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 Zombies '09 
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Joined: Sun Nov 11, 2007 1:49 pm
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Post Re: Zombies '09
As said before, the soldier looks fat.


Fri Oct 02, 2009 7:46 am
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Post Re: Zombies '09
its like a month old concept
Image new one from allen, fresh today. not final, of course. i like some of the ideas though.
Mooseral wrote:
It crashed a lot (usually with the junk pile drop-ship fall-from-space things, I thought) but while it ran, it was a great deal of fun.
oh god, i need to fix so many crashes .__O *cone of meat sound here*
Foa wrote:
And chainsaws bring the fun out of the zombie mauling experience
agree, so so much.


Fri Oct 02, 2009 7:25 pm
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Data Realms Elite
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Post Re: Zombies '09
This design is getting somewhere, but no thermal pew pew guns, they aren't fun, instead use the upgraded form of the shotgun ( revolver shotgun with flechette? ) .


Sat Oct 03, 2009 5:10 am
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Post Re: Zombies '09
the energy weapons we are planning on implementing sure as hell arent pew pew weapons. they will be deliberate, powerful feeling, fireball cannons.
speaking of powerful feeling, i really need to update the deagle some <_<

another update on whats happening in my life
doing hampton court today, maybe another castle too, we'll play it by ear, but yesterday we did courtauld gallery, st pauls, the monument and the tower of london. it was pretty intense.
got some drawing done too, back at the hotel.


Sat Oct 03, 2009 9:18 am
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Location: In heaven, everything is fine.
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Post Re: Zombies '09
Now this is a much appropriate design for a soldier called 'Omega'.

I think the old design wasn't bad at all, it just doesn't fit with the powerful name 'omega'. He could be a scavenger or a chemical trooper.


Sat Oct 03, 2009 2:17 pm
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Post Re: Zombies '09
Foa wrote:
( revolver shotgun with flechette? )

Fletchette guns like in SW jedi knight 2 something....
4 shots, but 4 barrels so you can choose to shoot 1 or 4.
Just a thought.

EDIT: added a pic showing the quad loading and the massive front.
http://images4.wikia.nocookie.net/starw ... chette.jpg


Sat Oct 03, 2009 6:15 pm
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Post Re: Zombies '09
maart3n wrote:
...choose to shoot 1 or 4...

Won't work without some Lua, and even then it would be pretty weird


Sat Oct 03, 2009 7:45 pm
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Post Re: Zombies '09
maart3n wrote:
...choose to shoot 1 or 4...
maybe with that fire mode switching thing. maybe. i could extend that to the double barrel as well. maybe i'll build interesting weapons like that into the mechs, as they'll almost cirtainly be crabs.
flechettes are going to be incorporated once i can add some variable ammo to the shotgun and other weapons/can be assed.


Sat Oct 03, 2009 8:06 pm
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Post Re: Zombies '09
Hey Geti, how about you use your fancy AEmiter randomizer method, and use the rtt ratio with e main shot and the tracer shot.


Sat Oct 03, 2009 11:33 pm
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Post Re: Zombies '09
Geti wrote:
maart3n wrote:
...choose to shoot 1 or 4...
maybe with that fire mode switching thing. maybe. i could extend that to the double barrel as well. maybe i'll build interesting weapons like that into the mechs, as they'll almost cirtainly be crabs.
flechettes are going to be incorporated once i can add some variable ammo to the shotgun and other weapons/can be assed.

Couldn't my flechette be made by switching of normal fireing and making it al Lua based?
Like if you keep the mouse down for longer then .... it wil fire 4?

Or make it check the ammo of the gun and if it is 4 allow it to shoot 4 rounds.(separate button)

I'm no expert on Lua but this seems plausible to me.


Sat Oct 03, 2009 11:44 pm
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Post Re: Zombies '09
Do i hear the hydra shotgun from resident evil 5 calling out?? hmm i thought i did.....


Sun Oct 04, 2009 12:35 am
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Post Re: Zombies '09
yeah, i like the newest design, but the omega is sort of supposed to be a high-tech soldier and he looks a little too low-tech in the drawing. Something i'm gonna consider upon the next redesign. I do think it should be largely asymmetrical (right and left arms meant for different tasks, the right having to take most of the heat/radiation runoff from the weapons and the left needing to be nimble for complicated reloads).

As per the energy pistol: as geti said pertaining to energy weapons, they're going to be powerful, deliberate and dirty, like every other gun in the mod, and the Omega is tailor made for energy-weapon combat.

Most energy weapons fall into two categories: slicing beam or hot projectile. I want to go outside of these for the Omega's arsenal, or at least re-imagine them.

basically it's going to be a balance between grittiness and smooth, high-tech bits. So, in thinking about that i thought of who's done that particularly well in the past few years. The one i kept coming back to was the design team for Dead Space, and i think certain elements of that are apparent in the sketch. Your protagonist in that is an engineer, but he comes off looking more like a knight than anything. And the Omegas are a noble-class, so there's another similarity.

The omegas are really, really hard to design while keeping some semblance of originality is what i'm saying. But we're getting there.

Also, here's a bit more art. Static defenses is another area of focus right now for me. This is one of the few drawings i didn't promptly delete.

Image


Sun Oct 04, 2009 2:03 am
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Post Re: Zombies '09
I'm working on that turret at the moment. Pics coming later.


Sun Oct 04, 2009 8:37 am
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Post Re: Zombies '09
maart3n wrote:
Or make it check the ammo of the gun and if it is 4 allow it to shoot 4 rounds.(separate button)

I'm no expert on Lua but this seems plausible to me.

Sounds like you'd need lua on attachables, not working in the current build of CC as far as I know

Happy now Roon?


Last edited by 1nfernal on Sun Oct 04, 2009 6:51 pm, edited 1 time in total.



Sun Oct 04, 2009 10:08 am
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Post Re: Zombies '09
No, you don't. Stop thinking your an expert at this stuff when you really have no idea what you're talking about.


Sun Oct 04, 2009 11:15 am
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