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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 145543 times)

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October 16, 2014, 05:47:36 AM
Reply #465

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #465 on: October 16, 2014, 05:47:36 AM »
Well, it's been a while since my last post, so I think this can be made an exception to the double post rule...so, just a small update on what's been happening with the project. Pretty much everyone that wanted to help out has been pretty busy providing the new content for this project, myself included. While I'd love to mention anything major like new maps or new weapons, I'm not going to mention anything about them...just yet. Rather, the stuff behind the scenes that I'll be revealing throughout the life cycle of this project will just be the tip of the iceberg. So, I have a couple of pictures for you guys showcasing two new features to MMWorld, and one of these I had hinted at in an earlier post. Both of these new features take place on a still WIP remodel of the HUB map. So, hopefully this'll be enough to prove that the project really exists, and is alive and well.

(click to show/hide)

(click to show/hide)


There is no expected release date soon even if you ask me for one, as there is still a lot of work to do. A lot of the stuff that was needed in order to get started on the project is pretty much completed, though. What I do hope to show before the end of the year is some actual screenshots of maps in progress, but I cannot promise that. A tiny amount of weapon discussion might be in a future update, though. For now, this is what I am willing to show. This project is very much alive and I might say that an entire team accomplished a lot more than what I could have done on my own, so I'm very thankful for everyone on the team contributing in some way. Let's hope October continues to be a productive month!

October 16, 2014, 07:47:31 AM
Reply #466

Offline Emmanuelf06

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #466 on: October 16, 2014, 07:47:31 AM »
Good luck and thanks a lot for this project!
I think, we need really a project like that... =)

October 16, 2014, 01:25:50 PM
Reply #467

Offline fortegigasgospel

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #467 on: October 16, 2014, 01:25:50 PM »
Very nice, the weapon selection will be perfect for the mod. Allowing each player to fill in different roles as their character. Would suck if Mega 1 forgot to bring drill bomb when the map has a wall to destroy, but Mega 2 is focusing on more supportive weapons and remembered it.

Its like your own version of a skill tree

October 16, 2014, 07:12:16 PM
Reply #468

Offline coolcat7022

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #468 on: October 16, 2014, 07:12:16 PM »
WOOAAAHAHHH!!!!!!!!!!!!
THIS JUST CRANKED UP THE HYPE! I will download from the first thing ASAP.
Btw, I noticed you guys alpha testing... :3

November 09, 2014, 08:22:16 PM
Reply #469

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #469 on: November 09, 2014, 08:22:16 PM »
(Oh, it hasn't been a month since the last update...I guess this wasn't overdue, but still should keep everyone updated every now and then...)

I don't have anything to show this time, but regardless, progress still continues with Mega Man World, and I say that some of my choices on what people to have as part of the dev team have rather surprised me. Even when I have been either resting or working on college assignments, some other members of my group have been hard at work producing their own content. I think what I got yesterday from the dev chat was that Proto Man's MM1 weapons have been officially decided on, so next update I'll probably cover a new weapon or two for each class (minus Mega Man, of course, since everyone is familiar with his weapons). I won't cover ALL of the new weapons, though, since you guys will just have to find out what the new weapons are. The weapon demonstrations should help you guys figure out the new weapons, hopefully.

Next thing I want to mention is that all of the planned bosses for the MM1 chapter have been coded, and we will constantly be testing the bosses as the project continues on. This also includes the fortress bosses, and they are quite a challenge! Rather, progress on bosses have been so quick that our team is already developing extra bosses like the MM2 bosses. There will be some way that you'll get to battle them, but that shall remain a secret as well until people find out about it in the first release...

The last thing I want to discuss is map progress. I know I haven't updated the first post in a while, but here is how everything stands atm:

Cutman: Done by CMM in his MMSP project
Gutsman: Taken (Myself)
Iceman: Taken (Knux)
Bombman: OPEN
Fireman: Taken (Someone outside the team)
Elecman: Taken (Someone outside the team)
Timeman: Might be taken, not 100% sure
Oilman: OPEN
Fortress Stages: Not developed but not open at this time.

