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odseraphim
November 25th, 2007, 09:18 AM
Part of this thread is a copy and paste from the official topic at Modhalo.net, but since you guys have given me mo' feedback, I wanted to add some updates to this one as well:

'Here's a list of things that are done, or to be done, or even stuff we'd like to do to the mod:
We fixed the 3p charging animation
We fixed some things on the fp charge ball(s)
We fixed the lag on the missile fire animation
We made an LOD for Samus
If it's possible without too much effort, I'd like to have a crouch for Samus, to make up for the lack of the morphball
We're working on a melee animation;I want to explain it. It's going to be a sword-like stabbing melee. What Samus will do is concentrate the power of her beam into a sword and thrust forwards with it. Each beam will have it's own melee attack, but I don't think we're going to change damage between them.
Oddball/Flag melee is still going to be one-hit kill, but the regular melee is going to be about the same as Halo's normal melee power.
We're going to tweak homing so it's perfect for online games, or take it out, either one.
I'm going to fix the reticle, and add a zoom for the plasma beam so you can achieve headshots (but still no fire).
We're going to take the slot for the havoc beam (since it's arguably the most powerful beam right now) and use it for pickups. What you will essentially be able to do is find a special pickup in certain areas of the map, and whoever gets to it first, gets to use that pickup weapon. Havoc will be one of them, we'll see what else we come up with, I'm sure Teh Lag has some ideas of additional beams. When you kill someone, they will drop their pickup item, but none of their other beams. We'll have a custom 3d model for each one (similar to the upgrades in the metroid prime games).
I want to create a charging station device that is littered around the levels to provide additional health. I like my original idea of when you kill a player, you get a health pack, but we'll see how that works out after some additional testing.
I'm going to fix the missiles to be more of a combo/secondary weapon than a primary weapon you can use to cast utter doom on a group of fighting players. (aka: lower damage)
We're going to change the shader on Samus's eyes so they aren't the same type shader as her visor, which causes them to appear as if they were glowing.This sticky is up for suggestions, unlike the other one. Let me lay down some guidelines:
We are not adding Dark Samus, and there is no way to make it so Samus looks like her without redoing the whole biped.
Regardless of whether you think it'd be a good idea or not, we're more than likely not adding any Hunters/Echoes/Prime 3 beams. If we add anything, it's probably going to be something custom. If we do decide to add one of the other game's beams, it's going to be added as an aforementioned "pickup" weapon.
Kraid, Ridley, or Mother Brain will not be appearing in our mod. kthx.
Morphball has been taken out, that will not change. We can't add a screw attack. We cannot add a working double-jump that won't be difficult to use (requires pressing the flashlight key for the second jump).
The reason why we didn't include the Ice Beam is because we'd then be forced to add 'stun' to it, which really screws up gameplay. (Being unable to move is not fun) Plasma will not have a burning effect, it makes it hard to determine if you are about to keel over or not.
We cannot efficiently add a grapple beam. I admit it would be neat to have, but it's just not possible.
Map suggestions at this point are pretty much pointless, we have a good idea of the maps we want to do and they will be released when they are done, and when the mod is finalized.I sorta had to lay that down, because I get so many odd and weird suggestions, that the person posting it often doesn't even stop to think about what it will do to gameplay, or what the ramifications of whatever they are suggesting will do to us as the mod creators, and the work involved.

So, let's hear some feedback on this list. Additions, Edits, Retractions, etc. '

Me and Teh Lag did some brainstorming yesterday and we came up with 4 new weapons for the mod:
Force Beam - A ring of light flies forward, and when it hits your opponent, a shock wave knocks them backwards. Can be used for close-range propulsion as well.
Solar Beam - This beam is a concentrated Light Beam that can be used to stun and temporarily blind your opponent. You'll know who has this weapon by the flare coming from the end of their barrel.
Spazer Beam - Just like the beam from Metroid II and Super Metroid, this Beam spreads out in 3 seperate beams, like a Power Beam shotgun.
Super Missile - This works more like a weapon, in which it has it's own designated fire system, the end of the beam cannon is constantly open, charging. More powerful, but takes longer to fire. Unlimited ammo.

We're also going to have the Speed Booster instead of doing a crouch. It will have a pinnacle speed you can reach, and you'll just hold down crouch to start your acceleration.

That's all I got for now.

