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 IncursionCorp 
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Joined: Tue Mar 22, 2011 9:26 pm
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 IncursionCorp
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IncursionCorp return with their questionable intentions, and many forms of death, but are, as usual, quite happy to take your money. IncursionCorp supply six unique troop types: (I have .gifs to demonstrate, but can't get them to upload. I'll add them when they're working.)

THE GENINATOR
The Geninator can survive having its head blown clean off. Snipers everywhere cower in fear

THE EXPLODINATOR
The Explodinator does just that, explodes violently on death, or on coming too close to an enemy.

THE ZOMBINATOR
The Zombinator doesn't let death stop it, and will rise as a zombie when killed

THE ITINERATOR
When injured the Itinerator will teleport to safety

THE MEDICATOR
The Medicator can heal everyone around itself, including enemies, so make sure to turn off the healing before you get too close.

THE JUGGERNATOR
The Juggernator is tough enough to withstand some small arms fire completely unscathed, but rockets and bigger guns are still a threat.

These troops can be delivered quickly and efficiently without the use of the conventional craft which add so much risk to building your army.

Also included are a selection of weapons, and several game modes, including a raid on a heavily fortified bunker, and a one-man-army style last stand.


CREDITS:
I made the mod.
CaveCricket48 gave me some help with the Lua for the grenades, and wrote an excelent Lua tutorial which taught me pretty much everything I knew about Lua before starting this mod.

Please let me know (not that I wouldn't expect you to anyway) if you find any problems with the mod. I have tested it on several computers and haven't found any errors yet, but I'm sure some slipped through.


Attachments:
Incursion.rte.rar [235.04 KiB]
Downloaded 1089 times


Last edited by Zagzag on Sat Oct 29, 2011 5:14 pm, edited 1 time in total.

Sat Oct 29, 2011 1:56 pm
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Joined: Sun Aug 28, 2011 7:17 pm
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Post Re: IncursionCorp
Looks epic, downloading now. WIll report bugs later. Sweet sprites though, and very realistic job with the medic. I like that he heals others as well, makes the game a little harder.

EDIT: Okay, so I did some light testing, and the actors are still really cool. The teleportation function and the zombie-on-death stuff is epic. The guns are a little less so. The fire shotgun thing is really nice, the sprite is amazing, but stuff like the incursion rifle and the heavy incursion rifle look and sound like resprited Coalition assault rifles. They need something different. I don't know what, but right now those two guns just feel like blue Coalition weapons. The sniper rifle is cool, but the sound is the same... The bomb delivery system is very nice and a craft would be awesome, if you plan on putting one in. Didn't find any errors, and I have a few mods installed, so that part of the mod is good.
The missions are a lot of fun, and the attack mission on the bunker is, like you said, heavily fortified. I ran out of cash about two-thirds of the way into the bunker, then noticed that I had missed all the piles of gold lying about.
In conclusion, cool mod, the guns could use some work, but otherwise, AMAZING!


Sat Oct 29, 2011 4:08 pm
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Data Realms Elite
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Joined: Mon Jul 12, 2010 5:39 am
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Post Re: IncursionCorp
Hey Alex, you know all CC mods are compatible with each other, right?
You can have an inf. amount of mods and the only thing that happens is an hour long start-up screen and a lot of lag.
But it is possible. If there were an infinite amount of mods.


As for the mod, the sprites could use a lot of work. A lot of them have too much flat coloring. I may help you on this tho.


Sat Oct 29, 2011 5:12 pm
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Joined: Tue Mar 22, 2011 9:26 pm
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Post Re: IncursionCorp
alexthegreat17 wrote:
but stuff like the incursion rifle and the heavy incursion rifle look and sound like resprited Coalition assault rifles. They need something different. I don't know what, but right now those two guns just feel like blue Coalition weapons. The sniper rifle is cool, but the sound is the same...

Miggles wrote:
As for the mod, the sprites could use a lot of work. A lot of them have too much flat coloring. I may help you on this tho.

These are the two things on the top of my list right now for improving this mod. I totally agree with you on both of these points. Spriting is not my strong point (not that I really have a one at all), but the sprites have improved a lot since I first made them, and I hope that I can do better the next time I try to improve them.
Thanks a lot for the feedback.


Sat Oct 29, 2011 5:19 pm
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Data Realms Elite
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Post Re: IncursionCorp
I can do it if you want. I have some decent spriting skills in my honest opinion. I'm not as good as KettenKrad or Major or anything tho.

EDIT:
Here's a redone Bolter.
Image


Sat Oct 29, 2011 5:52 pm
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Data Realms Elite
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Post Re: IncursionCorp
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...
Image

Yeah. It actually looks WORSE. :l


Sat Oct 29, 2011 6:46 pm
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Post Re: IncursionCorp
I have a minor suggestion related to the weapons, i would make them have a tad more dull metalic black / metal colour rather than having the full weapon blue, as well as the actors themselves, Making them all blue kinda seems.. bad in terms of appearance for example if you look at the dummy weapons they're not all covered in orange they have a few parts colour in metal. Other than that, This mod look decent and hopefully creates some nice things to play with along with the other mods.


Sat Oct 29, 2011 8:13 pm
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Post Re: IncursionCorp
Miggles wrote:
Image
...
Image

Yeah. It actually looks WORSE. :l


By the way... the bolter is not finished yet, and that sprite isn't used in the mod at the moment. I would be redoing that almost completely before I released it, since it really isn't that good at the moment.


Sat Oct 29, 2011 9:01 pm
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Data Realms Elite
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Post Re: IncursionCorp
Here's a few tips:

Don't make your gun look like a bunch of random pixels. That looks awful and nobody enjoys looking at that.
Don't just make everything a flat color. Using more shades is a good thing, but don't make it over-shaded.
Making a few square sections with a few lighter colors on the gun is an easy way to give it detail while still looking nice.
Try and use colors that look like they wouldn't fit. Experiment. Like I did with the barrel of the bolter, you can see that it makes it look more round.
Basing guns off of real guns is a lot easier because you have a reference.


Sat Oct 29, 2011 9:21 pm
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Joined: Tue Mar 22, 2011 9:26 pm
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Post Re: IncursionCorp
Miggles wrote:
Here's a few tips:

Don't make your gun look like a bunch of random pixels. That looks awful and nobody enjoys looking at that.
Don't just make everything a flat color. Using more shades is a good thing, but don't make it over-shaded.
Making a few square sections with a few lighter colors on the gun is an easy way to give it detail while still looking nice.
Try and use colors that look like they wouldn't fit. Experiment. Like I did with the barrel of the bolter, you can see that it makes it look more round.
Basing guns off of real guns is a lot easier because you have a reference.

Thanks for the advice. I had done almost no spriting prior to this mod, so your help is really appreciated. I hope that I can get everything looking a bit better soon.


Sat Oct 29, 2011 9:56 pm
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