CombatModules V5 - Doainar Control Room + Other stuff! (WIP)
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Numgun, get Data to contact him or something, it seems quite obvious the sprites are not made by him. (He ain't dead or anything, I've spoken to him about a month ago) Will your sprites be replaced with his? OnTopic: This and this look awfully similar... (The latter was made by Electro)
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Mon May 18, 2009 4:59 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Roon3 wrote: Numgun, get Data to contact him or something, it seems quite obvious the sprites are not made by him. (He ain't dead or anything, I've spoken to him about a month ago) Will your sprites be replaced with his? OnTopic: This and this look awfully similar... (The latter was made by Electro) those look NOTHING alike! There both big rooms with 2 doors and a big hole in the top, with a thing to stand on and shoot from on the top left. thats where the similarity ENDS. the new one has a place for dropships, the other only has room for a rocket, they have totally different wall designs and both backgrounds are both detailed and DIFFERENT, there not even the same freaking size, I would honestly use BOTH in a base. There are ONLY so many combinations of doors and floors and walls a room in a 2d-game can have. I bet you didn't even realize if you add 1 block to the vanilla bunker module 'hanger' that you would have 'the exact same thing'
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Mon May 18, 2009 5:15 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
I quoted myself instead of editing. Sorry! Delete this post if double posting is a big deal around here.
Last edited by CombatMedic02 on Mon May 18, 2009 5:48 pm, edited 3 times in total.
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Mon May 18, 2009 5:34 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Hi guys! Wingwolf wrote: Hey Combat, Add your old windowed corridor. That thing was awesome. Thanks for the idea! I might just do that. I'll probably smarten it up a bit first. Roon3 wrote: This and this look awfully similar... (The latter was made by Electro) I know mine looks similar to Electro's and to be honest his rocket hanger inspired me... When the cargo bay was suggested at first I was like: "OMG HOW AM I GOING TO PULL THIS OFF!?!" But then I found Electro's hanger and it helped me plan the cargo bay out. I'd like to think I made mine quite different though... After using Electro's hanger I saw that actors fell off the top platform a lot due to it being a bit small and in mine I have tired to improve that little area. I have also used stairs to make it very different and mine is about two times the size of his. Also I have done a lot of work on the background and thus it has made it very different. I am very happy with how it has come out and for the inspiration [and for his screen sprites] Electro has been credited in my Idex.ini file. Credit where credit is due... without his brilliant design I may have not had a clue how to make the cargo bay... maybe. In any case mine is very spacious and I feel it looks twice as good as I expected it to be. I will also be making a second version of this cargo bay with the entrance hole to the side of the cargo bay so that'll be totally different to Electro's design. I have fixed the height offset for it in the next version so now the dropship dock will fix nice and snug up in the top right hand side without the need to tinker around and manually place it. I will be either working on the sick bay and the second version of the cargo bay very soon and so expect an update in the next few days. CBM02 Edit: I clicked "Quote" instead of "Edit" on my last post. Please forgive me and delete the other one if you wish. [Doh! ]
Last edited by CombatMedic02 on Mon May 18, 2009 5:40 pm, edited 3 times in total.
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Mon May 18, 2009 5:35 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
The second version = 2 docking bays? That would be epic. Also, try making an upside-down one for crap and giggles.
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Mon May 18, 2009 5:36 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Flammablezombie wrote: The second version = 2 docking bays? That would be epic. Also, try making an upside-down one for crap and giggles. Three cargo bays.. One left, One right and the current one. Hmm.... upside-down... I like the sound of that... it'd work.. and would probably be a lot more secure. A nice addition to your sky fortresses. CBM02
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Mon May 18, 2009 5:43 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
And also, try adding a platform so troops don't die if they have low gibimpulselimits or impulsedamagethresholds.
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Mon May 18, 2009 5:45 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Flammablezombie wrote: The second version = 2 docking bays? That would be epic. Also, try making an upside-down one for crap and giggles. thin rocket bay with the rocket landing thingey, and a door on the sides of the module where the rocket's doors are, so that it spits them into a hallway, and otherwise the room would go un-used as a missile silo. and your rockets couldn't tip because its a little vertical tunnel. I've actually done this with vanilla bunker modules and it works okay, you just have to manually land the rockets. It would also be fantastic for starting with rockets that stay, so that you could say, load your brain into a rocket while still in your bunker, and fly out some weird path the AI doesn't expect.
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Mon May 18, 2009 5:47 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
I like it... MAKE IT HAPPEN!!! XD
Perhaps later you could make vehicle tunnels (not to big as to work for mechs but not to small so you cant drive a tank through) (Example of what this would work with would be the ACrabs and the AAL Hover Tank, are there any other vehicle mods people have made ?_?)
Something I loved to make before with vanilla modules are Tank Bunkers (With the first ever Hover Tank Mod)
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Mon May 18, 2009 6:03 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Miles_T3hR4t wrote: thin rocket bay with the rocket landing thingey, and a door on the sides of the module where the rocket's doors are, so that it spits them into a hallway, and otherwise the room would go un-used as a missile silo. and your rockets couldn't tip because its a little vertical tunnel. I've actually done this with vanilla bunker modules and it works okay, you just have to manually land the rockets. It would also be fantastic for starting with rockets that stay, so that you could say, load your brain into a rocket while still in your bunker, and fly out some weird path the AI doesn't expect. What do you think? I'll jazz it up of course.
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Mon May 18, 2009 6:20 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Epic. Looks like fun to use
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Mon May 18, 2009 6:22 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Flammablezombie wrote: Epic. Looks like fun to use Then it shall go in the pack!
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Mon May 18, 2009 6:27 pm |
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Konn
Joined: Sat May 16, 2009 11:25 pm Posts: 53 Location: probably controlling the army outside your door =P
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
I think widden the land hole abit to make it easier to land the rocket
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Mon May 18, 2009 6:58 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
It's not supposed to be easy to get into, it's supposed to hold missiles. Or straight upwards craft. Think of it as an escape pod route to let your brain through if you need to.
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Mon May 18, 2009 7:00 pm |
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CombatMedic02
Joined: Wed Dec 17, 2008 11:35 am Posts: 122 Location: London
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Re: CombatModules! - Doainar Control Room + Other stuff! (WIP)
Flammablezombie wrote: It's not supposed to be easy to get into, it's supposed to hold missiles. Or straight upwards craft. Think of it as an escape pod route to let your brain through if you need to. Precisely! Or you could have a rocket full of explosives [By editing the .ini using the addinventory command] and make a warhead missile silo out of it. Also I only need to make the map and test it now.
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Mon May 18, 2009 7:15 pm |
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