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 Robot Defense -fixin' it up- 
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Robot Defense -fixin' it up-
Oh, you were scared of those brainless zombies? They're PATHETIC.

Real opponents have guns. Big, scary, fully automatic ones.

And every once in a while, are damn near bulletproof.

They stop for nothing. They do not hunger, they do not sleep.

They
will
hunt
you
down

terminators courtesy of zalo, along with marcus wright actor


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Last edited by Grif on Wed Jun 10, 2009 8:09 pm, edited 2 times in total.

Wed Jun 10, 2009 2:52 am
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Post Re: Robot Defense
Acheivement unlocked: *insert something creative here*

how many you gonna do i cant wait to get home and test all of these.




*foams at mouth*


Wed Jun 10, 2009 2:55 am
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Post Re: Robot Defense
Awesome! love this type of mission. :grin:


Wed Jun 10, 2009 3:16 am
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Post Re: Robot Defense
Please chagne the scene pos.

Oh, and adding healer nanobot swarms at random would be nice.


Wed Jun 10, 2009 3:24 am
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Post Re: Robot Defense
mail2345 wrote:
Oh, and adding healer nanobot swarms at random would be nice.

Yeah that would be really cool. I'd like to see a bit more variety after playing this for awhile.


Wed Jun 10, 2009 4:29 am
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Post Re: Robot Defense -bugfixes-
yeahhh and what is the next 'defense' map :D ?


Wed Jun 10, 2009 12:02 pm
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Post Re: Robot Defense -bugfixes-
looks nice,like all grif's things...


Wed Jun 10, 2009 12:22 pm
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Post Re: Robot Defense -bugfixes-
Sweet. I want a huge crab defense now. Like, so-big-their-pincers-go-through-your-roof big.


Wed Jun 10, 2009 3:36 pm
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Post Re: Robot Defense -bugfixes-
make a defence that is really hard, new map and less cover and more spawn points

like;

I*Spawn* *Spawn* *Spawn* *small cover?* (You) *small cover?* *Spawn* *Spawn* *Spawn*I


Wed Jun 10, 2009 3:39 pm
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Post Re: Robot Defense -bugfixes-
This has the same problem as the zombie scene. They don't stop for hunger or tiredness but they WILL stop for a bullet flying by.

They all cramp there, seem to be afraid of me shooting them.


Wed Jun 10, 2009 4:23 pm
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Post Re: Robot Defense -bugfixes-
It looks nice and everything, and I appreciate having another mission since there are so few, but it's not really much fun. There isn't much else to do other than hold down the fire button in one direction. A non-automatic gun, perhaps a pistol, makes the scene much more challenging and engaging.

Edit: Been holding the fire button down while in prone for about 7 minutes now. The robots have not walked into view, let alone within a range they might fire at me on.
Does this get harder?


Wed Jun 10, 2009 7:29 pm
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Post Re: Robot Defense -bugfixes-
This is almost EXACTLY what I wanted. Do you think you could put in the harvesters from Salvation?


Wed Jun 10, 2009 7:56 pm
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REAL AMERICAN HERO
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Post Re: Robot Defense -fixin' it up-
More bugfixes.


Wed Jun 10, 2009 8:11 pm
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Post Re: Robot Defense -fixin' it up-
It could also use scaling weapons like the zombie mod, and I mean absolutely no offense to zalo here, but better sprites that aren't vanilla. I'd take a robot 2 with red eyes as a terminator.
Scaled levels may help too the difficulty vs. weapon quality. For example,
WAVE 1- T-1s (machine guns on tank treads)
Player Weapon: Machine Gun
WAVE 2- T-600s (Minigun)
Player Weapon: Arnold's gun from the original. The silver, laser sighted one. Acts as a sniper rifle
WAVE 3- T-800s (Really Durable)
Player Weapon: Shotgun? Better ideas anyone?
WAVE 4- 5 Harvesters (Plasma firer- blows up building. Very destructive. One shot clip. Takes 2 minutes to reload.)
Player Weapon: Minigun
WAVE 5- Randomized enemies.
Player Weapon: No new weapons.
But that's only if you decide to really polish this mod. If it's a passive interest, then don't worry about it.

PS Great work on the Marcus Sprite.


Wed Jun 10, 2009 10:21 pm
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Post Re: Robot Defense -bugfixes-
The Decaying Soldat wrote:
This has the same problem as the zombie scene. They don't stop for hunger or tiredness but they WILL stop for a bullet flying by.

They all cramp there, seem to be afraid of me shooting them.


Hmmm... change the crouchpath into walkpaths? even more so, change the crawlpaths with walkpaths too.


Thu Jun 11, 2009 5:42 am
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