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Author Topic: [Game Mode] Stinko's SaxtonHale: V3D beta + Mapper's needed!  (Read 187483 times)

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September 06, 2012, 01:19:19 AM
Reply #75

Offline xColdxFusionx

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #75 on: September 06, 2012, 01:19:19 AM »
Quote from: "SilverSin"
Quote from: "xColdxFusionx"
Lee Sin, the Blind Monk

Theme:
(click to show/hide)

Health: Somewhat lower than Hale's

Attack: Resonating Strike - Lee Sin shoots a chi-ball forward that dissipates after a brief duration. Hitting someone with this will stun them incredibly briefly and send you flying foot-first into their face. This kick is the actual attack; connecting with it is a one-shot kill.

Super Jump: Flash - Screw super-jumps; how about a short-range teleport? Works like YD!CentaurMan's teleport, except incredibly fast, can go up and down elevations, and creates a bright yellow flash over the origin and destination. Much slower recharge than other super-jumps.

Rage: Tempest/Dragon's Rage - Lee Sin slams the ground, stunning anyone in a somewhat small radius of him. He gets enough time out of this stun to run up to and kick one or two players. Players kicked by this ability are shot into the wall, killing anyone in their path before dying themselves.
That's new, teleportation... I like the idea of that. So the primary shoots a ball and then he kicks? I think I got that right...
For the rage, will he have to run up to the victims him self? Or will he run up to them automatically? is that even possible?  :?

For Resonating Strike, hitting them with the ball would cause you to perform the kick, which would be the actual attack.
You'd have to run up to Dragon's Rage targets yourself. That way, you can sort of aim their trajectory. DR would replace RS for the duration of Tempest's stun.

September 06, 2012, 06:19:48 PM
Reply #76

Offline Hinatediz

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #76 on: September 06, 2012, 06:19:48 PM »
Boss Name: Bowser

(click to show/hide)

Colors: Green and Yellow

Health: 5/5

Attack: Firebreath (Like in Super Mario Bros. Series)

Secondary attack: Grab Smash (He grabs the opponent and slams it on the ground with his body, like in Smash Bros., BTW it's a 1HKO)

Secondary Cooldown: 30 seconds

Third attack: None

Third Cooldown: None

Super Jump: Shell Jump (He spins inside his shell like in Smash Bros.)

Rage: Giga Bowser (He turns Very Giant and can smash everybody leaving the half of the health to the opponents smashed)

September 06, 2012, 08:35:42 PM
Reply #77

Offline TheDoc

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #77 on: September 06, 2012, 08:35:42 PM »
Quote from: "SilverSin"
you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)

I think you should make sure people see this.

September 06, 2012, 08:56:38 PM
Reply #78

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #78 on: September 06, 2012, 08:56:38 PM »
Quote from: "TheDoc"
Quote from: "SilverSin"
you have to remember that survivors cannot take actual damage from attacks (to prevent team killing)

I think you should make sure people see this.
I added this info to the front. I hope people can read it >_<

September 06, 2012, 09:55:21 PM
Reply #79

Offline TheDoc

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #79 on: September 06, 2012, 09:55:21 PM »
Re re-edited.
Quote from: "TheDoc"
Boss Name: Zero (Music is Zero's X3 Theme)

Colors: Red & Yellow (Super Adaptor & Thunder Beam colors)

Health: Below Average

Attack: Z-Saber - Quite the range for a 1HKO. A little more than Charge Kick. (Come on. I mean, it's a saber, right?)

Second Attack: Saber Throw - Like Ring Boomerang, except it's wider, a sliiiiiiiiiiiiightly longer reach, and, you know, 1HKO

Second Cooldown: 45 seconds-1 minute.

Super Jump: Zero Dash - YD Megaman's slide, except much more speed (negative recoil). Recharge is sliiiiiiiiiiiiiiiiiightly longer than Saxton's

Rage: Zero Virus - For 30 seconds to 1 minute (can be changed), turns invincible and speed sliiiiiiiiiiiiiiiiiiiiiiiiiiightly increases.

I hope this isn't OP. If so, you could take out the secondary or third attack.

Just some sliiiiiiiiiiiiiiiiiight changes.......and yes pun intended. I know it wasn't that funny, but I couldn't help it.

September 07, 2012, 06:28:03 AM
Reply #80

Offline Hallan Parva

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #80 on: September 07, 2012, 06:28:03 AM »
Quote from: "SilverSin"
Quote from: "DarkAura"
Name: Gilgamesh
Heh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy.
my body is ready

SilverSin, if it's okay with you I'd like to make a side add-on for Saxton Hale. The finished product will have a few new hales and will be completely optional; players would have to load it alongside Saxton Hale to see the changes.

I'm not going to say anything (except to SilverSin if he wants more information) so people don't pester me about it like they do with AwNet. I'm also going to say that it is somewhat near the bottom of my priorities list, so don't expect it next week. I just want permission before I start the project.

