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sin2051
Joined: Sat Jun 06, 2009 5:12 am Posts: 51
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Re: MaximDude Corp.
Pretty good, but it needs more guns. I miss the old pack and its selection of 50ish.
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Sun Nov 29, 2009 8:23 pm |
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NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
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Re: MaximDude Corp.
Your spriter skills are completely admirable, a example to all us. also this pack its very complete.
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Sun Nov 29, 2009 8:30 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: MaximDude Corp.
We need a cargo drop craft... and another special unit clone.
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Sun Nov 29, 2009 9:08 pm |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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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.)
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Sun Nov 29, 2009 9:10 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: MaximDude Corp.
More like this guys, This is where the fun is at. A+ Maxim, very, very nice execution.
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Sun Nov 29, 2009 10:04 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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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
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Sun Nov 29, 2009 10:31 pm |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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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.
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Sun Nov 29, 2009 10:57 pm |
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Flammablezombie
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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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.
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Sun Nov 29, 2009 11:33 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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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.
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Mon Nov 30, 2009 12:11 am |
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linkfan23
Joined: Sun Oct 11, 2009 4:48 am Posts: 133
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Re: MaximDude Corp.
Haven't had a chance to try it yet but the sprites look amazing!
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Mon Nov 30, 2009 12:21 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: 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
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Mon Nov 30, 2009 1:54 am |
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Labrat>BEN
Joined: Tue Oct 13, 2009 3:28 am Posts: 37
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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!
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Mon Nov 30, 2009 3:46 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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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.
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Mon Nov 30, 2009 3:58 am |
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Exalion
Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
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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.
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Mon Nov 30, 2009 7:54 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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.
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Mon Nov 30, 2009 11:15 am |
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