Roostervier
November 25th, 2007, 09:46 AM
I've seen the sword stuff... it actually doesn't look bad at all. I'd just be happy to have a melee. :D

MNC
November 25th, 2007, 10:44 AM
Speedbooster :D

Shinespark? -winkwinknudgenudge-

ODX
November 25th, 2007, 12:40 PM
You're already adding a double jump right? Can't be Metroid without a double jump.:D It's a necessity, because 50% the time I'm jumping up the rocks sticking out of the cliffs, I fall into the water.
Edit: Thanks vvvvvvvvvvvvv

Hurrvish
November 25th, 2007, 12:42 PM
Morphball has been taken out, that will not change. We can't add a screw attack. We cannot add a working double-jump that won't be difficult to use (requires pressing the flashlight key for the second jump).

Thanks for reading :)

Pooky
November 25th, 2007, 01:51 PM
Sounds like you basically fixed everything I had a complaint about, except the fall speed. With the new improvements the mod will finally have the unique gameplay to keep people playing it for a long time :)

p0lar_bear
November 25th, 2007, 03:08 PM
I just booted up Prime today to mess with the beams and take another look at aesthetics. Here's what I came up with:


The plasma beam is a medium range weapon. A normal shot cannot reach across the Tallon IV landing site; it only goes about 3/4 of the way. A charged shot CAN make it all the way, but testing it out in other areas leads me to think that the charged distance is double the uncharged.
The Wave Beam and Ice Beam (which you are not using) can overpenetrate water. The Plasma Beam and Power Beam cannot.
While the Power Beam and Wave beam make energy balls when charged, the Plasma Beam does not. In fact, it makes this awesome looking flame, as well as the normal energy-drawing-in particles.
The Wave Beam is the only beam that homes in on targets when charged.
When a beam is selected, the icon for it in the corner actually grows a bit in size as it moves to the center.
I think the arm cannon needs to be moved a bit more to the corner of the screen.


As for things I noticed while playing the game with other people:


The rain in Tallon IV is fucked up. It's there, but it doesn't fall.
Tallon IV needs atmospheric fog.


If such dialogue exists, see if you can nab the killspree/multikill announcements or sound effects from MP2 (I have yet to play MP2).

Also, I talked to Teh_Lag about the HUD model, and he agrees that the MP2 HUD is much more efficient than the MP1 model. Whether or not you guys choose to use the MP1 weapon icons or the MP2 ones is up to you.

Pooky
November 25th, 2007, 05:32 PM
While the Power Beam and Wave beam make energy balls when charged, the Plasma Beam does not. In fact, it makes this awesome looking flame, as well as the normal energy-drawing-in particles.
The Wave Beam is the only beam that homes in on targets when charged.

Ugh, thank you. I've been complaining about those things since post 1 but I'd given up on them and forgotten about it. Maybe someone will actually listen to you.

DrunkenSamus
November 25th, 2007, 05:42 PM
Speedbooster :D

Shinespark? -winkwinknudgenudge-

Is Shinespark the ability to run at super speed after running for like 3 seconds? If so, then go for it.:)

Pooky
November 25th, 2007, 05:43 PM
Is Shinespark the ability to run at super speed after running for like 3 seconds? If so, then go for it.:)

No... that would be the speedbooster. Shinespark is the thing where you crouch while boosting, then jump and go flying like a rocket.

ICEE
November 25th, 2007, 06:29 PM
how will a speed booster sync? wont that be like doublespeed, which doesnt sync?

CtrlAltDestroy
November 25th, 2007, 06:59 PM
I really wish people would stop tossing around the word "sync" as if they knew what they were talking about.

Kiwi
November 25th, 2007, 07:09 PM
But will it work where it doesn't make it so that people appear all over the place?

odseraphim
November 25th, 2007, 07:44 PM
But will it work where it doesn't make it so that people appear all over the place?
The reason why double-speed doesn't "work" (not sync) is because it's a power-up. If we tag it so that you have an acceleratory crouching speed, then this problem is fixed.

Archon23
November 25th, 2007, 07:49 PM
Though if there is a speedbooster it probably would be spammed to all hell.

Kiwi
November 25th, 2007, 08:05 PM
Sounds good as long as you find a way so it isn't abused.

supersniper
November 25th, 2007, 08:20 PM
The only thing I didn't like about the maps was the plasma grenades. I don't recall have plasma grenades in Metroid. You get them by clicking g to switch grenades. By clicking g again you go back to that beam when you right click.

Kiwi
November 25th, 2007, 08:26 PM
That "beam" is missles.

