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Author Topic: [Expansion] Cutstuff Community Classes (Prism Alpha)  (Read 632223 times)

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November 19, 2015, 12:44:59 AM
Reply #3375

Offline Trillster

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3375 on: November 19, 2015, 12:44:59 AM »
I think you're missing the point here, this might just be me that thinks this, though I really can't see this copywep class getting into CSCC. Your class reminds me a lot of Gizmo actually, however there's a bit of a difference between your class and Gizmo. Gizmo's weapons were all unique, you could hear the name and immediately recognize it, the class had identity to it. Your class however, it's so uninspired. It's just a mish-mosh of things that have no business being together. That's the theme with your entire class, you just threw a bunch of things together with hopes of making a good class but your class just feels overpowered and cluttered at this point. You're so focused on little details like the colour, speed, and exact damage of your projectiles that you forgot the most important part of a class, cohesion. Nothing in your class fits together, it's like a puzzle that no matter how you turn it, you won't be able to solve it. To elaborate, you have a hover ability, though everything your class is suited with, doesn't fit well with the hover. It's like giving a boxer knee pads. You just threw in a hover ability just because though your class doesn't have good reason to have one. ColdFusion gets away with his hover thanks to his altfire actually gaining from it. ColdFusion's hover is a method to attacking from above for quick attacks that may be unexpected. From what I see though, you're class doesn't gain anything from the hover. I'm not saying it's a bad idea to have, but if you're going to throw in a hover, build a moveset based off of it. But I digress, continuing on, your stats. Your stats pretty much make you Mega Man except not Mega Man. Your class wouldn't feel different at all besides different weapons. It brings me back to the entire theme of your class, a mish-mosh of unoriginal ideas. One more thing that just rubs me the wrong way the most is the Random Weapon item. Before I here the whole defense, "It takes the full bar so it's balanced," it's not. That just encourages camping and it doesn't make the gameplay experience fun. Imagine playing Mega Man with an Eddie that regenerated based off of a bar. You'd obviously wait to get a few weapons before running into combat. I just personally wouldn't go the copywep route, that's just me though. It's difficult to make a good copywep class with their own identity without making them too overpowered. Anyway, that's the end of my rant, just keep these things in mind if you restart with your class.

November 19, 2015, 01:59:55 AM
Reply #3376

Offline ice

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3376 on: November 19, 2015, 01:59:55 AM »
I'd personally say go back to the old idea you had that I coded and work from there (recharging ammo bar with bouncing projectiles on 1 click, but holding makes it more of a quick boomerang type weapon, and the altfire made sortof a wall/platform that the shots can bounce off of)

November 21, 2015, 03:04:02 AM
Reply #3377

Offline fortegigasgospel

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3377 on: November 21, 2015, 03:04:02 AM »
This is pretty much the exact reason I simply stopped reading your class, most of the time it was the same thing over and over, I tried helping you make a good idea, a lot of us did in fact, you picked one you liked, it was a good concept, then you suddenly changed to making that.
Gizmo has a mix of weapons based off elements while not feeling like Mega/Proto/Bass/Doc. My concept had weapon replacements for each type while being slower and unable to move while firing the base weapon adding a heavty risk to using the no-ammo weapon, hell his only mobility was a copy weapon to begin with. Then there is Copy Robot, who mimics one weapon at a time. Even Korby has a copy function. So hell base CSCC had 4 Classes able to do copy stuff between Gizmo, Copy, Korby, and Megaman.
Your concept is just too powerful, it does too much for little to no downsides.

February 08, 2016, 05:59:58 AM
Reply #3378

Offline fortegigasgospel

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3378 on: February 08, 2016, 05:59:58 AM »
This has been very quite, let me fix that.
As some of you know I did a test map hub a while back intended to be used as a base for class mods to make training rooms for classes. Some of you might also remember me asking for Mug Shots of the classes featured in CSCC at the time so I could go about doing a hub for CSCC. Well I am looking to go through with that soon and already worked on a couple easy ones.
(click to show/hide)
The left side is intended for classes already in the mod, while the right is currently just Laggy and Sink Man because Laggy and Korby had supplied those before already and both were in the original CSCC before Prism. Obviously Copy is simply Yoku Man's recolored, and I found a pixal mugshot of a Yoshi to use for MutantYoshi that just happened to be properly sized already (I just had to recreate it in here).
While the other Class Test Maps are editable based on rooms to open and close access to separated by game this one can not be done that way due to it's content of course. So this one will have a new design and a modifiable layout as more classes are added in the future.

