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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 161041 times)

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August 22, 2013, 03:46:01 AM
Reply #180

Offline Koal

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #180 on: August 22, 2013, 03:46:01 AM »
And of course I talk about every Hale EXCEPT Ninja Spy.

Give Ninja Spy the ability to throw Shuriken's. And maybe even give him the item use smoke bombs similar to what the Assassin had in the megaman Mafia gamemode. Those are the only suggestions I can think up for him otherwise.

August 22, 2013, 04:17:09 AM
Reply #181

Offline Zomo.exe

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #181 on: August 22, 2013, 04:17:09 AM »
In the time that I've played 8BDM, I have seen a lot of things (which is not long, mind you), but with time I start to understand or basically relearn how a game is played because after all, this is doom, right? With that said, I have my thoughts on the existing bosses:

Gilgamesh: I agree with Koal here. He cannot for the life of himself deal with opponents from a distance. Perhaps something not as powerful as his melee attack could be put in? Also, this guy is a heavy guy, so as far as HP goes, his current formula is okay.

Saxton Hale: Personally one of the few hales I dread being. Why, you ask? Raging just makes everyone run like a wuss and laugh away while you usually cannot touch them. I'm not suggesting something as radical as 100% scrapping him, but I'd rather see a slight speed buff on him or speed nerf on everyone else during the first 10-15 seconds of the rage. The way TF2 handles it works quite nicely; that would be a good starting point on how to remodel it.

Ghost of Starman: I'm no Earthbound fan, but even I can say that a simple pimp slap attack will not suffice. The guy has some PSI abilities, why not let him have a few of those (obviously don't make them too OP), and maybe a slight rage nerf would be best.

CF: Because this guy is getting remodeled anyways, I don't have much to say except for the fact that his rage makes him vulnerable as hell. I would love to get a sneak peek of it though. <3

Scrooge: Whatever Saxton can do, this guy can do BETTER. He's fine as far as I'm concerned, but damn dat cane... '_'

Morshu: I'll try not to be too bias (or however it's spelled) here. My solution to his overpowered primary would be to tone it down some and come up with a new rage, one that preferably doesn't achieve more than making everyone just get the fuck out of there. The guy may have 16 seconds worth of voice acting, but something can be done I hope.

CBS: Almost a carbon copy of Gilgamesh minus his HP and rage. He also suffers from range syndrome, so again, a ranged weapon that of course doesn't OHKO but would make people think twice before trolling this boss would solve this issue nicely.

Cave Johnson: I miss the hard mode version where his lemons went where you shot them and not just bounce around. Not much else to say, except hard mode should definitely make a return. Bosses need to be a challenge, not Tsuki-friendly. Finding a balance between challenge and ability to beat a boss is hard to do; I realize this, which is kinda why I was interested in asking about helping with testing current boss changes and new bosses.

Slenderman: For a melee hale, he DOES NOT do justice to the real thing. Also another boss I dread being because he can be treated like a punching bag in the right circumstances. Either give the attack more reach and in more than one direction or just do a fresh start.

Ra Thor: Because I play both classes and non-classes, it's hard to give a neutral opinion. However, I will do this as best as I can. His Hypno ability can easily be wasted if you don't aim it right or use it on the wrong people. Should it hit however, his minions should have a bit more HP and their melee attacks be replaced with a weak yet insistent ranged attack, kinda like Curly's machine gun perhaps? That way, they aren't basically punching bags especially with the last survivor. As far as classes go, I can see why hypnotize was essentially disabled.

Seeman/Seeldier: They seem to be fine as is; however I do notice at time that one of the pair's rages can get by unnoticed, and can surprise the hell out of other players (this has happened to me definitely as Seeman at least a few times now), so hopefully Rebirth will solve that bug.

Ninja Spy: I think you said he was redone too in some way. I do kinda miss his old name/theme and voiceclips somewhat, lol. Other than that, would like to see his changes before giving feedback, as what I say now would be somewhat redundant if he was gonna have a big change in Rebirth.

Quote/Curly: Also fine as is. Sometimes I just wish Curly was almost on par with Quote with his primary weapon, because he's only truly dangerous with an army of clones. This could be looked into later, but not now.

