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 Ideas 
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Joined: Wed Oct 03, 2007 10:45 pm
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Location: Underground... >_> ... <_< ... lurking ...
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Post Re: Ideas
Was that nessesary?... I don't think so.


Thu Nov 22, 2007 4:33 pm
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Post mexican staring frog
Mexican Staring Frog
there is no dl here it's just a pic.
Image
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.



Sat Feb 09, 2008 12:17 am
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Post Re: mexican staring frog
What was the point in the picture if there's no DL?


Sat Feb 09, 2008 12:18 am
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Post Re: Ideas
How about some ideas for an underwater map?
Attachment:
Background.png
Background.png [ 3.75 KiB | Viewed 4368 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.


Attachment:
Sprinkles.png [2.65 KiB]
Downloaded 37 times

Various sea-stuff sprinkled on the ground
1: sea shells, 2: lots of coral reefs, 3: sand castles, 4: diving helmets.

Attachment:
Treasure.png
Treasure.png [ 4.26 KiB | Viewed 4366 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
Submarine.png [ 13.88 KiB | Viewed 4381 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


Mon Mar 03, 2008 10:51 pm
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Location: America!
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Post Re: Ideas
Levelx 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*


Tue Mar 04, 2008 12:10 am
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Post Re: Ideas
Lord 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?".


Tue Mar 04, 2008 1:21 am
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Post Re: Ideas
Jox =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?


Tue Mar 04, 2008 3:51 am
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Post Re: Ideas
Necro, 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!


Sun Mar 09, 2008 12:36 am
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Joined: Mon Dec 17, 2007 10:19 pm
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Post Re: Ideas
Mild 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.


Thu Mar 27, 2008 6:06 pm
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Location: East of Applachia, West of the Mississippi
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Post Re: Ideas
A large long map with a city in the middle.

Should look somewhat like this:
Image

(Note: The bunker is just there for scale, and shouldn't be on the map).


Fri Mar 28, 2008 2:31 am
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Post Re: Ideas
Lambda 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.


Mon Mar 31, 2008 9:16 pm
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Location: East of Applachia, West of the Mississippi
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Post Re: Ideas
I think it would also be pretty cool if you could walk inside the buildings and shoot out their windows. Kind of like Apocalypse Towers.


Fri Apr 04, 2008 12:42 pm
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Post Re: Ideas
The city, undersea, and explody tower are all sick ideas.
Maek naow!


Sat Apr 26, 2008 5:22 am
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Post Re: Ideas
Necro Much?


Sun Apr 27, 2008 3:53 pm
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Post Re: Ideas
It was pretty much at the top!
But yes, didn't realise.


Mon Apr 28, 2008 9:22 am
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