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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.- 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.- Time Slow arrow ammo consumption lowered and the variation on the arrow path reduced.What do you all think? Anything else that is broken or should be changed?
With the addition of new Powered Up tilesets, does this mean that certain maps will be getting complete layout overhauls? Consider Bomb Man, for example. His classic stage is mainly outside and has wide-open space all around, but his Powered Up stage has more walls and ceilings, and gives a much-more confined feeling as if you were in a store house. Obviously, a simple tileset swap wouldn't work with Bomb Man's current PU stage given how open and exposed it is. To a lesser extent, this "overhaul" logic can also be applied to Elec Man.
So how will Bomb Man PU work out, then? :?
Remastered / remixed music. Similar to MMP8BOSS, I was thinking each stage could have an 8-bit version of the MMPU stage theme. There are a few noticeable differences, such as how Ice Man's theme feels more "arctic", and how Guts Man's theme is slower and doesn't repeat so often.
Expansion boss. With the new tile sets and 8-bit music, the only thing this expansion needs to make it a real "home run" would be the end-chapter boss. Heck, if you made a boss to go with this, I really don't see why CutmanMike can't go ahead and make this project "official". MMPU was an official series game, after all, and he doesn't even have to do any work! (lol pushing off the MM8 expansion) With a boss I feel like this could easily become MM8BDM v3.
Intro stage. There's a tile set by Nemz so why not?