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 Crobotech Mod Beta 2 
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Joined: Sun Dec 10, 2006 6:00 am
Posts: 93
Location: ENFOLD!
Post Re: Crobotech Mod Beta 2
I've got no clue why, but pitting the CRobos against eachother makes me want to play Mechwarrior...


Thu May 15, 2008 11:24 pm
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Joined: Tue Apr 22, 2008 4:46 am
Posts: 39
Location: A Gallikers MyTea
Post Re: Crobotech Mod Beta 2
capnbubs wrote:
Work in progress - Beta 2

Contains:

Actors:
Clone
Image
Heavy
Image
Tech
Image
Trooper
Image

Craft:
Telepod

Weapons:
Image
Energy Rifle
Energy Pistol + offhand
Assault Rifle
Machine Gun
Pistol + offhand
Laser Rifle
Shotgun
Rocket Launcher
Grenade
Grenade Launcher

Please be aware that the content of this mod is unfinished and all sounds, sprites etc. are still subject to change and may not be my intended finished assets. Still by all means feel free to speak your mind if you think something can be improved in any way!

Prices of everything in the mod are random and unbalanced at the moment because I haven't bothered to change them, I figured it was better to just get them out there for you guys to play with.

If you want to play against the Crobos just back up your activities .ini and then delete the last section. There is an activities .ini that loads with the Crobos that will replace the last game type so that they spawn in skirmish mode.


I---, wow. You've not only reinspired me just now to play CC to give those epically lovely Crobos a run (Good god, those troopers could very well make those AAL's fudge their pants), but you've also made me shed a tear of joy.
Without second thought or even slight hesitation, totally DLed.


Fri May 16, 2008 5:43 am
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Joined: Sun Nov 25, 2007 6:29 am
Posts: 400
Post Re: Crobotech Mod Beta 2
The rocket launcher is too weak in my opinion. It takes about a clip to take out one of them.


Fri May 16, 2008 5:45 am
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Data Realms Elite
Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Post Re: Crobotech Mod Beta 2
Sixteen wrote:
The rocket launcher is too weak in my opinion. It takes about a clip to take out one of them.

Unless you get them in the vital points.
Clones = Lower Face, Lower Torso, Jetpack
Heavies = Lower Torso, Jetpack
Techies = [ Same as Troopers except the Lower Torso hole is Slightly Bigger ]
Trooper = Jetpack, Lower Torso ( After you shot the Jet pack, and it's tiny, really tiny )

They're so fun to get in the VITAL POINTS!!!and there is no hidden message!?! >_> o_o <_<


Fri May 16, 2008 6:39 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Post Re: Crobotech Mod Beta 2
Sixteen wrote:
The rocket launcher is too weak in my opinion. It takes about a clip to take out one of them.


are you kidding? it takes about 3 seconds to empty your 4 rocket clip into your target, and one clip is enough to take out an AAL Marine! That's tremendoes firepower! It's brilliant.


Fri May 16, 2008 7:27 am
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Joined: Sun Jun 03, 2007 10:12 am
Posts: 86
Location: Finland
Post Re: Crobotech Mod Beta 2
This mod is damn good, one of the best I have ever tested on CC. But I did like it far more when Crobos did bleed like humans, like in Metal Gear Solid 4, where those huge robots bleed and have flesh. AskANinja said about robots, theyre boring to kill because they just *pzzzzzz zap* after stabbing them with a blade and that he likes more juicy enemies : DDD

Ah so, im sure some people like it like that and some people dont, so would it be too much work if they were made in two versions? Pzzzzz zap -version and flesh -version : )


Fri May 16, 2008 1:05 pm
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Joined: Sun Apr 29, 2007 6:11 pm
Posts: 543
Location: The hood
Post Re: Crobotech Mod Beta 2
Yeah and they could have special attribute associated with their type. Fleshies could run faster and be more mobile at the expense of weaker defenses, and robo-ish crobos could be slower but more resilient to attack.


Fri May 16, 2008 4:25 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Post Re: Crobotech Mod Beta 2
I just played a long and lengthy survival game using crobos only (both me and AI used crobos) and I loved it. The new weapons really are something fun and balanced and the sprites are awesome and I dont see anything that I would tweak in them.

The effects rock, although just like in my soldat mod, the explosion and other bright and large effects tend to cover and hide the area they are in making it difficult to see at first "did my rocket kill that bastard or no?". But it adds a certain style to it. Th explosive weapons eat the terrain well, but not too much in the end, so I like that. You can blow up a bunker or clear a block in a shaft pretty smoothly with the explosive weapons.

The armor and the toughness of these guys is quite perfect and yet they are still fun to frag with all the detailed gibs and glowy blood/shield effects.

Just a small suggestion though on the shield wound effects though: The small particles that fly of should have a smaller trail or no trail at all, fly slower and have a shorter lifetime aswell imo.

Awesome 9001/10


Fri May 16, 2008 5:04 pm
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Post Re: Crobotech Mod Beta 2
This is easily the best overall mod around, if not just for the visual style. I'd be lying if I said that crobotech didn't serve as an inspiration, even before this later build version started getting released.

And it continues to do so. It spurs me onward to revamp my own mod time and time again. Your slim lineup makes me wonder if I couldn't cut some corners on my own weapons.


Fri May 16, 2008 5:24 pm
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Joined: Sun Nov 25, 2007 6:29 am
Posts: 400
Post Re: Crobotech Mod Beta 2
Blowing off these guy's heads is fun. Then there's a fountain of blood spewing out, disappearing in half a second. How do you do that? Low lifetime variable?


Fri May 16, 2008 10:41 pm
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Joined: Tue Jan 29, 2008 3:59 pm
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Post Re: Crobotech Mod Beta 2
question to the maker

do u play/have kknd2
because the sounds come from the robots or w/e force of that


Fri May 16, 2008 10:46 pm
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Joined: Mon Mar 26, 2007 1:15 am
Posts: 593
Location: UK
Post Re: Crobotech Mod Beta 2
Erm... if your refering to the voices I recorded my own voice and used a very fast delay to make it sound robotic

[edit] in answer to your question I played the demo of KKND 2 when it was first released. Seemed like a cool game, I remember I found a mech that fired glowing technocolour jellybeans.


Fri May 16, 2008 11:48 pm
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Joined: Mon Feb 12, 2007 12:46 am
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Post Re: Crobotech Mod Beta 2
Darlos9D wrote:
Your slim lineup makes me wonder if I couldn't cut some corners on my own weapons.

His lineup is slim now, but this is just a beta, Beta 2c specifically.
Who knows how many weapons Capnbubs will have made for the finished product.


Sat May 17, 2008 1:43 am
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Joined: Mon Dec 10, 2007 7:39 am
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Post Re: Crobotech Mod Beta 2
Sixteen wrote:
Blowing off these guy's heads is fun. Then there's a fountain of blood spewing out, disappearing in half a second. How do you do that? Low lifetime variable?


I think there is a REASON that extra-terrestrial life doesn't even TRY to contact us.

And I'm happy to see the Crobos making a new, improved comeback!


Sat May 17, 2008 1:58 am
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Joined: Mon Mar 26, 2007 1:15 am
Posts: 593
Location: UK
Post Re: Crobotech Mod Beta 2
Sixteen wrote:
Blowing off these guy's heads is fun. Then there's a fountain of blood spewing out, disappearing in half a second. How do you do that? Low lifetime variable?


The fountain of blood is actually an animated particle like the smoke effects. So it looks like a lot more than it actually is. Then it just has a low lifetime variable yea.


Sat May 17, 2008 2:16 am
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