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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 361305 times)

Killah Zillah

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2160 on: March 02, 2012, 08:29:25 pm »

Rebel... can you try to make it so you can actually EXTRACT the damn thing.

You CAN extract it, but oddly enough not with WinRAR. You have to use 7zip.. I know, that's weird, but it's the only way for some reason.

Dusty

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2161 on: March 02, 2012, 08:30:23 pm »

Hm, another thought I was toying with was whether the void knight's damage should be buffed. Right now it's like 8 or something (unless rebel changed it), but they have 70ish hp. BUT they crawl along the ground, and are easier to dodge than most bullets with most classes (just backpedal and keep firing, or jump over it) It's kinda funny how the 4 split was supposed to be a retreat/mindfuck kinda thing and the void knight was supposed to be the illusionist's meatshield AND decent attack.

RebelINS

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2162 on: March 02, 2012, 11:58:26 pm »

I used an LZMA encryption in 7zip to archive it because it's better than winrar (by a bit).

by area denial man, I'm assuming you mean Tassadar.

:modbot: The author states that Tassadar is highly vulnerable to explosive attacks because they bypass shields.

He has 80 hp, and Hehe diggers do 85 damage, which is enough for a pretty easy one hit kill. It used to be that hitscan weapons go through, but I made it so they go through shields first. You can't really solo/tank with him because he's pretty frail against explosive projectiles. You play him as a support class, hiding behind teammates so you can regen energy and shields.

I'm going to host right now for a bit

does anyone have any feedback on tdm_metrostation? I think it might be a bit too big, and I'm still in the process of putting in some smaller health pickups
« Last Edit: February 08, 2026, 06:42:09 am by MedO »
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Waterfall

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2163 on: March 03, 2012, 12:12:33 am »

- added the Troll Laser for Heheman's M2, and moved Hehe Cloud to Space. Troll Laser is a hitscan attack with a long cooldown that forces the opponent to taunt.
I've been watching this game progress from a distance without bothering to download. However, you've just made me cross the line.
« Last Edit: March 03, 2012, 12:15:14 am by メロさん »
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YOUはSHOCK

RebelINS

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2164 on: March 03, 2012, 01:40:21 am »

the purpose of it is to give you something to help your team with if you suck at aiming hehe diggers.

if you're good, you can use it to help line up primary fire.

good games with dopebear in my server.

Dropbear

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2165 on: March 03, 2012, 02:00:55 am »

I think I actually played Meower somewhat decently for once, I will also forever call Tassadar 'Area Denial Man'.
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Killah Zillah

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2166 on: March 03, 2012, 10:02:10 am »

Oh that's right, I forgot to give my review of your TDM map!

Artwise, compared to your previous work the inside of the station's it's pretty lack luster with no neat little details like halogen lamps on the walls or a background of any kind other than a dark grey/green wall. Considering how awesome Contra looks, I'm guessing that you're not done making this look pretty, especially when compared to how great the outside background looks in comparison to the inside. I guess I can't say much about the art at this stage in its development!

As for the map itself, those dropdown platforms got in the way a lot of the time. I would be wanting to simply jump over someone and I'd end up jumping onto a platform. It's especially annoying when playing KZ because the crouch ability is also S, so you have to freeze yourself in place when on a dropdown area, which made me a pretty easy target. Since she's not the only character that uses the S key in some way, this might become a problem for them too. The subway cars were the most annoying area because their dropdown platforms are so close to the ground that even the slightest jump would send me up to the second platform when all I wanted was to avoid their shot or jumpshot at them. Even if I weren't playing KZ, this would still be a problem because I'd have to repeatedly keep jamming S on my jumps in the middle of a fight. And honestly, I agree on its size. Though I believe the map's layout is well designed, it's so big that I found it hard to find or keep track of my opponent in it.

For suggestions for improvement, considering how all the other TDM matches have something different and unique that can kill you in them (like the acid in one map, the lava in another, or the electrified room and flame walls in the other one), it wouldn't hurt if maybe you put in some special map specific hazards to spice up the map itself. Maybe something like a busted faulty traincar that slams back and forth and crushes you like an elevator would? In my opinion, it would also be greatly appreciated if you removed at least a few of those dropdown areas and mainly use them around ladders and train cars. They're a good idea, but when they're all over the place it makes navigating it a bit of a bother when you're forced to mash S half the time because you didn't actually want to go up there.
« Last Edit: March 03, 2012, 10:10:40 am by [PHS] Killah Zillah »
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AcidLead

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2167 on: March 03, 2012, 12:04:39 pm »

GUISEEE

WIKI

UPDATEEE

NOWWW

YOU MAY HAVE MADE THIS AWESOME STUFF NOW TELL PEOPLE HOW TO USE IT
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RebelINS

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2168 on: March 03, 2012, 12:05:28 pm »

 :drool:

I don't see any problem with the dropdown floor placement, because they are quite noticeable on the background. There's no other way to make the train dropdown floors more than a single jump away, because then you couldn't reach them.

.rar link
http://www.mediafire.com/?uf2d8tbxnpuqonw
« Last Edit: March 03, 2012, 12:12:36 pm by RebelINS »
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Starky

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2169 on: March 03, 2012, 12:10:30 pm »

Hey Craz, you should add INSmod to steam so I'll know when your hosting without checking this thread.
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CrazNoDale

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2170 on: March 03, 2012, 12:24:41 pm »

Hey Craz, you should add INSmod to steam so I'll know when your hosting without checking this thread.
Oh yeah. I should do that. But I would be hosting right now, but I can't open it for some reason. So instead, I am hosting 1.07 right now.
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Dusty

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2171 on: March 03, 2012, 12:38:21 pm »

ACIDLEAD THE ILLUSIONIST IS ON THE WIKI, SOMEONE NEEDS TO UPDATE THE FRONT PAGE BECAUSE I DON'T HAVE PERMISSION!

Killah Zillah

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2172 on: March 03, 2012, 01:19:34 pm »

:drool:

I don't see any problem with the dropdown floor placement, because they are quite noticeable on the background. There's no other way to make the train dropdown floors more than a single jump away, because then you couldn't reach them.

.rar link
http://www.mediafire.com/?uf2d8tbxnpuqonw

You're right that there aren't many ways to improve them, but it would certainly help if you reduced the amount of them on that map at least..! They may be noticable, but they're still all over the place.

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2173 on: March 03, 2012, 03:55:22 pm »

Can you make a exe
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RebelINS

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Re: INSmod | Version 1.08ex I made some changes and things
« Reply #2174 on: March 03, 2012, 08:00:07 pm »

i somehow messed up the sniper zooming somehow lel

i might have to upload a hotfix version because fuck

Can you make a exe
can you not open the .rar link i posted above?
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