As for the removed hales...

Pissed-Off Roll: I believe she was removed because of the fact that after so many rages were stacked upon each other, she could basically outheal any damage taken and probably end up with the HP she started with, if not more. An obvious nerf would solve this issue, such as not being able to use a rage again until the previous one has finished, or at least cut the amount of HP healed by the rage.

NeoDS: I cannot judge this one fairly, because in all honesty... I HAVE NEVER FOUGHT THIS BOSS NOR BEEN IT! I would love to see what he can do sometime on a closed server so I can give real insight. Even so, I wouldn't be against bringing it back for the purpose of history; all I'd say is just make him rarer than the others to be fair because he existed in obsolete versions of this mode.


Now that I gave proper feedback, I am excited for the first release and to be able to help with future testing in some way. In the meantime, maybe I should try learning about Doom's coding. >.>

August 22, 2013, 04:39:41 AM
Reply #182

Offline Magnet Dood

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #182 on: August 22, 2013, 04:39:41 AM »
If you'd like an in-depth review of this mod's plethora of bosses, then I shall provide.

The problem I find with them is that every single one (give or take 2 or 3) have a slash attack and a "super cool" bonus attached. I really think that the bosses should all play completely differently instead of using the same old copypasta for each boss.

I would honestly not like Saxton Hale to leave. He's a fairly basic boss who actually SHOULD have the regular super melee attack. I'd honestly just think of something different for his rage (maybe he can get into a kangaroo suit or something since's he's Australian and get higher jumping, increased speed and a Comet Punch like attack, which is faster to fire but deals less damage).

What I would not mind leaving is the name Saxton Hale. Seriously, he's one guy in a mod of about 20. Just call it Boss Brawl or something- anything is better than Saxton Hale.

Cave Johnson... I honestly love Cave, but he is weak as all hell. The lemons have a ridiculously large cooldown and are basically a Napalm Bomb clone. It's nearly impossible to kill a guy one-on-one unless you tank damage and pull out the rage. I'd honestly make it so that his shots travel in a straight line but are effected by gravity. This would still give him range while not making him lob around easily avoidable projectiles all while he's hoping someone's dumb enough to hit them.

Ra Thor is a pretty bad boss with a novel idea that's executed rather poorly. As cool as the hypnosis is, what does it really accomplish other than making mini-bosses with literally the same attack with less damage? A cooler idea would be to lock them with the weapon they had when hypnotized with unlimited ammo, giving a bit of strategy to it. One hypnotized with Spark Shock would be devestatingly effective. Of course, should the weapon be ridiculously overpowered or just plain dumb, the fist can be subbed in.

Ninja Spy is a fairly neat boss. He's another slash guy, but the addition of lives makes for some interesting gameplay. His invisibilty thing is a cool idea, and ultimately he makes it work. I would like for him to do ninja things (smoke bombs), but as is, he's pretty good.

Ghost of Starman will be the last I'll go into tonight. Again, pretty damn boring. GoS didn't even have a melee attack in Earthbound- he attacked with beefed up PK attacks, and his giant explosion was definitely devastating. Perhaps the entire battle could be on a timer, and if time runs out, a massive explosion kills all survivors left, much like GoS's strongest attack. Otherwise, he could recieve that as a rage, which sends an explosion at a large radius but also sacrifices his health. He should recieve a smaller version of his current rage as his main weapon.

That's all for now.

Oh, and old ones. PO'd Roll and NeoDS deserve their current spots. It wasn't so much that fighting Roll was a pain; the idea as a whole was just really stupid.

And NeoDS was just removed because he acted like a pissballtoid

August 22, 2013, 06:07:01 AM
Reply #183

Offline Hallan Parva

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #183 on: August 22, 2013, 06:07:01 AM »
okay

(click to show/hide)
These take a while to write up so I'm pausing here at the halfway point.
The other six bosses are coming up... right after these commercial messages.

