Completed [FF2] MeeM rework (1 Viewer)

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Autismo

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Mar 19, 2023
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Hello, I've said before about reworking this hale from awhile ago, turns out it barely took any effort and turns out I'm just a lazy bastard, that aside let's talk reworks and what I'm offering in this rework for MeeM:

MEEM Rework:
meem.png

Meem now has a on kill effect like meeseeks (rigged unfortunately) but with special properties where if you kill a specific class, you'll get them as a MeeM in return, here's the list of what these MeeM types can do

MeeM types:Their specialties:
Scout:Can triple jump and damage himself if he misses a melee swing (also heals on hit)
Soldier:Can rocket jump 4 times
Pyro:Can throw a gas passer and regenerate it after awhile and by dealing 200~ damage also
Demoman:Can charge every 12s
Heavy:Has access to a sandvich
Engineer:Can build dispensers and teleporters
Medic:Can heal allies in an AOE by taunting
Sniper:Can throw jarate
Spy:Can cloak and disguise by consuming full cloak, can also backstab

These changes also include in terms of aesthetic changes:
  • One new catchphrase for the hale
  • Minions having their own MEEM catchphrases
  • The hitscan hitbox not being stupidly massive (a buff basically, the hale was a hitscan magnet before)
  • MeeMs being blue instead of red
And for the rage change, meem will now always spawn 5 random meem minions (can be the same) on rage and no more, same old stun (kind of, will need the panda abilities to be put on since I have no clue where the pinpoint teleport ability nor the plugin is)

Download link

AND YES I HAVE TESTED THIS, IT WORKS WITH NO ISSUES.
 
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