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January 12, 2013, 04:23:43 AM
Reply #165

Offline tsukiyomaru0

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Re: The Idea(s) Topic
« Reply #165 on: January 12, 2013, 04:23:43 AM »
Remember how I mentioned a "Mega Smash Bros" mod? Well, here are some thoughts:
1 - Everyone would start with 10000 HP. All that health would be a "safe lock" for an insta-killing move.
2 - In the pain state, there would be a formula to apply a thrustthingz and a thrustthing to a random direction and upwards.
2.1 - for Z, it would be "random(-10,10)*((10000-health)/1000)"
2.2 - for normal thrustthing, it would be "random(-0,10)*((10000-health)/1000)"
2.3 - After doing the thrust, it should "flush" an "inventory" being used as variable to resolve the new percentage.
3 - Damagefactor "Normal" should be 0.1
4 - If health drops below 9000, the player should receive a regeneration to keep it from falling any lower, but have the regeneration instantly disappear when they hit a deathtrap or pit.
5 - Stages would need to be specially designed for this, but there are some good examples already, such as MM2AIR.
6 - Most weapons could stay as is. Gravity hold could still pull them down, Spark Shock could still stun them, etc.
7 - Healing items would, of course, decrease percentage and increase health. But wouldn't work on 999%

Basically, that sums MOST of the idea. I know, I could make it myself, but... I'm no mapper, nor I have enough morale to do it. So, if you want to give it a shot in making yourself, go ahead.

January 12, 2013, 06:18:46 AM
Reply #166

Offline Magnet Dood

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Re: The Idea(s) Topic
« Reply #166 on: January 12, 2013, 06:18:46 AM »
OK, so as much as I enjoy the idea of having obscure game classes, I'm going to be honest with you, FGG- a lot of 'em are pretty darn boring. The problem stems from you simply trying to use only their in-game attacks, when classes gives you room to expand upon attack strategies on something a Robot Master doesn't show in games or the cartoon, but should logically have.

 Take a look at Dust Man for example- he never fired small bits of junk, nor did he ever fire actual buster shots. He didn't have a junk meter, he just shot junk. Skull never had a hyper mode, Magnet never had a magnet push, Air never had the actual Air Shooter, Bubble couldn't flood, Knight couldn't dash hit with his sword shield, Junk never PAWNCHED nor did he fire the giant scrap block of death... I think. It's been a while since I played 7. Anyway, Snake never climbed, Shadow never turned invisible, Dive never had- oh wait, no, he did in Power Battles.

The point is, basing these classes strictly off their games is hard, especially with the DOS games and their rather simplistic  Robot Master AI. It's also hard with Dreamwave (a comic) and the Constellations (way way different battle structure). The only one that really had anything different was R&F2, and even that game had few unique attacks in them- most of the bosses resorted to sliding or levitating into you. Thus, you've gotta be crafty about this.

For example:

(click to show/hide)

When thinking of classes, one has the freedom of being as free thinkers as they wish. You don't have to be weighed down by the game just to make these things you know.

January 12, 2013, 12:44:34 PM
Reply #167

Offline BiscuitSlash

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Re: The Idea(s) Topic
« Reply #167 on: January 12, 2013, 12:44:34 PM »
I had some good ideas for Dimension classes (along with Torchman class), but I don't really have the energy to list them here. It's not likely to actually become a thing.

If it does though then I'd really love to make them with my ideas, but I might not have the time to do it.

January 12, 2013, 02:33:26 PM
Reply #168

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #168 on: January 12, 2013, 02:33:26 PM »
Quote from: "Magnet Dood"
OK, so as much as I enjoy the idea of having obscure game classes, I'm going to be honest with you, FGG- a lot of 'em are pretty darn boring. The problem stems from you simply trying to use only their in-game attacks, when classes gives you room to expand upon attack strategies on something a Robot Master doesn't show in games or the cartoon, but should logically have.

 Take a look at Dust Man for example- he never fired small bits of junk, nor did he ever fire actual buster shots. He didn't have a junk meter, he just shot junk. Skull never had a hyper mode, Magnet never had a magnet push, Air never had the actual Air Shooter, Bubble couldn't flood, Knight couldn't dash hit with his sword shield, Junk never PAWNCHED nor did he fire the giant scrap block of death... I think. It's been a while since I played 7. Anyway, Snake never climbed, Shadow never turned invisible, Dive never had- oh wait, no, he did in Power Battles.

