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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Mappack II (v1.0)
Beast? : p
1,66 ghz, 488 RAM isnt much really in the end, yet, it runs smoothly.
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Thu Jun 05, 2008 11:58 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Mappack II (v1.0)
Well, after testing some of the maps, there are two words that fit my situation nicely: I CAME. Bloody awesome maps. Especially the Doomed ones, because they do, funnily enough, remind me of Doom. Also, is it slightly lowered gravity i see in them? Neat. Keep up the fantasic work, sir Gotcha!sworth.
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Thu Jun 05, 2008 12:44 pm |
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VladDracul
Joined: Tue Apr 22, 2008 4:46 am Posts: 39 Location: A Gallikers MyTea
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Re: Mappack II (v1.0)
Houston, we have some win. I absolutely love the Doomed Map, what with those giant, appocalyptic-like eyeballs, and skeletons, and giant barbwire(?) pillars. Insta D/L
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Fri Jun 06, 2008 7:24 pm |
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PlasmaNova
Joined: Fri Dec 14, 2007 10:27 pm Posts: 71
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Re: Mappack II (v1.0)
GOOD GOD!!!
this is a mashup of crap!!
just kidding, its awesome!!
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Tue Jun 10, 2008 3:40 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: Mappack II (v1.0)
I wanna see you make a scene (With the city backgrounds) with ships abit above a few broken down buildings as if you are fighting or protecting the city (And you only in the 1st assaulted area so no destroyed city backgrounds XD)
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Tue Jun 10, 2008 10:44 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Mappack II (v1.0)
Or....... A building Seige, starting from the rooftops, then going down. No ground floor.
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Tue Jun 10, 2008 11:00 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Mappack II (v1.0)
Sure thing, FireBlizzard. Will you make the ruined bunker parts then? I won't make maps without a solid ground. AI would only walk into the gaps. I'll probably make some more in the future, as I will update the current ones, but I don't expect myself to be done for weeks to come.
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Wed Jun 11, 2008 4:52 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: Mappack II (v1.0)
Gotcha! wrote: Sure thing, FireBlizzard. Will you make the ruined bunker parts then? I won't make maps without a solid ground. AI would only walk into the gaps. I'll probably make some more in the future, as I will update the current ones, but I don't expect myself to be done for weeks to come. Could you do a Donkey Kong style map? What I'm asking for here is basically a map that's a level from the original Donkey Kong, red girders and all. A large, deformed ape skeleton in the background works too.
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Wed Jun 11, 2008 7:14 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Mappack II (v1.0)
Alright, now I know I am being ridiculed. Take a black background, make a copy of HWallFG.bmp and put some red stripes on it to create a girder and place it on the map repeatedly. All done.
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Wed Jun 11, 2008 8:04 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Mappack II (v1.0)
A want to see a simple map with a floating large base that you have to defend from every direction. 360' degree defence. There will be entrances below, on the sides and a very highly guarded entrance on the top. There are lots of holes to shoot from and the rooms are connected tightly with a small set of shafts. Also lots of small ventilation holes that you can crawl to quickly reach another room.
While your base floats, there are a few mining outposts around the map where the money comes from. The terrain is semi-flat and has just a few flattish hills for terrain difference.
This would suit the space theme.
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Wed Jun 11, 2008 8:56 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: Mappack II (v1.0)
Gotcha! wrote: Sure thing, FireBlizzard. Will you make the ruined bunker parts then? I won't make maps without a solid ground. AI would only walk into the gaps. I'll probably make some more in the future, as I will update the current ones, but I don't expect myself to be done for weeks to come. I would need someone to sprite the ruined bunker parts (I could code it though =D) Ruined cities are planned anyways so mabye I should ask one of my friends XD
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Wed Jun 11, 2008 10:08 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Mappack II (v1.0)
@FireBlizzard: I was a bit sarcastic there, but if you can provide me with some broken down bunker bits/modules I'd definitely give it a go. @numgun; similar to Outpost 14?
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Wed Jun 11, 2008 10:31 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: Mappack II (v1.0)
Doesnt matter, I need the module peices anyways for a few of my scenes (If I ever get around to it XD)
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Wed Jun 11, 2008 10:34 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Mappack II (v1.0)
Well, give me a nudge if you need me. Perhaps I'll try to make some burned down pieces too, if I find the time. @Sand Rat: I was thinking about it some more and it struck me that the game would be over too soon as well. Picture this: Now how's that fair to poor Mario?
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Wed Jun 11, 2008 10:52 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Mappack II (v1.0)
How about a better idea. Like, DK is the Enemy brain. And you are retro mario, with jumpjets that only jumps high enough to evade barrels and jump up the girders. Area is blocked off by invisible "test material" barriers. And an emitter emits barrel looking balls, with emitters on the barrels, it cannot damage terrain.
And the mario is your brain.
Maybe something only B21 can do. @Gotcha!: You should've given the coalition an AK-47. That'd be cooler.
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Wed Jun 11, 2008 11:50 pm |
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