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Denn's Fun Pack, Featuring: Blood Beast
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Denninja
Joined: Fri Jul 27, 2012 5:37 pm Posts: 23
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Denn's Fun Pack, Featuring: Blood Beast
I'm sticking any mods I make that I feel are fun enough, into this thread as a pack. Not adhering to a theme overall, except for the Blood Beast and his Blood Shield. Blood BeastMutant which regenerates, has the ability of raising it's max HP by taking shots to the head! Fast and equipped with a long lasting jetpack. Weak to crushing. Commander/Brain version also available. Now with new sprites!! PenetratorEnergy-based sniper rifle attached to a very effective shield. Fires a burst of dense particles which maintain speed for some distance, then suddenly stop and float, pushing the target. Terrain penetration is maximal at close range. Expect kills through walls. User is invulnerable to many projectiles where the shield covers them, but beware strong kinetic force. Glass LancerAlien weapon which produces and propels shards of unusually dense crystal. Glass GlaiverSlower, more powerful model of the Lancer, with much larger spears. C.H.M. Cluster Homing Missile (Mildly OP) Launches a swarm of mini homing missiles which lock on to then follow the nearest enemy, exploding with pressurized gas in proximity. Included is a more dangerous grenade version which attacks indiscriminately! Beware! Extreme SkirmishNear-infinite gold, enemy waves increase at a hardcore level! Gravity ZoneLarge, flat, featureless map, made for Extreme Skirmish. Gravity is increased, making ships more difficult to control and restricting infantry's carry weight. Low Gravity ZoneSelf-explanatory! Attachment:
File comment: Added the Penetrator! Added a new stage, relevant to the previous one. Removed the Blood Shield, I couldn't get it to be what I wanted. Blood Beast has bloody new bloody sprites!
BloodyBeast.rte 1.3.rar [698.59 KiB]
Downloaded 1313 times
Last edited by Denninja on Sun Dec 02, 2012 5:48 pm, edited 15 times in total.
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Mon Sep 17, 2012 4:29 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: My First Mod Pack~
Well, well, this is a pretty good mod!
Though I agree, the cluster homing missile is OP, but it works nice. I'm not good at critisizing (I think I wrote it wrong) sprites, but I can tell they aren't bad at all. With a bit more practice they'll look pro-ish.
You've got potential.
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Mon Sep 17, 2012 7:25 pm |
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Denninja
Joined: Fri Jul 27, 2012 5:37 pm Posts: 23
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Re: My First Mod Pack~
Asklar wrote: Well, well, this is a pretty good mod!
Though I agree, the cluster homing missile is OP, but it works nice. I'm not good at critisizing (I think I wrote it wrong) sprites, but I can tell they aren't bad at all. With a bit more practice they'll look pro-ish.
You've got potential. I did use the vanilla Ronin torso/limbs though >_< I'll try to draw my own sometime.
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Mon Sep 17, 2012 11:40 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: My First Mod Pack~
I mean, your own sprites =P
It's nice to see new modders in here!
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Tue Sep 18, 2012 1:44 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: My First Mod Pack~
I'm not normally one to flaunt my opinions, because the last time I did I started a riot but, This mod is a great mod, bro. I'd love for you to continue it because really this is the kind of mod I've been waiting for. Keep it up, Hellevator.
Edit: Any way the Blood Beast can regen limbs? I swear I've seen it before.
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Tue Sep 18, 2012 1:45 am |
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Denninja
Joined: Fri Jul 27, 2012 5:37 pm Posts: 23
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Re: My First Mod Pack~
Hellevator wrote: I'm not normally one to flaunt my opinions, because the last time I did I started a riot but, This mod is a great mod, bro. I'd love for you to continue it because really this is the kind of mod I've been waiting for. Keep it up, Hellevator.
Edit: Any way the Blood Beast can regen limbs? I swear I've seen it before. Thanks!! He can't lose limbs; Would be cool the way you described though. Updated the Glass Lancer with vanilla sounds, GlobalAccScalar and tweaked GibImpulseLimit.
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Tue Sep 18, 2012 2:31 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: My First Mod Pack~
Are you planning any more actors? I'd love some sort of ACrab actor.
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Tue Sep 18, 2012 2:41 am |
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Denninja
Joined: Fri Jul 27, 2012 5:37 pm Posts: 23
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Re: My First Mod Pack~
Hellevator wrote: Are you planning any more actors? I'd love some sort of ACrab actor. Got rid of it since i just stopped liking it~ R.I.P. Giga Shield Crab. It was meant to be invincible from all sides except a node in the back which was it's weak point. This didn't work out since crushing kills so far as I know are unpreventable. This was my try at an almost-fully custom ACrab, I went too far in editing it, didn't understand enough. As the image shows, I couldn't get it walking straight. It's weapon wasn't interesting at all, I feel an ACrab would need an ability special enough to define it. I'll attempt a better one once I get ideas.
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Tue Sep 18, 2012 2:49 am |
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Hellevator
Joined: Wed Apr 13, 2011 12:38 am Posts: 162 Location: Only The Claw knows...
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Re: My First Mod Pack~
Crushing kills are preventable! Set MissionCritical=1 It'll make it pretty much unbreakable, but ain't that what we're looking for?
Edit: We as a community can help you with walkpaths.
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Tue Sep 18, 2012 2:51 am |
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Denninja
Joined: Fri Jul 27, 2012 5:37 pm Posts: 23
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Re: My First Mod Pack~
Hellevator wrote: Crushing kills are preventable! Set MissionCritical=1 It'll make it pretty much unbreakable, but ain't that what we're looking for?
I tried that for Blood Beast just now, it made them die the same way through wounds and crushing, yet their inoperable body remained, spamming death noises.
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Tue Sep 18, 2012 3:51 am |
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