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Blaze200038
Joined: Sat Mar 28, 2009 1:46 pm Posts: 26
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Bumping this cause I updated it today. Apologies to anyone who'd call this necro.
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Mon Jan 18, 2010 7:34 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
This mod has a cool look to it, with the glow trails and excessive use of blue, but I have some critique.
1)every weapon with the exception of the sniper-looking one is incredibly weak and/or too short ranged. I went through an entire magazine of minigun fire on the tutorial mission and I didn't even kill the front dummy (it had 6 wounds on it)
2)If the short range is intentional, I would suggest making a much stronger set of actors to get up close to the enemy without dying.
other than that, cool mod!
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Mon Jan 18, 2010 10:30 pm |
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mbbird
Joined: Thu Feb 12, 2009 8:14 am Posts: 110
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Did you just say *twitch* c-clip size... ...
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Mon Jan 18, 2010 11:23 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
ZM15, ZM97 and enforcer look epak. Everything else=repsrite.
Make your own sprites, or get a spriter. Although I must admit even respriting is better than *shudder* placeholders...
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Mon Jan 18, 2010 11:33 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Mask goes under helmet. I could have sprited the outer armor for you. Offsets look really off.
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Tue Jan 19, 2010 1:43 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
mbbird wrote: *twitch* c-clip People around here get their knickers in a bunch if you call them clips. Don't.
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Tue Jan 19, 2010 1:54 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Heh, these weapons kinda remind me of my older darkstorm/darklone stuff.
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Tue Jan 19, 2010 8:39 pm |
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Blaze200038
Joined: Sat Mar 28, 2009 1:46 pm Posts: 26
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Flammablezombie wrote: ZM15, ZM97 and enforcer look epak. Everything else=repsrite.
Make your own sprites, or get a spriter. Although I must admit even respriting is better than *shudder* placeholders... ZM99 is also original. I don't try to take credit for the originals of the respritted stuff though... you can see the credits on the OP, though they aren't too specific. I do have some vague plans to replace the borrowed sprites eventually, once I get a bit more practice at spriting. (Except the ZM16, because it is supposed to look like an M16, and that sprite really does IMO. Another one would just be kinda pointless.) Joe wrote: 1)every weapon with the exception of the sniper-looking one is incredibly weak and/or too short ranged. I went through an entire magazine of minigun fire on the tutorial mission and I didn't even kill the front dummy (it had 6 wounds on it) I'm assuming you mean you just unloaded it without pausing at all; I'd kinda expect that. I'm pretty sure in the OP I mentioned that all the weapons had a lua script on them (courtesy of MacAnkka) that affected their accuracy, on the idea that they react to recoil. Thus, you'd get much better results from firing short controlled burst instead of just unloading madly. Unless you did control your fire... in which case, I agree. I'll check into that. DSMK2 wrote: Mask goes under helmet. I could have sprited the outer armor for you. Offsets look really off. Yeah, I wasn't sure if I was getting that right . : / I'll try to fix it though.
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Tue Jan 19, 2010 10:51 pm |
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Joe
Joined: Tue Jul 21, 2009 4:36 am Posts: 347 Location: The place where asses go to be bad
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Blaze200038 wrote: Unless you did control your fire... in which case, I agree. I'll check into that. Yeah, every round I fired hit the target, and all but 6 rounds simply bounced off.
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Wed Jan 20, 2010 12:57 am |
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Blaze200038
Joined: Sat Mar 28, 2009 1:46 pm Posts: 26
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Re: Zeffram Manufacturing [WIP] - V1.2 - Updated 1/18/10
Joe wrote: Yeah, every round I fired hit the target, and all but 6 rounds simply bounced off. Eh, okay, well just so you know, 90% of the things I think you mean by 'rounds' aren't meant to damage, they're there just to be glow trails. Each 'round' (as a round is defined in the .ini's) is an AEmitter that produces one damage pixel (the damage 'round') and a crap-load of glows that don't do any damage. Even so, I'm still not having that problem. Using the ZM15, I killed the front dummy and the dreadnaught behind him. Got the same result five times in a row, so I'm still not sure whats going wrong.
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Wed Jan 20, 2010 9:30 pm |
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