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Author Topic: [Mod] Mission Mode: Strength in Numbers [v1e]  (Read 58843 times)

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September 02, 2013, 08:14:20 PM
Reply #120

Offline Korby

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #120 on: September 02, 2013, 08:14:20 PM »
Do keep in mind that weapons should not be effective in every situation, though dashes do need something given that most of the enemies in this mode deal contact damage.

September 03, 2013, 05:59:27 PM
Reply #121

Offline Superjustinbros

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #121 on: September 03, 2013, 05:59:27 PM »
I feel as if I should point out Heat Man's stage, while still possible (as I've beaten it numerous times) it's still got a few things that gripe me.


See that bridge (marked red on the minimap)? When you initially raise the lava after lowering it, the bridge becomes submerged under the lava, stranding any player unfortunate enough to be in the yellow sections of the map. Sure on standard Survival it's tolerable since you have an infinite number of lives, but on Survival Co-Op (a recent trend in the MM8BDM netgaming community ATM), it's jarring.

Spring Heads are everywhere in the map, making it difficult for players without a Master Weapon to pass without taking a hit, given the speed of the Spring Heads.

I also don't get why every time I try to switch to a new map via the Server Control window, it defaults back to 1 life even when I set them to 2.

September 03, 2013, 07:32:59 PM
Reply #122

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #122 on: September 03, 2013, 07:32:59 PM »
I thought of fixing this because it is sort of an annoyance to me too

September 03, 2013, 09:35:45 PM
Reply #123

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #123 on: September 03, 2013, 09:35:45 PM »
If Mike doesn't do this for his next version of Mission Mode, we'll do it for our next version.

On that note, I do not really see a need to release a new version of this at least until a new version of Mission Mode is released.
That will change if anyone finds anything seriously game breaking that isn't the yellow spots on Heatman.

September 03, 2013, 09:58:04 PM
Reply #124

Offline CutmanMike

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #124 on: September 03, 2013, 09:58:04 PM »
I've fixed this in my version but since stength in numbers is pretty much the alpha male now I don't think there's any reason for me to upload a new version until I've added new content (which will be a while).

September 03, 2013, 10:02:49 PM
Reply #125

Offline Knux

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #125 on: September 03, 2013, 10:02:49 PM »
You're still making those four stages, right?

September 03, 2013, 10:21:31 PM
Reply #126

Offline CutmanMike

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #126 on: September 03, 2013, 10:21:31 PM »
Eventually. I'm surprised no one has had a go at making extra maps for this in the mean time.

September 03, 2013, 10:22:39 PM
Reply #127

Offline Beed28

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #127 on: September 03, 2013, 10:22:39 PM »
Well, I did make that Boss Rush map a while ago, but I'm not sure if that counts as an extra map or something.

September 04, 2013, 12:34:46 AM
Reply #128

Offline Joseph Collins

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #128 on: September 04, 2013, 12:34:46 AM »
Quote from: "Superjustinbros"
I feel as if I should point out Heat Man's stage, while still possible (as I've beaten it numerous times) it's still got a few things that gripe me.
(click to show/hide)
See that bridge (marked red on the minimap)? When you initially raise the lava after lowering it, the bridge becomes submerged under the lava, stranding any player unfortunate enough to be in the yellow sections of the map. Sure on standard Survival it's tolerable since you have an infinite number of lives, but on Survival Co-Op (a recent trend in the MM8BDM netgaming community ATM), it's jarring.

Spring Heads are everywhere in the map, making it difficult for players without a Master Weapon to pass without taking a hit, given the speed of the Spring Heads.
All of this.  Except the thing about the Spring Heads.  It's not so much that there's so many of them.  It's that they're placed in extremely inconvenient and sometimes unavoidable areas.  Like after the tube with the Sniper Joe and the switch island directly after that.  Unless you're extremely careful and paranoid (or just plain lucky), there's no real good way to avoid those things.

The thing about the second switch is entirely accurate, though.  I've only been stranded once, but once was more than enough times for me.

September 04, 2013, 03:18:35 AM
Reply #129

Offline TheDoc

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #129 on: September 04, 2013, 03:18:35 AM »
The only spring head placement I disagree with is the one on the raiseable bridge in hard mode. There is NO way to get past it. Besides that, the springs themselves are A-OK.

September 05, 2013, 01:18:15 AM
Reply #130

Offline gamerman

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #130 on: September 05, 2013, 01:18:15 AM »
looks like i need to remake my skinable version.
Can we have doc robot fixed yet? Unless you guys did manage to fix his worthless surprise rain?

September 05, 2013, 06:10:35 AM
Reply #131

Offline Joseph Collins

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #131 on: September 05, 2013, 06:10:35 AM »
Oh, hey, that reminds me...  Has anyone mentioned the hitbox problems with certain projectiles, yet?  For example, Fakeman cannot shoot his Fake Revolver while pressed up against a wall to the right.  A fully-charged Mega Buster shot also bumps into walls far worse than it should, making it extremely difficult to hit things a distance away.  Roll's Healing Gun also seems extremely fickle about actually working correctly, but that could be due to pings as much as anything else. (I should probably test this on a LAN server...)

I'm sure there's other things, but that's all I can think of right off-hand.

Also, I know I've been posting all negative stuff in this thread, but I just want to say, this game mode is absolutely brilliant!  I love the mode overall!  It's a lot of fun solo or online.  Though I wish there were a way to change classes in Single Player or Offline Skirmish mode without completely destroying your previous character's progress. (I usually just run a LAN server if I want to complete the whole set, but you can't save the game there...)

September 05, 2013, 12:50:15 PM
Reply #132

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #132 on: September 05, 2013, 12:50:15 PM »
Pressed up against a wall...? So...in the few situations when you have a wall directly to your right?
I can understand the charge shot...but normal shots being stuck in walls like that is an engine thing due to how the projectiles are placed upon spawning.

As for Roll's healer...ehhhhh...that thing...that thing is just...ew.
I hate Roll's healer so much. I could never get that working fully.
Ever since I added the sounds to it, Roll Healer never worked again.

Just so you know, this mod is a direct modification of Mission Mode, which was created by Cutman Mike, who still manages it, honestly...I just forked it from his 1a, adding four new characters (with some help), visually reworking Bass and Roll with arguably better sprites, and tweaking things I or others felt needed it. The maps, weapons for the first four classes, systems, and enemies were all of his creation and you should definitely support his version as equally as mine, considering this one literally just adds and changes the classes.

September 07, 2013, 10:03:50 PM
Reply #133

Offline ZeStopper

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #133 on: September 07, 2013, 10:03:50 PM »
What would happen if one were to add weapons from the core game into this via editing the maps?
I can't say I did it....hehehehe

September 07, 2013, 10:16:23 PM
Reply #134

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #134 on: September 07, 2013, 10:16:23 PM »
It would be confusing due to the way the weapons are built.
They have the same icons, so it would it weird.
Nothing's to stop us from pulling a Samsara with these classes though
Hee...hee...hee~