August 22, 2013, 07:16:52 AM
Reply #184

Offline Rozark

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #184 on: August 22, 2013, 07:16:52 AM »
Quote from: "Zomo.exe"
Morshu: I'll try not to be too bias (or however it's spelled) here. My solution to his overpowered primary would be to tone it down some and come up with a new rage, one that preferably doesn't achieve more than making everyone just get the fuck out of there. The guy may have 16 seconds worth of voice acting, but something can be done I hope.

Morshu's primary isn't really overpowered, you just NEED TO GET OUT OF THE WAY AND NOT CLUSTER UP.
Also, the current rage is useful because you just said it: people get the fuck out of there. It fixes his weakpoint which is pretty damn creative if I do say so myself.

Also stop judging his rage and pretty much ANYTHING until the adjustments I've said literally 16 times now come in. He already has changes coming; stop suggesting, at least until the changes are already in THEN suggest after that.
Saying that that many times is really starting to get annoying

August 22, 2013, 08:34:27 AM
Reply #185

Offline Zomo.exe

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #185 on: August 22, 2013, 08:34:27 AM »
Oh, I must have missed the memo about Morshu being changed with the 1st release; perhaps I was way too harsh with a neutral opinion even though he is one of my favorite bosses to play as. After all, they're only as good as one can play them...

In either case, I'll wait til it's actually released and come back here to post real insight on all bosses if needed because of the fact that one cannot judge what one has not seen or experienced. I guess I'm just irked a bit that Morshu's rage very rarely gets a kill, if that.

August 22, 2013, 01:58:08 PM
Reply #186

Offline Ceridran

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #186 on: August 22, 2013, 01:58:08 PM »
I'l try.

(click to show/hide)

August 22, 2013, 07:42:44 PM
Reply #187

Offline tsukiyomaru0

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #187 on: August 22, 2013, 07:42:44 PM »
Now, going to a general analysis using someone's template:

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August 23, 2013, 12:52:40 AM
Reply #188

Offline CHAOS_FANTAZY

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #188 on: August 23, 2013, 12:52:40 AM »
I feel obliged to toss my two cents into the ring.  Assume that if I don't mention it, I feel I have nothing to say about it.

Saxton Hale
It is my belief that every Boss Battles mod like this should have a simplified, down-to-earth sort of Boss to it, not necessarily as their mascot, but some form of pick-up-and-play sort of character.  Saxton Hale fits this archetype rather nicely.  I think he gets too much of a bad rap for being the template for everyone else's lame, unoriginal boss (With Cave Johnsons here and there).  I think we should keep him—for the time being, anyway.
Ghost of Starman, Christian Brutal Sniper, and Ninja Spy
And these are the copycats.  OHKO melees all around and an Astro Crush clone, an OHKO range, and a lame smoke bomb as their rages.  In TF2 the differences were actually somewhat important.  Here it makes for simplistic, boring clone-based gameplay.  Unless they're rebuilt from the ground up, I say replace them.  The latter would probably be easier.
Ra Thor
All I really have to say is an echo of what was already said.  The hypnotism needs work if he's going to keep it at all.  Other than that, my only comment is, perhaps we should have more Mega Man hales.
Slenderman
A lot of the time I don't even want to fight this guy when he appears.  The fight goes on for so long and it's not worth running away from him or shooting him.  Might be a good idea to give Slender—and timer bosses like him in general—the axe.
Quote and Curly
Even though they don't stand up to my original idea for them (Which, looking back on it, really wasn't so great), I am quite pleased with these bosses.  As it stands they're probably one of my favorite bosses in the mod.

August 23, 2013, 01:09:33 AM
Reply #189

Offline TailsMK4

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #189 on: August 23, 2013, 01:09:33 AM »
All right, I will now say at this point that we are past the halfway mark as far as work for the first official release. We still have a lot of testing and editing to do, but at least we are at the point where we can start reworking the bosses. Keep the opinions coming, as I will consider every opinion when it's time to decide on each boss. I do want to mention something for those that are considering making hales: I would hold off on doing so until the first release, since the hale template is going to change a bit, since the rage system will be getting revised, among perhaps some other little details.

August 23, 2013, 02:05:47 AM
Reply #190

Offline Magnet Dood

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #190 on: August 23, 2013, 02:05:47 AM »
Time to put in five more. Just so you know, I would like GoS to stay in, because he's one of the few bosses I enjoy a lot.

