered Up content.
Both maps have received some quality of life changes to help make their mechanics easier to digest.


For MM1TIM, arrows have been engraved into wood columns adjacent conveyor belts. This is for ease in determining which way the conveyors are going to be moving when you step on them. Red means you'll be fighting the current, while green means you'll be moving through it. You can run that red light if you want to, but you'll be putting yourself at risk.


MM1OIL has seen two changes in regards to the oil canisters. For starters, there are notably less of them. This should emphasize their importance in chokepoints while proving to be less irritating as a whole to move around. This is accompanied by a significant reduction in damage taken from an explosion, meaning standing next to a cluster won't mean instant death. Instead, an opponent can capitalize on this huge health deficit with a weapon of their own.
On to a map that's seen continual change since v4's release.

These bunkers with the teleporters have been sealed off to preserve the open direction of flow that was apparent in early versions of the map. For the record, only the bunkers with teleporters in them were sealed off. The middle ones remain untouched.
Now for the one I had hinted at last week, MM5GRA.
Before we begin, I'd like to thank everyone for the discussion in the mapping thread. We've elected to keep Gravity Man marginally identical, simply choosing to pick and choose from ideas that were discussed over the course of the thread. For the sake of today, I'll be using the terms 0.5x (arrow up) and 2.0x (arrow down) to normalize gravity terms with Saturn's stage from MMV.

To start, the "shelf" face here has been changed slightly to shift the staircase away from the end of the hallway and more towards the middle. This is primarily to help improve the chances of an approaching player being able to safely get up in 0.5x gravity, while retaining the tension present in the current map. The stairs remain unscalable in 2.0x gravity, but its structure creates a sight line disruption that forces a camping player to focus on one side or the other.

Out of recognition that this specific spot was a bit too choke-pointy in both gravity settings, this has been changed to walk stairs.
But now for the main event.


This hall was added to give additional movement options in both gravity settings, and to bridge together two dead ends the map had. It's quicker to traverse in 0.5x gravity, and you have easier access to Wind Storm. However, traversing through 2.0x turns the room into a battlements of sorts, as well as opening up a room for an easy W-Tank. This room should hopefully be the answer both sides are looking for in regards to keeping the feel of the map intact, but also finding an alternative around some of the clunkier spots the map has.
Speaking of the v5 mapper's thread, I may as well throw out a good word for v3's MM1FIR. We've decided we'd like to incorporate it back into the game somehow. We as a team are not entirely comfortable with replacing v4's MM1FIR, but in light of recent discussion we will be making an effort to repurpose the old map. It may take us a little while to finalize where it would be best to incorporate it, and depending on time crunch it might not even be ready by v5a, but we'll definitely be looking to put the map back in core sometime in the future.
Sorry I never gave any specific answer in said thread. We'd discussed it once prior to the discussion, but never truly reconsidered its fate until discussion over it bloomed on a public scale. Thanks for everyone who's passionate about the state of the game, and we promise we'll try to better meet the demands of the public as development of future versions goes on.
Let's move on to our final map of the day, and a showcasing of our attempts to revitalize the MM7 content.



Main theme behind Slash's reworks involved removing frustration from the waterfalls. A back cavern has been added to the map from nearby the Crystal Eye spawn, and it's marginally simpler to chase people through the waterfalls thanks to newfound translucency.
We have other maps in store for future coverage, like MM2HEA, MM3TOP, MMBBUR, MMBPIR, and so on, but for today I think this will do. Have a great day!
Yet in light of all of that, I have one final thing to present to you all today.

MM7TUR has been given a complete layout revamp!
Feel like the speed demon that MM8BDM has never seen before! It's a race to the finish against your competition!
Thank you all, and see you guys in two weeks.