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 [B33] MaximDude Corp. (10 Year Anniversary Update) 
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Joined: Sat Jun 06, 2009 5:12 am
Posts: 51
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Post Re: MaximDude Corp.
Pretty good, but it needs more guns. I miss the old pack and its selection of 50ish.


Sun Nov 29, 2009 8:23 pm
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Joined: Mon Feb 02, 2009 9:18 pm
Posts: 618
Location: Ancient Hispania
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Post Re: MaximDude Corp.
Your spriter skills are completely admirable, a example to all us.
also this pack its very complete.


Sun Nov 29, 2009 8:30 pm
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Data Realms Elite
Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
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Post Re: MaximDude Corp.
We need a cargo drop craft... and another special unit clone.


Sun Nov 29, 2009 9:08 pm
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Joined: Mon Sep 28, 2009 2:15 am
Posts: 720
Location: A fucking desert.
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Post Re: MaximDude Corp.
Foa wrote:
We need a cargo drop craft... and another special unit clone.

since i haven't released any mods i don't believe i have the right to critisize this mod, but i would like to suggest a sniper clone that comes pre-equipped with the heavier sniper rifle. it could see farther and be the opposite of the miner. (instead of being week to guns and strong to impacts, be strong to guns and weak to impacts.)


Sun Nov 29, 2009 9:10 pm
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Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
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Post Re: MaximDude Corp.
More like this guys, This is where the fun is at.
A+ Maxim, very, very nice execution.


Sun Nov 29, 2009 10:04 pm
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Joined: Wed Nov 22, 2006 3:19 pm
Posts: 2073
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Post Re: MaximDude Corp.
Urch wrote:
Foa wrote:
We need a cargo drop craft... and another special unit clone.

blah blah, but i would like to suggest a sniper clone that comes pre-equipped with the heavier sniper rifle. it could see farther and be the opposite of the miner.

There is a whole lot of stuff planned that I just didn't get to finish due to this 'loss of interest', unit 'classes' being one of them.

And thanks for the comments guys. :D


Sun Nov 29, 2009 10:31 pm
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Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
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Post Re: MaximDude Corp.
The turret kinda slides when the dropship rocks back and forth, and the bursts that come out of the engines really destabilize it.


Sun Nov 29, 2009 10:57 pm
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Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: MaximDude Corp.
Still, it's be nice to see a clone that's meant for general use. There's a nasty feeling I get when I send a miner into combat.


Sun Nov 29, 2009 11:33 pm
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Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
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Post Re: MaximDude Corp.
Well, Whole thing i give a:
11/10

God damn great quality.
Things about the ship, i was going to complain but looks like, alot of people beat me to it.


Mon Nov 30, 2009 12:11 am
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Joined: Sun Oct 11, 2009 4:48 am
Posts: 133
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Post Re: MaximDude Corp.
Haven't had a chance to try it yet but the sprites look amazing!


Mon Nov 30, 2009 12:21 am
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Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
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Post Re: MaximDude Corp.
Me likes this mod. I actually hope it can turn into a mod with everything in it, like UniTec, snice it is kind of going this way already.

I especially like the miner. It adds more variety to your troops, not just green clones everywhere fighting, mining, doing your laundry, etc. But I am not too fond of manually controlled warheads. I'd rather have it come head-down, and let the player do some minor adjustments to the landing spot.

Few minor suggestions:
-The 2-barrel shotgun should be able to fire two shots quickly when tapped twice
-Reduce terrain damage of the droppod
-Needs a regular soldier dude/robot soldier dude


Mon Nov 30, 2009 1:54 am
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Joined: Tue Oct 13, 2009 3:28 am
Posts: 37
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Post Re: MaximDude Corp.
The only change i would make is if the brain new chamber had a door the size of the usual one. Other that that this is very great!


Mon Nov 30, 2009 3:46 am
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Joined: Fri May 30, 2008 9:38 pm
Posts: 260
Location: Some Crack House
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Post Re: MaximDude Corp.
Lovely just simply lovely.
This mod you got here is quite good and I have high standards to what stays in my CC folder.
I would very much like to see you expand on this, but sadly I am just the fan and this is your modification so do what ever youe feel is right.
I know this has been stated before but the utter lack of combat units compared to the sheer number of weapons is driving me mad. I'm just not going to say anything about the gunship not that it matters.


Mon Nov 30, 2009 3:58 am
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Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
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Post Re: MaximDude Corp.
MaximDude wrote:
Roon3 wrote:
The gun ship is great, though it could use a way to control both it and the turret at the same time.

Can you think of such way that would both work and be practical enough? Maybe with the mouse, but I doubt you can manipulate it via lua.


This Dummy Vehicle Mod features a gun ship where you can control both the turret and dropship at the same time, with the mouse.
So far, it is the only gunship that doesn't suck.


Mon Nov 30, 2009 7:54 am
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Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
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Post Re: MaximDude Corp.
Generally well executed.
Of note are the good explosion effects, the generally good effects and the spriting. The sounds were also quite good.


Mon Nov 30, 2009 11:15 am
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