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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Amrobotics' Megarobot Converted
Amrobotic, a great cc modder who excelled at mechanical mayhem. Well, now I'm bringing back one of Amrobotics' classic mods: The Metal Slug Rebel Suit! It was slightly moddified when I found it in my archives, but I converted it to Build 20 and tried my best to get it as best as I can to the original. The Rebel Suit comes with the following Devices: Heavy MG Super Shotgun Cannon Jet Digger Also, thanks to Grif's ABomb, when ever your rebel suit gibs, Marco escapes the mech to finish the fight! He is pre-armed when he pops out with an AK-47 and a Heavy Digger, and is also buyable from the menu. Credits: Data - CC Grif - ABomb Amrobotics - the mod Me - converting
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Fri Jul 18, 2008 7:41 am |
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Tea
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Re: Amrobotics' Megarobot Converted
Looks really good.
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Fri Jul 18, 2008 8:41 am |
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Allarcan
Joined: Wed Jun 11, 2008 12:59 am Posts: 27
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Re: Amrobotics' Megarobot Converted
Thanks for converting this! This is awesome. I like the whole metal slug series, Marco was my favorite character. Hope to see more from you.
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Fri Jul 18, 2008 1:10 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Amrobotics' Megarobot Converted
I like the blonde chick, or Fio (the glasses one), can't remember. Anyway, this was a good mod.
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Fri Jul 18, 2008 3:24 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Amrobotics' Megarobot Converted
The limpaths for the legs are fudged. The thing hovers a tad over the ground, and when it crouches, it has the same problem as your average green clone. Its jetpack is too powerful and it is kind of hard to control because of its size, but I guess that is meant to be that way. The sprites are nice though, and so are the weapons.
Overall it's a pretty cool mod. Thanks to AmRobotics for making it in the first place and to you for reviving it!
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Fri Jul 18, 2008 4:08 pm |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Amrobotics' Megarobot Converted
I'm almost sure that the ABomb came out way after this, and this originally had the actor gib out anyways, so maybe crediting Grif isn't proper.
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Fri Jul 18, 2008 8:22 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Amrobotics' Megarobot Converted
Prod wrote: I'm almost sure that the ABomb came out way after this, and this originally had the actor gib out anyways, so maybe crediting Grif isn't proper. I think he edited it so that the actor would gib out and could move. If he didn't, then the actor would just stand there and you couldn't control him.
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Fri Jul 18, 2008 8:40 pm |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Amrobotics' Megarobot Converted
There's a few things wrong with it. -It has more then 100 health -It hovers slightly above the ground -The weapons have to be bought separately.
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Fri Jul 18, 2008 9:35 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Amrobotics' Megarobot Converted
When I said it "comes with a few devices", I didn't mean it was pre-armed. I also tried to make it more balanced, since it was nearly indestructable using vanilla stuff.
And yes, the mech did originally gib a Marco, but Grif's ABomb now lets the Marco be controllable.
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Fri Jul 18, 2008 9:45 pm |
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tons0phun
Joined: Fri Jul 18, 2008 9:18 pm Posts: 131 Location: Sacramento, CA
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Re: Amrobotics' Megarobot Converted
I will love you forever if you can make Tarma, too!
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Fri Jul 18, 2008 10:01 pm |
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Sixteen
Joined: Sun Nov 25, 2007 6:29 am Posts: 400
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Re: Amrobotics' Megarobot Converted
tons0phun wrote: I will love you forever if you can make Tarma, too! He didn't make it. Amrobotics did. He just converted it.
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Fri Jul 18, 2008 10:14 pm |
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J23
Joined: Sat Sep 22, 2007 7:28 pm Posts: 298 Location: Right here.
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Re: Amrobotics' Megarobot Converted
That mech is pretty fat. It should lose some weight.
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Fri Jul 18, 2008 10:36 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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Re: Amrobotics' Megarobot Converted
CandleJack wrote: There's a few things wrong with it. 1. It has more then 100 health 2. It hovers slightly above the ground 3. The weapons have to be bought separately. 1. Cricket wanted to make this as close to the original as possible, and the original had 300 HP 2. Offsets problems, the original did this too I think. 3. See: Cricket wanted to make this as close to the original as possible. Also, was the best mod of it's time.
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Sat Jul 19, 2008 1:26 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Amrobotics' Megarobot Converted
Roy-G-Biv wrote: 2. Offsets problems, the original did this too I think. Yes, it did have the same problems. I just played my CC13 (Lunar Tomato Version), and the original still "hovered" over the ground like 5-12 pixels. BTW cavecricket, you should really change the muzzleoffset for the super shotgun to: Code: MuzzleOffset = Vector X = 30 Y = 0 That's what I have my converted megarobot set to so it doesn't hit the robot when it's fired. Also, the shakeranges for the other weapons need to be tweaked a bit IMO.
Last edited by uberhen on Sat Jul 19, 2008 8:18 am, edited 1 time in total.
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Sat Jul 19, 2008 3:42 am |
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Prod
Joined: Wed Dec 27, 2006 9:52 pm Posts: 688 Location: California
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Re: Amrobotics' Megarobot Converted
Sixteen wrote: Prod wrote: I'm almost sure that the ABomb came out way after this, and this originally had the actor gib out anyways, so maybe crediting Grif isn't proper. I think he edited it so that the actor would gib out and could move. If he didn't, then the actor would just stand there and you couldn't control him. Now that I think about it, back in B13-14, that one clone tube could gib a Blue Clone, but you never could control it. So now I know what is meant.
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Sat Jul 19, 2008 4:04 am |
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