The (Coalition) Punisher - Heavy brain robot (v1.5.1) 5/2012
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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: The (Coalition) Punisher - Heavy brain robot (v1.0)
Ahhhhhhh yes! Finally out.
I'm gonna download the new Behemoth to make them fight!!!
Seriously, it feels really good crushing puny clones and dummies everywhere with the Punisher. However I find it highly suspectable to impulse grenades, it loses limbs to them a lot.
It's lacking a decent paint job though. Maybe a 'production model' with green parts?
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Tue Feb 02, 2010 4:52 pm |
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Zoroaster
Joined: Sun Dec 06, 2009 11:54 pm Posts: 85
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Now this thing is godly.
I feel the Behemoth, even when the new version was released, just felt like a really big dummy. Now this feels like a really big coalition guy that has stuff deserving of being a really big guy. Crush Grip FTW!!!
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Tue Feb 02, 2010 5:43 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Oh ♥♥♥♥ yes! Finally I get to try it out!!! LFoW, I must say, I lost all respect to you for that, you just keep going on an on. Get over the fact that nobody truly cares. Or maybe you're just jealous because it is better then your so called 'original' behemoth. Now, i'm gonna kick some ass. Edit: The Justice gun is just freakin' win, love it the most. Though i'm disappointed you didn't use all the animations, and the helmet should have been an attachable, rather then merged with the head. And there could have been other small aesthetic details that could make it a whole lot more awesome. Got lazy at the end, eh?
Last edited by MaximDude on Tue Feb 02, 2010 7:36 pm, edited 2 times in total.
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Tue Feb 02, 2010 7:11 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: The (Coalition) Punisher - Heavy brain robot (v1.0)
Now im going to get this guy to fight LFoW's Behemoth
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Tue Feb 02, 2010 7:30 pm |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
teh somebody wrote: Foogoo, it's spelled steel, not steal Anyways, great job, though couple of the weapons are straight rip off from the behemoth. Oh, and it has fantastic effects! You have sereusly put some effort to them. Whoops I worked on this mod for six hours straight before I released it at 3 am... so there might be some spelling errors, hah. I don't like calling them ripoffs though. They're different versions. They're a counter point to what the Behemoth has, and that's the way I wanted it. It's like when in a videogame you fight the "dark" version of yourself. But in the end some weapons are largely the same, so it's fair to think of them as ripoffs if you want, but I prefer them as different versions. The Decaying Soldat wrote: Ahhhhhhh yes! Finally out.
I'm gonna download the new Behemoth to make them fight!!!
Seriously, it feels really good crushing puny clones and dummies everywhere with the Punisher. However I find it highly suspectable to impulse grenades, it loses limbs to them a lot.
It's lacking a decent paint job though. Maybe a 'production model' with green parts? Ah, I hadn't thought about impulse grenades exploding in the hand. I'll fix that, thanks for the heads up. MaximDude wrote: Oh ♥♥♥♥ yes! Finally I get to try it out!!! LFoW, I must say, I lost all respect to you for that, you just keep going on an on. Get over the fact that nobody truly cares. Or maybe you're just jealous because it is better then your so called 'original' behemoth. Now, i'm gonna kick some ass. Edit: The Justice gun is just freakin' win, love it the most. Though i'm disappointed you didn't use all the animations, and the helmet should have been an attachable, rather then merged with the head. And there could have been other small aesthetic details that could make it a whole lot more awesome. Got lazy at the end, eh? The animations weren't cooperating, I couldn't get the second frame to show long enough. It is there, but it just happens so fast it's hard to see. I will fix that in the next release. The helmet is an attachable though, what makes you think otherwise? Well if you feel that way you could always send me more sprites, hahah And a big thanks again to everyone for all the support and nice comments
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Tue Feb 02, 2010 9:51 pm |
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fylth
Joined: Sun Jan 18, 2009 12:24 pm Posts: 96
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
I was thinking, if i was to design some concept art for some extra armor to be attached over the top of the Punisher, could someone try to sprite it? Or I might have ago (with my amazingly awful spriting skills haha) and someone else attach them, as I still have no idea how to make that work without breaking it (still learning my way round ini)
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Tue Feb 02, 2010 10:21 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Are you planning to make a digging tool for the Punisher? Also, could you also replace (in the drone launcher script) with Code: crab.AIMode = Actor.AIMODE_SENTRY; if self.parent ~= nil then if self.parent.AIMode == Actor.AIMODE_BRAINHUNT then crab.AIMode = Actor.AIMODE_BRAINHUNT; elseif self.parent.AIMode == Actor.AIMODE_PATROL then crab.AIMode = Actor.AIMODE_PATROL; elseif self.parent.AIMode == Actor.AIMODE_GOTO then local waypoint = self.parent:GetLastAIWaypoint(); crab:AddAISceneWaypoint(waypoint); crab.AIMode = Actor.AIMODE_GOTO; end end This will enable the crab to "copy" the Punisher's AI mode, so if the punisher is on AI Go To, you can send the drones to the area that you're headed to clear things up a bit, or put them on patrol and stuff.