The point is, basing these classes strictly off their games is hard, especially with the DOS games and their rather simplistic  Robot Master AI. It's also hard with Dreamwave (a comic) and the Constellations (way way different battle structure). The only one that really had anything different was R&F2, and even that game had few unique attacks in them- most of the bosses resorted to sliding or levitating into you. Thus, you've gotta be crafty about this.

For example:

(click to show/hide)

When thinking of classes, one has the freedom of being as free thinkers as they wish. You don't have to be weighed down by the game just to make these things you know.

Why a trident thrust? Have you not noticed the tips of the sides are flat? It is a tuning fork. Get it, he fights with sound waves, and has a massive thing that emits sound.

The biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.
Maybe Sonic wasn't a good example.

Shark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.

I don't think Express had to stop moving to recharge and the machine gun is only there do to a sprite having it (I had a mine for his main at first). And Multi I wanted to try and keep things from not being identical to either class' Gemini Mans, and again was also different before you read it (he shrunk as he died).

Also I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.

As for Dust, he inhales, and clearly shows dust being sucked into him, which he compacts into the junk.
The Magnet push is an added thing to the classes Magnet pull, to counter the fact magnet pull simply did damage cause it pulled you into him.

Also as I said, these are all just my personal views, they are not set in stone. If someone has better ideas, I won't keep them from being done.

January 12, 2013, 10:39:14 PM
Reply #169

Offline SaviorSword

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Re: The Idea(s) Topic
« Reply #169 on: January 12, 2013, 10:39:14 PM »
A little elbow grease for the classes ideas should do the trick for a classes mod like that to take off shouldn't be TOO hard. Well, the only hard part is to sprite'em all and get someone to code'em. Though I don't think it'll be too hard since the simplicity nature of the classes. It's not like every class has Jax's CSCC class Psychic attacks and other stuff along those lines. I see some hope for that classes project to lift off.

January 12, 2013, 11:26:43 PM
Reply #170

Offline Magnet Dood

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Re: The Idea(s) Topic
« Reply #170 on: January 12, 2013, 11:26:43 PM »
Quote from: "fortegigasgospel"
Why a trident thrust?

Because a trident is used for stabbing things? Even if it's just a tuning fork or something, it's still a trident and it can still be used to stabbity stab.

Quote
The biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.

The sonar mini-map is different. Swimming should just be kept to Bubble Man- heck, if you went off that logic, Mega should technically swim- he could in 8 and DOS! I suppose the mines could be kept, but they'd need to be made more exciting. As I said before, Air uses the Air Shooter, so the Sonic Wave should be fine to use.

Quote
Shark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.

Biting: Cool and sharky, keep.
Punch: Too weak and doesn't take advantage of his electricity powers. Plus, the battery gimmick might be difficult...
Blowtorch: Firey but way way too weak.
Oil Slick: It'd be interesting to see this in action, but it'd probably be difficult to do.
Fire Rate and Spinning: The increased fire rate would be OK, but the blade spinning is already used by Metal Man, and will most likely be utilized by Wheel Cutter and Nitro Man.
Throwing Stuff: The forward throwing is way too strong, and the whole jump thing is boring. A super jump kind of thing should only be given to Robots who actually used jumping as a main weapon (Toad).
Rapid Shoot: It's just kind of boring. Why not include a sort of actual wave attack that works like a horizontal Water Wave?

Quote
I don't think Express had to stop moving to recharge and the machine gun is only there do to a sprite having it (I had a mine for his main at first). And Multi I wanted to try and keep things from not being identical to either class' Gemini Mans, and again was also different before you read it (he shrunk as he died).

Express' main weapon was the Solar Cannon, and while I never read the comic, I imagined it to be a sort of straight beam of energy. Adding a machine gun would seem silly.

I honestly expected Multi to be more like a Russian Doll, who could sacrifice his body and gain speed, but lose attack power. And maybe use something other than a punch, because they're just flat out boring.

Quote
Also I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.

Again, the punches are just boring.

Quote
As for Dust, he inhales, and clearly shows dust being sucked into him, which he compacts into the junk.
The Magnet push is an added thing to the classes Magnet pull, to counter the fact magnet pull simply did damage cause it pulled you into him.

Still, Dust never shot small junk things, and Magnet never pushed, so my arguement still stands.

Seriously, just because a Robot Master has arms doesn't mean they need to have a punch attack- they should get unique attacks that use their element or their visible weapons/appaearance (Sonic's trident, Shark's teeth).

By the way, Sav, all of them are skinned.

