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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 145524 times)

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July 23, 2013, 04:45:30 PM
Reply #60

Offline Ceridran

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #60 on: July 23, 2013, 04:45:30 PM »
One of the reasons I said Captain Falcon, is that:

1 - Gizmo worked on a skin and all for it, and I'd hate to see it go to waste.

2 - With all the things he can do that isn't just kicking, you can expand upon his battle style much more.

July 23, 2013, 06:50:02 PM
Reply #61

Offline ZeStopper

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #61 on: July 23, 2013, 06:50:02 PM »
Captain could have a redo that makes him more similar to his Brawl version.

July 23, 2013, 06:58:24 PM
Reply #62

Offline Balrog

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #62 on: July 23, 2013, 06:58:24 PM »
Quote from: "Zerokk"
One of the reasons I said Captain Falcon, is that:

1 - Gizmo worked on a skin and all for it, and I'd hate to see it go to waste.

2 - With all the things he can do that isn't just kicking, you can expand upon his battle style much more.
Except you'd need multiple weapons. Chickenpigs in Heretic/Hexen didn't have multiple weapons, so morphed classes can't switch weapons.

And just to be clear, I want in on this.

July 23, 2013, 07:39:54 PM
Reply #63

Offline SmashTheEchidna

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #63 on: July 23, 2013, 07:39:54 PM »
He shouldn't need multiple weapons the way I wrote out his moveset.

July 23, 2013, 07:44:20 PM
Reply #64

Offline ZeStopper

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #64 on: July 23, 2013, 07:44:20 PM »
Cap. should be remade akin to M.Bison: basic attack would be Falcon Punch and charge would be the dashing Falcon Kick. He would rage with a drivable Blue Falcon for road kill.
He wouldn't have complicated weapons and still be a Melee based Hale.

July 23, 2013, 10:02:33 PM
Reply #65

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #65 on: July 23, 2013, 10:02:33 PM »
I'm happy to hear that there seems to be a lot of favor in this, but I saw a few things that seemed to catch my attention. (since this is a long post, I spoilered each of my responses)

(click to show/hide)

(click to show/hide)

(click to show/hide)

As for the comments I have received with the other topic ideas, it is clear that we should keep this LMS, that we should focus on making sure the hales are fine before we deal with extra classes, and to keep the chances equal of getting any hale. I am completely fine with this decision.

As for the hales themselves...the only ones that seem uncertain to me are Pissed Off Roll and NeoDS. Should we bring them back, but maybe work on them so they are a little more enjoyable, or just not bring them back at all?

I really like the support for this, and I would be more than happy to make sure that everything looks just right. I think for starters, maybe we could start with getting some more custom skins for the hales?

July 23, 2013, 10:07:31 PM
Reply #66

Offline MrL1193

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #66 on: July 23, 2013, 10:07:31 PM »
1. Quote and Curly are must-haves, and Morshu has a unique playing style that's worth trying to save, even if he himself isn't. On the other hand, I never liked PO Roll (even just as a character, without the overpowered healing ability) and would not be sorry if she didn't return.

2. I suppose using teams would fix problems with certain weapons (such as homing weapons locking onto allies and weapons from other mods outright damaging them), but as far as distinguishing bosses goes, it seems to me that fixing the palette glitches would be a better way to do it.

3. I've never played the version with Silversin's classes, so I don't know how well those worked. Really, I'd just be happy if there were some way to allow players some individuality in their abilities. (That's the main reason I like it when Eddie shows up--he can give players weapons that the others don't have, distinguishing them from the rest.) Don't get me wrong, I hate seeing Quick Man and Gyro Man in Class SH too, but the idea that all the players have to be absolutely identical to one another for proper balance is just too extreme, if you ask me.

4. I'm not too sure on this one. It sounds like a potentially fun idea on paper, but I don't know how one would go about selecting which bosses should be more common than others.

5. Aside from random-sword Gilgamesh, I don't think the balance is too poor overall.

July 23, 2013, 10:50:33 PM
Reply #67

Offline tsukiyomaru0

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #67 on: July 23, 2013, 10:50:33 PM »
The links. The hotfix one is to be loaded after the original revisited, but you can just add them to the original, replacing the files. The absurd filesize of the original is thanks to all the sounds and music, so you might want to compress that stuff before using it.
http://www.mediafire.com/download/9e3qr ... isited.pk3
http://www.mediafire.com/download/6ga9j ... Hotfix.pk3

July 24, 2013, 12:00:25 AM
Reply #68

Offline SmashTheEchidna

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #68 on: July 24, 2013, 12:00:25 AM »
I support the idea of making this a community project of sorts. More people means things will get done faster. (so long as people aren't dead focused on getting their own hales in.)

