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 First Mod: CopperHead faction (WIP) !!!UPDATE 1!!! 
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Post First Mod: CopperHead faction (WIP) !!!UPDATE 1!!!
!!!Update July 19 009!!!

Hey guys, I'm back with an update. The CopperHead faction is still by no means complete, but I was showing my brother my progress on the mod and he said I should re-upload. So here is incremental update 1!

New content:

The actors have been tweaked and changed as follows:

All: New sprite for the head. All are slightly buffed (Gib impulse and damage impulse only)
Basic Infantry: Now has the night-vision goggles of the special forces. No jetpack now (He jumps now... still testing). Adjusted offsets for the head.
Special Forces: Renamed to CopperHead Demon. Now has wings! New faceplate.
Heavy: New high powered jetpack.

New Unit! Sentinel:

It's a dreadnought. It's basically a copy of the dummy one. It's WIP. Play with it if you will.
Its weapon is a burst laser cannon. Not very powerful, but it can fire rapidly and is quite accurate and long ranged.

The weapons have seen some significant changes:

Pulse Rifle: Renamed to SpreadFire. Fires a single highly accurate, medium damage bullet, along with about half a dozen "shrapnel" pieces which have a high air resistance.
Slower fire rate, smaller clip.
PSMG: Needs to be renamed, something along the lines of Wave Gun or something. Shoots six bullets that each have different GlobalAccScalar values, giving the shot a sort of funnel pattern. Deadly at close range, about as good as a shotgun at long range.
RainRazor: Moar glows!
PulseSaw: Behaves a little more consistently, but still needs much more work. Moar glows!
Omega Cannon: The ridiculous rape hose you saw before is gone. Now this thing fires a single shot with a moderate reload. The current shot is a cloud of boiling plasma that slowy floats through the battlefield shredding anything caught inside. Has a minimum effective range, so don't shoot it point blank. It won't do anything.
Thunder: Powered down, a lot.
Pulse Cannon: Basically the same. This one was easily the best of the last batch, so all I did was tweak the reload and fire rates a little bit.
Pulse Grenade: Now has a very tight effective radius, but everything inside that radius is toast. Great for breaching doors, walls, etc. Also, it sticks to terrain!

Others: Added a silly ballistic weapon.

Crafts:

HDV6: It's a drop pod! Functions like a rocket, but comes down rather rapidly embedding itself into the ground for support. Also comes with ballistic shields to protect it during entry into a hotzone.

Scarab: It's a drop ship! Fully custom sprited! Whee!
Its engines do not have harmful emissions making it better for close quarters drops and pickups. It's quite a bit smaller than a normal dropship, so it's capacity is a bit lower. Also, it has attachable shields covering the engines, making it a bit harder to shoot down with small arms. However, its small size and weight make it easy to flip.

Yggdrasil: This thing it the lease complete part of the mod. It's basically just a big clumsy drop ship right now, but eventually it'll be a cool command platform.

Erm... I think that's all, so have a go.
Thanks for testing stuff out, and as always, constructive criticism is encouraged!

Wall of text removed via request.
Image below.


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Last edited by Invalidator on Mon Jul 20, 2009 3:12 pm, edited 2 times in total.

Thu May 28, 2009 11:27 pm
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Post Re: First Mod: CopperHead faction (WIP)
I like the sprites on the 2 tougher soldiers.

For a first mod, this is really nice.


Thu May 28, 2009 11:30 pm
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Post Re: First Mod: CopperHead faction (WIP)
Looks nice. Got my download.
Add a craft next.


Thu May 28, 2009 11:33 pm
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Post Re: First Mod: CopperHead faction (WIP)
Oh, hello, brother. Nice-looking mod you got here.


Thu May 28, 2009 11:42 pm
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Post Re: First Mod: CopperHead faction (WIP)
Mind you, that's a very well-sprited mod, and the weapons look pretty original.
Good thing that at last someone's first mod was made well.

EDIT - But why is the faction's name "copperhead"? They look more like "IronHead" or "SteelHead" to me. :P


Last edited by Areku on Thu May 28, 2009 11:54 pm, edited 1 time in total.



