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 Concept art 
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Joined: Mon Apr 13, 2009 12:27 pm
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Location: Yogyakarta, Indonesia. A slice o' paradise.
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Post Re: Concept art
Well, Prom's got plans of going to the moon on CC anyways, so it's cool.

What's more interesting is making some scenes onboard spaceships, maybe even moving spaceships or asteroids even. I figured you could use something like Water Mod's area-exclusive modifier, giving all objects some slight push in a direction, except inside the spaceships (using cut-outs like akblablabla's Water Mod does)...

Whaddya guys think?


Fri Aug 27, 2010 6:09 am
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Data Realms Elite
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Post Re: Concept art
carriontrooper wrote:
Well, Prom's got plans of going to the moon on CC anyways, so it's cool.

What's more interesting is making some scenes onboard spaceships, maybe even moving spaceships or asteroids even. I figured you could use something like Water Mod's area-exclusive modifier, giving all objects some slight push in a direction, except inside the spaceships (using cut-outs like akblablabla's Water Mod does)...

Whaddya guys think?

There have been plans about the moon before I was here, which was like B14


Fri Aug 27, 2010 7:03 am
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Post Re: Concept art
Hello to everyone, and especially Promster. I love everything about Cortex Command - it's gameplay, it's pixelart - and i really like Arne's drawing style. The only thing i don't like is the "serious" direction in which the fluff is currently heading. Sure, it's just background material, it dosen't make the game any less fun, but... it still kinda bothers me. Creepy stuff like body-hijacking and ludicrous slapstick violence create an uncomfortable dissonance when paired toghether.

So essentially, i'm suggesting that a bit more silliness should be added to the backgroud. Looney Tunes-kind of stuff: "Where's the kaboom?" and such. Of course i'm not to decide here, but i'd be grateful if something along these lines gets done.

And as a side note, reaching waaaaay back to this concept art:
Promster wrote:
Image

Could we maybe get that oversized wrench as a joke item/melee weapon? I like oversized wrenches.


Mon Aug 30, 2010 8:32 pm
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Data Realms Elite
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Post Re: Concept art
Wouldn't be too hard to do, I know there was a crowbar in Akablabla's Exodus campaign, looks relatively simple. Certainly a mediocre thing for Promster.


Mon Aug 30, 2010 9:32 pm
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Post Re: Concept art
It might sound like a really simple and silly suggestion, but perhaps the option to literally just order a big load of dirt? Primarily to fill back in craters and tunnelling attempts from previous missions. Considering the amount of mining going on, there should be tonnes and tonnes of the stuff literally lying around. Could also be used as makeshift cover or even a weapon (literally bury/crush clones) in an emergency. Some games of CC can get a little... *ahem* apocalyptic, and persistent terrain could make that problematic.

Regarding the concept art... it all looks fantastic. I'd like to see more of the 'limitless bodily potential' angle, some really odd-looking units. CMF stealth units could be more custom-made units, something that crawls along the ground on all fours to maintain a low profile, with a small weapon system mounted on it's back. Kind of like a stealth-oriented cross between an infantryman and a Dreadnought.


Last edited by The Gunslinger on Tue Sep 07, 2010 11:54 am, edited 1 time in total.



Tue Sep 07, 2010 11:08 am
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Post Re: Concept art
The dirt thing is entirely possible already, but the dirt will be extremely weak without a background. Once we get IsScrap fixed it will work great.


Tue Sep 07, 2010 11:35 am
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Post Re: Concept art
Some other ideas, going back to the starship artwork. Some people mentioned missions on space stations etc to throw in variety. Boarding actions on the starships of other factions would be interesting. A CMF lancer might be bombarding an important mining site from orbit and you're tasked with taking it out, or Dummies may have stolen an entire cargo of ore, and you have to board their transport and steal it back etc...


Tue Sep 07, 2010 11:54 am
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Loose Canon
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Post Re: Concept art
And if you break the wall between you and space, vacuum trap.


Tue Sep 07, 2010 12:10 pm
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Post Re: Concept art
Would be cool to have doors autolock and such, to preserve the pressure.
Maybe even some sort of depressurization chamber, could force some impulse onto the actor, and blow it up if the actor can't handle it, like humans.


Tue Sep 07, 2010 12:12 pm
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Post Re: Concept art
"Hey, look! Someone left some perfectly good C4 her-"
Boom.
Fwoooooooosh.
VICTOLY.


Tue Sep 07, 2010 7:59 pm
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Post Re: Concept art
Quote:
Could we maybe get that oversized wrench as a joke item/melee weapon? I like oversized wrenches.


That is not oversized, its just meant for a large pipe. pfoo.


Tue Sep 07, 2010 9:53 pm
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Post Re: Concept art
Just curious, why do you people think IsScrap is broken? Are you sure you are using it correctly?


Wed Sep 08, 2010 6:47 am
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Post Re: Concept art
Of course we are.
IsScrap is broken in that all materials are treated as scrap if they have no background pixels behind them. Thus, if you pile concrete above the ground, it doesn't work like concrete even though it's marked as not scrap in .ini.


Wed Sep 08, 2010 7:14 am
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Post Re: Concept art
Q: Do Ronins ride vehicles?

Also great work.

EDIT: Answered.


Last edited by GuardianTempest on Thu Sep 09, 2010 10:18 am, edited 1 time in total.



Wed Sep 08, 2010 10:26 am
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Post Re: Concept art
I think they use UT2k4 Mantas.


Wed Sep 08, 2010 9:03 pm
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