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            | Author | Message |  
			| Jox =3 
					Joined: Wed Oct 03, 2007 10:45 pm
 Posts: 545
 Location: Underground... >_> ... <_< ... lurking ...
   |   Re: IdeasWas that nessesary?... I don't think so. 
 
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			| Thu Nov 22, 2007 4:33 pm | 
					
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			| Slim22 
					Joined: Thu Aug 23, 2007 6:22 pm
 Posts: 7
 Location: UK
   |   mexican staring frogMexican Staring Frog there is no dl here it's just a pic.  DON'T LOOK DIRECTLY AT IT!...oh, too late. EDIT: I didn't make this a scene because of the pre-placed doors auto assigned to the other team, and also because i used eternjc's 'bunkerdoors up and left' mod  (which rocks).
 
 
    							Last edited by Slim22 on Sat Feb 09, 2008 10:59 am, edited 2 times in total. 
 
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			| Sat Feb 09, 2008 12:17 am | 
					
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			| TrouserDemon 
					Joined: Fri Dec 29, 2006 7:42 pm
 Posts: 1871
 Location: UK
   |   Re: mexican staring frogWhat was the point in the picture if there's no DL? 
 
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			| Sat Feb 09, 2008 12:18 am | 
					
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			| Levelx 
					Joined: Tue Jul 31, 2007 11:25 pm
 Posts: 81
   |   Re: IdeasHow about some ideas for an underwater map? Attachment: 
			 Background.png [ 3.75 KiB | Viewed 5160 times ]Instead of a sky, the background is filled with a nice blue color, and clouds are replaced with schools of fish. Dirt is replaced with sand and mud. Regular plants are all replaced with sea plants. Various sea-stuff sprinkled on the ground 1: sea shells, 2: lots of coral reefs, 3: sand castles, 4: diving helmets. Attachment: 
			 Treasure.png [ 4.26 KiB | Viewed 5158 times ]Rather then gold just strewn about, they're obtained thorough treasure items. 1:wooden chest, 2: iron chest (tougher but filled with gold), 3: Skeletons wearing valuable things, 4: small pocket with a pile of gold, 5: shells containing a dot of gold. Attachment: 
			 Submarine.png [ 13.88 KiB | Viewed 5173 times ]Custom Submarine Bunkers, one upright and the other vertical. (yellow rectangles are doors) 1: Rear propeller, 2: Blown out entrance, 3: Digging area, 4: Brain room, 5: Periscope
 
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			| Mon Mar 03, 2008 10:51 pm | 
					
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			| Lord Tim 
					Joined: Fri Apr 27, 2007 4:55 pm
 Posts: 1178
 Location: America!
   |   Re: IdeasLevelx wrote: How about some ideas for an underwater map?
 Instead of a sky, the background is filled with a nice blue color, and clouds are replaced with schools of fish. Dirt is replaced with sand and mud. Regular plants are all replaced with sea plants.
 
 Various sea-stuff sprinkled on the ground
 1: sea shells, 2: lots of coral reefs, 3: sand castles, 4: diving helmets.
 
 Rather then gold just strewn about, they're obtained thorough treasure items.
 1:wooden chest, 2: iron chest (tougher but filled with gold), 3: Skeletons wearing valuable things, 4: small pocket with a pile of gold, 5: shells containing a dot of gold.
 
 Custom Submarine Bunkers, one upright and the other vertical. (yellow rectangles are doors)
 1: Rear propeller, 2: Blown out entrance, 3: Digging area, 4: Brain room, 5: Periscope
My friend has been working on something very similar to this actually. *Idea reserved*
 
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			| Tue Mar 04, 2008 12:10 am | 
					
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			| Levelx 
					Joined: Tue Jul 31, 2007 11:25 pm
 Posts: 81
   |   Re: IdeasLord Tim wrote: *Idea reserved*  I'm confused. Are you saying not to take credit, or not to pursue the concept?  I just posted it to ask the question: "If an undersea map was made, what stuff could/should it have?".
 
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			| Tue Mar 04, 2008 1:21 am | 
					
