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[ 13 posts ] |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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2 mod concepts
I have been mulling over a few mod ideas in my head, and I figured that I'd let you guys know, to get your opinions and suggestions and such.
Idea number one: A god item. Some sort of weapon or tool or unit, I don't know exactly how it would work, but you would be able to move your cursor around the screen, like you were holding a switch actor button, and fire your weapon anywhere you wanted. As to what this weapon would do, I am unsure. It could make something like a black hole, pulling guys in, or shoot out digger particles in 360 degrees. I am not sure, but I think this would be the epitome of all uber weapons. To make it balanced, you could only give it one shot, or a few seconds of effect, and make it cost a substantial amount.
Idea two: A anti-gravity trap module. What this would do is when an enemy walked into it's area of effect, it would pull them up off the ground and suspend them in air. I'm fairly sure this is possible, but I can't do it. It should also have some way to be destroyed, perhaps an actor that is visible from the point where the enemies would be suspended, and when the actor is killed, the trap is broken.
I would appreciate any ideas or suggestions on these concepts, and if you wish to attempt making them, just post it here so I don't make another.
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Fri Jan 04, 2008 4:39 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: 2 mod concepts
Peanut gallery arrives in three--two--one--
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Fri Jan 04, 2008 4:48 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: 2 mod concepts
Neither is possible.
EDIT : Well, maybe the second one, but it'd be hacky.
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Fri Jan 04, 2008 4:59 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: 2 mod concepts
Alenth Eneil wrote: Neither is possible.
EDIT : Well, maybe the second one, but it'd be hacky. Aw, but thats what makes those things fun. But yeah, the first one is impossible. You can mess around and see if you can get the 2nd one working, though.
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Fri Jan 04, 2008 5:11 am |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: 2 mod concepts
Alenth Eneil wrote: Neither is possible.
EDIT : Well, maybe the second one, but it'd be hacky. Second one's on my 'to do but probably won't be done' list. Blipflip (I think) already sorta did it in his Project Phoenix with his grav gun. The only difference is that this one would be larger. My implementation calls for/would have called for an ACRocket hatch animation that closes the person in a large room then an emitter would pull them into the air, using much the same principles as the grav gun, but larger. But yes, the first one is impossible in its current implementation.
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Fri Jan 04, 2008 5:32 am |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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Re: 2 mod concepts
I think I know how to do idea two. I could make a bunker module, probably a lot like the enemy brain bunker in the tutorial level, and place an emitter that made negative particles with no sharpness. Would that work?
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Fri Jan 04, 2008 11:03 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: 2 mod concepts
NickFury666 wrote: I think I know how to do idea two. I could make a bunker module, probably a lot like the enemy brain bunker in the tutorial level, and place an emitter that made negative particles with no sharpness. Would that work? Well, it WOULD pull, but it would be extremely destructive in doing so. But yes, that would work.
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Sat Jan 05, 2008 12:17 am |
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Siverus
Joined: Wed Jan 02, 2008 9:56 am Posts: 8
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Re: 2 mod concepts
I'll probably get flamed to a crisp for this, but I have an idea on at least land based vehicles. In someone's (I can't remember who, sorry.) Kloveska mod, he had the tank hover with a set of placed atoms of the null sprite. Well, if your sprited something that looked like a car, with the wheels as part of the sprite, then added that tank hover under it super small, and perhaps black? It would be unrealistic, but it would work, right?
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Mon Jan 07, 2008 5:46 pm |
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Djinn
Joined: Sun Oct 29, 2006 4:26 am Posts: 298
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Re: 2 mod concepts
Siverus wrote: I'll probably get flamed to a crisp for this, but I have an idea on at least land based vehicles. In someone's (I can't remember who, sorry.) Kloveska mod, he had the tank hover with a set of placed atoms of the null sprite. Well, if your sprited something that looked like a car, with the wheels as part of the sprite, then added that tank hover under it super small, and perhaps black? It would be unrealistic, but it would work, right? The wheels wouldn't roll but yes, it'd work. But why. It couldn't be piloted, it would just be a slow awkward car.
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Mon Jan 07, 2008 6:12 pm |
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Siverus
Joined: Wed Jan 02, 2008 9:56 am Posts: 8
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Re: 2 mod concepts
If there's a way to animate the moving sequence of the body, then you could make the wheels appear to move, and the vehicle could be an AActor character.
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Mon Jan 07, 2008 6:29 pm |
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bbbzzz234
Joined: Mon Oct 01, 2007 1:33 am Posts: 374
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Re: 2 mod concepts
No there's not, but that second idea on the first post, is basically the opisite of the trampoline, and just incase you are too lazy to search for it...
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Mon Jan 07, 2008 6:34 pm |
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Siverus
Joined: Wed Jan 02, 2008 9:56 am Posts: 8
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Re: 2 mod concepts
Alright, I'll find something else. Thanks for helping, though!
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Mon Jan 07, 2008 6:50 pm |
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NickFury666
Joined: Wed Nov 21, 2007 7:49 pm Posts: 189
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Re: 2 mod concepts
Siverus wrote: I'll probably get flamed to a crisp for this, but I have an idea on at least land based vehicles. In someone's (I can't remember who, sorry.) Kloveska mod, he had the tank hover with a set of placed atoms of the null sprite. Well, if your sprited something that looked like a car, with the wheels as part of the sprite, then added that tank hover under it super small, and perhaps black? It would be unrealistic, but it would work, right? Did that have anything to do with this thread?
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Tue Jan 08, 2008 3:59 am |
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