As for the hales themselves, I forgot to say that Quote and Curly should stay in. I don't want PO'd Roll to come back, and I don't think it'd be a good idea to bring NeoDS back either. He got a lot of negative feedback and Neo himself is banned--and might not even want him back in anymore. Although, if we were to bring NeoDS back, I say we just nab his Teaparty class, give him Hale amounts of HP, and make his rage Flare or Meteor and there you have it. People still may not like him but he'd be way better than how he stands now.

July 24, 2013, 12:07:38 AM
Reply #69

Offline Ceridran

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #69 on: July 24, 2013, 12:07:38 AM »
Keep NeoDS out in any forms. Teaparty Neo is even worse because that is complicated to no end.

July 24, 2013, 12:40:47 AM
Reply #70

Offline SmashTheEchidna

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #70 on: July 24, 2013, 12:40:47 AM »
Yeah, the only person who can really use Neo is Neo himself.

July 24, 2013, 01:02:56 AM
Reply #71

Offline tsukiyomaru0

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #71 on: July 24, 2013, 01:02:56 AM »
Quote from: "Gizmo The Cat"
Yeah, the only person who can really use Neo is Neo himself.
Well... NeoDS was actually easy to play as, but the whole "Item to rage" thing was dumb. Could have been fixed, by making BT_Crouch activate the dash and item use for super jump, while altfire would be for raeg.

July 24, 2013, 01:09:12 AM
Reply #72

Offline SmashTheEchidna

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #72 on: July 24, 2013, 01:09:12 AM »
BT_Crouch? What's that?
Does that allow you to perform an action by pressing the crouch button?

July 24, 2013, 01:17:18 AM
Reply #73

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #73 on: July 24, 2013, 01:17:18 AM »
All right, so the hale list as it stands will be:

Saxton Hale
Ghost of StarMan V2
Cave Johnson
Christian Brutal Sniper
Ninja Spy
Ra Thor Reborn
Slenderman
Scrooge
Seeman and Seedlier
Morshu
Captain Falcon
Quote and Curly

Now, if M. Bison actually had some work done to him at this point, then I will allow him in. Otherwise, I feel we should focus on making the mod stable first before we add some extra content. I will accept changes that we feel should be made to the ones already in. I remember some discussions related to changing Starman, Morshu, and Captain Falcon. If we are still considering changes to those, perhaps someone could give us an update as to how those three are going, and how far along M. Bison has come along since he was selected in Balrog's thread?

As for me, I am taking Tsuki's updates to SilverSin's mod that was made a while back and building from there. I liked the way Balrog organized the files (what I mean is, how he set up actors for each hale instead of just putting them all in one decorate file), so I will be revising as such. I also will add in the maps and perhaps do some compression of the music. I will remove PO Roll and NeoDS since it seems we still do not want them back in. I probably will stop there and release the wad as "SaxtonHaleRebirthalpha.pk3", and we will decide what to do from there. I will also add FTX's skins for Gilgamesh and Ninja Spy. As for Morshu, Captain Falcon, and Quote and Curly, I will add them from the Overhaul, though I think I will not add in Captain Falcon just yet. It will probably take me some time to get everything to look right.

For those of you hoping for new hales, just bare with us for now. I will let you know when we will start accepting hale requests.

EDIT: I am also open to suggestions about how to name the Saxton Hale mod. I am just treating it as a "Rebirth" of the mod, but I am not limiting the name to just that, of course.

July 24, 2013, 01:21:59 AM
Reply #74

Offline Ceridran

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Re: TMK4's Workshop (Saxton Hale Brainstorming Phase)
« Reply #74 on: July 24, 2013, 01:21:59 AM »
Quote from: "TailsMK4"
All right, so the hale list as it stands will be:

Saxton Hale
Ghost of StarMan V2
Cave Johnson
Christian Brutal Sniper
Ninja Spy
Ra Thor Reborn
Slenderman
Scrooge
Seeman and Seedlier
Morshu
Captain Falcon
Quote and Curly

I'd pull CBS, Ninja Spy, Seemen, and don't freak out, but even Saxton Hale out of there.

That's sort of just personal opinion, though.