***Ballistic Weapons: Mercenaries!***
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The ClamV2 [Bot]
Joined: Sun Mar 30, 2008 6:08 pm Posts: 408
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Re: ***Ballistic Weapons: Mercenaries!***
Sprites are so dirty and ugly you can't tell if you're supposed to like them or not, but I know I don't, -10/10 Seriously everyone treats numgun like a god and then he thinks he's got some kind of massive e-cock, this is pretty shittyoverpowered.
This is an example of criticism gone bad. Don't copy this OR respond to it in this way.
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Thu May 21, 2009 1:43 am |
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Ophanim
Joined: Wed Dec 26, 2007 6:33 am Posts: 1743 Location: Trapped in UCP. Send help.
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Re: ***Ballistic Weapons: Mercenaries!***
Outlines ♥♥♥♥ learn them.
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Thu May 21, 2009 1:50 am |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: ***Ballistic Weapons: Mercenaries!***
The ClamV2 wrote: this is pretty shittyoverpowered. Which is probably why it's often suggested to play BW units against BW units.
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Thu May 21, 2009 1:51 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: ***Ballistic Weapons: Mercenaries!***
Ophanim wrote: Outlines fudge learn them. They dont need em.
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Thu May 21, 2009 1:52 am |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: ***Ballistic Weapons: Mercenaries!***
They really do, the weapons clash with everything else
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Thu May 21, 2009 1:57 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: ***Ballistic Weapons: Mercenaries!***
Thunder Toes wrote: They really do, the weapons clash with everything else Nope, trust me, they'd look bad and too cartoony if I put outlines on them.
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Thu May 21, 2009 1:58 am |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Re: ***Ballistic Weapons: Mercenaries!***
Well, then add contrast on the edges. They really don't match the rest of the mod.
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Thu May 21, 2009 1:59 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: ***Ballistic Weapons: Mercenaries!***
Thunder Toes wrote: Well, then add contrast on the edges. They really don't match the rest of the mod. Oh what are you doing? Play the mod, dont nitpick you discusting ♥♥♥♥♥. This isn't the kind of response we expect from Developers.
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Thu May 21, 2009 2:02 am |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: ***Ballistic Weapons: Mercenaries!***
numgun wrote: Thunder Toes wrote: Well, then add contrast on the edges. They really don't match the rest of the mod. Oh what are you doing? Play the mod, dont nitpick you discusting ♥♥♥♥♥. This isn't the kind of response we expect from Developers.And come on, he was only trying to help. I can think of several better responses then that. And did this thread just get nuked?
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Thu May 21, 2009 3:36 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: ***Ballistic Weapons: Mercenaries!***
Yes, it just went through a war, but I don't want to speak of that anymore on this thread.
-on topic-
Well, the weapons really can use some lines, or contrast on the edges wtever.
But I think Num likes to put tons of details on his mods, sometimes too much for a 40-pixel weapon to handle. Perhaps giving up some very minor details will give room for lines, or simply make the weapons look more polished.
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Thu May 21, 2009 3:41 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: ***Ballistic Weapons: Mercenaries!***
Nummy are you going to add in secondary or additional functionality for some of these guns? Like the deployable camera on the M50 or the overheat malfunctioning on the lightning gun? That would be incredibly awesome. Also there is a yet-irreproducible bug where a spawner module will fail to show the 'Ready' sign when it is, in fact, ready. I'll get back when I can reproduce it. Also on maps like The Bridged Pit, I think enemies will sometimes spawn outside the map, increasing kill count.
Edit: Scratch that I just read Darlos' post in Mod Making.
Last edited by Subiw on Thu May 21, 2009 4:04 am, edited 2 times in total.
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Thu May 21, 2009 3:41 am |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: ***Ballistic Weapons: Mercenaries!***
No more flame wars, criticise constructively with less of the cussing please, there's no need to swear to get your point across.
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Thu May 21, 2009 3:49 am |
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TheFlamingBanHammer
Joined: Thu Apr 30, 2009 10:54 pm Posts: 36
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Re: ***Ballistic Weapons: Mercenaries!***
The black hole generator just made both brain disappear on tutorial...wtf
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Thu May 21, 2009 5:13 am |
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voran
Joined: Sun Sep 23, 2007 4:13 pm Posts: 35 Location: Generally? Earth
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Re: ***Ballistic Weapons: Mercenaries!***
Ha I've had quite a few mishaps where I've used the teleport device and had my brain teleported right into the open
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Thu May 21, 2009 5:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: ***Ballistic Weapons: Mercenaries!***
ugh, seraph, you deleted my helpful post <_< piipu: TimerMan.DeltaTimeMS and TimerMan.DeltaTimeSecs should allow you to access the deltatime number pretty easily.
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Thu May 21, 2009 5:29 am |
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