[WIP] DSTech Corp (UPDATED: 5/22/09)
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 9/6/08)
Grah...
*starts pushing to finish spriting it*
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Thu Sep 18, 2008 2:51 am |
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Ocular Bleeding
Joined: Thu Feb 14, 2008 9:05 am Posts: 124
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Re: DSTech Corp (UPDATED: 9/6/08)
The ginormous mech is indeed a beautiful piece of work, but I doubt it'll actually be all that fun to use, as nothing other than another intelligent player can stop the thing's apocalyptic rampage. There's a reason why I don't use things like the MPAM. It's really hard to get the AI to put up enough resistance. I just don't get much enjoyment out of smashing through wave upon wave of enemies without any risk.
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Thu Sep 18, 2008 3:13 am |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 9/6/08)
The DSA1 was intended as a second to last boss unit. In the first few phases the player will be forced to destroy it with what limited forces he has, as it prevents his/her units from being deployed. In another part it goes berserk and attempts to kamikaze your neat little bunker. In a long and simple map, you have a single goal, kill it before it reaches you. The easy way out would be to bomb it, but I doubt some simple bombs will hurt it that much, unless its a bunker puncher... Then there's that weak spot... I think there's some mods that allow the player to hamper movement, mines, etc.
PDU - Planet Defense Unit: (Should I bother?) Enough firepower to knock a single large killer asteroid from a collision course little by little, so a group of them are usually needed. Armed with rail guns that shoot high mass, high density shots with extreme precision. Fairly useless on the planet level though. <Original>
GDU - Ground Defense Unit: (What I'm working on now) Protects vital installations, usually a relay point (important since the expeditionary DSA forces are controlled by command nodes aka \brains, these receive orders and command the DSA units, however they have their own sentience... What I'm working on now.) Their "arms" contain three weapons.
DSA1 Gun Arm: 3x12 MRLs - Can fire up to 72 Missiles... Medium reload speed Cannon - Arcing shots that fly a long distance, fast, bad for DSA units though. Long reload speed Chain Vulcan - Close range weapon... Medium reload speed, high round count though.
Now times that by 2... Defense my ass...
VDU - Variable Defense Unit: (long time later) A rare test type with arms and hands, these mount the (ginormous) rare and powerful (wtf look at the size of that SMG!) versions of the weapons in the regular DSA unit arsenal, might make something as a tribute to Ginormo Sword...
In skirmish mode, the price of these things would be too insane to buy. Unless you can mine the whole map bare or have some kind of gold generation device. You'll almost never get to buy the thing. But I wonder what it would be like in a multiplayer skirmish...
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Thu Sep 18, 2008 4:04 am |
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Ocular Bleeding
Joined: Thu Feb 14, 2008 9:05 am Posts: 124
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Re: DSTech Corp (UPDATED: 9/6/08)
Now that, my friend, is where it would get fun. I've always liked doing things such as take a Kloveska soldier with a rocket launcher and take out MPAMs. I'd have to go through a few soldiers in the process, but that's what I like. Going up against impossible odds and claiming victory.
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Thu Sep 18, 2008 4:18 am |
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Ehrenmann
Joined: Sat Oct 20, 2007 5:13 pm Posts: 61 Location: Somewhere with marijuana.
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Re: DSTech Corp (UPDATED: 9/6/08)
That...hmm. That...huh. I really...don't know what to say. That has PASSED "too huge to be fun," and gone straight on to "so fudge ridiculously huge that the sheer inanity of using such a monstrous monstering monstrosity hits you and you begin to laugh maniacally."
Seriously man, I love you, but there is something so ridiculously wrong with that mech. LOLOLOL WHEN WILL IT BE RELEASED?!?!?!1/ Seriously though, I wanna raep things with that.
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Thu Sep 18, 2008 7:47 am |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: DSTech Corp (UPDATED: 9/6/08)
Love this mod.One of my 3 fav mods.
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Thu Sep 18, 2008 2:36 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: DSTech Corp (UPDATED: 9/6/08)
DSMK2 wrote: Haven't touched it in a while though.
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Thu Sep 18, 2008 4:33 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: DSTech Corp (UPDATED: 9/6/08)
DSMK2 wrote: Haven't touched it in a while though. Um... its too big for 640x480 size
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Thu Sep 18, 2008 4:42 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: DSTech Corp (UPDATED: 9/6/08)
Its supposed too be HUGE.
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Thu Sep 18, 2008 4:43 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: DSTech Corp (UPDATED: 9/6/08)
This thing isn't unnecessary at all. Nope. Not at all.
Also, as much as the individual details are excellent, I still have my usual complaints about your shading.
-Make parts further back, like, one shade darker (or the closer parts one shade lighter). Like, the big gun arm should be, in general, a shade lighter than the head and torso. -Put a shadow between nearer and further parts wherever possible. For instance, the big, lighter colored front part of the leg should cast a small shadow on the darker, lower back part of the leg, since I assume it sticks out more towards the viewer. Actually, it looks like you did this on that "mouth" thing thats sticking out. Do it in more places. -Even if an object doesn't have rounded or angled edges, still make the upper edges one shade lighter than the rest of it, and the lower edges one shade darker than the rest of it. It looks like you did this on the lower edge of the light-colored "band" that looks like its wrapping around the dark lower back part of the leg. Again, do it in more places.
Of course, now that I think of it, the upper parts of the robot looks more detailed than the lower parts. Maybe you aren't done yet... Still, take heed of my first point, as I suggested this to you ages ago. The further back something is, the darker it should be!
Also, I assume the way the thing will work is that you "switch" between weapons, but they just look the same and fire from the different parts. I always figured thats the way I'd do it if I made some mech with multiple fixed weapons.
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Thu Sep 18, 2008 6:23 pm |
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Siric
Joined: Wed Oct 25, 2006 7:57 pm Posts: 240 Location: Out there, among the stars.
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Re: DSTech Corp (UPDATED: 9/6/08)
DSMK2 wrote: Haven't touched it in a while though. Oh my Gravy Pancakes in a Basket! I. Want. That.
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Thu Sep 18, 2008 6:42 pm |
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grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
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Re: DSTech Corp (UPDATED: 9/6/08)
Siric wrote: I. Want. That. Yeah i am too.But not that "MEGA" size.Make it a little smaller , because i love to play CC 640x480 because of backgrounds , and that this Is HUGE.
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Thu Sep 18, 2008 7:00 pm |
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DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
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Re: DSTech Corp (UPDATED: 9/6/08)
Gargh I already aggressively darkened the BG parts of my actors! *Head banging* No one noticed dammit!
Still working on the DSA1's sprites though...
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Thu Sep 18, 2008 7:16 pm |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: DSTech Corp (UPDATED: 9/6/08)
^ I think he was referring only about huge mech, we can see the shading on the normal units...
So... you're (maybe) planning to make something bigger than that? (the PDU) wow.
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Thu Sep 18, 2008 7:55 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: DSTech Corp (UPDATED: 9/6/08)
Better start upgrading your computers so you'll be able to play at higher resolutions, otherwise you'll miss all the fun & epic :D
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Thu Sep 18, 2008 8:28 pm |
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