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 DCorp Updated(1/24) 
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Joined: Sat Jan 23, 2010 11:35 pm
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 DCorp Updated(1/24)
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A mod I have been slowly adding stuff to since B21. It started out as a generic bullet hose and evolved into this. The image show only a few of the actors, there is much more in this mod.

List of Stuff

Mole Pod
-Who needs diggers
DCRS (RS)
-Robot with a repair system, press z to use, robot disabled while using
DCRS (SC)
-Robot with a shoulder cannon press z to use
DCRS (VML)
-Robot with a vertical missile laucher press z to use
Laser Drone
-Hovering drone with a laser faster and stronger than the repair drone
Repair Drone
-Hovering drone that can repair units and damage enemies
Gold Generator
-Stationary Gold Generator keeps gold levels at 6000 oz.
Drop Packet
-Safe delivery system using a gravity nullifier
Plasma Cannon
-Fires huge blobs of plasma
Awesome Bomb
-Awesome nuff said
Drone Factory
-Creates explosive drones
CrabMan
-Half man half crab
FedEx GunShip
-WTF
Turret Deployer
-Deploys a laser Turret
Plasma Digger
-Digs, fast
DC3
-Brain unit with a weapon
Seizure Rifle
-Better than a taser
DC-87 BEAST
-SMG
Sniper Rifle
-Head SHOT
Plasma Strike
-Plasma beams from space
Plasma Rocket
-Small agile rocket
Corn Gun
-Deathz
Plasma DropShip
-Small dropship
Plasma Drone
-lame drone
Brick Dropper
-Squish
Homing Missile Launcher
- Fun
Solar Rifle
-Solar powered plasma rifle
Plasma Caller
- Plasma Rain
Sword
-lame
Pigeon Rocket
-WTF
DuckCrate
-WTF
Plasma Shield
-Fights back
Plasma Rifle
-Sticky Plasma
Crab and Plasma bombs
-lame

Notes: Anything marked with "lame" is old

Attachment:
File comment: Mole Pod added
DCorp.rte.zip [6.29 MiB]
Downloaded 2125 times


Last edited by Dagmar on Sun Jan 24, 2010 10:48 pm, edited 2 times in total.



Sun Jan 24, 2010 12:16 am
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Post Re: DCorp
Might want to fix the picture, looks a little fuzzy. I think on those troops, if you could ajust the shoulder cannons, it would be good. The sprites are fine, but i dont like the randomness of the pack.Like duck crate? You should only have relavent stuff in a faction mod.


Sun Jan 24, 2010 2:05 am
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Post Re: DCorp
looks very great, but what does it mean when wtf is under the name of something :???:


Sun Jan 24, 2010 3:56 am
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Post Re: DCorp
Mr p0kets wrote:
looks very great, but what does it mean when wtf is under the name of something?

My guess is that it's randomness, (look at the names. Pigeon rocket? Duck Crate!?!? Pure randomness.)

Or, you could download it and see what it is...

Seems interesting enough, especially the things like the shoulder cannon and whatnot.


Sun Jan 24, 2010 3:59 am
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Post Re: DCorp
From what I can see, the shading could use some work (PILLOW SHADING, BAD!), but it looks like them work put behind them is solid, so I'll ignore the shading for now. I'll have more to say after some testing.


Sun Jan 24, 2010 6:43 am
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Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: DCorp
Looks pretty sweet. You got my download. Testing, will provide results tomorrow.


Sun Jan 24, 2010 8:53 pm
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Post Re: DCorp
Mod is a great example of why you should never post your first mod.

OP says "Started with a bullet hose..." and ends up with an awesome mod. A+


Sun Jan 24, 2010 9:29 pm
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Post Re: DCorp Updated(1/24)
Point.blank wrote:
Mr p0kets wrote:
looks very great, but what does it mean when wtf is under the name of something?

My guess is that it's randomness, (look at the names. Pigeon rocket? Duck Crate!?!? Pure randomness.)

Or, you could download it and see what it is...

Seems interesting enough, especially the things like the shoulder cannon and whatnot.


This mod contains 20% randomness 80% seriousness

Anyways, Update

Mole Pod
Make tunnels in seconds!
Image


Sun Jan 24, 2010 10:54 pm
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Post Re: DCorp Updated(1/24)
There's one thing.

This has TOO MUCH STUFF.

It's like Shook's pack o' stuff.

You should separate the silliness out from the actual faction.


Sun Jan 24, 2010 10:55 pm
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Post Re: DCorp Updated(1/24)
This mod is really cool. It has lots of stuff that is original, new, is both fun to play and looks good.


Mon Jan 25, 2010 3:16 pm
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Post Re: DCorp Updated(1/24)
I am impressed. The unit's abilities, and the floating units. They're all great in function. You're the kind of guy who knows how units should work. Their looks, however, I don't like.

The animal crafts are lulz, but I suggest packing them(and other silly stuff) into a separate 'silly' mod.


Mon Jan 25, 2010 3:30 pm
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Post Re: DCorp Updated(1/24)
That's what I said! Ettiquette says to quote and then say ^This


Mon Jan 25, 2010 5:32 pm
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Post Re: DCorp Updated(1/24)
Ahh, apologies. Didn't saw your post, just Dled, tested, and left a comment.


Tue Jan 26, 2010 11:51 am
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Post Re: DCorp Updated(1/24)
Flammablezombie wrote:
There's one thing.

This has TOO MUCH STUFF.

It's like Shook's pack o' stuff.

You should separate the silliness out from the actual faction.


There are not that many silly things in DCorp, but I'll separate them eventually.

The Decaying Soldat wrote:
I am impressed. The unit's abilities, and the floating units. They're all great in function. You're the kind of guy who knows how units should work. Their looks, however, I don't like.

The animal crafts are lulz, but I suggest packing them(and other silly stuff) into a separate 'silly' mod.


I'm not so good at spriting, so I try to make up for it with Lua.


Wed Jan 27, 2010 4:39 am
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Post Re: DCorp Updated(1/24)
Sprite-wise, they look fine. I'm just not fond of the design of their looks.


Wed Jan 27, 2010 2:36 pm
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