Ki11a_FTW
November 25th, 2007, 09:00 PM
why not have the morphball built into the crouching anims, you can adjust the speed, and all that, the only thing is that there is no 3rd person :-(

Pooky
November 25th, 2007, 09:15 PM
Though if there is a speedbooster it probably would be spammed to all hell.

Not if you tagged it such that crouching makes you go forward really fast, but you go really slowly or not at all in any other direction.

PlasbianX
November 25th, 2007, 09:16 PM
My power up wep ideas:

Spider Rocket - Basically like a plasma grenade that would fire pretty damn fast, stick to whatever it was shot at, and blow up after a set amount of time.

Cluster Bomb - Not sure how well this could be made but, a single shot breaks into 3 shots around it when it explodes.

Overload - A beam weapon that would fire a shot sorta like the charged bubble things in half life 2


I dunno. Ill sketch up some ideas during study hall tomorrow

Pooky
November 25th, 2007, 09:20 PM
Oh also, you might be able to set the grapple beam up as a vehicle, where you stand on a predetermined entrance point, press E to 'grapple' (or enter the vehicle), the in the vehicle animation is samus standing there with the beam still hooked on, then you press E to 'release beam', and exit the vehicle.

Jay2645
November 25th, 2007, 09:38 PM
Part of this thread is a copy and paste from the official topic at Modhalo.net, but since you guys have given me mo' feedback, I wanted to add some updates to this one as well:

'Here's a list of things that are done, or to be done, or even stuff we'd like to do to the mod:
We fixed the 3p charging animation Nice
We fixed some things on the fp charge ball(s) Good, they needed... something.
We fixed the lag on the missile fire animation That was annoying, thanks.
We made an LOD for Samus Should help with Framerate.
If it's possible without too much effort, I'd like to have a crouch for Samus, to make up for the lack of the morphball Lol, yeah, I want my crouch button to do something.
We're working on a melee animation;I want to explain it. It's going to be a sword-like stabbing melee. What Samus will do is concentrate the power of her beam into a sword and thrust forwards with it. Each beam will have it's own melee attack, but I don't think we're going to change damage between them. Like it, sounds cool.
Oddball/Flag melee is still going to be one-hit kill, but the regular melee is going to be about the same as Halo's normal melee power. Please change the Flag melee's animations so it doesn't look like Samus is knocking on a door. Make it have a little more force to it.
We're going to tweak homing so it's perfect for online games, or take it out, either one. Take it out.
I'm going to fix the reticle, and add a zoom for the plasma beam so you can achieve headshots (but still no fire). Hmm... I guess so.
We're going to take the slot for the havoc beam (since it's arguably the most powerful beam right now) and use it for pickups. What you will essentially be able to do is find a special pickup in certain areas of the map, and whoever gets to it first, gets to use that pickup weapon. Havoc will be one of them, we'll see what else we come up with, I'm sure Teh Lag has some ideas of additional beams. When you kill someone, they will drop their pickup item, but none of their other beams. We'll have a custom 3d model for each one (similar to the upgrades in the metroid prime games). Sounds awesome.
I want to create a charging station device that is littered around the levels to provide additional health. I like my original idea of when you kill a player, you get a health pack, but we'll see how that works out after some additional testing. I think the player idea sounds better.
I'm going to fix the missiles to be more of a combo/secondary weapon than a primary weapon you can use to cast utter doom on a group of fighting players. (aka: lower damage) Please don't make it like CMT's Battle Rifle grenade. A grenade launcher should do plenty of damage, at least take out the shields and leave them open to another hit.
We're going to change the shader on Samus's eyes so they aren't the same type shader as her visor, which causes them to appear as if they were glowing. Cool.This sticky is up for suggestions, unlike the other one. Let me lay down some guidelines:
We are not adding Dark Samus, and there is no way to make it so Samus looks like her without redoing the whole biped. Well, that sucks. Maybe in the future? Campaign maybe?
Regardless of whether you think it'd be a good idea or not, we're more than likely not adding any Hunters/Echoes/Prime 3 beams. If we add anything, it's probably going to be something custom. If we do decide to add one of the other game's beams, it's going to be added as an aforementioned "pickup" weapon. Agreed.
Kraid, Ridley, or Mother Brain will not be appearing in our mod. kthx. Lol, good, they would ruin it anyway.
Morphball has been taken out, that will not change. We can't add a screw attack. We cannot add a working double-jump that won't be difficult to use (requires pressing the flashlight key for the second jump). Not too difficult, I hope.

