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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
Nope, not completed yet. I'm still tweaking, and adding things. Like murderholes. Btw, what do people prefer for that? Right now, I have it so they pour molten iron (kinda) on the unfortunate bloke underneath, which is a bunch of really sharp, heavy MOPixels with just the right amount of LifeTime so that they disappear right at the ground. Would people prefer I made it like concrete, burying the man in a soon-to-be-dug pile?
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Tue May 26, 2009 9:59 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: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
Make it MOLTEN LEAD. That way it can be excused as really heavy, and you can emit invisible rape pixels as poisonous fumes!
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Tue May 26, 2009 10:02 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
So 0 sharpness, high mass MOPixels, in which are mixed some AEmitters that emit some negative GlobalAccScalar smokey things. Sounds doable.
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Tue May 26, 2009 10:05 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: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
And FUN!!! Also, I have an idea for an alchemist faction. I have a few weapons and a sprayer tool written down.
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Tue May 26, 2009 10:08 pm |
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t3h_n00b
Joined: Sat Nov 03, 2007 7:58 pm Posts: 64 Location: Izmir, Turkey .
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Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
Oh man, this plus melee masters plus wizcorp equals to orgasm .
Thank you .
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Wed May 27, 2009 8:36 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
t3h_n00b wrote: Thank you. You're welcome. Progress update. I think I have pretty much everything fixed up like I want it, except for a few small things. Most notable of those is fixing the spikes, which currently have problems with hitting people. Molten iron and lead murderholes work fine, if indiscriminately (fixable), drawbridge works as before, hammer trap still works fine, and two new maps.
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Wed May 27, 2009 8:48 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: Castle Creations ltd. (v0.04 23:35 5/7/09 GMT)
With the spikes, just make it so if the actor moves left or right or crouches, he takes 10 damage. Jumping would be getting away from the spikes, so that wouldn't damage him. This would need Lua though. Jesus, Lua's useful.
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Wed May 27, 2009 9:00 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
Whoa. Forgot to upload this. I think this has murderholes, and I definitely know it has a longer drawbridge and water.
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Mon Jun 22, 2009 11:51 pm |
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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: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
So are there any new contents for this mod?
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Tue Jun 23, 2009 6:58 am |
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MiniMacker
Joined: Tue Jun 23, 2009 1:04 pm Posts: 7
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Re: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
Great mod, I'm really enjoying it with the MeleeMasters pack.
Quick suggestion : Small, wooden doors. Just to separate rooms.
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Tue Jun 23, 2009 1:12 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
Yes. Duh102 wrote: I think this has murderholes, and I definitely know it has a longer drawbridge and water. The murderholes are not selective though. They'll turn on no matter what team you're on. I was thinking about how to fix that when I burned out on modding.
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Tue Jun 23, 2009 2:08 pm |
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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: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
Tested. I must say the water interacts with the actors very well. Though you can increase the floating, or whatever a bit. Only vanilla actors with no equipment can float, anything heavier simply sinks, which kind of makes the water pointless. The molten lead and iron feels similar in terms of use. Not sure what's the difference. Team kill is not nice But I like the idea. Horizontal spikes, yep, I like them.
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Tue Jun 23, 2009 2:44 pm |
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sss505sss
Joined: Mon Feb 09, 2009 4:21 pm Posts: 22 Location: My house.
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Re: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
I enjoyed this mod. Deffinatly diffrent. It was a downer though when i didnt see knights or bowmen. A trebuche (or however u spell it) would be a nice touch.
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Thu Jun 25, 2009 4:55 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
sss505sss wrote: I enjoyed this mod. Deffinatly diffrent. It was a downer though when i didnt see knights or bowmen. A trebuche (or however u spell it) would be a nice touch. No trebuchets yet, but knights and bowmen can be found on his other mod, Melee Master Arms. search it.
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Thu Jun 25, 2009 4:58 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Castle Creations ltd. (v0.05 22:50 6/22/09 GMT)
I'd personally prefer the spike damage emitters higher up at the tips of the spikes. Personal preference, but it makes it easier to do damage.
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Thu Jun 25, 2009 7:47 am |
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