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Author Topic: [EXPANSION] Mega Man Powered Up [Release v1f]  (Read 175947 times)

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August 08, 2011, 06:02:41 AM
Reply #405

Offline Tesseractal

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #405 on: August 08, 2011, 06:02:41 AM »
The current Time Slow weapon in the expansion is based off Time Man's weapon, and not Mega Man's. (Mega Man can't fire arrows in the PSP game) Because of this, a Time Man class would be redundant unless Time Slow was changed.

Time Slow WASN'T based off of Mega Man's Time Slow (PSP) because it would be overkill. (freezing the entire screen, etc.) and not really as effective as a weapon, so the team went with Time Man's version instead. I wouldn't really count on a Time Man class.

August 08, 2011, 06:27:50 AM
Reply #406

Offline ice

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #406 on: August 08, 2011, 06:27:50 AM »
Quote from: "Ice-IX"
The current Time Slow weapon in the expansion is based off Time Man's weapon, and not Mega Man's. (Mega Man can't fire arrows in the PSP game) Because of this, a Time Man class would be redundant unless Time Slow was changed.
I wouldn't really count on a Time Man class.
well if that was case then cutman's class shouldent exist (mm8bdm uses cutman's bouncing one, not megaman's no interaction hax cutters) besides, if time slow can be used and switch weapons, why the heck can't he just drop a timeslow wep minus the arrows

also you should really wait till you're wide awake before you post these things has no room to talk myself

August 08, 2011, 08:39:16 AM
Reply #407

Offline Tesseractal

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Wow, what a riddler! You sure pick your fights, mini-me.
« Reply #407 on: August 08, 2011, 08:39:16 AM »
Quote from: "ice"
Quote from: "Ice-IX"
The current Time Slow weapon in the expansion is based off Time Man's weapon, and not Mega Man's. (Mega Man can't fire arrows in the PSP game) Because of this, a Time Man class would be redundant unless Time Slow was changed.
I wouldn't really count on a Time Man class.
well if that was case then cutman's class shouldent exist (mm8bdm uses cutman's bouncing one, not megaman's no interaction hax cutters) besides, if time slow can be used and switch weapons, why the heck can't he just drop a timeslow wep minus the arrows

also you should really wait till you're wide awake before you post these things has no room to talk myself

Cut Man's class is an unoriginal one, but the nature of that class's weapons allows for Classes Cut Man to have a significantly different Rolling Cutter than Mega Man. Knight Man's and Mega Man's (in 8BDM) Knight Crush attack varies as well, even if it's not a different attack. What I'm saying is: If a Time Man class was made based off Time Man (PSP), it would lack a significant difference from the Time Slow weapon. A significant difference, that classes such as Cut Man have.

I also did not mention drop weapons. Given that Time Slow is an AoE weapon, Time Man class wouldn't drop anything to be consistent with the other examples. (Bright, Centaur, etc.) If you're so confident that I'm wrong, why don't you just make it yourself and rub it in my face? Mega Man's Time Slow was considered for PU only on the basis that the future Time Man class would get the arrows exclusively. Yes, a Time Man class could be made by editing the weapon, just like most of the current classes. It wouldn't be as interesting, technicalities aside.

August 08, 2011, 08:50:43 AM
Reply #408

Offline Shade Guy

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #408 on: August 08, 2011, 08:50:43 AM »
While that is true, not all classes are that distinct from Mega's version of their weapons. Snake Man fires Search Snakes with a melee which doubles as climbing. Needle Man has a faster firing version of the Needle Cannon with a melee. Magnet Man fires Magnet Missiles with a melee. Cut Man throws a normal Rolling Cutter with a melee. Guts Man has a regular Super Arm with a melee. Top Man throws projectiles and has...Guess what? A melee (which in this case is actually his main fire).

The point is, we don't really need Time Man's method of firing to be that different from Mega's version. Heck, you could just give him Time Arrows as a primary and Time Slow as an alt.

August 08, 2011, 09:55:16 AM
Reply #409

Offline Myroc

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Re: Wow, what a riddler! You sure pick your fights, mini-me.
« Reply #409 on: August 08, 2011, 09:55:16 AM »
Quote from: "Ice-IX"
*snip*

I'm pretty sure you shouldn't put words in our collective mouths.

Mega Man's version of Time Slow was not declined because it wasn't effective. We could easily have removed the arrows and simply gone with a slightly buffed version of the slow part that the current weapon has. Hell, we even tried that at one point. It just wasn't very interesting. Seeing as this expansion only added two weapons to the fray (okay so we added two additional ones but you get the point), we needed to make sure that both those weapons were a tad more fun to use than the rest, while still sticking somewhat true to their PSP counterparts. Hence we made it Time Man's version. Sure, we did contemplate a potential Time Man/Oil Man class back in those days but we didn't pay any special respect with that in mind, instead focusing on Powered Up as a DM-expansion(what irony)as a whole.