September 07, 2012, 10:42:33 PM
Reply #81

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V2D + NOW ACCEPTING HAL
« Reply #81 on: September 07, 2012, 10:42:33 PM »
Quote from: "SmashBroPlusB"
Quote from: "SilverSin"
Quote from: "DarkAura"
Name: Gilgamesh
Heh, Gilgamesh, I (tried to) mained him in dissidia Final Fantasy.
my body is ready

SilverSin, if it's okay with you I'd like to make a side add-on for Saxton Hale. The finished product will have a few new hales and will be completely optional; players would have to load it alongside Saxton Hale to see the changes.

I'm not going to say anything (except to SilverSin if he wants more information) so people don't pester me about it like they do with AwNet. I'm also going to say that it is somewhat near the bottom of my priorities list, so don't expect it next week. I just want permission before I start the project.
Depends on what the add-on is. PM me the info, though its likely I will say yes.

September 08, 2012, 12:55:20 AM
Reply #82

Offline LifeCraft J

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Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
« Reply #82 on: September 08, 2012, 12:55:20 AM »
Erm Silversin...
Sorry bro, but infinite Wily tanks or infinite exit units aren't going to cut it.

Please get rid of!

September 08, 2012, 01:24:00 AM
Reply #83

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
« Reply #83 on: September 08, 2012, 01:24:00 AM »
Quote from: "LifeCraft J"
Erm Silversin...
Sorry bro, but infinite Wily tanks or infinite exit units aren't going to cut it.

Please get rid of!

I don't see how there are infinite exits... :?
But I am fixing this right now.

September 08, 2012, 01:25:00 AM
Reply #84

Offline Orange juice :l

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Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
« Reply #84 on: September 08, 2012, 01:25:00 AM »
Someone probably set sv_infiniteammo 1.

September 08, 2012, 01:31:51 AM
Reply #85

Offline Rozark

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Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
« Reply #85 on: September 08, 2012, 01:31:51 AM »
- Name: Morshu
-Color Scheme: Orange/Green/Brown
-Mini Background Story: After so many people not having enough rupees and people just plain trolling him by not buying stuff, Morshu nukes the shop and roams the world, destroying all those who oppose him. He recently encounters a group of survivors and, after a misunderstanding of trying to negotiate prices, decides to just kill them all for their incompetence.

- Attack: Throws a ohko bomb in an arc (like Bombman's), creating a Bombman sized explosion on impact (meaning no explosion delay), but here's the catches:
  1. Long reload time. (About 5-7 seconds)
  2. The bomb is held above Morshu's head. After about 3 seconds if it is not thrown, it will explode, giving Morshu HIMSELF 150-200 damage.
- Rage: A massive explosion hyperbomb, incinerating and killing all of the survivors around the explosion, add the regular hyperbomb explosion + 1/2 and that's the time before it detonates.
 
-HP: somewhere around 1800
-Speed: I'd say around .8, if that's the slow side of 1.
-Defense: Normal

- Skin: A morshu skin, or bombman
- Sounds: 1. Lamp oil, rope, bombs! You buy it? -says when match starts-
  2. mmmmmmmmmmmmm -says at random times-
  3. It's yours my friend! -says when activates rage-
  4. Sorry! -says when defeated-
- Music:
(click to show/hide)

annnnnnnnnnnnnnnnnnnnnd there's my idea. Of course things can be adjusted accordingly.

September 08, 2012, 01:39:17 AM
Reply #86

Offline SilverSin

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Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
« Reply #86 on: September 08, 2012, 01:39:17 AM »
Quote from: "Rozark"
- Name: Morshu
-Color Scheme: Orange/Green/Brown

- Attack: Throws a ohko bomb in an arc (like Bombman's), creating a Bombman sized explosion on impact (meaning no explosion delay), but here's the catches:
  1. Long reload time. (About 5-7 seconds)
  2. The bomb is held above Morshu's head. After about 3 seconds if it is not thrown, it will explode, giving Morshu HIMSELF 150-200 damage.
- Rage: A massive explosion hyperbomb, incinerating and killing all of the survivors around the explosion, add the regular hyperbomb explosion + 1/2 and that's the time before it detonates.
 
-HP: somewhere around 1800
-Speed: I'd say around .8, if that's the slow side of 1.
-Defense: Normal

- Skin: A morshu skin, or bombman
- Sounds: 1. Lamp oil, rope, bombs! You buy it? -says when match starts-
  2. mmmmmmmmmmmmm -says at random times-
  3. It's yours my friend! -says when activates rage-
  4. Sorry! -says when defeated-
- Music:
(click to show/hide)

annnnnnnnnnnnnnnnnnnnnd there's my idea. Of course things can be adjusted accordingly.

...not bad. I like the self damage thing, made me laugh a little. For the rage, exactly how big is the explosion? Also i have no idea where i would get those sound clips. And health, 1800? Is this the amount at...10 people? I'm a little confused at that. Assuming super jump because no item description, but that's not a bad thing. Other than those minor things, this boss looks pretty solid. People, have hopes for this hale.

