Quote from: MCS_FaderJok0 on May 22, 2010, 01:55:13 PMWhat thee FUCK is the beam sword? Why not something better like....the metal blade or something? I grew up on megaman X and X2. X3 was pretty lame and I don't dare touch any after it. So not including at least one (actually there's quite a few) references to it would have been unkind to my childhood memories. As for metal man's attack. The only way to do justice to it is to make it 64 units tall, travel through walls, travel through players, and kill people in one hit. I'll eventually add it but it's better to keep it alive in spirit rather than to ruin it in practice by making a crappy version of it.
What thee FUCK is the beam sword? Why not something better like....the metal blade or something?
I've always wondered...I notice that not everything in this mod is from only Mega Man 1.What made you decide to mix up things a bit with the other weapons?And also...I believe that Mega Man 9 and 10 were recently released.Do you plan to incorporate them into your mod?Also...Maybe you should incorporate some stuff from Cutman Mike's DOOM mod.
Quote from: MissingNo. on July 13, 2010, 06:53:25 PMI've always wondered...I notice that not everything in this mod is from only Mega Man 1.What made you decide to mix up things a bit with the other weapons?And also...I believe that Mega Man 9 and 10 were recently released.Do you plan to incorporate them into your mod?Also...Maybe you should incorporate some stuff from Cutman Mike's DOOM mod.The biggest megaman 1 influence is the power chips that I use as pickups. In MM1 you had to actually pick up the chip, rather than instantly celebrating as soon as the boss was killed.I used my personal favorite enemies from the series, I shortly realized that people wanted other weapons, like metal blade. My ultimate decision is to support every game and make them customizable using server vars.I don't plan on using influence from any game after MM4. MM5 and 6 were pretty uninspired and overly easy because the player was given TOO many power ups. In MM5 you can fly anywhere you want at any time about 3 maps in.Contrary to that, I did use some MMX features because I've spent a TON of time on MMX and MMX2, and many of their features translate better to 3d and first person gameplay than the regular series.The original mod was just a gameplay mod with no weapons changes. The idea was that you use standard quake 2 weapons but you can't get a pickup until you kill a "boss" holding that weapon. So all weapon pick ups were replaced with powerful monsters. This turned out pretty crappy as killing gladiators and medics with just a blaster is not fun while fighting other players at the same time... So the modern megaq2 was born from that. Based on that it's probably easier to understand my ad hoc approach.
Quote from: peewee_RotA on July 14, 2010, 03:12:40 AMQuote from: MissingNo. on July 13, 2010, 06:53:25 PMI've always wondered...I notice that not everything in this mod is from only Mega Man 1.What made you decide to mix up things a bit with the other weapons?And also...I believe that Mega Man 9 and 10 were recently released.Do you plan to incorporate them into your mod?Also...Maybe you should incorporate some stuff from Cutman Mike's DOOM mod.The biggest megaman 1 influence is the power chips that I use as pickups. In MM1 you had to actually pick up the chip, rather than instantly celebrating as soon as the boss was killed.I used my personal favorite enemies from the series, I shortly realized that people wanted other weapons, like metal blade. My ultimate decision is to support every game and make them customizable using server vars.I don't plan on using influence from any game after MM4. MM5 and 6 were pretty uninspired and overly easy because the player was given TOO many power ups. In MM5 you can fly anywhere you want at any time about 3 maps in.Contrary to that, I did use some MMX features because I've spent a TON of time on MMX and MMX2, and many of their features translate better to 3d and first person gameplay than the regular series.The original mod was just a gameplay mod with no weapons changes. The idea was that you use standard quake 2 weapons but you can't get a pickup until you kill a "boss" holding that weapon. So all weapon pick ups were replaced with powerful monsters. This turned out pretty crappy as killing gladiators and medics with just a blaster is not fun while fighting other players at the same time... So the modern megaq2 was born from that. Based on that it's probably easier to understand my ad hoc approach.I see... So are you saying that you'll make a mod for every Mega Man game before Mega Man 4?
Quote from: MissingNo. on July 14, 2010, 11:32:05 PMQuote from: peewee_RotA on July 14, 2010, 03:12:40 AMQuote from: MissingNo. on July 13, 2010, 06:53:25 PMI've always wondered...I notice that not everything in this mod is from only Mega Man 1.What made you decide to mix up things a bit with the other weapons?And also...I believe that Mega Man 9 and 10 were recently released.Do you plan to incorporate them into your mod?Also...Maybe you should incorporate some stuff from Cutman Mike's DOOM mod.The biggest megaman 1 influence is the power chips that I use as pickups. In MM1 you had to actually pick up the chip, rather than instantly celebrating as soon as the boss was killed.I used my personal favorite enemies from the series, I shortly realized that people wanted other weapons, like metal blade. My ultimate decision is to support every game and make them customizable using server vars.I don't plan on using influence from any game after MM4. MM5 and 6 were pretty uninspired and overly easy because the player was given TOO many power ups. In MM5 you can fly anywhere you want at any time about 3 maps in.Contrary to that, I did use some MMX features because I've spent a TON of time on MMX and MMX2, and many of their features translate better to 3d and first person gameplay than the regular series.The original mod was just a gameplay mod with no weapons changes. The idea was that you use standard quake 2 weapons but you can't get a pickup until you kill a "boss" holding that weapon. So all weapon pick ups were replaced with powerful monsters. This turned out pretty crappy as killing gladiators and medics with just a blaster is not fun while fighting other players at the same time... So the modern megaq2 was born from that. Based on that it's probably easier to understand my ad hoc approach.I see... So are you saying that you'll make a mod for every Mega Man game before Mega Man 4?The idea is that the weapons for every game will be contained in the same mod. You just user server varibles to switch games. (so theoretically a server can switch games every level.I'm a long way away from doing this though. I barely have 3 single player levels complete.
Why's there no server for this anymore? Megamans the shit, Q2 is the shit, Peewee's the shit, Best combo evar!! Set up a server please ;/
You lied friar
Quote from: V!RaL on July 17, 2010, 12:49:42 PMWhy's there no server for this anymore? Megamans the shit, Q2 is the shit, Peewee's the shit, Best combo evar!! Set up a server please ;/Holy CRAP CAKES! They've all combined in to one for the ultimate megaman game!http://kotaku.com/5588943/mega-man-gets-multiple-new-looks-including-some-familiar-faces