thesoupiest's Combined Forces - R.I.P.
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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thesoupiest's Combined Forces - R.I.P.
Last edited by thesoupiest on Wed Feb 15, 2012 11:52 pm, edited 26 times in total.
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Mon Feb 07, 2011 3:07 am |
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killowatt
Joined: Tue Jun 08, 2010 7:17 pm Posts: 20 Location: United States
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Jizzzzzzzzzzzzzzzzzzzzzzzzz
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Mon Feb 07, 2011 3:12 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
YEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSS
Are there any notable changes to the pre-existing work?
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Mon Feb 07, 2011 3:41 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Nocifer wrote: YEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSS
Are there any notable changes to the pre-existing work? Post updated with changelog.
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Mon Feb 07, 2011 3:52 am |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Just amazing. Great work on all of the factions.
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Mon Feb 07, 2011 4:22 am |
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Urch
Joined: Mon Sep 28, 2009 2:15 am Posts: 720 Location: A fucking desert.
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
fantastic work on the mod, i especially like red loki.
*there is a typo in your changelog; you have red loki listed twice*
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Mon Feb 07, 2011 4:23 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Speaking of epicness... look, I'm on the credits! =D
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Mon Feb 07, 2011 6:14 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: thesoupiest's Combined Forces - Release 1 (2/6/11)
What can I say, simply fabulous mods. I've DLed and tried them out but I'm in the middle of a lecture so not a very thorough experience. I can only say the sprites are great as usual.
I'll add more once I fully tested this.
EDIT: Further comments... GS: I'm satisfied, not much to say. RL: Same as above. (The robot is awesome.) LB: The Revanent is much more useful, with the movable gun and armor plate. It now fits the walking-tank title well. The devil's fork is also a very cool weapon to wield, feels very good too. The zombie summoning staff is great as it is. I would suggest that make the 'Bone' weapon a gib for some of the LB actors/weapons. That way, others can salvage whatever is left of their former comrade as a last ditch weapon. I was quite surprised that you actually gave the Revenant such a wide firing arc now, though. SA: Great sprites, good feeling using them too. I would say the vanilla blaster visual effect is pathetic. It would be nice if you can spice it up a bit. Not make it all glowy and sparky, but just add some minor touches to make it look less like a plain white line.
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Mon Feb 07, 2011 7:21 am |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
The Decaying Soldat wrote: make the 'Bone' weapon a gib for some of the LB actors/weapons Genius! I've never thought of that. The Decaying Soldat wrote: spice it up a bit I've received that suggestion countless times during testing, and I've played with a variety of ways to improve it. The issue is that it's so hard to make an effect match when the particle speeds away at 500 ppf (pixels per frame). Even the smaller effects get left behind. I will keep trying, though, and some sort of additional effect will be added before the pack is finished. I have plans to make the Shadow Aspect the largest pack of all four of them, and then bring the rest up to speed with a standard count of actors, weapons, tools, bombs, bunker modules, and craft that will be used for all future packs. This will be easier done than said, as I have plenty of ideas in store. I will begin a weekly update schedule - every Friday starting this week, the pack will be updated. No pack will be untouched. After the Shadow Aspect pack is completed, the Techion pack begins, to be followed by the Dummies, simply because I feel they are the most difficult to expand upon. The Dummies, being factory robots, are all about efficiency, and that is exactly what they have - one gun that perfectly fills each role. While the Ronin have dozens of handguns (none of which are used), the Dummies have the Nail Pistol or the Rail Pistol, each with their own distinct use. To improve or add to that would be very difficult - which is why I may have to go lighter on the weapons in favor of a more actor-, craft-, or module-heavy expansion.
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Mon Feb 07, 2011 11:56 am |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
Hooly shiit. killowatt wrote: Jizzzzzzzzzzzzzzzzzzzzzzzzz Although you need to fix the Heavy Shotgun offsets. They look horrible.
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Mon Feb 07, 2011 5:20 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
This is a major boost for current CC. As I said before, installing this pack makes CC feel complete. Keep the epicness up, and I hope to see more innovative bunker modules in here.
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Mon Feb 07, 2011 8:15 pm |
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elZorro
Joined: Sun Nov 22, 2009 6:29 pm Posts: 19
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
This is amazing as usual. I would suggest that the rotary laser have a longer reload time for balance sake, what with its already godly fire rate and accuracy. Also, please change the "\" to "/" in AS.ini, DS.ini, and MGT.ini. "\" doesn't work with Macs (or Linux I have heard) and they are becoming a pain to change every update.
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Mon Feb 07, 2011 10:17 pm |
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piecewise
Joined: Thu Oct 14, 2010 4:25 pm Posts: 47
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
good new faction. It's a little uninteresting in comparison to the other factions though, but the clean, sterile aesthetic of trade star makes that kind of unavoidable. I would suggest that you make the lasers have a bit of glow to the shots, make them a light blue or something, though I know you made them white because the vanilla lasers are white.Perhaps some sort of glowing part on the weapon itself, or as the expelled cartridge. The pistol and carbine are rather flat and uninteresting in their sprites in general. Play wise I like it, but the machine gun and shotgun seem a little out of place with the other, more high tech weapons.
The necrostaff is cool, but the problem I have is that the summoned zombies always attack me, making it a bit hard to recommend to my helpless soldiers. I like how the devil's fork functions now, but I still think it needs a bit more visual flair, rather then simple, colorless particles; some flame would be fitting for the devil's fork. The undead brigadier is still very weak; during my play testing he gibbed violently by being bopped lightly on the head by a falling bomb or bumped into by another actor.
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Mon Feb 07, 2011 11:25 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: thesoupiest's Combined Forces - Release 1 (2/6/11)
Nice additions, but you still have orange, yellow, indigo, and violet factions to do! Just kidding, but these things are awesome, I especially like the White faction.
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Tue Feb 08, 2011 12:31 am |
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paleo122
Joined: Fri Jan 28, 2011 8:45 pm Posts: 5
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Re: thesoupiest's Combined Forces - Release 1 (2/6/11)
I am trying to use this on a mac, it's B24, but it doesn't work, each of the factions closes CC while it's loading up. Am I missing something here?
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Tue Feb 08, 2011 12:37 am |
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