Thu May 28, 2009 11:52 pm
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Post Re: First Mod: CopperHead faction (WIP)
Finally a first mod with style! Kudos!


Thu May 28, 2009 11:54 pm
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Post Re: First Mod: CopperHead faction (WIP)
Areku wrote:
Mind you, that's a very well-sprited mod, and the weapons look pretty original.
Good thing that at last someone's first mod was made well.

EDIT - But why is the faction's name "copperhead"? They look more like "IronHead" or "SteelHead" to me. :P

Probably the snake.

Anyway, the PSMG is a bit too strong it seems, I would reduce the ROF or clip size. Never mind.
Also, the omega cannon... I think it should either cost about a million times more or have a clip size of 1 :P

Does the rainrazor ever reload? The reload time is 3 times the RPG :roll:

Otherwise, it's really nice. Good job.


Thu May 28, 2009 11:57 pm
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Post Re: First Mod: CopperHead faction (WIP)
Sweet, Sam Fisher! :D
I'll check it out.


Fri May 29, 2009 12:21 am
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Post Re: First Mod: CopperHead faction (WIP)
this isnt your first mod. you h4x! but dl'd


Fri May 29, 2009 12:40 am
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they look okay ish. we've had to many ninjas in the past and way to many people in black jumpsuits, but I'll DL anyway, because They look like you put effort into it.

I'm only saying this before I DL because I wanted you to know ahead of time that ninjas are an overdone Cliche thing. But I'm giving you the benefit of the doubt and trying it anyway.


Fri May 29, 2009 2:28 am
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Post Re: First Mod: CopperHead faction (WIP)
Miles_T3hR4t wrote:
they look okay ish. we've had to many ninjas in the past and way to many people in black jumpsuits, but I'll DL anyway, because They look like you put effort into it.

I'm only saying this before I DL because I wanted you to know ahead of time that ninjas are an overdone Cliche thing. But I'm giving you the benefit of the doubt and trying it anyway.

I don't think those are ninjas... those are special ops soldiers O.o


Fri May 29, 2009 2:50 am
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Post Re: First Mod: CopperHead faction (WIP)
Kilgannon wrote:
Miles_T3hR4t wrote:
they look okay ish. we've had to many ninjas in the past and way to many people in black jumpsuits, but I'll DL anyway, because They look like you put effort into it.

I'm only saying this before I DL because I wanted you to know ahead of time that ninjas are an overdone Cliche thing. But I'm giving you the benefit of the doubt and trying it anyway.

I don't think those are ninjas... those are special ops soldiers O.o


There men in all black jump-suits with only a slit for their eyes. that fits the description of a ninja to me. Tom Clancy is just a ninja with a gun.

back on topic, I've tested the mod.

The actors are okay, but they honestly need the visor things, without them there to ugly. stat wise there pretty tough but still good. I'd rate the actors about a 7, 6.5 at the lowest, these are actually pretty decent actors, even if it wasn't your first attempt.

The guns...

The first few guns almost made me crap myself with laughter. A gun that shoots 3-5 bullets at a time in auto fire. Slow moving bouncing laser bullets that don't always do damage. They looked nice but firing multiple streams of bullets is retarded, always was and always will be, even if you go out of your way to make them independently accurate, they'd just be well made retarded.

all but one of the guns with exploding ammo are overpowered, ESPECIALLY that omega gun thing that you can just keep shooting forever and has an absurdly long reload time. Just adding a reload time doesn't make a gun balanced, if you make a gun have a 5 minute reload time, i'll just buy 10.

The gun that has explosive ammo that wasn't overpowered was that one plasma riffle cannon thing. long range, single shot. it made for a nice sniper rifle.

Over-all they looked nice, but the way they work is ridiculous, overpowered, and unplayable.