The reason why we didn't include the Ice Beam is because we'd then be forced to add 'stun' to it, which really screws up gameplay. (Being unable to move is not fun) Plasma will not have a burning effect, it makes it hard to determine if you are about to keel over or not. Meh, now that you mention it, stunning doesn't sound too good.
We cannot efficiently add a grapple beam. I admit it would be neat to have, but it's just not possible. Yeah, Halo can only do so much. Kirby made a push/pull thingy with the Flashlight (Sent Warthogs flying across the map), so you can ask him, but I don't think it will work on bipeds.
Map suggestions at this point are pretty much pointless, we have a good idea of the maps we want to do and they will be released when they are done, and when the mod is finalized. I couldn't think of any right now anyway.I sorta had to lay that down, because I get so many odd and weird suggestions, that the person posting it often doesn't even stop to think about what it will do to gameplay, or what the ramifications of whatever they are suggesting will do to us as the mod creators, and the work involved.

So, let's hear some feedback on this list. Additions, Edits, Retractions, etc. '

Me and Teh Lag did some brainstorming yesterday and we came up with 4 new weapons for the mod:
Force Beam - A ring of light flies forward, and when it hits your opponent, a shock wave knocks them backwards. Can be used for close-range propulsion as well. Like a grenade jump?
Solar Beam - This beam is a concentrated Light Beam that can be used to stun and temporarily blind your opponent. You'll know who has this weapon by the flare coming from the end of their barrel. Maybe add some EMP effects to it as well, so it can overload their shields or something. Shouldn't be able to affect flesh, though.
Spazer Beam - Just like the beam from Metroid II and Super Metroid, this Beam spreads out in 3 seperate beams, like a Power Beam shotgun. Sounds good.
Super Missile - This works more like a weapon, in which it has it's own designated fire system, the end of the beam cannon is constantly open, charging. More powerful, but takes longer to fire. Unlimited ammo.

We're also going to have the Speed Booster instead of doing a crouch. It will have a pinnacle speed you can reach, and you'll just hold down crouch to start your acceleration. Maybe give it a timer so you can only use it for so long every so often. Having 16 people zipping around the map , moving too fast to hit wouldn't be fun.

That's all I got for now.
I have an idea for one of the pickup guns. Make it like an upgraded version of the default guns, it can do slightly more damage then the default version, but when you charge it up fully and let loose, Samus' armor rips off and she becomes Zero Suit Samus, like her Smash attack in the new Super Smash Bros. game. The charged beam can only be used once and takes a while to charge, but it is a one hit kill, pretty much. Also, Zero Suit Samus should be able to jump higher, crouch, and move faster, but she now lacks her shields and the protection of her suit. Not sure how you would execute the biped switch, though. Maybe make something like the Super Missile instead, and when you pick it up, you can execute the biped permutation switch and get rid of the HUD.
I would prefer the first one, but I don't know exactly how one would execute it. Maybe Kirby can find a way.

Lightning
November 25th, 2007, 09:42 PM
The only thing I didn't like about the maps was the plasma grenades. I don't recall have plasma grenades in Metroid. You get them by clicking g to switch grenades. By clicking g again you go back to that beam when you right click.

I could have sworn we took them out of globals..

Kiwi
November 25th, 2007, 09:42 PM
Kiwi likes the Spazer. Make a combo of the plasma and spazer that crashes the game.

Jay2645
November 25th, 2007, 09:49 PM
Kiwi likes the Spazer. Make a combo of the plasma and spazer that crashes the game.
Why would you want to crash the game?

odseraphim
November 25th, 2007, 09:50 PM
why not have the morphball built into the crouching anims, you can adjust the speed, and all that, the only thing is that there is no 3rd person :-(

Which makes no sense to do it that way.


Oh also, you might be able to set the grapple beam up as a vehicle, where you stand on a predetermined entrance point, press E to 'grapple' (or enter the vehicle), the in the vehicle animation is samus standing there with the beam still hooked on, then you press E to 'release beam', and exit the vehicle.

But it's quite pointless. If you have your speed booster accelerate you fast enough to get past the gap with a jump anyways, what's the point? I also have a feeling that you won't be able to shoot anyone stuck in the animation. I have an idea for wall-jumping, but I'm not ready to talk about it yet.