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Tue Feb 02, 2010 10:28 pm |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
CaveCricket48 wrote: Are you planning to make a digging tool for the Punisher? Also, could you also replace (in the drone launcher script) with Code: crab.AIMode = Actor.AIMODE_SENTRY; if self.parent ~= nil then if self.parent.AIMode == Actor.AIMODE_BRAINHUNT then crab.AIMode = Actor.AIMODE_BRAINHUNT; elseif self.parent.AIMode == Actor.AIMODE_PATROL then crab.AIMode = Actor.AIMODE_PATROL; elseif self.parent.AIMode == Actor.AIMODE_GOTO then local waypoint = self.parent:GetLastAIWaypoint(); crab:AddAISceneWaypoint(waypoint); crab.AIMode = Actor.AIMODE_GOTO; end end This will enable the crab to "copy" the Punisher's AI mode, so if the punisher is on AI Go To, you can send the drones to the area that you're headed to clear things up a bit, or put them on patrol and stuff. Oh wow, that IS nice. Awesome! You've done it again, CaveCricket I will definitely implement this in the next version. I'm just trying to gather a meaningful amount of updates before I release another version. And yes, the Punisher certainly could use a digging tool to breach the defenses of bases. I'll make of for the next release. fylth wrote: I was thinking, if i was to design some concept art for some extra armor to be attached over the top of the Punisher, could someone try to sprite it? Or I might have ago (with my amazingly awful spriting skills haha) and someone else attach them, as I still have no idea how to make that work without breaking it (still learning my way round ini) Concept art for new versions is always welcome. If I like the design, I'd be happy to add it in. Thanks for taking an interest
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Tue Feb 02, 2010 10:40 pm |
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fylth
Joined: Sun Jan 18, 2009 12:24 pm Posts: 96
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Ok, here is a very very quick first concept. I've basically drawn it over the existing sprite to make it easier to imagine in-game. Of course I don't expect this to be accepted straight away, this is a rough job and then with some feedback I can make adaptations, you have start somewhere, right? The armor in the middle is what I had in mind, the armor on the left is just built on the rest to try and bulk it up a bit. Like I said, I real rush job, but it is only a concept
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Tue Feb 02, 2010 11:12 pm |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
fylth wrote: Ok, here is a very very quick first concept. I've basically drawn it over the existing sprite to make it easier to imagine in-game. Of course I don't expect this to be accepted straight away, this is a rough job and then with some feedback I can make adaptations, you have start somewhere, right? image The armor in the middle is what I had in mind, the armor on the left is just built on the rest to try and bulk it up a bit. Like I said, I real rush job, but it is only a concept Well, let's handle this via PMs rather than fill the topic with us going back and forth. I'll send you a message.
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Tue Feb 02, 2010 11:23 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Foogooman wrote: The helmet is an attachable though, what makes you think otherwise? Not quite. You merged the head, headplate and helmet into one big attachable. The helmet should be able to come off, then the head and only then the delicious brain inside rather then head -> brain.
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Tue Feb 02, 2010 11:27 pm |
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Foogooman
Joined: Sat Nov 18, 2006 8:11 pm Posts: 267
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
MaximDude wrote: Foogooman wrote: The helmet is an attachable though, what makes you think otherwise? Not quite. You merged the head, headplate and helmet into one big attachable. The helmet should be able to come off, then the head and only then the delicious brain inside rather then head -> brain. Oh, I see what you mean. Yeah, I guess I hadn't thought to attach them as two separate things. That could make things more interesting, I think I'll change that in the next release.
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Tue Feb 02, 2010 11:32 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
Impressive unit, very fun to play. I'm not really impressed by the graphics, or the fact that you took LFoW's sprites, but that's a minor issue.
You more than make up for it with the great new features, like the crush fist, the push flamer and the palm beam. Really great stuff, amazing for crushing little guys on a skirmish map.
I also like the looks of Fylth's coalition armor concept. Put that in, and the big guy aught to look a lot less ugly.
Overall, good work, unoriginal sprite design but great weapons and gameplay. Keep up the good work!
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Tue Feb 02, 2010 11:42 pm |
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fylth
Joined: Sun Jan 18, 2009 12:24 pm Posts: 96
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
I got bored, so a reaallllyyyyy rough drawing thing of an armored Punisher kicking some ass...
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Wed Feb 03, 2010 12:11 am |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: The (Coalition) Punisher - Heavy brain robot (v1.0)
It looks more like a large super soldier in the drawing than a mech. It's still good, but doesn't seem fitting for the Coalition. I would imagine the faction having a large crab-tank because of the 2 ACrab mechs they already have.
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Wed Feb 03, 2010 12:14 am |
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