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 CombatModules V5 - Doainar Control Room + Other stuff! (WIP) 
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Joined: Wed Jan 14, 2009 7:12 pm
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: Minor Release - Doainar Control Room
Make the control room open/close a door manually by using a certain tool while in the room, like the c4 detonators.


Sun May 17, 2009 6:54 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: Minor Release - Doainar Control Room
While this maybe be beyond you as far as Lua goes... [no offense, I certainly can't do it either]

[This would mostly be a map feature idea.]
This control console is in an underground bunker, between the two team's bunkers. [exact middle] Directly above this console on the surface, there is a turret.
This turret is invincible, and is very uber, [no terrain damage though] but has five second reloads. It is on team -1, and fires at either team.
However, when an actor is at this control panel, the team of the turret becomes this actor's team. To capture the turret, you've got to kill the operator and replace him with one of your guys. This could be a King of the Hill map with the room as the 'hill', or just a map feature.


Sun May 17, 2009 6:55 pm
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Post Re: Minor Release - Doainar Control Room
I'm glad people like my Terminal sprite, it's giving me the confidence to work on more first party module sprites.


Sun May 17, 2009 7:00 pm
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Post Re: Minor Release - Doainar Control Room
Sweet, you should make Crobo Modules.


Sun May 17, 2009 7:01 pm
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Post Re: Minor Release - Doainar Control Room
CombatMedic02 wrote:
I was thinking about putting lots of crates in the background and such. To make it look like a real cargo bay. :grin:

I got another idea too. How about a sick bay? Make it a healing room? :grin:

@Miles: It's just a module, what you see is what you get. For the time being at least. :wink:

I think you should shop the right half of the hanger off and close the top, then it would become a real dropship bay.
Or you could make it wider, and make the hole to the right(and bigger) and the dropship holder could be placed at the left side next to the control room.(Will make a simple drawing if it's not clear.(just ask)

The sickbay is genious but it would have some problems like not taking away wounds.(not possible if I am not mistaking)


Sun May 17, 2009 7:02 pm
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Post Re: Minor Release - Doainar Control Room
Flammablezombie wrote:
Sweet, you should make Crobo Modules.


Modules take a long time to sprite, as with any large sprite. If I'm going to put a lot of time and work into some module sprites I'd prefer it was for the game rather than a mod.


Sun May 17, 2009 7:03 pm
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Post Re: Minor Release - Doainar Control Room
Flammablezombie wrote:
Sweet, you should make Crobo Modules.


But first he should release the... you know the rest.
What else is in B23 that was made by you Bubs?


Sun May 17, 2009 7:04 pm
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Post Re: Minor Release - Doainar Control Room
Shard wrote:
Flammablezombie wrote:
Sweet, you should make Crobo Modules.


But first he should release the... you know the rest.
What else is in B23 that was made by you Bubs?


Uh... the bunker in first signs, random effects, momma crab sprites and stuff. Due to my animation course that will be finished in two weeks I have been too busy. TLB and Numgun have contributed a lot more than me.


Sun May 17, 2009 7:07 pm
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Post Re: Minor Release - Doainar Control Room
Also, if you're gonna make a sick bay, make it replace an actor, and if you don't leave your weapons at the entrance in the name of hygiene, they are taken away upon entry.


Sun May 17, 2009 7:07 pm
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Post Re: Minor Release - Doainar Control Room
capnbubs wrote:
momma crab sprites and stuff.

Those must have been a hell to sprite... I thought they were hand-drawn by Prom.


Sun May 17, 2009 7:13 pm
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Post Re: Minor Release - Doainar Control Room
capnbubs wrote:
Shard wrote:
Flammablezombie wrote:
Sweet, you should make Crobo Modules.


But first he should release the... you know the rest.
What else is in B23 that was made by you Bubs?


Uh... the bunker in first signs, random effects, momma crab sprites and stuff. Due to my animation course that will be finished in two weeks I have been too busy. TLB and Numgun have contributed a lot more than me.


Well you made First signs epic with your "momma crab", My Brain bot died the first time because I was laughing to hard when I saw that thing, boss battle music and such. Yet the it looked like a serious fight, is it?


Sun May 17, 2009 7:15 pm
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Post Re: Minor Release - Doainar Control Room
It's a serious fight when all you have to do is either:
A, run up to it and stomp it to deat, or,
B, use a repeller ;-)


Sun May 17, 2009 8:23 pm
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Post Re: Minor Release - Doainar Control Room
maart3n wrote:
I think you should shop the right half of the hanger off and close the top, then it would become a real dropship bay.
Or you could make it wider, and make the hole to the right(and bigger) and the dropship holder could be placed at the left side next to the control room.(Will make a simple drawing if it's not clear.(just ask)

I see what you mean. All the same I'm going to finish this one... when it's done it'll be easy to convert so I can make the other version too.


Sun May 17, 2009 9:14 pm
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Post Re: Minor Release - Doainar Control Room
After you convert it to the other version perhaps you could make a flipped version of both (so that you can face it either way)


Sun May 17, 2009 9:22 pm
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Post Re: Minor Release - Doainar Control Room
Konn wrote:
After you convert it to the other version perhaps you could make a flipped version of both (so that you can face it either way)

Don't worry, I will. :P

Opinions Please! Should I add boxes in the background or should I leave it empty, new and shineh? Then you could add your own boxes... maybe I should add a background box tile then you can choose for yourself? :wink:

It’s a bit of a near miss to get a drop ship in there though, might make it about 3 pixels wider... I mean it’s do-able... easily. You might just clip the sides though...

Also I need to get this offset bit dealt with... other modules tiles don’t line up... how do I solve this?

Image


Sun May 17, 2009 11:53 pm
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