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Author Topic: MM8BDM v4 What maps do you feel need work?  (Read 58922 times)

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March 15, 2014, 09:21:34 PM
Reply #225

Offline Magikarp

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #225 on: March 15, 2014, 09:21:34 PM »
(click to show/hide)
this bridge gap thing in swordman needs to be fixed imo but that's about the only gripe i have (it's on the other bridge like this as well)

ninja edit: my reason for saying this is that a) if a bridge was built like this it would fall into the death lava and b) it's just very jarring. it makes me want to flail angrily.

so yeah

March 15, 2014, 09:42:31 PM
Reply #226

Offline Ivory

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #226 on: March 15, 2014, 09:42:31 PM »

This is also the game with Crates that sit perfectly still on moving trains, I don't really consider this an issue.

March 15, 2014, 10:27:07 PM
Reply #227

Offline Kapus

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #227 on: March 15, 2014, 10:27:07 PM »
Quote from: "PotatoStrike"
Oh. But this is a useless easter egg!
I think they can put the Yashichi only in Megaman 1 arenas.
But...why?

March 16, 2014, 01:08:46 PM
Reply #228

Offline PotatoStrike

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #228 on: March 16, 2014, 01:08:46 PM »
Because the Yashichi is from Megaman 1! He's from the first Wily Fortress: in the last stage, a Yashichi appears, and if the player collects it, he gets all his life and all his weapon energy.

March 16, 2014, 02:55:12 PM
Reply #229

Offline idiot9.0

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #229 on: March 16, 2014, 02:55:12 PM »
And? It's not affecting gameplay whatsoever, so I don't see why you care if something from a single game is hidden all over the place. It's a fun little thing to notice while you're waiting to join the game again, like someone already said. That's all.

March 16, 2014, 04:12:05 PM
Reply #230

Offline Ivory

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #230 on: March 16, 2014, 04:12:05 PM »
Quote from: "PotatoStrike"
Because the Yashichi is from Megaman 1! He's from the first Wily Fortress: in the last stage, a Yashichi appears, and if the player collects it, he gets all his life and all his weapon energy.
And skull barrier didn't make you invincible, and plant barrier didn't heal you, and leaf shield didn't deflect stuff, Scorch Wheel didn't make you run faster, shield weapons in general. Gravity Man's stage doesn't flip gravity, MM7/8/&Bass are in 8 bit in MM8BDM. The Mega Buster can shoot more than 3 bullets at a time. Treble acts as a sentry, you can only have one etank a time. Mr. X is his own character in 8BDM. I could go on, and on...

So, my question to you is, why is this really a matter? It doesn't affect gameplay, and it sure as heck isn't the only thing in the world to not be like the games.

March 16, 2014, 08:25:56 PM
Reply #231

Offline Kapus

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #231 on: March 16, 2014, 08:25:56 PM »
To add to what Ivory said, you have weapons from MM6, MM5, MM3, MM7, etc. in MM1 maps. should the MM1 maps only have MM1 weapons, MM6 maps only have MM6 weapons, and so forth?

Let's not make this game boring for no reason.

March 17, 2014, 10:40:26 PM
Reply #232

Offline TheGreatGreninja

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #232 on: March 17, 2014, 10:40:26 PM »
I love the new redesign cut man stage!

March 24, 2014, 08:19:36 PM
Reply #233

Offline Knux

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #233 on: March 24, 2014, 08:19:36 PM »
Remember when I posted about CTF maps? In MMCTF12 (Molten Mountain), please block off the small Light and Wily signs. I don't relish the thought of a flag carrier camping in them.

March 24, 2014, 08:43:40 PM
Reply #234

Offline Hallan Parva

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #234 on: March 24, 2014, 08:43:40 PM »
Quote from: "Kapus"
should the MM1 maps only have MM1 weapons, MM6 maps only have MM6 weapons, and so forth?
completely unrelated but I had to say it


MM1DW2 has no weapons from Mega Man 1


that is all :ugeek:

March 25, 2014, 12:04:00 AM
Reply #235

Offline DarkClawXD

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #235 on: March 25, 2014, 12:04:00 AM »
I'm fairly new to the site. I was wanting to hold out until V4 was released before I jump back on the bandwagon, but looks like the "Mega Bug" bit me.

As for stages and weapons that could be redesigned

MM7SLA: My biggest gripe with this level is the water currents. The currents flow incredibly fast, and it's difficult constantly jumping to fight the currents. More than half the time, the AI tends to get stuck on one of the two drop-offs which leads you to death, At the same time, there's not a lot of places where you can jump out of the water before falling to your death. Fighting in the current is far too risky, so I would suggest redesigning the currents or at least slow down the water flow.

MM4DUS: Well, this was already addressed. The map seems far too claustrophobic, especially with the small window with the crushers.