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			| Kigali 
					Joined: Mon Feb 18, 2008 12:51 am
 Posts: 105
 Location: A ninja never reveals their location...
   |   Re: IdeasJox =3 wrote: Make this glass thing an ARocket that don't move and have a big life. Don't make a glass thing, make a forcefield shield thing. You could make those thing as a mod including the map together...I know it would be near impossible, but it would be uber cool if you had some sort of shield generator, and when you destroy it, the shield disappears. You could make it a unit and it's fire could be to toggle the shield on or off. IDK just throwing out ideas don't flame me. cambiogris wrote: Well, here's a quick nuclear block that uses the Nuclear Missile mod... Code: AddActor = Actor    InstanceName = Nuke Block    AddToGroup = Test    PinStrength = 50    Mass = 5    RestThreshold = -500    Sharpness = 0.1    HitsMOs = 1    GetsHitByMOs = 1    SpriteFile = ContentFile       FilePath = CHANGEME    FrameCount = 1    SpriteOffset = Vector       X = 0       Y = 0    EntryWound = AEmitter       CopyOf = Leaking Machinery    ExitWound = AEmitter       CopyOf = Leaking Machinery    AngularVel = 0    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Tech       Resolution = 2       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Tech       Resolution = 4       Depth = 10    DeepCheck = 0    AddGib = Gib       GibParticle = MOPixel          CopyOf = Nuclear Missle Intense Damage       Count = 1500       Spread = 3.14       MaxVelocity = 60       MinVelocity = 60    AddGib = Gib       GibParticle = MOPixel          CopyOf = Nuclear Missle Heavy Damage       Count = 2500       Spread = 3.14       MaxVelocity = 70       MinVelocity = 1    AddGib = Gib       GibParticle = MOPixel          CopyOf = Nuclear Missle Medium Damage       Count = 2500       Spread = 3.14       MaxVelocity = 75       MinVelocity = 1    AddGib = Gib       GibParticle = MOPixel          CopyOf = Nuclear Missle Fire Effect 1       Count = 1000       Spread = 3.14       MaxVelocity = 60       MinVelocity = 1    AddGib = Gib       GibParticle = MOPixel          CopyOf = Nuclear Missle Fire Effect 2       Count = 1000       Spread = 3.14       MaxVelocity = 65       MinVelocity = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Toxic Smog       Count = 700       Spread = 3.14       MaxVelocity = 40       MinVelocity = 30    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Toxic Smog       Count = 700       Spread = 3.14       MaxVelocity = 40       MinVelocity = 1    AddGib = Gib       GibParticle = MOPixel          CopyOf = Nuclear Missle Fallout       Count = 500       Spread = 3.14       MaxVelocity = 200       MinVelocity = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Fire Glow       Count = 2000       Spread = 3.14       MaxVelocity = 125       MinVelocity = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Explosion Glow       Count = 1       Spread = 3.14       MaxVelocity = 1       MinVelocity = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Explosion Glow 2       Count = 1       Spread = 3.14       MaxVelocity = 1       MinVelocity = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Radiation Glow       Count = 1       Spread = 3.14       MaxVelocity = 1       MinVelocity = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Radiation Glow 2       Count = 1       Spread = 3.14       MaxVelocity = 1       MinVelocity = 1    AddGib = Gib       GibParticle = AEmitter          CopyOf = Radiation       Count = 1       Spread = 3.14       MaxVelocity = 1       MinVelocity = 1    GibImpulseLimit = 50    GibWoundLimit = 5    GibSound = Sound       CopyOf = Metal Penetration Hit No more lag than the original Nuclear Missile...  What the hell is this? Can you pic for convenience?
 
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			| Tue Mar 04, 2008 3:51 am | 
					
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			| Jox =3 
					Joined: Wed Oct 03, 2007 10:45 pm
 Posts: 545
 Location: Underground... >_> ... <_< ... lurking ...
   |   Re: IdeasNecro, but I think its for a good reason...
 Ok,Kigali, its quite simple (I beleive). Just make a pinned or "free" actor/rocket/dropship/whateveritis, just like you want and attach a emitter to it, and make emitt a giant rocket/dropship like thing, inpenetrable and indestructible with the shield-shape of your choice. Thada, shield!
 
 
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			| Sun Mar 09, 2008 12:36 am | 
					
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			| Czar Leopold 
					Joined: Mon Dec 17, 2007 10:19 pm
 Posts: 104
   |   Re: IdeasMild necro, I suppose.I reckon that an industrial wasteland type map would be good.
 You know, with dark backgrounds, dead plants, scorched, dead looking soil, and big factory buildings.
 with, like, reactor halls with leaky reactors filled with some kind of nasty stuff. Killer emitters, and so on.
 Probably lag to kingdom come though.
 
 
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			| Thu Mar 27, 2008 6:06 pm | 
					
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			| Hobbesy 
					Joined: Mon Feb 11, 2008 11:11 pm
 Posts: 711
 Location: East of Applachia, West of the Mississippi
   |   Re: IdeasA large long map with a city in the middle. Should look somewhat like this:  (Note: The bunker is just there for scale, and shouldn't be on the map).
 
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			| Fri Mar 28, 2008 2:31 am | 
					
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			| The Fat Sand Rat 
					Joined: Sun Apr 15, 2007 5:56 am
 Posts: 1191
 Location: outside the shithole called the University in the Forest
   |   Re: IdeasLambda wrote: A large long map with a city in the middle.
 Should look somewhat like this:
 -LOL THIBOODIA PROPHECY SNIP'D-
 
 (Note: The bunker is just there for scale, and shouldn't be on the map).
Sounds and looks bitchin'. We need a snowy/rocky and desert/rocky map. Also, a really huge, rocky, icy night mountain map, preferably using the snow emitters from Icelands. And a 'junkyard' map. I think that one explains itself.
 
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			| Mon Mar 31, 2008 9:16 pm | 
					
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			| Hobbesy 
					Joined: Mon Feb 11, 2008 11:11 pm
 Posts: 711
 Location: East of Applachia, West of the Mississippi
   |   Re: IdeasI think it would also be pretty cool if you could walk inside the buildings and shoot out their windows.  Kind of like Apocalypse Towers. 
 
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			| Fri Apr 04, 2008 12:42 pm | 
					
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			| Winterous 
					Joined: Tue Jul 03, 2007 12:33 am
 Posts: 1275
 Location: Elsewhere.
   |   Re: IdeasThe city, undersea, and explody tower are all sick ideas.Maek naow!
 
 
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			| Sat Apr 26, 2008 5:22 am | 
					
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			| bbbzzz234 
					Joined: Mon Oct 01, 2007 1:33 am
 Posts: 374
   |   Re: IdeasNecro Much? 
 
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			| Sun Apr 27, 2008 3:53 pm | 
					
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			| Winterous 
					Joined: Tue Jul 03, 2007 12:33 am
 Posts: 1275
 Location: Elsewhere.
   |   Re: IdeasIt was pretty much at the top!But yes, didn't realise.
 
 
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			| Mon Apr 28, 2008 9:22 am | 
					
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