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 Super Smash Brothers Mod 
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Post Super Smash Brothers Mod
Do you think it could be done? Killzones on borders of map, high strength clones, etc.
INFO: MORE OF IT
What needs to be done?
So, we need:

Extremely high strength clones that will lose mass as they are damaged more and more (thus, when you hit enemies they fly farther each time, mirroring that of SSB). If we could use the unit's health value as a basis for mass, there would be no problem. If this isn't possible, we'll just have to come up with some alternative way for a damage system. Suggestions welcome.

Some material or trap to kill extremely high strength clones quickly (1-2 seconds), maybe with a nice glowsplosion.

Weapons:
- Melee weapons, such as the Home Run Bat or Laser Sword have already been made and just need a resprite and tweaking. Piezo, do we have your blessing?
- Healing items, such as the mega tomato and heart container, also have been made. Do we have your blessing TheLastBanana?
- Ranged weapons, such as the ray gun, can be easily recreated. Stun, on the other hand, will have to be theorized.
- The Mine should be easy enough to recreate.
- Barrels and Crates will not be dynamic obviously. We will just have to make 2 to 3 different crates and barrels. Creation should be fairly easy.

I reccomend using Data's clones instead of making clones of Nintendo characters.

Data's clones (if we use them) will each have special moves (ie: Robot 1 has a Sparkshooter) and a generic melee weapon called "Fists"

Obviously timed melees won't work.

We will need custom scenes as well, with the kill trap placed at the borders.

Playing the game will require some rules that cannot be forced upon players via mods (ie: one clone at a time) Scenes will also only have a set amount of gold that will allow you to summon clones a certain amount of times. We will have to make scenes for the most popular stock amounts (ie: 5, 3, 1.), which shouldn't be too hard after we get the basic scene in place. Since you are only allowed one clone on the battlefield at a time, clones will have to be delivered by rocket, dropship, or some alternative method that must be made invinsible to the ceiling trap when your current clone dies.

Opinions: Give them to me.


Last edited by CherryT on Tue Sep 11, 2007 2:21 am, edited 1 time in total.



Mon Sep 10, 2007 4:11 pm
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Post Re: Super Smash Brothers Mod
I like it.


Mon Sep 10, 2007 5:05 pm
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Post Re: Super Smash Brothers Mod
Like, a month ago I tried to make a hyrule castle from SSBM map.

I got nearly every thinh right 'cept My spritin' sucks,
and the three platforms on the right were too close
together and you couldn't stand on them.

But yah, a SSB Mod would be fantasmaghorical. :grin:


Mon Sep 10, 2007 8:12 pm
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Post Re: Super Smash Brothers Mod
Basic brainstorm in place on the first post. Ideas and opinions. I require more of them. And more vespene gas.


Tue Sep 11, 2007 2:21 am
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Post Re: Super Smash Brothers Mod
I offereed this to EL a loooooooong time ago.


Tue Sep 11, 2007 2:40 pm
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Post Re: Super Smash Brothers Mod
About the ceiling barrier, we could just go with the regular death of height (where you fly too high and the actor just dies).

About the dropships, we could just add Hitmos = 0

And the best way I can think of stun is like the Ground bomb in the AAL bombs pack, you shoot the gun, it explodes into some kind of material so you cannot move.

Is it possible to make materials disappear after a set amount of time? Or maybe trap it inside some kind of actor or something.


Tue Sep 11, 2007 5:14 pm
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Post Re: Super Smash Brothers Mod
CherryT wrote:
Extremely high strength clones that will lose mass as they are damaged more and more (thus, when you hit enemies they fly farther each time, mirroring that of SSB). If we could use the unit's health value as a basis for mass, there would be no problem. If this isn't possible, we'll just have to come up with some alternative way for a damage system. Suggestions welcome.


Make the ''fly factor'' be bound to the limbs. Less limbs, less weight, more shoop da woop.


Tue Sep 11, 2007 5:20 pm
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Post Re: Super Smash Brothers Mod
Hm..

Perhaps the "Fist" weapons have alot of mass, but can be destroyed if they are damaged too much.

Result = Too much damage makes less mass.

Of course, there would be one super fist weapon that could not be destroyed. Or maybe just loads and loads of fists


Tue Sep 11, 2007 5:26 pm
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Post Re: Super Smash Brothers Mod
Good idea, make the actor have predifined weapons using the inventory code and make those weapons weight a reasonable amount. And they will eventually break, leaving the actor weight less and lose a weapon.


Tue Sep 11, 2007 6:44 pm
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Post Re: Super Smash Brothers Mod
3 solid wrote:
About the ceiling barrier, we could just go with the regular death of height (where you fly too high and the actor just dies).

About the dropships, we could just add Hitmos = 0

And the best way I can think of stun is like the Ground bomb in the AAL bombs pack, you shoot the gun, it explodes into some kind of material so you cannot move.

Is it possible to make materials disappear after a set amount of time? Or maybe trap it inside some kind of actor or something.


Not ground though. Maybe some soft material so your not stunned but you will be slow getting out giving time for the oppenent to attack. Perhaps that silvery plasma stuff from an earlier build.


Tue Sep 11, 2007 8:03 pm
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Post Re: Super Smash Brothers Mod
spog wrote:
3 solid wrote:
About the ceiling barrier, we could just go with the regular death of height (where you fly too high and the actor just dies).

About the dropships, we could just add Hitmos = 0

And the best way I can think of stun is like the Ground bomb in the AAL bombs pack, you shoot the gun, it explodes into some kind of material so you cannot move.

Is it possible to make materials disappear after a set amount of time? Or maybe trap it inside some kind of actor or something.


Not ground though. Maybe some soft material so your not stunned but you will be slow getting out giving time for the oppenent to attack. Perhaps that silvery plasma stuff from an earlier build.


Only problem with this: It runs out eventually. We need something like an NPC that fires a weapon with the SSB death effect. Would be easy + cool looking.


Tue Sep 11, 2007 10:42 pm
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Post Re: Super Smash Brothers Mod
numgun wrote:
Good idea, make the actor have predifined weapons using the inventory code and make those weapons weight a reasonable amount. And they will eventually break, leaving the actor weight less and lose a weapon.

I'm loving it. Ba da ba ba ba.
We shall go with 3 solid's idea.


Tue Sep 11, 2007 10:43 pm
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Post Re: Super Smash Brothers Mod
Alenth Eneil wrote:
I offereed this to EL a loooooooong time ago.

But it never was made. WAS IT?


Tue Sep 11, 2007 10:45 pm
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Post Re: Super Smash Brothers Mod
Hey idiots.

Try using Entry and ExitWounds with -mass to subtract.


Tue Sep 11, 2007 11:39 pm
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Post Re: Super Smash Brothers Mod
Alenth Eneil wrote:
Hey idiots.

Try using Entry and ExitWounds with -mass to subtract.

Naw.
Why: This means all weapons must be piercing, thus leading to clone bodyhurt, thus leading to untimely death. When the clone is nearly invisible, but it's weapons aren't you are at a disadvantage the longer you are around as far as fighting AND being knocked off (you're losing weapons). Plus, I didn't think wounds counted towards weight (but I could be wrong).


Wed Sep 12, 2007 5:19 am
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