Bear Federation (Old release with credits)
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Bear Federation Final Release (31/12/08)
imma get this, then take out most of the footsoldiers. incredible work on the mechs, and general spriting. be good to see more work from you in the future.
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Fri Jan 02, 2009 12:46 pm |
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ProjektODIN
Banned
Joined: Tue Aug 26, 2008 6:09 pm Posts: 432
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Re: Bear Federation Final Release (31/12/08)
ivan21 wrote: I try to change some mistakes in future, but now I am busy in development of some Space marines that will resist Orc-Gothics Orkz Have you updated it recently, because I downloaded it and it throws me a ton of errors.
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Fri Jan 02, 2009 5:11 pm |
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molemian
Joined: Thu May 08, 2008 8:12 am Posts: 61 Location: sweden
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Re: Bear Federation Final Release (31/12/08)
As i read "Final Release" i thought that ok, now he is done with this, lets check out the last parts of it: .....INSTANT DOWNLOAD..... a while ago in the requests thread i posted that i would like vehicles like tanks to use in the game..... now thanks..... NO, GREAT THANKS to you for letting me have a tank in game..... i have already played a little bit with all the actors but will for now on ONLY use the "small, way to easy to get airborne" tank. i have to say: nice sprites, nice animation and it feels just right to blast a tankround straight through the head of an enemy with this piece of pure happiness..... and lastly: dont listen to those who thinks it is to "small" or to "lightweight", i think it is perfect the way it is, if you do decide to make a bigger one, make a new one, dont make this one bigger.
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Fri Jan 02, 2009 5:51 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: Bear Federation Final Release (31/12/08)
yeah personally i've not had a problem with the mechanized units yet, they remain unedited and used a lot.
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Fri Jan 02, 2009 9:11 pm |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: Bear Federation Final Release (31/12/08)
Yeah, but the walkers seem a bit.... indestructible. The only two easy ways I've found to kill them is to shoot them with the coalition revolver cannon, or to take a high powered rifle (such as the Dark-storm sniper) and put the barrel of the gun into the armored plating. It sometimes bypasses the armor and strikes the core, killing it almost instantly.
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Sat Jan 03, 2009 2:53 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Bear Federation Final Release (31/12/08)
Boba_Fett wrote: Yeah, but the walkers seem a bit.... indestructible. The only two easy ways I've found to kill them is to shoot them with the coalition revolver cannon, or to take a high powered rifle (such as the Dark-storm sniper) and put the barrel of the gun into the armored plating. It sometimes bypasses the armor and strikes the core, killing it almost instantly. Hey, I actually one-shotted one from a distance with my rifle. It kinda puts the bullet gibs deep into the target even when it hits from the outside. I only got it to work once though. Those guys are tough, and the gibs usually just wind up hitting metal.
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Sat Jan 03, 2009 3:56 am |
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I Love Gib
Joined: Thu Nov 22, 2007 11:25 pm Posts: 19
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Re: Bear Federation Final Release (31/12/08)
Mass based weapons work well if you aim effectively, I'll have to try snipers though.
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Sat Jan 03, 2009 4:21 am |
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Boba_Fett
Joined: Wed Jul 30, 2008 10:27 pm Posts: 272
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Re: Bear Federation Final Release (31/12/08)
Yeah. The walkers are strange. Either you kill them with one shot, or you don't kill them at all. I fired a random grenade, and it one hit a walker, but when I tried again, it took about 10-15 hits.
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Sat Jan 03, 2009 4:23 am |
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CandleJack
Joined: Sun May 18, 2008 8:30 am Posts: 732
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Re: Bear Federation Final Release (31/12/08)
It probably broke the gib impulse limit.
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Sat Jan 03, 2009 4:27 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Bear Federation Final Release (31/12/08)
I was using an ST1 to do the zombie cave mission. The firing arc of the ST1 is too narrow so it couldn't hit the cloning vets on the roof, but that didn't bother me because it was raping the zombies with its auto cannon and a coalition assault rifle (dual wielding both). I enjoyed it a lot.
Then suddenly, a zombie spawn from one of the cloning vets, fell right onto my ST1, then boom...My ST1 died...Sad day, sad day...
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Sat Jan 03, 2009 5:12 am |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Bear Federation Final Release (31/12/08)
Most epic mod ever. 'Nuff said.
BTW, I really like the new sprites and all the new vehicles you added. Those mechs and that tank and that dropship look really good!
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Sat Jan 03, 2009 3:51 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Bear Federation Final Release (31/12/08)
Those sprites are among the highest quality i've seen. Amazing, testing soon.
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Sat Jan 03, 2009 7:06 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Bear Federation Final Release (31/12/08)
Some people have suggested making the tanks heavier. This is a perfectly reasonable request considering what happens to them when they get hit by things, but I've tried making them heavier myself. If you make them heavy enough to not get blown away, they dig and sink into the ground. It doesn't really work out well.
The dreadnoughts are super-heavy and don't really do this though. You may wish to work on the way you handle the invisible limbs a bit to more closely match the dreadnought.
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Sat Jan 03, 2009 7:09 pm |
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DMWolfe
Joined: Thu Dec 04, 2008 9:31 pm Posts: 11
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Re: Bear Federation Final Release (31/12/08)
sorry to everybody, but this is just a pack of resprites sans the heavy armor
sprites are OK though
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Sun Jan 04, 2009 6:17 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Bear Federation Final Release (31/12/08)
DMWolfe wrote: this is just a pack of resprites sans the heavy armor There is absolutely nothing wrong with that. Good art is half of a mod. Good coding is the other half, and a story is extra credit. The art is good, the coding on the objects is fine, and there is somewhat of a backstory. Certainly nothing less than an A.
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Sun Jan 04, 2009 6:26 pm |
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