On the subject of non-interesting classes, a large majority of the classes really are just their main weapon plus an additional altfire. Hell, some even don't have that. Take a look at Metal Man for example. Or Star Man, before he had his altfire. Seeing as Time Slow is probably too powerful for a Time Man class to drop on death, this would mean that Time Man would have pretty much unique access to anything Time Slow related in any stage that isn't a stage with Time Slow (which, counting in both the Powered Up maps, the vanilla maps, and any eventual map packs that servers hosts, aren't that many.), or on the off chance someone gets it via Eddie.

I don't think that splitting up the current Time Slow for two different attacks on Time Man's class is that a big deal. Hell, with Time Slow he already has a role to play. Countering fast and hard-to-hit classes. Neither Mega/Proto/Bass can do this as easily since Time Slow is a lot harder for them to access, and consumes ammo like nobody's business when they do get it.

On the subject of the classes themselves, all YD needs to finish those classes are their respective HUDs. Hopefully a kind spriter will probably provide them.

August 08, 2011, 05:53:24 PM
Reply #410

Offline Copy Robot

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #410 on: August 08, 2011, 05:53:24 PM »
You could always have him be like Punk and have him shoot two different versions (maybe one fast ripper arrow and then the Mega Man version?)

But that's not important now.

Quote from: "Myroc"
On the subject of the classes themselves, all YD needs to finish those classes are their respective HUDs. Hopefully a kind spriter will probably provide them.

Hi.


August 08, 2011, 05:57:20 PM
Reply #411

Offline Korby

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #411 on: August 08, 2011, 05:57:20 PM »
Time man's arm should be larger.

August 08, 2011, 06:01:08 PM
Reply #412

Offline xColdxFusionx

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #412 on: August 08, 2011, 06:01:08 PM »
Quote from: "Korby"
Time man's arm should be larger.

Agreed. TimeMan's arm looks like a pool noodle.

August 08, 2011, 06:04:13 PM
Reply #413

Offline Copy Robot

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #413 on: August 08, 2011, 06:04:13 PM »
Its a good thing I kept the file open to edit.  :geek:


August 08, 2011, 06:23:03 PM
Reply #414

Offline Korby

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #414 on: August 08, 2011, 06:23:03 PM »
Much better. Now give him outstretched hands so he can shoot arrows.

August 08, 2011, 11:02:37 PM
Reply #415

Offline Tesseractal

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #415 on: August 08, 2011, 11:02:37 PM »
I did not say Time Slow would be ineffective. I said it would be ineffective as a weapon, meaning that it would not kill people (like Time Stopper) as you would want a fun weapon to. I said that would also be overpowered first, because the "ineffective as a weapon" was only semantics. So let me clarify what I am trying to say. Messatsu said that a 50% time slow on the whole map would be overpowered, so Time Man's version was used instead.

I assumed you agreed with him because you made the project. If you didn't, then I'm wrong and judged incorrectly. If I offended you because I assumed you have good judgment, I won't do that in the future. I am not putting words in your mouth. Whether or not you said it is entirely irrelevant to my point.

August 19, 2011, 10:49:02 AM
Reply #416

Offline JaxOf7

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #416 on: August 19, 2011, 10:49:02 AM »
I never actually use the time arrows myself.
I've always charged it up, slowed people, and switched to a stronger weapon. One to conserve time ammo, and two because it's stronger and any accuracy problems it had before are solved.
Since day one, I wouldn't miss the time arrows.

September 08, 2011, 02:40:21 AM
Reply #417

Offline Messatsu

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #417 on: September 08, 2011, 02:40:21 AM »
Well, here's things that are changed for the next version so far.  I'm just posting these here as a place to store them and get feedback from folks.

- Secret Boss, Chapter Boss and Credits added. (Also possible to select the powered up chapter from the single player menu)
- Possession Stone changed.  Not shootable initially.  After a period of time, it will become shootable.  If it's not obtained after another period of time, the round ends like in vanilla 2c.  HOWEVER, the round ending can be disabled by the server admin.
- Various Stage / Texture tweaks. (3d bridge in Ice Man, new textures in Oil man etc)
- Time Slow arrow ammo consumption lowered and the variation on the arrow path reduced.
- Delay on firing Charge buster charge shots removed.  
- sv_maxlives fix.  Will only make players invulnerable if maxlives is less than 2.
- Weapon colors do not change in Team Possession.

More as I think of them.

What do you all think? Anything else that is broken or should be changed?

September 08, 2011, 03:55:42 AM
Reply #418

Offline SaviorSword

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #418 on: September 08, 2011, 03:55:42 AM »
How about Instagib Team Poss colors? That fixed?

September 08, 2011, 12:55:29 PM
Reply #419

Offline Messatsu

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Re: [EXPANSION] Mega Man Powered Up [RELEASE V1C]
« Reply #419 on: September 08, 2011, 12:55:29 PM »
Ah, yes, I forgot I had fixed that.  Yup.  Added.