The Wehrmacht - an Axis mod - WWII
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PvtVain
Joined: Thu Jul 15, 2010 1:52 pm Posts: 165
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Re: Wehrmacht / German / Axis forces mod WWII
Nonsequitorian wrote: I really think you should credit Nax for the parachute, it is his you know, even the sprite is the same. He already did.
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Sun Nov 07, 2010 4:55 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Wehrmacht / German / Axis forces mod WWII
PvtVain wrote: Nonsequitorian wrote: I really think you should credit Nax for the parachute, it is his you know, even the sprite is the same. He already did. Yeah, after being informed by the post you quoted.Not that but another post by the same user.
Last edited by Natti on Sun Nov 07, 2010 6:19 pm, edited 1 time in total.
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Sun Nov 07, 2010 5:53 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Wehrmacht / German / Axis forces mod WWII
Nonsequitorian wrote: Ne'er mind, you had it up, silly me. You say Nazi Rockets, maybe you should try the V2 or the V1, or even the rare V3, or you know, the ultra-super-unimaginably-rare-as-in-never-made V4. Never heard of those last two. Is that ultra-super-unimaginably-rare-as-in-never-made thing a hint to make one? I was thinking more along the lines of transport rockets, rather than ballistic ones. What would a Nazi rocket look like? An immediate idea that sprang to mind was a V-2 with cargo pods strapped to the sides, and explodes if it gets shot too much...
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Mon Nov 08, 2010 5:52 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Wehrmacht / German / Axis forces mod WWII
Or one that drops cargo, the flies at your command into your enemies. Making a big boom.
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Mon Nov 08, 2010 5:50 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Wehrmacht / German / Axis forces mod WWII
Nonsequitorian wrote: V1-3 are all real, the V4 was part of C&C Red Alert, or something along those lines. Actually, I don't recall hearing that the V3 was actually ever used, or maybe it was, but was just a large V2, or maybe even an early ICBM sort of thing. A transport rocket wouldn't be plausible seeing that we hadn't even gone to the moon, and landing a rocket is harder that it looks, but hey, you have a secret laser gun, so whatever. Meh, true. Ballistics all the way. I was wondering if I should add / remove / replace any weapons. Any suggestions for adding or removing? Weapon concepts are also welcome...
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Tue Nov 09, 2010 5:49 am |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: Wehrmacht / German / Axis forces mod WWII
The laser from Wolfeinstein. No, not the one-shot one you made (yours is still cool though )
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Tue Nov 09, 2010 6:07 am |
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Delta_07
Joined: Thu May 03, 2007 5:33 am Posts: 44 Location: Eliminating Rebel scum from the galaxy.
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Re: Wehrmacht / German / Axis forces mod WWII
Uhhh...this is probably a stupid question, but how do you go about buying the U-Boat when actually in game?
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Tue Nov 09, 2010 7:01 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Wehrmacht / German / Axis forces mod WWII
Delta_07 wrote: Uhhh...this is probably a stupid question, but how do you go about buying the U-Boat when actually in game? Shot answer: You can't the U-Boat aint an AHuman or ACrab, so it can only be bought at the start of the game. Besides, it's weight would pull a dropship into the ground Wolfenstien eh? Well, better get the game...
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Tue Nov 09, 2010 9:28 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Wehrmacht / German / Axis forces mod WWII
Kettenkrad wrote: Shot answer: You can't Long answer, Kettenkrad makes a craft with the boat preloaded inside, e.g. EDV.
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Tue Nov 09, 2010 11:04 pm |
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Poor mans sniper
Joined: Mon Jun 21, 2010 1:40 am Posts: 208 Location: Hiding in a freezer at Wal-mart
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Re: Wehrmacht / German / Axis forces mod WWII
Kettenkrad wrote: Delta_07 wrote: Wolfenstien eh? Well, better get the game... Don't have to. There is a demo. http://www.fileplanet.com/198909/190000 ... stein-Demo
Last edited by Poor mans sniper on Wed Nov 10, 2010 5:06 am, edited 1 time in total.
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Wed Nov 10, 2010 12:54 am |
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Delta_07
Joined: Thu May 03, 2007 5:33 am Posts: 44 Location: Eliminating Rebel scum from the galaxy.
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Re: Wehrmacht / German / Axis forces mod WWII
Kettenkrad wrote: Delta_07 wrote: Uhhh...this is probably a stupid question, but how do you go about buying the U-Boat when actually in game? Shot answer: You can't the U-Boat aint an AHuman or ACrab, so it can only be bought at the start of the game. Besides, it's weight would pull a dropship into the ground Wolfenstien eh? Well, better get the game... Oh, thanks EDIT: I made it spawn from the drop, so now the only problem I have with it is that I have to click the mouse to fire (I play with the keyboard) its a relatively minor issue though, great job! EDIT 2: Ok I kinda figured out how to change that, only problem is that I don't know which numbers correspond to which keys in Cortex, does anyone have a list of such a thing?
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Wed Nov 10, 2010 1:23 am |
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Mingebag7
Joined: Thu Jul 08, 2010 10:24 pm Posts: 185 Location: Big Applesauce
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Re: Wehrmacht / German / Axis forces mod WWII
You might want to make the tanks less jumpy when moving and let them cross terrain easier.
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Thu Nov 11, 2010 2:13 am |
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Razura
Joined: Fri Jun 01, 2007 7:29 am Posts: 117 Location: Uranus
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Re: Wehrmacht / German / Axis forces mod WWII
Dude, you should look up the 'Heinkel Lerche' that would be the Perfect addition to this mod. Take care, and let me know how it goes dudebro
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Thu Nov 11, 2010 2:15 am |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Wehrmacht / German / Axis forces mod WWII
Razura wrote: Dude, you should look up the 'Heinkel Lerche' that would be the Perfect addition to this mod. Take care, and let me know how it goes dudebro Good lord! It's.. I dunno what it is! But yes, it will work well with the random flying saucer thing, thanks! @Minebag7: Tanks have random walkpaths from the Metal Slug mod. Walkpaths are... strange. I think it suits the light tanks, because compared to the medium tanks (WIP - almost done), they fly across terrain...
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Thu Nov 11, 2010 10:22 pm |
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Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
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Re: Wehrmacht / German / Axis forces mod WWII
Delta_07 wrote: EDIT 2: Ok I kinda figured out how to change that, only problem is that I don't know which numbers correspond to which keys in Cortex, does anyone have a list of such a thing? Yep, thank-you, Darkstorm! Attachment:
readme.txt [1.08 KiB]
Downloaded 310 times
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Thu Nov 11, 2010 10:25 pm |
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