[WIP] DSTech Corp (UPDATED: 5/22/09)
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Subiw wrote: Teleport is very nice, and a lot of the clutter in the buy menu has been cleaned out. But what's the reason for cutting out the shields? Also, could you fix some spriting inconsistencies? i.e. lighter outlines on, say, the PAIN that contrast with the black outlines on the bottom half of the erratus C. Spiriting inconsistencies: Why you haven't seen the big robot ever since: My spriting and design sense keeps on stepping up and leaving my "big" projects behind. The mod fell back into heavy WIP status some while back, so hrm...\ Wait, Teleport eats terrain? Did Data do something to manually adding atoms to a object?
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Sat May 23, 2009 12:45 am |
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Subiw
Joined: Sat Mar 01, 2008 10:12 pm Posts: 202 Location: Elsewhere
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
As far as I can tell all I see is three pixel-depth indents when the teleport lands.
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Sat May 23, 2009 2:35 am |
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neue
Joined: Sun Dec 07, 2008 10:13 pm Posts: 4
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
The sprites and ideas in this mod are awesome, the walking turrets are especially cool.
However… everything is just so stupidly overpowered it makes the whole mod pointless, there is absolutely no challenge anymore and the terrain just gets stupidly destroyed, its like you fire a sniper shot and sometimes it will cut a huge hole in the terrain the length of a screen, it just feels ridiculous, the lances and chainsaws also seem to be doing hundreds of hits a frame because game jerks when you hit anyone, other sword type weapons in other mods don't have this problem and are just as lethal.
I thought AAL was stupidly overpowered but this mod makes AAL look sensible.
Balance it with the rest of the game (like darkstorm is) so that it doesn't feel so broken, and sort out those body parts appearing in the base builder.
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Sat May 23, 2009 4:36 pm |
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havoc
Joined: Mon May 18, 2009 4:01 am Posts: 28
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
neue wrote: The sprites and ideas in this mod are awesome, the walking turrets are especially cool.
However… everything is just so stupidly overpowered it makes the whole mod pointless, there is absolutely no challenge anymore and the terrain just gets stupidly destroyed, its like you fire a sniper shot and sometimes it will cut a huge hole in the terrain the length of a screen, it just feels ridiculous, the lances and chainsaws also seem to be doing hundreds of hits a frame because game jerks when you hit anyone, other sword type weapons in other mods don't have this problem and are just as lethal.
I thought AAL was stupidly overpowered but this mod makes AAL look sensible.
Balance it with the rest of the game (like darkstorm is) so that it doesn't feel so broken, and sort out those body parts appearing in the base builder. Dude. That's the way DSMK2 wants his mod to be like. It doesn't have to be overpowered or imbalanced. Cortex Command is just like a sandbox game. You probably could make a base that's indestructible,It's just your opinion. Anyways, DSMK2, can you please put the imperator back in the mod? I just love that robot.
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Sat May 23, 2009 4:52 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
havoc wrote: Dude. That's the way DSMK2 wants his mod to be like. Doesn't mean people have to like it. We've been over this issue anyway. It's less "that's the way he wants it" than it is "he doesn't really know how to balance things and won't take advice." Now in the case of AAL and Numgun it IS a case of "thats the way he wants it" and I respect that. I don't respect carelessness though.
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Sat May 23, 2009 5:19 pm |
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Zero
Joined: Sun Mar 18, 2007 8:14 pm Posts: 16 Location: Lurking about the forums.
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I for one, love these horrible death machines. Looking forward to blowing through the full game with them someday.
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Sat May 23, 2009 5:59 pm |
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acemaclace
Joined: Wed Apr 29, 2009 12:24 am Posts: 185
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Zero wrote: I for one, love these horrible death machines. Looking forward to blowing through the full game with them someday. You mean like a 3d game because im going to be a game designer i hope, But if i will become a game designer that would be and awsome game to design. Anyway is that what you mean?
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Fri May 29, 2009 2:33 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: [WIP] DSTech Corp (UPDATED: 5/22/09)
I'm also against the overpower thing. I can stand overpowered mods, in fact most mods out there are. But DSTech is way way way WAY overpowered. Terrain cries when you use DSTech weapons, CPU processor cries when the saw hits anything, and I'd probably cry when I'm getting hit from several screens away where none of my guns can reach. This mod has lots of cool stuff, awesome stuff with it but I just can't stand this pure pwnage energy field revolving around DSTech stuff. acemaclace wrote: Zero wrote: I for one, love these horrible death machines. Looking forward to blowing through the full game with them someday. You mean like a 3d game because im going to be a game designer i hope, But if i will become a game designer that would be and awsome game to design. Anyway is that what you mean? And no, I don't think that's what he means. The FULL GAME, as in the full release of CC?
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Fri May 29, 2009 2:45 pm |
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Zero
Joined: Sun Mar 18, 2007 8:14 pm Posts: 16 Location: Lurking about the forums.
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Yes, the full version of CC.
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Fri May 29, 2009 7:55 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I'd like 'em more if they were more balanced (more powerful than != unbalanced) and felt more interesting. more effects, man.
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Sun May 31, 2009 1:00 am |
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Ghastly Sniper
Joined: Sat Apr 18, 2009 5:03 am Posts: 12
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I dont know much about compressing files but is it possible to add a .zip? I dont have the software on my mac to extract .rars.
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Sun May 31, 2009 2:28 am |
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Orglar
Joined: Wed Dec 10, 2008 3:21 am Posts: 116
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
Ghastly Sniper wrote: I dont know much about compressing files but is it possible to add a .zip? I dont have the software on my mac to extract .rars. http://www.unrarx.com/
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Sun May 31, 2009 2:36 am |
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Ghastly Sniper
Joined: Sat Apr 18, 2009 5:03 am Posts: 12
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I found that just now, thanks anyway tho!
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Sun May 31, 2009 2:45 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: [WIP] DSTech Corp (UPDATED: 5/22/09)
I'm still pretty curious as to where the first three "basic" weapons are. Hm
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Mon Jun 01, 2009 9:58 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: [WIP] DSTech Corp (UPDATED: 5/22/09)
What do you mean? The first vanilla weapons, or your weapons?
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Mon Jun 01, 2009 10:00 pm |
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