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Bladecat4
Banned
Joined: Thu Feb 05, 2009 6:39 pm Posts: 413
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Re: Crobotech Mod Beta 2
Congrats on getting past the halfway mark to 100 pages capnbubs
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Fri Apr 03, 2009 9:57 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Crobotech Mod Beta 2
Bladecat4 wrote: Congrats on getting past the halfway mark to 100 pages capnbubs Aren't you a bit late for that?
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Fri Apr 03, 2009 10:26 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
out of interest bubs, have you been playing around with lua or have you not recieved a build with it yet? it would be supercool if you could show us a screenie of something you've been doing if you have.
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Sat Apr 04, 2009 3:34 am |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Crobotech Mod Beta 2
So I enabled the Crobotech activities today after a really long wait, and holy clowns they are hard.
Tried using AAL without marines or turrets, they just wade through my troops. With marines, really no change. Only the chainsaw, the pilot blade, or grenades harmed them.
Challenge ♥♥♥♥ yeah.
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Sat Apr 04, 2009 12:22 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
Teaser pic
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Sat Apr 11, 2009 3:46 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: Crobotech Mod Beta 2
Whyyyy? Also, original size please.
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Sat Apr 11, 2009 3:52 am |
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Shard
Joined: Sun May 18, 2008 5:02 pm Posts: 380 Location: Florida
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Re: Crobotech Mod Beta 2
Urgh.. melting.. with..no..patience!
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Sat Apr 11, 2009 3:55 am |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
Because I thought people might like reassurance I'm working on this =]
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Sat Apr 11, 2009 3:57 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: Crobotech Mod Beta 2
That's pretty epic.
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Sat Apr 11, 2009 4:23 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: Crobotech Mod Beta 2
I smell a command type...
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Sat Apr 11, 2009 4:34 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: Crobotech Mod Beta 2
Helmet is awesome. Lines of terrain rape are not. Gun sprite looks pretty epic too.
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Sat Apr 11, 2009 4:41 am |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: Crobotech Mod Beta 2
I meant why was it a .jpg.
Down with .jpg, up with .png. No. More. Blurring! No. More. Blurring! No. More. Blurring!
Main reason I ask is to see the helmet clearer. Kinda looks like a beetle's head.
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Sat Apr 11, 2009 5:26 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Crobotech Mod Beta 2
if you keep those stupid cut lines in the map i'll slap you =.= effects look fairly good though, trail could use a bit of work (its segmented due to a bloody fast moving rocket or not enough particlesperminute on the emitter) but the explosion is pretty sexy, are those bomblets? nice weapon sprites too <3
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Sat Apr 11, 2009 8:50 am |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Crobotech Mod Beta 2
DAMNIT
It was so calm and stuff, and now I'm hyped up again. D:
:D at the new unit though.
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Sat Apr 11, 2009 12:16 pm |
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capnbubs
Joined: Mon Mar 26, 2007 1:15 am Posts: 593 Location: UK
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Re: Crobotech Mod Beta 2
Geti wrote: if you keep those stupid cut lines in the map i'll slap you =.= effects look fairly good though, trail could use a bit of work (its segmented due to a bloody fast moving rocket or not enough particlesperminute on the emitter) but the explosion is pretty sexy, are those bomblets? nice weapon sprites too <3 It's the same rocket launcher from before, bloody fast moving rockets, it looks fine in motion. Cut lines you say? How dare you even entertain the thought that I would ever leave something so unprofessional and unsightly in my mod! Good day sir. I SAID GOOD DAY SIR.
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Sat Apr 11, 2009 12:40 pm |
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