The Lazarus Brigade - INACTIVE
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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: The Lazarus Brigade - Version 1.1 (1/27/11)
Oh great one, your mods fill my CC with joy.
A nip pick would be: too much shotgun. I think there are much more possibilities when it comes to an undead faction aside from guns. I'd hope to see other voodoo stuff, cursed stuff, bio stuff, etc.
Don't get me wrong, well executed mod you got here, but it needs variety.
And we need a tough zombie unit, even an ACrab zombie unit.
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Fri Jan 28, 2011 5:38 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: The Lazarus Brigade - Version 1.1 (1/27/11)
The Decaying Soldat wrote: stuff
And we need a tough zombie unit, even an ACrab zombie unit. Hellhound, perhaps? Or maybe a giant locust.
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Fri Jan 28, 2011 5:53 am |
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piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
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Re: The Lazarus Brigade - Version 1.1 (1/27/11)
this fire staff is probably my very favorite iteration of this "magic staff" idea yet. It would be cool if the staff opened it's mouth to fire the shot or glowed for a moment before firing, like it was charging to fire.
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Fri Jan 28, 2011 7:40 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: The Lazarus Brigade - Version 1.1 (1/27/11)
The Decaying Soldat wrote: more possibilities... ...voodoo stuff, cursed stuff, bio stuff, etc.
...tough zombie unit... The former, absolutely. The latter, perhaps.
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Fri Jan 28, 2011 2:04 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: The Lazarus Brigade - Version 1.1 (1/27/11)
thesoupiest wrote: Only? Oh, darn. I had white, black, and gray all planned out too. Forget what I said!!!!
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Fri Jan 28, 2011 6:47 pm |
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killkill85
Joined: Mon Oct 04, 2010 6:42 pm Posts: 63 Location: Dubai,UAE
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Re: The Lazarus Brigade - Version 1.1 (1/27/11)
I new it,the next one would be blue!
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Fri Jan 28, 2011 7:21 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: The Lazarus Brigade - Version 1.1 (1/27/11)
What I like about this mods, is that if you place them all in a modless CC, the game suddenly feels complete.
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Fri Jan 28, 2011 8:27 pm |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: The Lazarus Brigade - Version 1.2 (1/28/11)
VERSION 1.2 Quote: Changelog - Retouched the sprites on the Blunderblast and the Blunderboom - Altered the Blunderbang and Blunderblitz's pellet strength - Added the Firebreather - Added the Bone Launcher - Added the Bone
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Sat Jan 29, 2011 2:15 am |
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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: The Lazarus Brigade - Version 1.2 (1/28/11)
Dude, are you modding 24/7? It seems like you never stop.
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Sat Jan 29, 2011 4:45 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: The Lazarus Brigade - Version 1.2 (1/28/11)
Asklar wrote: Dude, are you modding 24/7? It seems like you never stop. Everyone has to sleep. Some just use it more productively than others.
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Sat Jan 29, 2011 4:47 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: The Lazarus Brigade - Version 1.2 (1/28/11)
Cool update. Superb sprites as usual.
Firebreather has some cool visual effects, but could use a better sound effect.
The bone launcher is a little out of expectation. I thought it was going to launch bone stakes instead of bone pellets, or maybe bone stakes with pellets.
The fire staff really could use some open mouth effect as mentioned by another poster. Just a few frames of sprites.
Overall this is still too gun-oriented for me. I was expecting to see along the lines of head-chasing voodoo skulls, thrown axes, laser-eyed totem poles, voodoo witch with a vial of acid and so forth. Maybe you have another view on the Undead faction, but I can see your business plan is going to be skull-oriented, which is good enough for me. I still love this mod for the blunder weapons.
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Sat Jan 29, 2011 4:48 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: The Lazarus Brigade - Version 1.2 (1/28/11)
The Decaying Soldat wrote: better sound effect. Thy will be done. The Decaying Soldat wrote: launch bone stakes Originally, it was going to be a one-shot spine-launching crossbow named the Spinal Tap. It will either be reverted to this or the Spinal Tap will be released as another weapon. The Decaying Soldat wrote: open mouth effect It is planned. The Decaying Soldat wrote: head-chasing voodoo skulls Interesting... The Decaying Soldat wrote: vial of acid An Acid Bomb was mere inches from release until I decided I could not make it work the way I wanted it to. But your very words are convincing me to look at it differently. An acid-based bomb will be released by the end of tomorrow.
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Sat Jan 29, 2011 4:51 am |
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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: The Lazarus Brigade - Version 1.2 (1/28/11)
Hey! I downloaded the update and I get an error. Reffering to an instance (Flame 1 Hurt) to copy from that hasn't been defined! In LazarusBrigade.rte/FS/FS.ini
D= I wanted to see the new weapons!
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Sat Jan 29, 2011 4:56 am |
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piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
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Re: The Lazarus Brigade - Version 1.2 (1/28/11)
the firebreather is nice, though the huge cone of fire and smoke seems less like some sort of hellspawn breathing fire and more like a jet engine. Range is a bit short too, least for me. The bone launcher is pretty underwhelming in terms of ability to really do damage. It takes a whole clip to even hurt most actors, and since the spread is so random it's more of a mild maiming gun then an effective killing machine.
As peer new weapons, acid bombs could be organic things, insects or hellspawn filled with corrosive juice. And per voodoo magic, there are plenty of things you could do. A voodoo doll bomb that would explode and hurl pins everywhere, a staff to summon little autonomous flaming skulls that seek out enemies and detonate, bolts of black magic that cause anything that is hit to bleed profusely and rot away, something like that firework launcher of yours, but that launches horrible snake like flame demons that fly out in erratic patterns, just to name a few.
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Sat Jan 29, 2011 6:15 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: The Lazarus Brigade - Version 1.3 (1/29/11)
VERSION 1.3 Quote: Changelog - Retouched the sprite on the Firebreather - Narrowed the Firebreather effect arc - Increased the Firebreather's maximum range - Changed the Firebreather's sound to be more bearable - Renamed the Bone Launcher to the Spine Launcher - Spine Launcher now shoots high-velocity human spines - Added the Devilsfork This will be all I add to this pack in terms of weaponry for now. I was playing with a new method of making an acid bomb, but I couldn't get one that both looked good and worked well at the same time. If I get any easy-to-do weapon ideas in the future, I'll do my best about adding them. (In adding the Devilsfork, I interpreted the responses about voodoo weaponry as more of a necromantic feel, and had the image of a pitchfork, a cartoonish symbol of Satan, being enchanted to bring death.) Today and tomorrow I will be working on an actor (or actors) for this pack. I already have some ideas going and it will just take a bit of work to implement them. Afterwards I will create an actor for the Red Loki pack and then move on to the TradeStar pack, finally ending my modding streak with the Dummies. Both the TradeStar and Dummy packs will each have at least one actor.
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Sat Jan 29, 2011 8:54 pm |
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