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Remastered / remixed music.[/b] 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.
Also, are all the definitions files within the PK3 file really necessary? KEYCONF doesn't seem to do anything, nor does LOADACS, SBARINFO, or CMPGNINFO (which might be too many letters for a definitions file anyway). If any of this redundant stuff is doing anything, it's not doing it very well...Lastly, I notice that a lot of things you've implemented override existing things. Specifically, the Proto Upgrade 2, Bass Upgrade 2, Adaptor Upgrade 2, M-Tank PU, Yashichi Dropper (?), and Roll Dropper (?!). Doing this causes some of these things to not exist as intended. The Proto and Bass upgrades are still accessible both through the "give all" console command and on rare occasion Eddie, but Roll now wears a random costume every time the Light Lab map loads and the Yashichi functions as an item.Anyway, just wanted to ask about this. The expansion pack is pretty awesome otherwise. Time Slow is my new favorite weapon, though Oil Slider is pretty high up there as well. X3
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.
The changes sound beautiful. The solo campaign is enough to warrant a huge announcement, but the vanilla changes like better LMS spread and fixing the infamous Flash Stopper exploit seem heavenly.Now go pester Mike to make this a new 8BDM build.
Elements of the expansion that conflict with the core:-Behavior of custom weapons. Super Bass Buster and Proto Strike are both simply edits of existing weapons; Proto Strike contains the same icon as Proto Buster and is incapable of being incorporated into DM weapon placement naturally. Both weapons are designed with the intent of being OP; or exist merely to distort Eddie's inventory. This leads to scenarios in which ONLY one person will have these weapons at a time - and usually be unstoppable.
-Multifunctional custom weapons. Stock weapons are usually one single attack, occasionally two different - such as Gyro Attack having a single gyro and a gyro split attack. Time Slow has 3, Oil Slider has 3. Oil Slider contains a double bar and consumes a generally superficial amount of ammo per use. (You could potentially argue that Burst Wrap has 3 attacks, but the two weapons above are more clear-cut in the attacks being different.) Time Slow, similar to the buster upgrades, gives an immediate advantage upon use (your opponent becomes a sloth) and the charge attack leaves enough ammo to be used again.
-Excessive skins. Mike has stated for alternate skins (in the core) that "one or two is fine".
-Presence of the Energy Balancer.
-Low quality custom textures. (Note that the MM7 textures are limited, but otherwise useable.) Certain areas of Time Man's stage, in particular the "wood" sections are not visually pleasing.
-Presence of runes in multiple maps. Using runes (particularly ragerune) overly centralizes maps around it in a way that cannot be made up for.
There are probably other things that I haven't mentioned. I'm certain that the PU team is aware of all these changes and made them knowing it would be separate from the core. Galaxy brings up a good point in describing the expansion as well. Were it added to the core, PU would only add "bells and whistles" which are either designed outside of core standards or capable of going into the core by themselves.
Time Slow has 3, Oil Slider has 3. Oil Slider contains a double bar and consumes a generally superficial amount of ammo per use. (You could potentially argue that Burst Wrap has 3 attacks, but the two weapons above are more clear-cut in the attacks being different.)
If you're trying to say that elements of PU don't belong in the core, then I'd 100% agree. Powered Up was a PSP game that does not adhere to the limitations of the NES, thus certain parts do not jive with the core.