January 13, 2013, 03:31:47 AM
Reply #171

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #171 on: January 13, 2013, 03:31:47 AM »
Quote from: "Magnet Dood"
Quote
The biggest differences between yours and mine is yours has a melee attack, mine uses the move he actually uses in game (He never used Sonic Wave in DOS), and mine has the swimming (again something he actually does) over a sonar mini-map.

The sonar mini-map is different. Swimming should just be kept to Bubble Man- heck, if you went off that logic, Mega should technically swim- he could in 8 and DOS! I suppose the mines could be kept, but they'd need to be made more exciting. As I said before, Air uses the Air Shooter, so the Sonic Wave should be fine to use.

The sonar map could be cool, if you can code it. But Sonic only moved via swimming (unlike bubble who stood) and if it is kept to Bubble, what about poor Splash later? Also I imagined the mines doing rapid damage to people close enough, to act as proximity to block paths and such.

Quote
Quote
Shark never bit. Volt never punched. Torch never swatted. Oil never oil slicked. Blade never had increased firing rate or spinned his blade. Dyna never threw straight forward. Wave never rapid fired.

Biting: Cool and sharky, keep.
Punch: Too weak and doesn't take advantage of his electricity powers. Plus, the battery gimmick might be difficult...
Blowtorch: Firey but way way too weak.
Oil Slick: It'd be interesting to see this in action, but it'd probably be difficult to do.
Fire Rate and Spinning: The increased fire rate would be OK, but the blade spinning is already used by Metal Man, and will most likely be utilized by Wheel Cutter and Nitro Man.
Throwing Stuff: The forward throwing is way too strong, and the whole jump thing is boring. A super jump kind of thing should only be given to Robots who actually used jumping as a main weapon (Toad).
Rapid Shoot: It's just kind of boring. Why not include a sort of actual wave attack that works like a horizontal Water Wave?
The Punch was because he looks like he has rubber gloves on so electricity with hands would be like "how?" and only showed use of electrical powers via the shield. The battery thing would work like Dust and Junk with the bolts.
Blowtorch was ment to keep foes away from Torch in an attempt to make him a long range class, the knock back would be good.
The blade spin itself would do no damage, it would be a charge for the shot, which is ment to cripple high HP targets.
Horizontal Water Wave is too much like water wave (and water wave can easily be shoot as such), try to avoid making him anything like MM5 Wave.
Dyna Man spend most of the fight jumping into your face then he did dropping bombs on you. The damage output of his bombs would hopefully be balanced out with low RoF and the fact he would die in a few hits from most anything.

Quote
Quote
Also I did my best to come up with ideas for the Constellation droids, since most of their attacks in game involved punching you and the occasional special weapon, so I'd say I did a decent job at coming up with ideas for them.

Again, the punches are just boring.

Thats why non of the suggestions punch, at all. I ment in Strategy the main form of combat was punching, so I came up with completely original ideas for attacks (save the ones I even said I ripped from Starforce bosses)

Quote
By the way, Sav, all of them are skinned.
Not "ALL" are.  DOS, Express?, Multi?, Virgo and Libra are. And I'd love to see new Dimension skins based on those from Roll-Chan, those are really cool ones actually.

January 14, 2013, 01:15:03 AM
Reply #172

Offline tsukiyomaru0

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Re: The Idea(s) Topic
« Reply #172 on: January 14, 2013, 01:15:03 AM »
Idea: Slender VS
Gamemode: 1 Frag Duel
How does it work: I have two different plans for this.
Plan A
At the start of the round, both players are spawned on opposite ends of the map and 12+ notes would be placed in set spots of the map. The goal of Slender is to catch the Survivor, by camping strategical spots, approaching from behind, gradually draining their health. The goal for the survivor is to avoid Slender. He can use his flashlight to stun him (at the cost of gradually losing health as he does), and has to collect those 12+ notes, which will allow the flashlight to "kill" the Slender but with a "special" kill screen for the survivor.

Plan B
Similar to Plan A, except there are no set notes. As the Survivor is stunned and with his screen "blacked out", Slender has to plant them in specific spots and then he has to return to where he spawned in order to truly begin the game.

Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.

January 14, 2013, 01:31:40 AM
Reply #173

Offline Colonel ServBot

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Re: The Idea(s) Topic
« Reply #173 on: January 14, 2013, 01:31:40 AM »
Quote from: "tsukiyomaru0"
Idea: Slender VS
Gamemode: 1 Frag Duel
How does it work: I have two different plans for this.
Plan A
At the start of the round, both players are spawned on opposite ends of the map and 12+ notes would be placed in set spots of the map. The goal of Slender is to catch the Survivor, by camping strategical spots, approaching from behind, gradually draining their health. The goal for the survivor is to avoid Slender. He can use his flashlight to stun him (at the cost of gradually losing health as he does), and has to collect those 12+ notes, which will allow the flashlight to "kill" the Slender but with a "special" kill screen for the survivor.

