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 [B33] MaximDude Corp. (10 Year Anniversary Update) 
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Joined: Thu Apr 23, 2009 6:35 pm
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Post Re: MaximDude Corp. (Updated 16/09/10)
So wait... You aren't going to work on this for another 3 years?

It's nice, although the one problem I found was that the brain crab is pretty useless without some type of offense, maybe shotguns mounted on both sides of its legs, I don't know.

The 'MDC Barrier' Makes me want more Bunker Bits from you, and Bunker Modules. The barrier is also kind of bubbly looking, kind of ill efficient if you think about it, but oh well it looks cool. If there was a big ol' bunker that I could hide in and some extra bits that match the big old bunker I'd be a happy camper.

The Nuclear Warhead thing respawns, which I didn't know until my happy drop pod decided to land on one as it spawned. Not really a problem, but it's hard to get out of there and not so useful when it's in there.

The Miner? Cool idea I guess, but his orange clothes make him look like a Coalition Dummy Spy.

Everything else is smooth and suave.

Oh wait, the Mini Turret doesn't have a ground version, and it's my favorite turret. The big-ass one makes me feel overpowering and I hate that in CC.

You did good man... You did good.


Mon Dec 20, 2010 8:58 pm
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Post Re: MaximDude Corp. (Updated 16/09/10)
Some_stranger wrote:
So wait... You aren't going to work on this for another 3 years?

More or less yes. I'm starting my military service as of the 9th of Jan so i'm not going to have much free time to do pretty much anything.
I might spit out an update in the next 2 or 3 weeks and that'll be it.

Some_stranger wrote:
It's nice, although the one problem I found was that the brain crab is pretty useless without some type of offense, maybe shotguns mounted on both sides of its legs, I don't know.

It was supposed to be like an emergency brain escape unit 'cept I had no idea how to turn the brain to it when a button is pressed, so I kept it as a separate unit really.

Some_stranger wrote:
Oh wait, the Mini Turret doesn't have a ground version, and it's my favorite turret. The big-ass one makes me feel overpowering and I hate that in CC.

Doesn't make you feel overpowering when a horde of shit-for-brains COA heavies smash the thing with their own bodies.
Plus the mini turret was only made because the ceiling turret was too big to fit in corridors and expect actors to pass there.

Some_stranger wrote:
You did good man... You did good.

And i'm still doing.


Tue Dec 21, 2010 4:14 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
'A wild MDC General Purpose Trooper has appeared!'
Image
'Wild MDC General Purpose Trooper has ran away!'

ps. I ♥♥♥♥ hate making actors for one reason and for one reason only. Those ♥♥♥♥ hands, they ♥♥♥♥ up everything with their lack of proper positioning. Jesus christ Dan fix this ♥♥♥♥.
Going to be spending hours trying to position the hand and make the arm move properly with it now.


Thu Dec 23, 2010 12:25 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
So, is it a dull mint green, like the green dummies?
[Wearing one of those trendy full body suits, poor armor, and a head brace?]


Thu Dec 23, 2010 12:41 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
Foa wrote:
So, is it a dull mint green, like the green dummies?
[Wearing one of those trendy full body suits, poor armor, and a head brace?]

Naw. It's just dull mint green (Looked best like this tbh), has full body suit, poor (Not so poor actually) armor and a helmet. BUT, he has some trendy shades on that offer some eye protection and can be shot off.
Also he is going to come in variants (As in - randomized). Mostly gonna have random headwear and shades/cigars/etc. Maybe some pimpin' bling on the chestplate.

Obviously I am going to expand this guy to be pre-equipped and set for different tasks, etc.



Basically these are all lame excuses to the fact that I suck at making actors and prefer to stay away from them.


Thu Dec 23, 2010 12:51 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
Not so big progress report for current update:

- Laser Doors updated to support 4 teams.
- GunShip Mark 2 updated to support 4 teams.
- Threw in MDCHQ Sign from unfinished MDCHQ redux.
Image
- Added Gate Tower to the pack.
Image
- Added General Purpose Trooper to the pack.
Image
- Updated looks of Watch Tower.
Image
- Did some changes to Drop Pod sprite.
Image
- Tweaked turret concrete base sprite.
- Added Man-Bear (Heavy Trooper) to the pack.
Image
- Fixed HUD position problems on several units/craft.

I also have this overcomplicated thing with lots of spinny parts (I <3 spinny parts) that i'm not really going to explain what it is.
Image
tbh I don't really like how it came out... Might redo it later.

Blah.


Tue Dec 28, 2010 1:22 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
Upload pl0x! Me wantie-wantie naow!


Tue Dec 28, 2010 1:27 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
Loving that general-purpose trooper.


Tue Dec 28, 2010 2:01 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
He reminds me of something, but I can't put my finger on it...


Tue Dec 28, 2010 2:03 am
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
That zombie booster thing from Zombies '09?


Tue Dec 28, 2010 3:55 am
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Post Re: MaximDude Corp. (Updated 16/09/10)
411570N3 wrote:
That zombie booster thing from Zombies '09?

Ummm... Nope.
Nonsequitorian wrote:
Hey, I just realized that both those newer actors in your soon to be update are B23, not B24!

Wut?


Tue Dec 28, 2010 2:20 pm
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Post Re: MaximDude Corp. (Updated 16/09/10)
Apologies, I misread the poster above me as saying the object you reference reminded him of something.


Tue Dec 28, 2010 2:21 pm
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Post Re: MaximDude Corp. (Updated 16/09/10)
Please release a B23 compatible version alongside the B24 one.


Tue Dec 28, 2010 2:24 pm
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Post Re: MaximDude Corp. (Updated 16/09/10)
Oh you silly guys, ofcourse its for B24.


Tue Dec 28, 2010 3:10 pm
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Post Re: MaximDude Corp. (Updated 16/09/10)
Eh. At least I can transplant the actor code to B23. :D


Tue Dec 28, 2010 3:15 pm
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