=The EVIL bunker module pack= BETA RELEASED
=The EVIL bunker module pack= BETA RELEASED
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eternjc
Joined: Sun Aug 05, 2007 7:31 pm Posts: 81
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=The EVIL bunker module pack= BETA RELEASED
Beta's out! This takes time to make, so I thought I'd let the masses wet their pallet a little.
This is beta. Some modules will be prettified better, many added. For now, this is the basic modules excluding any doors or stairs. Have fun, leave reviews!That's right, my currently nonexistant corporation has heard your pleas of desperation and agony. We [ that's me] know how hard it is to create powerfull evil layers when all you have is the basic, so-last-year bunker modules. Therefore, soon you will have at your desposal ... BUNKER MODULES - Evil Base! [ Working title, have a better one, say so!] We plan to release both a full evil-base building bunker-kit, as well as the completed SuperCorporationHeadquarters of ... uh ... my currently non existant corporation. A whole new space station for you to tour and nicely obliterate! I'm tell you this because ... WE [ That's still just me] NEED YOU! ... for ideas and desires that we may put to work in the new bunker set. If you want a bunker, just let me ... erm ... us ... know! ----------------------------------------------------------------------------------------------------------------------Alright, here's what I'm adding for you evil-base builders, you: -Main hall bunkers, including one with ledges for guards. -Perpetual stairs, ones that can be pasted one after the other. -Dropship hangerbay *Obviously* -Ventilation shafts! [Muhaha, I like this ...] -Lengthened pieces for quick place. [Who likes having to place 10 horizontals in a row, honestly? ]Please also know: I am not an experienced spriter, but rather a proffessional copy-paster. The textures and images in this pack are used by permission from Yves Allaire (aka evil lair), or are freeware and will be creditted. Most credit goes to him for pretty-ness, though.
Attachments:
File comment: We apologize for the inconvenience, all errors have been resolved in this beta.
EBunkerModules.rte.zip [478.23 KiB]
Downloaded 230 times
Last edited by eternjc on Sun Dec 16, 2007 4:11 pm, edited 4 times in total.
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Fri Dec 14, 2007 6:29 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: NEW Bunker Modules!
There are no "main hall" style bunker modules, we need a large open space underground.
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Fri Dec 14, 2007 6:36 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: NEW Bunker Modules!
stairs that (could) go continually down like: Code: /------ / _ / / / / / / / / ---/ / ______/ and not like: (the stairs we have CC starts with) Code: /------ / _ /---- / / ____/ ----/ / ______/
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Fri Dec 14, 2007 6:44 pm |
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Ell
Joined: Thu Dec 13, 2007 8:16 pm Posts: 18 Location: Yorkshire, England
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Re: NEW Bunker Modules!
TrouserDemon wrote: There are no "main hall" style bunker modules, we need a large open space underground. Yeah I agree, would be awesome. I suggest (if you do decide for a big hall bunker module) to have ledges on the sides for guards
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Fri Dec 14, 2007 7:10 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: NEW Bunker Modules!
those look badass, but the genericness is meh.
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Fri Dec 14, 2007 7:14 pm |
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Control
Joined: Tue Dec 12, 2006 1:09 am Posts: 698 Location: Plymouth, NC
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Re: NEW Bunker Modules!
I must say, I do like the style of these. Can't wait for a release.
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Fri Dec 14, 2007 10:12 pm |
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Orindell
Joined: Wed Mar 21, 2007 10:15 pm Posts: 440 Location: Dublin, Ireland
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Re: NEW Bunker Modules!
Love them, They have a very Evil Genuis look to them. Here are some ideas:
1. Dropship hanger bay. Interpret as you will.
2. Armoury: Pretty a place built to house weapons, For those annoying times when the AI or enemy destroys your gun(s) and you need another.
3. Ventilation shafts: We need some bunker mods that take advantge of the new crouch/crawl feature, As in, Say I have a vital tunnel leading to my hanger bay. BLAM! The enemy take the tunnel. BUT! You have a mini tunnel going overhead the main one, And you simply have your troops crawl to the main base.
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Fri Dec 14, 2007 10:32 pm |
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Urmean
Joined: Fri Jul 13, 2007 6:11 am Posts: 8
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Re: NEW Bunker Modules!
robolee wrote: stairs that (could) go continually down like: Code: /------ / _ / / / / / / / / ---/ / ______/ This is a very good idea. Also, the style is awesome, looks very professional.
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Fri Dec 14, 2007 10:33 pm |
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Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
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Re: NEW Bunker Modules!
Shweet modules. Looks WAY more futuristic than normal modules.
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Sat Dec 15, 2007 3:19 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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Re: NEW Bunker Modules!
I need a long-ish floor or horizontal tunnel to put dreadnaughts in, as they can't walk very well over dirt and grass. That'd be very useful.
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Sat Dec 15, 2007 3:23 am |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: NEW Bunker Modules!
The name "Bunker Enhanced" is already taken by my mod, which I plan to covert sometime soon. Link: viewtopic.php?f=23&t=8185 (Okay yours is "Bunker Modules - Enhanced" but trust me people WILL be confused.) That being said, those are awesome. Orindell wrote: 1. Dropship hanger bay. Interpret as you will.
2. Armoury: Pretty a place built to house weapons, For those annoying times when the AI or enemy destroys your gun(s) and you need another. Last I checked weapons are destroyed if they lie on the ground too long. I noticed this because of my failed armory in the last base I built. That being said, you might be able to get a nice working dropship hangar using my mo... wait, what is this, the advertise your mod thread? I'll stop doing that now.
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Sat Dec 15, 2007 10:15 am |
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gobbo_the_civet
Joined: Mon Apr 09, 2007 8:41 am Posts: 78
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Re: NEW Bunker Modules!
Those look like theyre made from metal, instead of concrete, eternjc. Awesome, work faster!
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Sat Dec 15, 2007 11:28 am |
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eternjc
Joined: Sun Aug 05, 2007 7:31 pm Posts: 81
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Re: NEW Bunker Modules!
Wow, sweet! I'm getting a better response than I hoped! Quote: those look badass, but the genericness is meh. What do you mean? Because at the moment they only consist of straights and hubs? Quote: I need a long-ish floor or horizontal tunnel to put dreadnaughts in, as they can't walk very well over dirt and grass. That'd be very useful. Actually, speaking of dreadnoughts, I found out they also don't really like walking on metal. They start bouncing all over. Made me redue a design ... grr. Quote: Last I checked weapons are destroyed if they lie on the ground too long. I noticed this because of my failed armory in the last base I built. Hmm, I thought about this. Maybe if we made a rocket inside a bunkermodule, that held weaps and spat them out when you asked *nicely*. It would need a hole on top, so you could buy a bunch of weaps that would fall into it during bunker-maker-phase? Definitely would need testing.
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Sat Dec 15, 2007 3:02 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: =The EVIL bunker module pack=
yes, thats precisley what i mean. now that theres more, i take that first statement back.
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Sat Dec 15, 2007 3:41 pm |
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gobbo_the_civet
Joined: Mon Apr 09, 2007 8:41 am Posts: 78
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Re: =The EVIL bunker module pack=
I`m working on a pinned weapon dispenser, I think I need a day or two to finish it.
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Sat Dec 15, 2007 4:46 pm |
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