September 08, 2012, 01:57:45 AM
Reply #87

Offline Rozark

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Re: [Game Mode] Stinko's SaxtonHale: V3A + NOW ACCEPTING HAL
« Reply #87 on: September 08, 2012, 01:57:45 AM »
Quote from: "SilverSin"
Quote from: "Rozark"
- Name: Morshu
-Color Scheme: Orange/Green/Brown

- Attack: Throws a ohko bomb in an arc (like Bombman's), creating a Bombman sized explosion on impact (meaning no explosion delay), but here's the catches:
  1. Long reload time. (About 5-7 seconds)
  2. The bomb is held above Morshu's head. After about 3 seconds if it is not thrown, it will explode, giving Morshu HIMSELF 150-200 damage.
- Rage: A massive explosion hyperbomb, incinerating and killing all of the survivors around the explosion, add the regular hyperbomb explosion + 1/2 and that's the time before it detonates.
 
-HP: somewhere around 1800
-Speed: I'd say around .8, if that's the slow side of 1.
-Defense: Normal

- Skin: A morshu skin, or bombman
- Sounds: 1. Lamp oil, rope, bombs! You buy it? -says when match starts-
  2. mmmmmmmmmmmmm -says at random times-
  3. It's yours my friend! -says when activates rage-
  4. Sorry! -says when defeated-
- Music:
(click to show/hide)

annnnnnnnnnnnnnnnnnnnnd there's my idea. Of course things can be adjusted accordingly.

...not bad. I like the self damage thing, made me laugh a little. For the rage, exactly how big is the explosion? Also i have no idea where i would get those sound clips. And health, 1800? Is this the amount at...10 people? I'm a little confused at that. Assuming super jump because no item description, but that's not a bad thing. Other than those minor things, this boss looks pretty solid. People, have hopes for this hale.


Explosion Size: I believe KY's Bombman's alt throws a giant bomb, and i was thinking around that explosion size.

Sounds: I've got them, I can send them via Skype (If you have one), or a zip on mediafire, the link sent through pm of course. If there's a specific format (most likely .ogg) I'll convert and have them ready at your request.

As for the 1800 hp- What about this: Base hp of 800, adding 75 per each additional player.

And yes, the item will be Super Jump to flush out those people who hide in the treetops

Lastly, the regular jump height will be the regular Saxton Jump height

September 08, 2012, 02:39:01 AM
Reply #88

Offline Bacon

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Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
« Reply #88 on: September 08, 2012, 02:39:01 AM »
Name: Behkun
Color Scheme: pink(ca) and dark red?(cr)
Mini Background Story: After Mastering the forgotten "Ring-Thing" Behkun, the bird resurrected by the Based god, sought out to live a life of peace. that was until a bunch of robots started picking on it.

Attack: shoots rings that rings that dissapear when it reaches a certain distance (3-5 ft maybe?)
(2.5 second cooldown)
Rage: a forcefield that lasts 20 seconds (instakills but makes him normal speed and can be hit but gets armor buff)

HP: 4000 (with 8 or more people, 2950 if less, 7300 if more than 15. no armor)
Speed: .5 times faster than normal
Defense: slightly below normal

Skin: Crow (if i get kapus' permission) if not, ringman
music:
(click to show/hide)


Sounds:
(click to show/hide)
(can they be randomized?)
intro: sounds 26, 50, 59, 60, 62
death: sounds 21, 46
rage:29, 32, 53, 55
win: 25, 65,
random after a kill: 28, 30, 34, 38, 66,
(since there are a lot i can convert them into a pack...if you teach me how)

September 08, 2012, 02:48:36 AM
Reply #89

Offline YGP1111

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Re: [Game Mode] Stinko's SaxtonHale: V3AHF + NOW ACCEPTING H
« Reply #89 on: September 08, 2012, 02:48:36 AM »
Name: Slenderman (AKA Slendy)
Color: White on the top half, a semi-bright black on the bottom
Attack: Deathstare: A semi-ranged (if you feel that semi-range is too op, it can be close-range) purple ray that is REALLY inaccurate as it reloads very slowly (reloads every 4 seconds, but somewhat slowly)
Slenderman cannot use deathstare on people who have their back turned on him. so he needs to be infront of a person's face to actually kill them.
Slenderman is immune to flashstopper and the stun effect that spark shock has.
HP: from ether a minimal of ether 1999 or a maximum of 2222
Speed: as fast has a running player. but 0.2 points faster.
Defence: 0.5 points weaker than usual
Rage: Slendy can now turn peoples bodies so that their face faces him, but this is very inaccurate doesnt always hit OR (which ether one you perfer) Slendy's deathstare becomes more faster and more spread (shooting 2 isntead of the usual 1) and becomes more accurate. it may also kill people who have their back turn on him (and by may i mean does hit them accurately but can only kill them in 3 hits instead of 1 if they have their back turned while slendy is raging)
Other notes: Slenderman cant normally walk, he teleports with a very very short range (in this case he teleports every 4 pixels, just like if you were a player and hit the up key 4 times, if you get what i mean), but has to recharge for a half a second (or 1 second which ever is more easier for you to program) each time he walks.
Theme:
(click to show/hide)
and his sounds should sound distorted.. but somewhat nightmarish at the same time. but not to scary though.
This should has be taken into some consideration. it be cool to see slenderman in mm8bdm though :)
tell me what you think silver :D