I have an idea for one of the pickup guns. Make it like an upgraded version of the default guns, it can do slightly more damage then the default version, but when you charge it up fully and let loose, Samus' armor rips off and she becomes Zero Suit Samus, like her Smash attack in the new Super Smash Bros. game.
Can definitely tell it won't work well online. Once you are Zero Suit Samus, you'll end up going back to regular ol' Samus once you die anyways. Biped-swapping can easily cause exceptions, not to mention destroying a biped to replace with another is proven to almost every time. See: any discussion regarding our previous death animation.

Kiwi
November 25th, 2007, 09:58 PM
Why would you want to crash the game?

It's something from Super Metroid, supposedly if you activated had both on at the same time your game would fry or something, and it was a joke.

Pooky
November 26th, 2007, 02:05 AM
I could have sworn we took them out of globals..

Instead of doing that, why not just have a secondary missile



But it's quite pointless. If you have your speed booster accelerate you fast enough to get past the gap with a jump anyways, what's the point? I also have a feeling that you won't be able to shoot anyone stuck in the animation. I have an idea for wall-jumping, but I'm not ready to talk about it yet.

Sure you could, just have the seat use standard player weapons ... there's no way you didn't know that. Also, I was only saying it's possible: :P

Besides, you could have it get you across some really insanely long gaps, which would be cooler anyway.

n00b1n8R
November 26th, 2007, 03:54 AM
find a way to stop the total rocket/sticky spamage that happens on dev servers with no_clip on.

also, what's wrong with the flashlight button to double jump >.>

Co Redsonic
November 26th, 2007, 04:44 PM
find a way to stop the total rocket/sticky spamage that happens on dev servers with no_clip on.

also, what's wrong with the flashlight button to double jump >.>
Um, think about what your saying here.
Lets put it into MY terms. My flashlight button is the "F" button. My jump button is my "Right Click" (on the mouse).
First I jump with the right click then i have to press "F" really fast after that when i have my hands tied up on the arrows keys and the mouse.
Too much work for a double jump. But thats MY opinion on why.

Sever
November 26th, 2007, 04:49 PM
Redesign your button layout then. Seraph & Team aren't going to choose to not impliment something just because little ol' you cant handle the key layout. Grow up.

Huero
November 26th, 2007, 06:09 PM
find a way to stop the total rocket/sticky spamage that happens on dev servers with no_clip on.

also, what's wrong with the flashlight button to double jump >.>
You're just pissed because I kicked your ass with stickies.
Oh, and like I said before, balancing needs a bit more tweaking.

Co Redsonic
November 26th, 2007, 08:34 PM
Redesign your button layout then. Seraph & Team aren't going to choose to not impliment something just because little ol' you cant handle the key layout. Grow up.
Think about it. Having to press 1 button to jump and the other one to another jump. Not worth it. And like I said, Its MY opinion.

Timo
November 26th, 2007, 09:08 PM
I'm sure people wouldn't mind hitting Q for a double jump if it was implemented.

Masterz1337
November 26th, 2007, 09:15 PM
The problem with double jump is that it isn't really a double jump. Each time you hit Q it would boost you upward.

odseraphim
November 26th, 2007, 10:07 PM
The problem with double jump is that it isn't really a double jump. Each time you hit Q it would boost you upward.
Not every time, but yeah. It's just a manipulation of the booster marker we have that causes a shockwave effect that only pushes you upwards.

We'll script it so it only does it once per jump.

And RedSonic? Get a new flashlight button if you are using the arrow keys. Unless you are using a laptop, you should have End and Delete as your flashlight and zoom, respectively. It may not even be included, so don't get all worked up over it, please.

Jay2645
November 26th, 2007, 10:35 PM
I prefer to keep the default Halo settings. Reaching up from the A key to double-jump doesn't seem like too much of an effort to me.

n00b1n8R
November 27th, 2007, 01:43 AM
Unless you are using a laptop, you should have End and Delete as your flashlight and zoom, respectively. It may not even be included, so don't get all worked up over it, please.

the default flashlight and zoom are q and z respectively :raise:

and what's so bad about reaching over to f if that's your flashlight? it's right next to d which I assume is strafe right >_>

odseraphim
November 27th, 2007, 03:39 PM
the default flashlight and zoom are q and z respectively :raise:

and what's so bad about reaching over to f if that's your flashlight? it's right next to d which I assume is strafe right >_>
He said he was using arrow keys, n00bin8R. That's why I suggested possibly not having his flashlight key at the other side of the keyboard.

Also, we are not going to tweak the mod, huerosam. We're actually planning on re-releasing the same map with the same mod and the same everything, and calling it RC2. Hopefully it'll get more downloads!