February 08, 2016, 03:33:55 PM
Reply #3379

Offline ice

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3379 on: February 08, 2016, 03:33:55 PM »


might be of some use

February 08, 2016, 10:05:58 PM
Reply #3380

Offline fortegigasgospel

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3380 on: February 08, 2016, 10:05:58 PM »
Yes, each was 1 pixal to short and 2 pixals to thin, but it worked out as I pressed them together to help show them as 1 class, while adding a line of pixals to the tops.

By the way, yes they are going in order they appear in the class selection.

February 08, 2016, 11:12:08 PM
Reply #3381

Offline Knux

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BECAUSE I SUCK AT PIXEL ART
« Reply #3381 on: February 08, 2016, 11:12:08 PM »


I looked at the pixel art of GvH's hunter, minimized the mug and edited it.

I'll get it an original skin someday, shush.

February 08, 2016, 11:25:24 PM
Reply #3382

Offline fortegigasgospel

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3382 on: February 08, 2016, 11:25:24 PM »
Works for now though, thanks Knux.
Also turns out I had MutantYoshi in Knux's spot, fixed that


I'm already starting to think up layouts for the hub, currently I'm thinking the spawn points being in a center room connected to a hallway looping around it that will have the teleporters. If that hallway gets filled up at any point in time I'll have another larger hallway on the outside around the main one for more classes to be added just in case. Shouldn't require more then that.

February 10, 2016, 07:21:30 AM
Reply #3383

Offline Trimagus1

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3383 on: February 10, 2016, 07:21:30 AM »
It is ok to make a class that starts with randomly choosen weapon just like in LMS?

I apologize if this question made you angry.

February 10, 2016, 07:53:59 AM
Reply #3384

Offline fortegigasgospel

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3384 on: February 10, 2016, 07:53:59 AM »
There honestly should be a lot more to it then that, right?

February 10, 2016, 08:15:06 AM
Reply #3385

Offline Trimagus1

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3385 on: February 10, 2016, 08:15:06 AM »
Quote from: "fortegigasgospel"
There honestly should be a lot more to it then that, right?

For what?

February 10, 2016, 07:11:09 PM
Reply #3386

Offline fortegigasgospel

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3386 on: February 10, 2016, 07:11:09 PM »
Quote from: "Trimagus1"
It is ok to make a class that starts with randomly choosen weapon just like in LMS?

I apologize if this question made you angry.
Quote from: "Trimagus1"
Quote from: "fortegigasgospel"
There honestly should be a lot more to it then that, right?

For what?
What weapons is it randomly choosing? Unique weapons? Core weapons? If core weapons there better be more to it or this class will just be Megaman with no say in what he gets. If unique weapons, what are they? Your abilities and stats better make due for the huge risk of using your class. I'd say it would be ok if done correctly.

February 10, 2016, 07:19:17 PM
Reply #3387

Offline Trimagus1

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3387 on: February 10, 2016, 07:19:17 PM »
Quote from: "fortegigasgospel"
Quote from: "Trimagus1"
It is ok to make a class that starts with randomly choosen weapon just like in LMS?

I apologize if this question made you angry.
Quote from: "Trimagus1"
Quote from: "fortegigasgospel"
There honestly should be a lot more to it then that, right?

For what?
What weapons is it randomly choosing? Unique weapons? Core weapons? If core weapons there better be more to it or this class will just be Megaman with no say in what he gets. If unique weapons, what are they? Your abilities and stats better make due for the huge risk of using your class. I'd say it would be ok if done correctly.

i say Unique.

February 10, 2016, 08:03:46 PM
Reply #3388

Offline fortegigasgospel

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3388 on: February 10, 2016, 08:03:46 PM »
Ok, and what are these weapons it is randomly choosing from every time it spawns? You simply put out some idea with no details at all.

February 10, 2016, 08:11:39 PM
Reply #3389

Offline Korby

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Re: [Expansion] Cutstuff Community Classes (Prism Alpha)
« Reply #3389 on: February 10, 2016, 08:11:39 PM »
or he's asking if an idea is okay before going forward and concepting it