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 Mappack II (v1.0) 

Merge maps with UniTec mod so specific missions will be available?
Yes, I don't mind loading an extra mod in order to play your maps. 68%  68%  [ 81 ]
No, I dislike loading an extra mod to play these maps. 32%  32%  [ 38 ]
Total votes : 119

 Mappack II (v1.0) 
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Mappack II (v1.0)
I've inserted a small poll to give me insights about future projects. (Hope admins won't mind. :???: )

When build 21 is done I want to start making mission based maps for it and in order to do so I'd like to use my UniTec mod for this goal (and possibly my Zealots as well).
This will mean that I can use lots of guns and extra actors to allow assassination (sniper only) missions, survival missions with special actors, placing defensive guns in enemy bunkers and stuff like that.

Problem is that your game will load even slower, which is bad if you dislike my mod, and you'll have a huge list of weapons in your in-game buy list.
Since these maps seem to be way more appreciated than my mod, I bet at least some people won't be too happy about it. :)

Please choose an option to help me out.

Point of note: I will be putting all .ini categories in my mod together so loading times would probably increase by 5 lightyears.

----------------------------------

Hi people,

Decided I am done for now with these maps I was working on.

Download it here or below.
(v1.0)

Notes:
Most objects were based off free art from the web. This for two reasons:
- I draw things very poorly with a mouse.
- It saves me time. (Don't have much of it, so that's good.)
Just to note that I do not deserve the full credit for all of them. Most stuff is resized, made compatible with the CC colour scheme, prettified and stuff like that.
Also note that I only took stuff that was free to be taken. I am no common thief.

Some objects don't look quite that good yet.
- If you think you can help me out, give me a ring.
- If you think some things suck, no need to mention it. I am aware and won't be able to improve them. Accept it or don't play these maps.

Textures and backgrounds have been reduced from 16-32bit to 8, so that's why they look a little... how do you call that... grainy? Anyway, I can't help with that either. If I'd try to remake them you can be sure they'll look horrible afterwards.

There are some new objects under Bunker Bits and Bunker Modules.
I've put Scenery objects in a new Scenery category and gold bars are under Gold Bits.
Scenery Objects are just that: Scenery. They can't be shot at.
This includes the Barbed Wire. People would probably liked it if it hurt actors, but I wouldn't know how to get this done, nor would I like it when the poor AI would dive into these little would-be deathtraps over and over again.

Every map has bunkers. If you like to create your own bunkers on these maps or rather not have any bunkers, clear out the contents of the Scenes\*.ini's.

None of the maps have actors placed.
All of the maps have some obvious spot to place the brain, if you like to use them.

Leaves me to say that I hope you enjoy them and to leave behind some screenshots:

Image

Image

Image

Image

Image

Image

Image

Image


Last edited by Gotcha! on Wed Sep 03, 2008 7:02 am, edited 2 times in total.



Sat May 31, 2008 12:00 pm
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Mappack II (v1.0)
Sweet motherf***ing bob johnson. *D/L*
I'll tell you more after I test it.


Sat May 31, 2008 1:08 pm
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Post Re: Mappack II (v1.0)
Epic looking stuff man.
I'm testing now, it better be as good as those screenshots look :V


Sat May 31, 2008 1:48 pm
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Joined: Wed May 23, 2007 12:08 pm
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Location: In hells Ironic Punishment Department (Canada, ON)
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Post Re: Mappack II (v1.0)
I wont give a **** if some textures suck, the scenes are made by you!

(Kickass Screenies)


Last edited by FireBlizzard on Sat May 31, 2008 6:23 pm, edited 1 time in total.



Sat May 31, 2008 2:31 pm
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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
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Post Re: Mappack II (v1.0)
Insta-O.U.A.DL

Can't what til I fit a space for it!


Sat May 31, 2008 5:21 pm
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Post Re: Mappack II (v1.0)
After testing, I must say im amazed. Really awesome maps with tons of content in them.
The sceneries made me laugh especially the happy snowman in the winter maps, he's so cute.
The base design are also fabulous and simple, my favorite remains the crater spaceship that just got pimped to the max. Btw Arnold poster ftw. Also loved the bridge in the arctic summit, it was epic.

The textures and backgrounds didnt suit the CC style and the textures even neglected with the background in most cases that made it look quite nasty, but still it was no unshaded bland stuff, so it was playable without any seizures. Then if you go and see in the bunker editor, there are 3 times the same items in the "bunker modules" section, the laser walls and the crates mostly. They cluttered the menu just a tad.

Overall, its simply awesome in total and totally worth playing loooong matches.


Sat May 31, 2008 7:52 pm
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Post Re: Mappack II (v1.0)
Holy Space-god of yesteryear!!!
This map pack is awesome.


REview:

Arctic: Fun, is the blue sand supposed to be water?
City: Fun, maybe a morning version?
Doom/Space: Not played yet

Modules: Looks cool, Mona Lisa is the best, barriers actually deflect stuff, which caused me to kill my clone, and it appears 3 more times than it should.


Sat May 31, 2008 8:26 pm
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Joined: Fri Dec 28, 2007 4:19 am
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Post Re: Mappack II (v1.0)
The doom maps instantly prodded my sanity as soon as I saw those eyes, that got fixed with the newest laser cannon I made (hee heee hee)... Fun maps, I like how you made new textures!


Tue Jun 03, 2008 12:03 am
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Post Re: Mappack II (v1.0)
not a bad set of maps
good job


Tue Jun 03, 2008 1:09 am
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Post Re: Mappack II (v1.0)
I love the modules


Wed Jun 04, 2008 12:16 am
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: Mappack II (v1.0)
O_O

*Eyerub*

O_O

*Eyerub*

ô_ô

I really am seeing this. Wicked. The word "AWESOME" is the first one that came
to my mind. So yeah. Insta-DL. I'll probably be back with feedback once i become
able to tear myself away from them.


Wed Jun 04, 2008 3:11 pm
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Post Re: Mappack II (v1.0)
numgun wrote:
Then if you go and see in the bunker editor, there are 3 times the same items in the "bunker modules" section, the laser walls and the crates mostly. They cluttered the menu just a tad.


Couldn't fix it, since all map types needed to have their own .rte and thus are dependent on having their 'own' map_objects.rte.
Got a tip though on how this might be fixed. Something to try/do later on. :)

@Roy-G-Biv: It's water, yup, in a frozen state. As soon as we can make water there will be water.


Thanks, all. I am glad they are liked. :)


Wed Jun 04, 2008 3:34 pm
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Post Re: Mappack II (v1.0)
And he does it again!
Whilst making my pc lag to hell.


Wed Jun 04, 2008 11:14 pm

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Mappack II (v1.0)
Tea wrote:
And he does it again!
Whilst making my pc lag to hell.


Lag? I didnt get ANY lag at all on these maps. They are notably much smaller than his first ones and I didnt get any wierd stuff or lag on these maps.
They all play smoothly.


Thu Jun 05, 2008 12:12 am
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Post Re: Mappack II (v1.0)
numgun wrote:
Tea wrote:
And he does it again!
Whilst making my pc lag to hell.


Lag? I didnt get ANY lag at all on these maps. They are notably much smaller than his first ones and I didnt get any wierd stuff or lag on these maps.
They all play smoothly.

Your computer must be beast.
It lags, a little.


Thu Jun 05, 2008 12:13 am
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