MM2 Wily: Someone mentioned something like this earlier, but the main problem with this map is that it's far too flat, and in Story Mode, this level's an absolute pain since it's far too easy for the AI to grab weapons like Metal Blade or Silver Tomahawk and rape you to where it's not even funny.

MM2FLA: I'm noticing many of the maps have been redesigned to become larger compared to V2 and V3a. Not that anything is wrong with that, but some small maps have to exist. This is essentially Dust Man minus the crushers. Some of the weapons may be a little too overpowered, primarily the Napalm Bomb. If at all, slightly increase the level's size and change some of the weapons to where they're not TOO overpowered. There has to be a sense of balance in most maps.

MM7FRE: The biggest problem here is the ice. Yes, Freeze Man had ice in the original game, but the ice feels a bit TOO slippery. Only suggestion would be to tone down how far you slide on the ice.

MM4DIV and MM2BUB: People already nailed this one on the head. Both of these could use some sections above the water.

MM1BOM: Someone suggested adding height to the level, but one suggestion I would want to make which was done with MM2CRA, move Hyper Bomb. Yes, it's Bomb Man's level, so it's given Hyper Bomb has to be on it, but it's far too easy to grab Hyper Bomb, and it's pretty much a done deal once you have the bombs, or at least in Story Mode. Hyper Bomb should be moved to somewhere where it's difficult to grab it, perhaps some parkour or above a spiked pit?

Weapons

Fire Storm: This was nerfed in V3 where the ring of fire only hits once, but I believe Fire Storm might have been nerfed a bit TOO much. Taking away the absolute hitsum with the barrier downgrades the weapon significantly, and even up close and personal, it doesn't do a lot of damage. I tested it out on my runthrough of Story Mode, and Fire Storm was just too ineffective. Perhaps give the weapon its old hitsum or increase its strength?

Flash Bomb: It's way too overpowered. Then again, I suck at aiming with it. I believe Ivory said something about FB to be nerfed for V4. The only nerfs for Flash Bomb I could see are A. Reduce the time of the flash explosion, B. Increase the energy consumption of the weapon, or C. Reduce the damage the flash explosion does

Astro Crush: Same problem with Flash Bomb: overpowered. While Astro Crush consumes much more energy, the weapon could be slightly nerfed by about 10-15% in strength. It's almost an instant kill if you catch someone in the storm.

Ballade Cracker: In a sense, this one is already moderately balanced. Providing you hit your enemy in the right spot, the Cracker is a 2-hit kill, but it consumes a lot of energy. The only suggestions I could think of would be A. Decrease the consumption of Ballade Cracker to you get a moderate amount of uses or B. Reduce the strength of Ballade Cracker by 10-15%, since it's a Mini-Flash Bomb

Power Stone: The only real thing I can say for this would be to increase its consumption rate. People already did not like for its strength to be nerfed, but then again, Power Stone is more of a defensive weapon. I remember Hard Man's level and just sitting around smacking the AI with Power Stone...

Water Balloon: It's pretty much the water version of Needle Cannon. Then again, the balloons deal weak damage, but then again, you can pin someone down if you're quick enough. Perhaps the weapon can have a slight increase in strength or ammo?

Noise Crush: It IS essentially a free Hard Knuckle with a charged shot, but it's a bit too easy to get the charged sound wave. The only thing I could suggest would be for the initial wave to travel a distance before you can get the charged shot. In other words, you just can't pin yourself to the wall.

Blizzard Attack: The snowflakes seem to offer very little damage dealt to your opponents. It's ammo if fine as it is, but the flakes seem far too weak. It's only useful for fighting crowds, but even then, you won't be able to deal a lot of damage individually.

Flame Sword and Slash Claw: Both of these are obviously meant for close combat, but both of them have flaws. Slash Claw offers a bit too much ammo, and while it does slightly more damage than Flame Sword, Slash Claw is relatively inexpensive for its strength. Flame Sword is the direct opposite. It does not offer that much ammo compared to Slash Claw, but it is more situational than Slaw Claw since the flames can hit adjacent enemies. Overall, all I can say for these 2 weapons is that the ammo could be altered to balance them both out.

March 25, 2014, 03:40:03 AM
Reply #236

Offline Kapus

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #236 on: March 25, 2014, 03:40:03 AM »
Welcome to Cutstuff.
Quote from: "DarkClawXD"

MM7SLA: My biggest gripe with this level is the water currents. The currents flow incredibly fast, and it's difficult constantly jumping to fight the currents.
That's kind of the point. The currents are supposed to be dangerously fast. It's a hazard. Bots falling down there could easily be fixed by impassable linedefs.

