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General Boards => Map Gab => Topic started by: Revned on December 09, 2012, 11:56:06 AM

Title: Street Fighter X Mega Man
Post by: Revned on December 09, 2012, 11:56:06 AM
I just found out about this today:
http://www.youtube.com/watch?v=61-OMrOxyso

Looks pretty solid! Maybe I'll even map it over the holidays.
Title: Re: Street Fighter X Mega Man
Post by: snesmaster on December 09, 2012, 12:19:55 PM
Thanks for sharing, I had not heard of that yet.  I will definitely have to get that once it comes out!  I look forward to your maps of the game if you end up mapping it.
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on December 09, 2012, 04:17:13 PM
You beat me to it!  :P

Not to be picky, but I think it would make the most sense to have the eight "main" fighters from Street Fighter II be the eight Robot Masters.  (I'm sure I've thought of this before, even...)  Perhaps the Grand Masters could be in Wily's Castle.  I just say that because Rolento, Urien, and Rose appear in the trailer...

Besides Mega Man II, the arcade version of Street Fighter II also has an intro with a pan up a big building.  Capcom sure likes those.

Now if Street Fighter X Tekken uses the Street Fighter engine, and Tekken X Street Fighter uses the Tekken engine, shouldn't this game be called Mega Man X Street Fighter?  Or would the X confuse people (is it pronounced "X" as in the letter X/Mega Man X (not ten!) or "Cross" as it is in the Street Fighter/Tekken cases)?

And wow...overthinking it.

Anyway, whoa, next week for free on the PC?  Sweet.  I guess I can dust off the NES USB controller I have...
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on December 14, 2012, 07:43:08 AM
3 days until SFxMM goodness!

Can you tell I'm excited?
Title: Re: Street Fighter X Mega Man
Post by: Revned on December 17, 2012, 01:04:26 AM
Looks like the downloads are up already:
http://capcom-unity.com/mega_man
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on December 17, 2012, 08:01:53 AM
Yaaay!  But aaagh, can't wait until I get home.

I did watch (maybe too much of) the two gameplay videos on YouTube where they look at the first eight stages...if you do map this game, I think you'll find it interesting.

There seem to be more areas with multiple paths to choose from.  One of the stages that is selectable at the beginning has it evident from the first screen that things are not as you might expect.

If not for the multiple paths (and the fact that the game is available on the PC for free so soon after the announcement) someone like TenguMan might have mapped it already based on the videos.  Remember when he mapped a couple stages of Mega Man 9 strictly based off the demo videos?  That was insane.  In a good way.
Title: Re: Street Fighter X Mega Man
Post by: snesmaster on December 17, 2012, 10:11:36 AM
I go to that link and it looks like it is just a forum to talk about Mega Man.  I see no download link.  Do you have to become a member of that forum first?

I finally found the real download page. For the US it is:
http://static.capcom.com/sfxmm/SFxMM_US.zip

For the EU version:
http://static.capcom.com/sfxmm/SFxMM_EU.zip
Title: Re: Street Fighter X Mega Man
Post by: Revned on December 17, 2012, 09:06:47 PM
Just finished it (sans secret final boss). My thoughts: it's very easy, except for a couple of bosses. The level design is interesting and will make good maps, but it's not as good as the main games. Most of the time you can just casually walk past enemies without fighting them, for example. No tricky platforming whatsoever.

Those aside, it's very enjoyable and made for a great evening. It's a neat concept and I'm glad Capcom embraced it.


Mapping this won't be completely straightforward. There are a couple of levels that scroll against a solid background, which is always annoying. There are no save games, so I have to either never reboot my computer or likely end up playing through it multiple times. Maybe I should look into lossless video capture...
Title: Re: Street Fighter X Mega Man
Post by: snesmaster on December 17, 2012, 09:24:44 PM
Press F4 multiple times to get to the 1x1 size of 256 x 224 for mapping.  I see F10 Pauses.  Escape quits the game.  Is anyone aware of any other features.  Was is the difference between US and EU versions?
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on December 18, 2012, 07:43:27 AM
I played through Chun-Li's and Dhalsim's stages yesterday, though I quit after defeating Dhalsim.  Knowing that there aren't saves or even a password feature, I'll do the serious play-through when I know I have enough uninterrupted time.  I've got three weeks off after this work week, so I'm sure it'll be soon enough.

You're right - not to put down the effort of the guy who made it - but the stage design feels a little different than the main games, somehow.  I shouldn't complain about any Mega Man game these days when we don't know if we're getting them ever again, though.  And yes, I'll still be looking forward to the maps, of course.
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on December 24, 2012, 10:36:20 AM
I farmed a bunch of lives in Chun-Li's stage, only to lose a bunch at C. Viper's with the laser!  >_<  But for the most part, the stages are fairly easy.  Kind of disappointed with the post-main-eight stages, though.

I gave up on my first "real" playthrough at the boss rematch because I didn't realize you could shoot the glowing orbs on the center to get a large energy unit (as well as a large weapon energy unit) - I just thought the game was being mean by not giving you anything after beating each boss.  :P

Beat the game and Akuma yesterday.  The trick is using an Energy Tank right before beating a boss to earn each "Perfect".  Though I did fluke out at Ryu and earned a Perfect without having to do that.  Wasted a couple Energy Tanks that way though, when I got hit before finishing them off.