Or! You could check out the first post in this thread and look at all the stuff we are changing.;)

Huero
November 27th, 2007, 03:43 PM
Righty then.
Gameplay is fairly good either way, but I hate being noobed.

n00b1n8R
November 27th, 2007, 03:55 PM
Righty then.
Gameplay is fairly good either way, but I hate being noobed.says mr "I love to spam nades" <:mad:>

Huero
November 27th, 2007, 03:57 PM
Yeah, but see, I'm allowed to be a hypocrite because I don't give a shit :D
And get on xfire you aussie clit >:U

Co Redsonic
November 27th, 2007, 04:35 PM
And Redsonic? Get a new flashlight button if you are using the arrow keys. Unless you are using a laptop, you should have End and Delete as your flashlight and zoom, respectively. It may not even be included, so don't get all worked up over it, please.

Will do. And Im not worked up about it, im just giving my opinion.

p0lar_bear
November 27th, 2007, 05:02 PM
Was my post noticed? Nobody acknowledged it and went on to discuss a grapple beam idea that wasn't going to be implemented...


I just booted up Prime today to mess with the beams and take another look at aesthetics. Here's what I came up with:


The plasma beam is a medium range weapon. A normal shot cannot reach across the Tallon IV landing site; it only goes about 3/4 of the way. A charged shot CAN make it all the way, but testing it out in other areas leads me to think that the charged distance is double the uncharged.
The Wave Beam and Ice Beam (which you are not using) can overpenetrate water. The Plasma Beam and Power Beam cannot.
While the Power Beam and Wave beam make energy balls when charged, the Plasma Beam does not. In fact, it makes this awesome looking flame, as well as the normal energy-drawing-in particles.
The Wave Beam is the only beam that homes in on targets when charged.
When a beam is selected, the icon for it in the corner actually grows a bit in size as it moves to the center.
I think the arm cannon needs to be moved a bit more to the corner of the screen.


As for things I noticed while playing the game with other people:


The rain in Tallon IV is fucked up. It's there, but it doesn't fall.
Tallon IV needs atmospheric fog.


If such dialogue exists, see if you can nab the killspree/multikill announcements or sound effects from MP2 (I have yet to play MP2).

Also, I talked to Teh_Lag about the HUD model, and he agrees that the MP2 HUD is much more efficient than the MP1 model. Whether or not you guys choose to use the MP1 weapon icons or the MP2 ones is up to you.

Pooky
November 27th, 2007, 05:03 PM
Was my post noticed? Nobody acknowledged it and went on to discuss a grapple beam idea that wasn't going to be implemented...

Hey no one said my grapple beam idea wasn't going to be implemented <:mad:>

Syuusuke
November 27th, 2007, 05:16 PM
And Redsonic? Get a new flashlight button if you are using the arrow keys. Unless you are using a laptop, you should have End and Delete as your flashlight and zoom, respectively. It may not even be included, so don't get all worked up over it, please.
Besides, you can have TWO keys per command/movement/action/whatever.


The rain in Tallon IV is fucked up. It's there, but it doesn't fall.
I see it when I play with other people...I think.

odseraphim
November 27th, 2007, 05:19 PM
Was my post noticed? Nobody acknowledged it and went on to discuss a grapple beam idea that wasn't going to be implemented...
The fog we can do, the rain we'll take out of Quagmire.
Next.

The Last Peanut
November 27th, 2007, 05:20 PM
is tbhat hyperjump ahh who cares, did u say there would be the screw attack

Co Redsonic
November 27th, 2007, 06:32 PM
Ive heard somewehre around the forums but i dont know where: Are you guys really working on a singleplayer mod?

supersniper
November 27th, 2007, 07:52 PM
Yeah, but see, I'm allowed to be a hypocrite because I don't give a shit :D
And get on xfire you aussie clit >:U
Either you have anger problems or you just like swearing online. Because almost every post is either something mean or just swearing?

Also what about that plasma grenade thing is that going to be changed??

Pooky
November 27th, 2007, 08:48 PM
Either you have anger problems or you just like swearing online.

Yeah, what the FUCK is up with people FUCKING swearing on sites centered around discussion of FUCKING M rated games?

CtrlAltDestroy
November 27th, 2007, 08:52 PM
cunt

Co Redsonic
November 27th, 2007, 09:52 PM
Yeah, what the FUCK is up with people FUCKING swearing on sites centered around discussion of FUCKING M rated games?

