My mod so far [message #485251] |
Tue, 14 January 2014 01:02 |
Stallion
Messages: 222 Registered: April 2006
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I thought you guys might want to see what your help as contributed towards so far.
I'm making my mod look as professional as possible, so there won't be any guess work as to what you're buying or holding (which can be a pain in the ass with all the beacons there's going to be)
I could use anyone that can do scripting, gmax work, or map making, so let me know if you're interested taking part in a kick ass project.
Level edit is my play ground
[Updated on: Tue, 14 January 2014 01:05] Report message to a moderator
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Re: My mod so far [message #485257 is a reply to message #485251] |
Tue, 14 January 2014 02:09 |
Stallion
Messages: 222 Registered: April 2006
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As part of the mod I have a special type of deployables that take 60 seconds to become working turrets/guard towers (and more in the future), and start neutral with 1 hp (with a regen over the 60 seconds as it builds).
Look closely and you'll see that it leaves no guess work with any of it and shows that it's building, what it's building, and how long the total building time is just by looking at it. With it set up like this, it eliminates spamming defensive structures to hold off an attack last second or deploying a bunch of beacons in the enemy base to cover a beacon. They are easy to destroy when they are first placed and can not attack til fully built. They are even destroyable by your own team before they are built (very useful if I make them solid instead of disabled collisions, but that's only if I can work out a glitch of being able to be team hampered by them...)
If I am able to do all the mods I want to this will be nothing compared to it.
Level edit is my play ground
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Re: My mod so far [message #485280 is a reply to message #485251] |
Fri, 17 January 2014 01:49 |
Stallion
Messages: 222 Registered: April 2006
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Things are moving along steadily and as of today I've got a step further with customizing the mod with a building sound when you plant the deployable item instead of hearing a bunch of beacon sound spamming when they start. I think the sound fits nicely (sound .wav below).
I would love to make them eventually have there own custom build animations also but so if anyone would like to help it's welcome.
Also, if anyone knows of a .w3d of binoculars please share!
Edit: btw, that's a 3d sound so unless your near where it's being built, you're not going to hear it.
Level edit is my play ground
[Updated on: Fri, 17 January 2014 02:02] Report message to a moderator
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Re: My mod so far [message #485949 is a reply to message #485251] |
Mon, 10 February 2014 17:16 |
Stallion
Messages: 222 Registered: April 2006
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Well I really fucked up now.....
My mod turned into a whole server!
So, now I'm going to be running my early alpha stage on my server in the next few days. The server name is RenDeploy, so if you see it up, stop in and check it out. (We should have a working tt-downloadable map by late tonight or some time tomorrow.)
Btw, There's a pretty unique new weapon
Level edit is my play ground
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Re: My mod so far [message #486045 is a reply to message #485251] |
Thu, 13 February 2014 06:07 |
Stallion
Messages: 222 Registered: April 2006
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Well, now there are several unique weapons in the game, and while I could go on about it, I'm just going to say, go try it out, the server is up! The server name is RenDeploy.
Level edit is my play ground
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Re: My mod so far [message #486146 is a reply to message #486045] |
Sat, 15 February 2014 20:46 |
Stallion
Messages: 222 Registered: April 2006
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Update on my server mod. I have some great mods in place but it's still early alpha so there are a lot of bugs, but thanks to all the player on my server (RenDeploy), I've been able to spot them and am in the process of fixing them.
On the map there are as follows (but not limited to):
Quote: | a working mobile teleporter
This allows you to move a vehicle around the map and teleport any number of troops to that location.
(You have to hit "e" after teleport to enter the vehicle to get out of the center of the chameleon.)
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Quote: | a lightning gun - has a beautiful lightning look to it, as well as customs sounds for the fire and reload)
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Quote: | many custom pt's for weapons using the weapon .w3d as the icon for it
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Quote: | a truck that deploys into a solid rush blocker wall when repaired to full health
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and more... so come by and check it out, it's a bit glitchy but fun right now and some of those things might not be there by the final version.
Level edit is my play ground
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Re: My mod so far [message #486148 is a reply to message #485251] |
Sat, 15 February 2014 23:18 |
Stallion
Messages: 222 Registered: April 2006
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Update: (for anyone that played my map today)
The invincible guard towers glitch is fixed, as well as the issue with the doors, the access denied sound for the doors is now 3d, and the ramjet rifle pt now gives the normal 4 shot gun instead of the 1 shot.
The fixed up should be uploaded before too long (v0.25)
Level edit is my play ground
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Re: My mod so far [message #486296 is a reply to message #485251] |
Wed, 19 February 2014 10:03 |
Stallion
Messages: 222 Registered: April 2006
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Now just like in the old c&c you get 1 harvester instead of free respawning harvesters, and they are all drivable. So no more having to block the harvester if the enemy is at your door or having to wait for a new one to be built just because it got destroyed, and you can buy as many as you want.
Each harvester holds 2 people max, and is currently stealthed (may or may not be stealthed in the final version).
Also, I've added a "Titan Wall", it can be bought from the wf/strip and deploys on repair into a very tall wall from a truck (Nods secret truck). The wall will not lag the game as I built it with only 1 length and 1 width segment each.
Level edit is my play ground
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