Quote from: "DarkClawXD"
MM2 Wily: Someone mentioned something like this earlier, but the main problem with this map is that it's far too flat, and in Story Mode, this level's an absolute pain since it's far too easy for the AI to grab weapons like Metal Blade or Silver Tomahawk and rape you to where it's not even funny.
Don't see what's wrong with having a flat, open map like this! It offers variety. Bots can be a pain in single player mode, but it's most certainly not impossible to overcome, and the maps are primarily designed with multiplayer in mind anyway.

Quote from: "DarkClawXD"
MM2FLA: I'm noticing many of the maps have been redesigned to become larger compared to V2 and V3a. Not that anything is wrong with that, but some small maps have to exist. This is essentially Dust Man minus the crushers. Some of the weapons may be a little too overpowered, primarily the Napalm Bomb. If at all, slightly increase the level's size and change some of the weapons to where they're not TOO overpowered. There has to be a sense of balance in most maps.
I don't really see how any of the weapons here are really too overpowering. The map is small and compact (which is perfectly fine--once again, variety is nice) so it's designed around close combat weapons like Quick Boomerang, Shadow Blade, Water Wave and Napalm Bomb. I can pretty much go mono with any weapon here aside from Search Snake and do a good job. Also, some of the more "powerful" weapons in the map such as Crystal Eye and the aforementioned Napalm Bomb do require an extra effort to get. Seems fine to me.

Quote from: "DarkClawXD"
MM1BOM: Someone suggested adding height to the level, but one suggestion I would want to make which was done with MM2CRA, move Hyper Bomb. Yes, it's Bomb Man's level, so it's given Hyper Bomb has to be on it, but it's far too easy to grab Hyper Bomb, and it's pretty much a done deal once you have the bombs, or at least in Story Mode. Hyper Bomb should be moved to somewhere where it's difficult to grab it, perhaps some parkour or above a spiked pit?
I don't think a map should be changed on the grounds of it being too easy in Story Mode. Hyper Bomb is not overpowering at all during regular multiplayer DM, and that's what really matters.

Quote from: "DarkClawXD"
Astro Crush: Same problem with Flash Bomb: overpowered. While Astro Crush consumes much more energy, the weapon could be slightly nerfed by about 10-15% in strength. It's almost an instant kill if you catch someone in the storm.
Yeah but it also traditionally requires a ton of effort to get and only has about 2 or 3 uses. Aside from that, you're also completely immobile while using it, so someone out of range can easily take advantage of you. If someone is aware you have Astro Crush, it becomes pretty easy for them to avoid you. I don't really see this weapon as an issue.

Quote from: "DarkClawXD"
Water Balloon: It's pretty much the water version of Needle Cannon. Then again, the balloons deal weak damage, but then again, you can pin someone down if you're quick enough. Perhaps the weapon can have a slight increase in strength or ammo?
I don't see why this is necessary at all?? It fires in a fairly short ranged arc, hits in rapid succession and can easily pin someone down at good range. Seems fine to me.

Quote from: "DarkClawXD"
Blizzard Attack: The snowflakes seem to offer very little damage dealt to your opponents. It's ammo if fine as it is, but the flakes seem far too weak. It's only useful for fighting crowds, but even then, you won't be able to deal a lot of damage individually.
Blizzard Attack isn't meant to be fired willy-nilly. You're supposed to attack people at mid-close range so all of the blizzards connect at once. If you fire at close close range or long range than your flakes will only hit about once or miss entirely. Blizzard Attack is a super powerful weapon when you know what you're doing, and most certainly doesn't need a buff. It actually used to be weaker in an earlier version.

April 04, 2014, 08:04:03 PM
Reply #237

Offline Legtendga

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #237 on: April 04, 2014, 08:04:03 PM »
Quote from: "Kapus"
Quote from: "DarkClawXD"
MM2 Wily: Someone mentioned something like this earlier, but the main problem with this map is that it's far too flat, and in Story Mode, this level's an absolute pain since it's far too easy for the AI to grab weapons like Metal Blade or Silver Tomahawk and rape you to where it's not even funny.
Don't see what's wrong with having a flat, open map like this! It offers variety. Bots can be a pain in single player mode, but it's most certainly not impossible to overcome, and the maps are primarily designed with multiplayer in mind anyway.
I agree with most of your other points, but this is variety in a bad way. It's like sampling everything at a restraunt, and then they just bring out a peice of paper for you to eat.
This map is bland, and far to easy to win in single and multi player. Get the Magnet Missle and fire away, OR (try to) climb the tower and get the Dive Missle waiting there for you. Easy 75% chance to win by just holding M1.

April 04, 2014, 08:06:41 PM
Reply #238

Offline Knux

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #238 on: April 04, 2014, 08:06:41 PM »
It got an overhaul, so it doesn't matter much now.

April 05, 2014, 03:45:22 AM
Reply #239

Offline Legtendga

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Re: MM8BDM v4 What maps do you feel need work?
« Reply #239 on: April 05, 2014, 03:45:22 AM »
GG
I am pleased buy this news.  :geek: