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dapaperboy
Joined: Fri Jun 15, 2007 6:47 am Posts: 430
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Re: Maginot
awsome! i like the hills and the terrain. the doors are fun for pancaking people!
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Tue Apr 22, 2008 7:47 pm |
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Tyroazard
Joined: Mon Apr 30, 2007 10:46 am Posts: 27
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Re: Maginot
Hey purple, could you perhaps make a vertical door? That slides up and down instead of left and right? Just a little request, hope I'm not asking too much.
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Wed Apr 23, 2008 9:43 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: Maginot
Tyroazard wrote: Hey purple, could you perhaps make a vertical door? That slides up and down instead of left and right? Just a little request, hope I'm not asking too much. Done. Attachment: maginotvertical.bmp I didn't add a walkway or anything, as that would require reworking the sprites and I've gotta be somewhere soon. Thankfully, though there are some modding things in Cortex Command that are a lot of work, this isn't one of them. Didn't have to touch a pixel. Attachment: VerticalHeavyDoor.rte.zip Extract to your CC directory, it will overwrite one file in your Maginot.rte but otherwise leave everything untouched. This requires the original rte to work, as it only includes what is absolutely necessary for the door. It can be removed by reinstalling the original Maginot and overwriting the changed file. This will leave three extra bitmaps at the following paths: - Maginot.rte/Heavy Door/heavydoorvfg.bmp
- Maginot.rte/Heavy Door/heavydoorvbg.bmp
- Maginot.rte/Heavy Door/heavydoorvmat.bmp
Which can be deleted or left at your discretion, without the modified file they won't do anything. If you decide to delete them, make sure to delete the ones containing a V after door! Or, you can skip this whole step by just removing Maginot and reinstalling. Enjoy. Try to squish a few clones for me. Oh, and if Purple would like to out-do me by making a custom designed vertical door, be my guest.
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Wed Apr 23, 2008 7:22 pm |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Maginot
Thanks Omni. Very useful.
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Thu Apr 24, 2008 12:18 am |
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Kigali
Joined: Mon Feb 18, 2008 12:51 am Posts: 105 Location: A ninja never reveals their location...
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Re: Maginot
Yes thank you Omni. This map is very very epic, like many things you do Purple. The new large door is quite useful too as the only other one was the one with that double sized bunker set, which were cool, but I like variety. Some one should make a giant double swinging door set like the double doors in base.rte.
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Thu Apr 24, 2008 1:23 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: Maginot
I've been thinking about expanding our door options. With a little work, I imagine I could make something pretty effective. Expect more from me in the nearish future. But now I'm hijacking Purple's thread. So back to Maginot. A fine scene, not anything too new, but more things we've seen before done extremely well. Except for the big door. That thing is totally pimp, and better than every other door I've seen. I made a modified version of this scene for myself with a slightly different underground structure. It has two vault doors. Scene or not, this RTE is sticking with me for the doors for a LONG time. Unless something comes along to replace it. And it would have to be good to beat this baby.
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Thu Apr 24, 2008 2:02 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Maginot
The basis of the map was actually the door, he just needed some filler material.
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Thu Apr 24, 2008 6:26 am |
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Tyroazard
Joined: Mon Apr 30, 2007 10:46 am Posts: 27
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Re: Maginot
Yay! Thanks Omni.
Time to crush people with huge blast doors!
<3
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Thu Apr 24, 2008 12:24 pm |
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Omni
Joined: Sat Jan 27, 2007 9:38 am Posts: 170 Location: St. Louis, MO
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Re: Maginot
Winterous wrote: The basis of the map was actually the door, he just needed some filler material. Not sure why. I considered removing all the scene stuff and just keeping the doors. Tyroazard wrote: Yay! Thanks Omni.
Time to crush people with huge blast doors!
<3 No problem. Just making sure that Purple's amazing door truly meets its potential. Thanks for Maginot, Purple!
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Thu Apr 24, 2008 3:53 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Maginot
Holy ♥♥♥♥ ♥♥♥♥, that heavy duty door is AWESOME.
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Mon May 05, 2008 9:41 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Maginot
What is the necro day limit anyways (retrical question... ill look it up)
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Mon May 05, 2008 9:47 pm |
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Electroclan
Joined: Sat Jun 30, 2007 4:39 am Posts: 521
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Re: Maginot
FireBlizzard wrote: What is the necro day limit anyways (retrical question... ill look it up) Limit is purely subjective in conjunction with rules. It all matters if your necroing post contributes enough to not piss off the staff member who catches you. Good to see the door is popular.
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Mon May 05, 2008 10:38 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Maginot
hmm... Well its true that the door is the best part of the scene XD
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Mon May 05, 2008 11:42 pm |
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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
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Re: Maginot
FireBlizzard wrote: hmm... Well its true that the door is the best part of the scene XD Jay ne concur pass. The door does not match up with any other bunker piece, and the single hill/flat plain is a very nice design. That being said, door is still awesome.
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Tue May 06, 2008 12:35 am |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Maginot
I was just saying... That I (NOTE: I) like the door the most...
Though im not saying AT ALL, that the scene isnt good its ****in awsome!!!
I just like the door the most XD
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Tue May 06, 2008 12:44 pm |
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