Plan B
Similar to Plan A, except there are no set notes. As the Survivor is stunned and with his screen "blacked out", Slender has to plant them in specific spots and then he has to return to where he spawned in order to truly begin the game.

Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.
this is the best thing ever. i was shedding manly tears as i was reading such awesomeness.
good job.u made me cry.

January 14, 2013, 10:09:47 PM
Reply #174

Offline TheDoc

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Re: The Idea(s) Topic
« Reply #174 on: January 14, 2013, 10:09:47 PM »
Wait how can Slender win after all 12+ notes are found? If the player starts losing health, I think he'd notice and turn around and kill Slender. Besides that, holy crap yus

January 14, 2013, 10:55:22 PM
Reply #175

Offline tsukiyomaru0

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Re: The Idea(s) Topic
« Reply #175 on: January 14, 2013, 10:55:22 PM »
Quote from: "TheDoc"
Wait how can Slender win after all 12+ notes are found? If the player starts losing health, I think he'd notice and turn around and kill Slender. Besides that, holy crap yus
Slender has to kill the survivor before all notes are found by the survivor. Or be smart enough to camp specific notes

January 15, 2013, 01:54:33 AM
Reply #176

Offline TheDoc

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Re: The Idea(s) Topic
« Reply #176 on: January 15, 2013, 01:54:33 AM »
Quote from: "tsukiyomaru0"
Slender has to kill the survivor before all notes are found by the survivor. Or be smart enough to camp specific notes

So why not just end the game after the survivor has all the notes? It'd be kinda pointless for Slendy to just run away for the rest of the game.

January 17, 2013, 02:24:36 PM
Reply #177

Offline Knux

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Re: The Idea(s) Topic
« Reply #177 on: January 17, 2013, 02:24:36 PM »
Quote from: "tsukiyomaru0"
Maps: Any map will do if Plan B is used. However, if Plan A is used, the maps would need to be made from scratch, featuring linedef trees, etc. The Ghouls Forest could work, but it could perhaps be extended.
I think the Ghoul's Valley would be better. It's more expansive and detailed. I'm talking about the map used for Sjas's challenge, which Mike also made. All it would need is some re-texturing, and perhaps a size cut since it's not possible to bunny hop in 8BDM (due to the air control setting in MAPINFO lumps). Not to mention that since it's only two players, they might never find each other.

January 29, 2013, 08:41:19 PM
Reply #178

Offline tsukiyomaru0

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Re: The Idea(s) Topic
« Reply #178 on: January 29, 2013, 08:41:19 PM »
Arcade Boss Mode
Mode(s): Deathmatch
Concept: The mode would be similar to Saxton in the aspect you and other players have to team up against the hale. However there would be the following differences:
    The bosses would have NO RELATION with the Saxton. Rather than "Rage", they would have "Limit" (which will be explained later) and Super Jump by default (just a JUMPZ of 20 to 30)
    The Boss picker would work normally if there are at least 25% of the players in the game. Else, it would choose even Spectators to become a Boss (By forcing them to join)
    Round begins with Boss being given a health based on the number of players plus an initial advantage.
    EVERY TIME someone Spawns or Respawns, the boss receives an amount of health based on the multiplier for the number of players (Say the boss started with 500+(100*X). The boss would then receive 100 points of health with every spawn/respawn after the boss was picked)
    The round would end with the following conditions: Boss was killed or otherwise ceased to exist (Disconnect or spectate); The timer reaches 0 and the boss is still alive (Everyone else goes boom); The Boss reaches the boss-designated frag limit.
    After the round ends, it's NextMap time.
    Limit: The limit gradually fills and is available in percentage for everyone to see. Once it reaches 100%, the Boss can use a special attack unique to them. A SPECIAL ATTACK, not Invulnerability and the like. But, if they are required to stand still for the duration of it, they are allowed to become invulnerable.
    The Boss should not die from the deathtraps, and the deathtraps should either cause very reduced damage and give them a temporary invulnerability or teleport them.

February 07, 2013, 06:54:47 PM
Reply #179

Offline FTX6004

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Re: The Idea(s) Topic
« Reply #179 on: February 07, 2013, 06:54:47 PM »
Wait i think i got idea i will might make a street figher x megaman expansion or some other can make it.
:EDIT: or i think this was a bad idea.