And the saw gun... just... It doesn't always do what I expected, Sometimes it hits something and disappears. sometimes it bounces, but then it goes through actors. maybe if it always bounced on terrain, and went through actors, did damage faster, but also traveled faster, then it would be more enjoyable.


your sprites are nice, but the theme is a little over-used.
your guns look nice, but there not balanced properly, and some are just plain silly. Oh yes, and that grenade probably has the smallest blast i've ever seen. i've seen those little snapper things you throw on the ground be more of a threat, now if you made a gun that shot a small bundle of those and then had to re-load for a while, it might be kind of cool (launch 6 grenades and then have to re-load all 6, or maybe make them bundles of grenades that pop into multiple grenades that then go off on a delay, you can do this with emitters)

Over all i'd rate this about a 5 or a 6 out of 10.

But I feel stupid, I only just realized this is a WIP.


So give the weakest of the actors some sort of visor. make the guns not goofy in how they work (you did such a good job of making this look serious) and that omega gun... thats an uber-gun isn't it. you can just fire it streight up and rain death for a few minutes with that thing, its insane. mostly its balance and a few minor graphical improvements.


Fri May 29, 2009 3:12 am
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Post Re: First Mod: CopperHead faction (WIP)
Miles_T3hR4t wrote:
Kilgannon wrote:
Miles_T3hR4t wrote:
they look okay ish. we've had to many ninjas in the past and way to many people in black jumpsuits, but I'll DL anyway, because They look like you put effort into it.

I'm only saying this before I DL because I wanted you to know ahead of time that ninjas are an overdone Cliche thing. But I'm giving you the benefit of the doubt and trying it anyway.

I don't think those are ninjas... those are special ops soldiers O.o

Tom Clancy is just a ninja with a gun.

Tom Clancy is a writer.


Fri May 29, 2009 3:18 am
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Post Re: First Mod: CopperHead faction (WIP)
Love the mod.


Fri May 29, 2009 3:22 am
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Post Re: First Mod: CopperHead faction (WIP)
@Boba_Fett - Yeah, I really would like to make a craft for this. Although, my previous experiments with craft have been total failures, so we'll have to see.

@Areku - The name is from the snake, but I thought up some lore to tie it in closer to the mod. The whole concept is that the weapons used compressed plasma injected with a light metal. The metal superheats, and although it is light, uses that heat to do damage. I mean, creating plasma isn't all the hard, really (you can do it in your microwave with grapes lol) So the idea is that each magazine carries an ounce or two of primer, and a coil of copper. The copper feeds into the compression chamber where the plasma reaction is initiated, and then uses and electromagnetic accelerator to launch it.

I don't know if that could ever work logistically, but at least it sound neat.

@dapaperboy - What else did I submit? I don't remember putting anything else up.

@Miles_T3hR4t - Yeah, I know the black armored navy seal masked actors are kinda old. I'm trying to think of a way to really distinguish them, but I haven't had any inspiration yet. The troops are supposed to be more special-ops-ish, so I went with the face mask. I'll keep playing with their sprites to see if I get something a little more unique that still looks good.

Yeah, the burst ammo is pretty hard to balance. I personally like the way the Thunder handles, just because it's inaccurate and slow, it sort of counterbalances the power. Still needs tweaks though.

About the streams: The idea is that it's actually firing partially melted metals along with hot gasses, thus leading to a spreadfire effect. I'm actually thinking about renaming the Pulse Rifle to just "Spreadfire" It doesn't seem to work so well with the PSMG though. I need an idea to make that gun more interesting and unique. For now it'll just be a smaller faster Pulse Rifle.

The Saw gun has given me more trouble than any other. I want it to fire an emitter that emits tightly packed particles that cut through actors at a decent rate, and very slowly eat terrain. But, I can't seem to get it to reliably bounce, sometimes it just disappears. *shrug* it's just a matter of playing with it.

The Grenade is mostly just a straight mod off of the Frag Grenade. I haven't decided yet what it should actually do, so for now it's just a boring 'nade.

As for the Omega Cannon, it definitely needs a lot of work.
After thinking about it, I might change it to firing a slow moving wave of glowing explosives that spreads out as it progresses. Single shot, long reload, but guaranteed destruction on whatever it sets down on. I think I'm going to move the death-hose effect (albeit toned down a lot) to another gun.

By the way, thanks for real feedback.


Fri May 29, 2009 3:45 am
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