TenguMan has started mapping Street Fighter X Mega Man (https://www.vgmaps.com/Atlas/PC/index.htm#StreetFighterXMegaMan), by the way...
Title: Re: Street Fighter X Mega Man
Post by: Revned on December 24, 2012, 11:46:52 AM
Guess I should have submitted my already completed Ryu map... Oh well, good luck, TenguMan.

EDIT: In case anyone is interested:
(http://imageshack.us/scaled/landing/543/ryuvk.png) (http://img543.imageshack.us/img543/4276/ryuvk.png)
Title: Re: Street Fighter X Mega Man
Post by: snesmaster on December 24, 2012, 01:30:30 PM
If you add the enemy locations on your map, then both could be posted :)
Title: Re: Street Fighter X Mega Man
Post by: Revned on December 24, 2012, 01:45:27 PM
Not my style. At some point I'd like to make my own personal site to post my maps, and I'd include this. I have a number of maps from other games that I haven't submitted because other people's maps are already posted as well.
Title: Re: Street Fighter X Mega Man
Post by: snesmaster on December 24, 2012, 04:14:54 PM
Well be sure to post a link if you get your site up and running.  Did you use screen shots to map the game, and just remove your character from them?  I assume there was no way in that to turn off the sprites like you can in an emulator?
Title: Re: Street Fighter X Mega Man
Post by: Revned on December 28, 2012, 07:15:26 PM
Yes, it was just screen shots.
Title: Re: Street Fighter X Mega Man
Post by: Revned on January 02, 2013, 10:07:46 PM
(Hijacking this thread for mapping updates)

TenguMan emailed me after my previous posts and told me that I can go ahead with these maps. I told him that I would probably be slow at it, so I'd let him go ahead if he'd like. But since he hasn't posted any more maps, I'm going to proceed. Here are four more maps:
(http://imageshack.us/scaled/landing/854/blanka.png) (http://imageshack.us/a/img854/497/blanka.png)

(http://imageshack.us/scaled/landing/822/crimsonviper.png) (http://imageshack.us/a/img822/6107/crimsonviper.png)

(http://imageshack.us/scaled/landing/600/rolento.png) (http://imageshack.us/a/img600/4402/rolento.png)

(http://imageshack.us/scaled/landing/35/rosejx.png) (http://imageshack.us/a/img35/79/rosejx.png)

Jon - please wait to post these until I email you the complete set. I've just noticed that I didn't update my headers for the new year :)
Title: Re: Street Fighter X Mega Man
Post by: Revned on January 13, 2013, 07:31:01 PM
Last three of the "Robot Masters":

(http://imageshack.us/scaled/landing/560/dhalsim.png) (http://img560.imageshack.us/img560/5520/dhalsim.png)

(http://imageshack.us/scaled/landing/59/chunliq.png) (http://img59.imageshack.us/img59/8232/chunliq.png)

(http://imageshack.us/scaled/landing/694/urienh.png) (http://img694.imageshack.us/img694/7540/urienh.png)
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on January 14, 2013, 11:14:31 PM
You're missing a room in Dhalsim's stage, where you go right at the very beginning, instead of left.  It would make that stage a perfect rectangle (and though I guess Chun Li's is too), I seem to recall that's unusual for Mega Man maps.
Title: Re: Street Fighter X Mega Man
Post by: Revned on January 15, 2013, 06:48:34 PM
Fixed. Can't believe I missed that. I guess the giant arrow was obvious enough that I didn't even try going right.

You're right, it is unusual. The level design in general is obviously not consistent with the real games. That doesn't automatically make them bad, but it does raise flags. I also noticed lots of tiny engine differences, but they were mostly things that you wouldn't actually notice while playing.

I don't know if I'll be able to get to the last few maps for awhile. I'm busy this weekend and traveling for work most of the following week.
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on January 26, 2013, 07:03:57 PM
http://www.youtube.com/watch?v=bOgogzz8o5w (http://www.youtube.com/watch?v=bOgogzz8o5w)

Passwords.  Sagat.
Title: Re: Street Fighter X Mega Man
Post by: Revned on January 27, 2013, 06:10:13 PM
Excellent. Passwords should definitely make the last few stages easier to map.
Title: Re: Street Fighter X Mega Man
Post by: Revned on February 09, 2013, 12:10:05 AM
Finished, and the maps are now up on the site.

The headers for the last few were interesting, because I didn't have any sort of portrait to use, unlike all of the other maps in the other games so far. I usually used the Wily logos or similar, but there isn't really anything like that in this game. I settled for zoomed in faces of the bosses, which I thought actually fit pretty well with the game, since the special attacks do just that.
Title: Re: Street Fighter X Mega Man
Post by: JonLeung on February 09, 2013, 01:25:53 PM
Awesome work on this, Revned.  As expected from the guy who's mapped all the other NES (and NES-style) Mega Man games.

Kind of sad that the "Grand Master" stages aren't designed with much variety, like, say, any other Mega Man's Wily stages...

Oh, hey, what about Sagat?  And I thought "Seth's Lab" was called something like "Unknown Laboratory" in Street Fighter IV; shouldn't it have the same name here?
Title: Re: Street Fighter X Mega Man
Post by: Revned on February 09, 2013, 02:30:55 PM
Sagat is in M. Bison's stage, in the same screen as M. Bison. I didn't include him because it would just add clutter, and he's not really a regular part of the stage. Also, I guess it's fair to say that I mapped v1 and not v2.

I don't play Street Fighter, so I don't know what it's called. I just saw a couple of people online referring to the stage as "Seth's Lab", so I went with that....