LoL He's (friedmetroid) got a point there...:eyesroll:

n00b1n8R
November 28th, 2007, 01:51 AM
The fog we can do, the rain we'll take out of Quagmire.
Next.

but the rain adds a shit load to the levels atmosphere :(
it can't be that hard to get the rain to work <_<


cunt
that was a joke >__>

odseraphim
November 28th, 2007, 07:54 AM
but the rain adds a shit load to the levels atmosphere :(
it can't be that hard to get the rain to work <_<
Yeah, that's why we are going to look at another map where the rain works REALLY REALLY well, and put the rain into our map, and then go from there.

"Does it work?"
"Does it work when I take this out? What's causing this problem?"

It's a step by step process, it just has to be worked on. I said before that the BSP for Tallon IV is probably going to change before you guys see it next, so this will give it time for revision.

demonmaster3k
November 28th, 2007, 08:44 AM
If such dialogue exists, see if you can nab the killspree/multikill announcements or sound effects from MP2 (I have yet to play MP2).

Also, I talked to Teh_Lag about the HUD model, and he agrees that the MP2 HUD is much more efficient than the MP1 model. Whether or not you guys choose to use the MP1 weapon icons or the MP2 ones is up to you.
polar, the HUDs don't undergo massive changes MP and echoes have the same HUD, corruption has a different HUD that supports lock-on and free gun movement (means that the gun isn't constrained to the target when locked on) that allows you to move it with the wii-mote. corruption also features a reticle that is different from the last two games (it's more like the plasma pistol/rifle reticle) and also, there are no announcer voices in MPEchoes. just texts at the upper-left of the screen.

some suggestions for future changes:

wave beam-add static to the hud when you get hit by it, or take the Echoes method and have Samus' armor shut off and force a re-boot

add visor modes to some of the guns: for example the x-ray visor, the dark visor, the thermal visor, and the echoes visor whatever you do, keep the scan visor out (it was useless in Echoes multiplayer, it's going to be useless here)

like the idea of switchable beams

=UBE= Master Chief
November 28th, 2007, 11:59 AM
i like the idea of having a double jump for metroid prime online, cuz apparently the flashlight button does absolutly nothing in there...or am i the only one who noticed?

odseraphim
November 28th, 2007, 12:33 PM
i like the idea of having a double jump for metroid prime online, cuz apparently the flashlight button does absolutly nothing in there...or am i the only one who noticed?
Currently, neither does ZOOM, so BOOYAH! :p

We'll see what we can do with those. We're going to try to improve this mod, I think.

p0lar_bear
November 28th, 2007, 01:24 PM
polar, the HUDs don't undergo massive changes MP and echoes have the same HUD,
Metroid Prime:
http://battleteam.net/tech/fis/docs/images/metroid_hud1.png

Metroid Prime 2: Echoes:
http://www.armchairempire.com/images/Reviews/gamecube/metroid-prime-2-echoes/metroid-prime-2-echoes-4.jpg

Namely, what I was looking for was taking the missile counter and moving it from the side meter to above it, just like in Echoes, since the actual meter part doesn't work, and the missile counter is incredibly intrusive as it is right now.


also, there are no announcer voices in MPEchoes. just texts at the upper-left of the screen.
Didn't know that, thank you.


add visor modes to some of the guns
Visor modes aren't possible. The only special effects you can get with this stuff are nightvision and convolution, which will look bad here, as those effects affect the whole screen.

Co Redsonic
November 28th, 2007, 04:23 PM
In the bottom left of the HUD in Metroid Online there are symbols there. What are they used for?
(I dont play Metroid because I dont have a <any system that has Metroid in it> , but Im getting a Wii for Christmas)

Pooky
November 28th, 2007, 04:37 PM
That's the combat visor symbol, those squares represent the visor you're using in the Prime games. i.e. Thermal (heat vision) Echo (sound vision)

Co Redsonic
November 28th, 2007, 04:57 PM
That's the combat visor symbol, those squares represent the visor you're using in the Prime games. i.e. Thermal (heat vision) Echo (sound vision)

OOOHHHH. Now I see. Thank you.

odseraphim
November 30th, 2007, 10:02 AM
Not an Update:
Just letting you bishes no that I'm werkin on da ship. That is all.

jngrow
November 30th, 2007, 07:20 PM
Just a quick question: Is a dedi-server coming anytime soon? I'd rather play this than H3t-beta. Really.

Co Redsonic
November 30th, 2007, 10:04 PM
Just a quick question: Is a dedi-server coming anytime soon? I'd rather play this than H3t-beta. Really.