When more progress is done on maps, I will spend some updates highlighting a few details about each new map coming to the MMSP scene. Since Ice Man is the most developed new map at this point, the update after I talk about the new weapons will probably cover Ice Man first. I am still open to anyone wishing to help do maps for the project, as the maps themselves are really the ONLY reason this project isn't already out.

That's all for now, the future updates in this thread should resume with screenshots and information as content becomes official.

November 16, 2014, 06:44:42 PM
Reply #470

Offline Lobsters

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #470 on: November 16, 2014, 06:44:42 PM »
I guess since Fire Man is taken by ("someone outside of the team") and the only map I'd personally want to do. I guess I can take Bomb Man's (Give him a super jump) map. Since it's mostly platforming and that's arguebly what I excel at. OC haters be damned.


Note: other things I excel at:

-Texture Soup

-Making Squares

Blah blah no rails no "fun" Shoutouts to my homie Toastman stuff. I got it.



EDIT: I RQ GG Well Played. Add me on XBL

November 20, 2014, 07:42:22 PM
Reply #471

Offline TailsMK4

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #471 on: November 20, 2014, 07:42:22 PM »
Since I've been on this project, I've heard of so many attempts at Coop. People really wanted to do their own quest ever since the release of MMSP. The good news at this point is...I'm keeping my promise. It's just a matter of time and map work now, so for those that have attempted Coop in the past...your work will not be in vain. We're too far into MMWorld now for us to fail. So, after hearing about a Coop attempt by Glazty, Max ended up giving me the Oil Man SP map that was done a long time ago, and I just had the chance to play it. I think MMWorld will finally give the map the love it needed back then. So I am claiming Oil Man at this point so we will not need a new Oil Man map, and my rough estimate of map progress on Oil Man is...90%. It was that far along, so it's such a shame it's been sitting unused for such a long time. I mainly need to update the enemy placement and whatever adjustments the staff feels the map needs. So expect to hear news on both a couple of Proto Man's new weapons and also a brief stage overview of Oil Man's map. This was really a great find, so thank you Max and Glazty.

November 20, 2014, 08:23:29 PM
Reply #472

Offline Knux

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #472 on: November 20, 2014, 08:23:29 PM »
Preview of the middle route in Ice Man's map. Feel free to speculate.
(click to show/hide)

November 20, 2014, 09:29:16 PM
Reply #473

Offline LarissaFlash

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #473 on: November 20, 2014, 09:29:16 PM »
My hype just went through my body and exploded outside it because of that picture.  I just imagined a duo and a protoman getting out of the water preparing their weapons for the next enemy. The nostaalgia, dood.

November 20, 2014, 09:37:29 PM
Reply #474

Offline Superjustinbros

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #474 on: November 20, 2014, 09:37:29 PM »
Looks good. If you want my full opinion you could round off the top of the slope in that image and stick a few of the metal pillars into the walls of that exterior area to make it a bit less simple, and maybe rearrange the three palm tress so they don't form a triangle formation.

November 20, 2014, 11:21:06 PM
Reply #475

Offline SmashTheEchidna

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #475 on: November 20, 2014, 11:21:06 PM »
I dunno, I find that sky to be the most appealing thing in that screenshot. It just looks so great for some reason.

November 20, 2014, 11:49:19 PM
Reply #476

Offline Ceridran

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #476 on: November 20, 2014, 11:49:19 PM »
Speaking of the sky, there's some unattractive clipping going on somewhere in the center.

November 28, 2014, 05:13:25 AM
Reply #477

Offline Knux

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #477 on: November 28, 2014, 05:13:25 AM »
We're back this week with another screenshot! This time it's from the usual MMSPCUT and... what's that?
(click to show/hide)

November 28, 2014, 06:53:46 AM
Reply #478

Offline TheDoc

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #478 on: November 28, 2014, 06:53:46 AM »
The Bass Buster reminds me of a question: Will you be using the MMSP busters of the 4 classes or the MMSPSIN?

November 28, 2014, 02:02:07 PM
Reply #479

Offline LarissaFlash

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Re: TMK4's Workshop (Mega Man World project announced!)
« Reply #479 on: November 28, 2014, 02:02:07 PM »
Good, spikes on top of the pillars! Now nobody can avoid the Big Eye and the Crazy Razies by getting on top of the pillars.