Imperial Forces 0.3 (W40k Mod)
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Zaqqthe
Joined: Sat Dec 20, 2008 1:25 pm Posts: 8
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Imperial Forces 0.3 (W40k Mod)
Imperial Forces 0.3This mod adds new race - Cadian Imperial Guardsmen. I finished work for many things: weapons, units, objects. In this mod you can see: Units:Guardsman Guardsman Sgt. Kasrkin Kasrkin Sgt. Weapons:Lasgun Autogun Heavy Stubber Laspistol Hellgun Hellpistol Gren. launcher Boltpistol Bolter Chainsword Combat Shotgun Plasma Pistol Plasma Gun Melta Gun Flamer Two Types of Autopistol Krak Grenade Melta Bomb Frag Grenade And some objects: trenches, covers, walls... http://rapidshare.com/files/175148151/IFmod_0_3.rar.html
Last edited by Zaqqthe on Sat Dec 20, 2008 5:23 pm, edited 1 time in total.
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Sat Dec 20, 2008 2:03 pm |
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t3h_n00b
Joined: Sat Nov 03, 2007 7:58 pm Posts: 64 Location: Izmir, Turkey .
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Re: Imperial Forces 0.3 (W40k Mod)
The clones look nice, but the guns can use a little more detail, but anyway, you got my dl :]
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Sat Dec 20, 2008 2:08 pm |
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CommanderCool
Joined: Tue Aug 14, 2007 2:53 pm Posts: 296 Location: Black Mesa Research Facility
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Re: Imperial Forces 0.3 (W40k Mod)
Weapons need work visually, but otherwise its a good mod. Testing.
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Sat Dec 20, 2008 2:10 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Imperial Forces 0.3 (W40k Mod)
Don't use rapidshare. I don't like being harrassed into paying to become a premium member that gets his download instantly and have to wait 30 seconds to get my download when there are many free file hosters out there like mediafire.
From what I can see in the picture, you've got really good spriting skills. For the soldiers, at least. The weapon look like they've been rushed or badly cropped. From what I can see in your list, you made four actors and thirty + weapons. I'll test it, but usually that big a number of weapons is a bad omen. Quality is better than quantity. I also see you've included some bunker modules. I welcome that openly, seeing as we don't get those as much as other stuff.
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Sat Dec 20, 2008 2:33 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: Imperial Forces 0.3 (W40k Mod)
Awesome. I love 40k.
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Sat Dec 20, 2008 2:34 pm |
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W0w00t
Joined: Mon Jul 30, 2007 5:16 am Posts: 158
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Re: Imperial Forces 0.3 (W40k Mod)
OH ♥♥♥♥ 40K Downloading RIGHT DAMN NOW
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Sat Dec 20, 2008 2:42 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Imperial Forces 0.3 (W40k Mod)
I just tested it and it's not exactly up to my expectations. On closer look, the actors lack shading. In fact there doesn't seem to be any. Same for the weapons. Two of the weapons have the same sprites as base.rte stuff. Many weapons share the same code or use base.rte code. I think you should have focused on less weapons. Oh and the chainsaw is useless in the position that you put it.
Still, it's pretty fun.
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Sat Dec 20, 2008 2:45 pm |
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W0w00t
Joined: Mon Jul 30, 2007 5:16 am Posts: 158
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Re: Imperial Forces 0.3 (W40k Mod)
Brainwashed wrote: I just tested it and it's not exactly up to my expectations. On closer look, the actors lack shading. In fact there doesn't seem to be any. Same for the weapons. Two of the weapons have the same sprites as base.rte stuff. Many weapons share the same code or use base.rte code. I think you should have focused on less weapons. Oh and the chainsaw is useless in the position that you put it.
Still, it's pretty fun. Oh and the top of the heads look like the tips of penises.
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Sat Dec 20, 2008 3:00 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Imperial Forces 0.3 (W40k Mod)
W0w00t wrote: Brainwashed wrote: I just tested it and it's not exactly up to my expectations. On closer look, the actors lack shading. In fact there doesn't seem to be any. Same for the weapons. Two of the weapons have the same sprites as base.rte stuff. Many weapons share the same code or use base.rte code. I think you should have focused on less weapons. Oh and the chainsaw is useless in the position that you put it.
Still, it's pretty fun. Oh and the top of the heads look like the tips of penises. Was that really necessary?
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Sat Dec 20, 2008 3:05 pm |
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piipu
Joined: Mon Jun 30, 2008 9:13 pm Posts: 499 Location: Finland
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Re: Imperial Forces 0.3 (W40k Mod)
Sprites don't look too good. Their faces look odd and they're not too detailed overall. Also, from what I can see, those are vanilla bunker modules. I might test this later.
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Sat Dec 20, 2008 3:19 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Imperial Forces 0.3 (W40k Mod)
Make sure that if you make Space Marines that they're the correct size IE 5 or 6 pixels taller than a coalition soldier.
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Sat Dec 20, 2008 3:48 pm |
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W0w00t
Joined: Mon Jul 30, 2007 5:16 am Posts: 158
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Re: Imperial Forces 0.3 (W40k Mod)
Brainwashed wrote: Was that really necessary?
We don't need pyramids, but I am telling what I think. They do look like the tip of a "PIENES"
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Sat Dec 20, 2008 4:16 pm |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Imperial Forces 0.3 (W40k Mod)
Conceptually I love it, as 40K has so much damn modding potential, but the execution's so-so. You know, uninspiring weapons and sprites, that sort of thing. E: Re-host it with a competent service, it's been downloaded a grand total of 10 times and now we're all locked out.
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Sat Dec 20, 2008 5:18 pm |
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Zaqqthe
Joined: Sat Dec 20, 2008 1:25 pm Posts: 8
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Re: Imperial Forces 0.3 (W40k Mod)
This is only 0.3 version, visual upgrades and other you can see later... I don't want to do SM... Quote: Two of the weapons have the same sprites as base.rte stuff. OK, I have to change them. Quote: Many weapons share the same code or use base.rte code. Because this code is what I want...
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Sat Dec 20, 2008 5:26 pm |
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Hamburgler
Joined: Sat Dec 16, 2006 2:50 pm Posts: 161 Location: Vaughan, Canada
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Re: Imperial Forces 0.3 (W40k Mod)
Seriously, fix the download link! I want to try it out but only 10 people can download it!
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Sat Dec 20, 2008 8:10 pm |
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