:lol:

Pooky
November 30th, 2007, 11:10 PM
Just a quick question: Is a dedi-server coming anytime soon? I'd rather play this than H3t-beta. Really.

I wouldn't mind the h3t beta if it wasn't for the horridly over powered tanks, the idiots, and the fanboys =\

jngrow
November 30th, 2007, 11:27 PM
and 50 bagillion ripped stuff and untextured guns. It looks really annoying and weird when a bunch of stuff made by different people are in one map. un-natural, to say the least.

teh lag
December 1st, 2007, 01:24 PM
So I finished the new arm cannon configurations.

Colors and energy.. pattern... things are subject to change based on how well they look in the Halo engine. Note that the visor in my animation rig isn't the new one; I'm just too lazy to update all my animation files. Though all the beams show the old havoc/ice symbol in the bottom right, this will be repalced with a symbol to indicate a special weapon.

Force Beam :
http://img132.imageshack.us/img132/9592/forcezy8.jpg (http://imageshack.us)

Solar Beam :
http://img164.imageshack.us/img164/6196/solarxm9.jpg (http://imageshack.us)

Spazer Beam :
http://img129.imageshack.us/img129/333/spazerkf2.jpg (http://imageshack.us)

Super Missile will function as another "beam," but visually it will just be Power Beam on constant charge.
http://img406.imageshack.us/img406/9728/superam1.jpg (http://imageshack.us)

And the blade that comes out of the cannon for melees (seen here on the Power Beam):
http://img406.imageshack.us/img406/6166/swordpa5.jpg (http://imageshack.us)

UrKungFuSux
December 1st, 2007, 01:40 PM
Very nice. +rep. AHH Must spread Rep around!!! :gonk: But question. Does the splazer beam mean the old power beam from the recent release? I like the sword idea.

teh lag
December 1st, 2007, 01:44 PM
Very nice. +rep. AHH Must spread Rep around!!! :gonk: But question. Does the splazer beam mean the old power beam from the recent release? I like the sword idea.

Spazer is a beam from Metroid 2 and Super Metroid - it split shots apart for a larger spread. In the mod, it'll act like a shotgun.

Co Redsonic
December 1st, 2007, 02:16 PM
So I finished the new arm cannon configurations.

Colors and energy.. pattern... things are subject to change based on how well they look in the Halo engine. Note that the visor in my animation rig isn't the new one; I'm just too lazy to update all my animation files. Though all the beams show the old havoc/ice symbol in the bottom right, this will be repalced with a symbol to indicate a special weapon.

Force Beam :
http://img132.imageshack.us/img132/9592/forcezy8.jpg (http://imageshack.us)

Solar Beam :
http://img164.imageshack.us/img164/6196/solarxm9.jpg (http://imageshack.us)

Spazer Beam :
http://img129.imageshack.us/img129/333/spazerkf2.jpg (http://imageshack.us)

Super Missile will function as another "beam," but visually it will just be Power Beam on constant charge.
http://img406.imageshack.us/img406/9728/superam1.jpg (http://imageshack.us)

And the blade that comes out of the cannon for melees (seen here on the Power Beam):
http://img406.imageshack.us/img406/6166/swordpa5.jpg (http://imageshack.us)

Awesomeness.

teh lag
December 1st, 2007, 03:46 PM
Update part 2 : New HUD arrangement. The old cluttered missile and hazard incicators have been moved to a more MP2-esque positioning, and some parts have been tinkered with for appearance's sake. The bottom (special) beam icon is subject to change, as right now it's just the combat visor icon while we're wating on a new one.

edit 2 : all is well now.

http://img412.imageshack.us/img412/3509/visordp1.jpg (http://imageshack.us)

Syuusuke
December 1st, 2007, 05:01 PM
Ooh, shinier.

Cool.

ima_from_America
December 1st, 2007, 06:23 PM
Oh, wow.
Hud is awesome.
Keep up the good work.

Pooky
December 1st, 2007, 06:44 PM
Spazer is a beam from Metroid 2 and Super Metroid - it split shots apart for a larger spread. In the mod, it'll act like a shotgun.

And Fusion, it just has a different name :p

e: those arm cannon configurations are nice, but I really don't like the Spazer one. It needs a new color, I think.

n00b1n8R
December 1st, 2007, 07:40 PM
^
green?

anyways, the motion sensor is still in the top left right?
also, any pics or concepts of the new reticle?