Slenderman: I don't know about you guys, but I honestly do like Slender. He's easily one of the best jump-scare guys out of the lot. I'd just fix his invisibility thing- why not use Yurei's kind of invisibility from GvH NES? Also, his no jump thing where he just moved up to wherever was a much better idea than giving him a super jump. Makes you feel like you really can't hide. I'd prefer to have him stay.

Robo Christian Brutal Sniper: This guy is a pain to play as. I feel like his sword never hits anything and you basically HAVE to rely on the sniper shots, which requires you to take a million points of damage to use a one-minute rage. He's just not worth keeping- there's enough TF2 bosses already.

Seedlier and Seeman: I've got a soft spot for the See duo. I do like it when they run around, shouting "See" everywhere while totally annihilating everyone who dares stand in their path. They're also copy-pastes of regular old Saxton, but since it's a duo battle it makes it more enjoyable as a whole. Thus, these guys should stay- I'd only prefer if their rages were changed. As it stands, they're way too good to warrant both being available.

AND CHANGE THEM BACK TO GEMINI MEN ARGLE BLARGLE

Gilgamesh: Here's the boss that 45% of the community would most likely name the worst to fight against, only because of his bodacious Rocket Punch. Unfortunately, taking that away takes away his only chance at killing anyone who isn't standing right next to him. The guy can take hits like a bulletproof wall, but he's slow as all hell and can barely attack for his life. Last Stand was novel, but futile, approach to fixing this problem. I'd honestly prefer for him to stay as is, if he's to stay in at all. Currently, he's a paradox- he's literally the worst boss of the bunch with the most broken rage still in the game (looking at you, POR)

Finally, Morshu: I have to love Morshu as much as it might piss Gizmo off. He's one of two (technically three) bosses that doesn't copy the regular old formula and thankfully branches out. As welcoming as it is, it doesn't mean he can get off with being an absolute clone of KY's Bomb Man class with slower firing rate and atomic bombs (at least you added the super jump that Lad desired so much). Why the idea to add Lamp Oil and Rope to his moveset was never added astounds me. I'd really like to keep him in, but he needs a serious retool to be any good.

August 23, 2013, 03:35:41 AM
Reply #191

Offline Isaac940

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #191 on: August 23, 2013, 03:35:41 AM »
I know I don't play this that much anymore, but if you're looking for opinions or ideas, I have a few crazy ones.

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August 26, 2013, 05:09:57 AM
Reply #192

Offline TailsMK4

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #192 on: August 26, 2013, 05:09:57 AM »
Today I have pretty much finished just one, but big feature, of Endless Attack. I have successfully added the bosses from Mission Mode in Endless Attack, and they behave just like they were in Mission Mode, minus the small sacrifice of them dropping down during the intro. This was to resolve a glitch with the bosses that occurred after I placed in scripts to have the battle finish if the challenger dies to the boss (so that another player can't come in and finish off a weakened boss easily). I might also mention that Toad Man...shows off his strength when he activates his rage. You will see what I mean when you come in and fight him.

The rest of the mode that I am going to do will take some time, and in 10 hours I will be back in college, so activity will be lessened just a little bit. I know you guys will enjoy the mode when it is ready, though. I am putting lots of hours into this, and I spent a few days already just making sure the bosses and player classes worked!

September 03, 2013, 08:46:25 PM
Reply #193

Offline Balrog

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Re: TMK4's Workshop (Updates on 2 Projects)
« Reply #193 on: September 03, 2013, 08:46:25 PM »
@Saxton Hale: You need a dev team. I want on the dev team. (The main reason I haven't been working on my end is because I've been waiting to see what you've been doing. Also kinda hoped that Hale would die off for a bit without updates and people could actually play some vanilla for once.)

September 03, 2013, 09:45:43 PM
Reply #194

Offline Ceridran

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Re: TMK4's Workshop (Updates on 2 Projects)
« Reply #194 on: September 03, 2013, 09:45:43 PM »
You really should have a trustworthy dev team. Smash (not Smashbro) and Balrog. make neat firsties.