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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360731 times)

Unsung Hero

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #660 on: August 22, 2011, 08:33:47 pm »

Is that even possible? Reminds me of rj_sandzone.
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #661 on: August 22, 2011, 09:13:34 pm »

That's a very interesting map. Pretty sure Doom can finish it very easily.

I've been experimenting with TDM right now. So far all of the scoring and HUD mechanics are working perfectly. Now I just have to find an elegant solution to the randomized priority spawn list.

Also, I put in acid, which is just water but with damage over time. If I get elevators to work, I'll use those instead of moveboxes too. The map is going to be deck_16.

AcidLead

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #662 on: August 22, 2011, 09:35:46 pm »

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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #663 on: August 22, 2011, 09:37:41 pm »

The map is going to be deck_16.
:wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv:
here's the latest wip:

I posted this a few weeks ago. I guess you don't keep up with my map thread.

edit: also forgot to point out that there's going to be medkits. obviously because there's no medcabs
« Last Edit: August 22, 2011, 09:43:04 pm by RebelINS »
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AcidLead

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #664 on: August 22, 2011, 09:47:43 pm »

The map is going to be deck_16.
:wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv: :wuv:
here's the latest wip:

I posted this a few weeks ago. I guess you don't keep up with my map thread.

edit: also forgot to point out that there's going to be medkits. obviously because there's no medcabs
oic

no, I stopped checking maps a while ago as it's usually no help when I want to find one and good mappers these days are few and far between and even those people don't seem to map so often anymore

as for the map I can understand why it barely looks like the real thing considering that deck16 is quite complex.
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #665 on: August 22, 2011, 09:59:03 pm »

it's got the two mid bridges with one at a steeper angle, the elevator sections on either side, the acid, the lower platforms, and some compartmental rooms. of course it isn't going to translate from 3d to 2d 100%, but I think i got the gist of the map flow and placement.

give me suggestions for more possible team deathmatch maps.

Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #666 on: August 22, 2011, 10:23:22 pm »

Is that even possible? Reminds me of rj_sandzone.

Yes. You have to use a variety of jumps though. The major ones are the triple jump, the triple angle changing jump, the wall jump, the rebel jump (right click plus jump at same time to rocket jump), and a few other unothodox tricks. Its a very hard map.

It takes me about 3:50 to finish a full run. Its a ballsbreakingly hard map though. If you die, you respawn back at the start. There's NO room for error.

copy it to maps and give it a try, its a blast though.
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Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #667 on: August 22, 2011, 10:26:53 pm »

That's a very interesting map. Pretty sure Doom can finish it very easily.

Doctor doom actually is terrible at the map. He's slow, clunky, and lacks the precision and speed needed to get through some of the early and later lasers. He also is unable to get through the 30 degree map angles, so a rebel can beat him in double the speed.
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Re: INS Mod Official Topic | Now Version 1.04
« Reply #668 on: August 23, 2011, 05:55:56 am »



I have created the first exclusive INS mod only map and game mode: Rebel Run!

This map is a remake of truefort, except now truefort has been cordoned off by a set of murderous lasers. As rebelINS, your mission is to break into blue base, dodging all murderous lasers, and become the winner before another rebel has the chance.

Blue spawns in a spawnbox, they cannot play because they have a character capable of teleportation.

I like that you used the message I said to the Haxxy winnars.
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Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #669 on: August 23, 2011, 07:24:28 am »

MvC2 Rebels vs Allstars

y/y/y
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #670 on: August 23, 2011, 02:33:01 pm »

k so i finished the tdm game mode with working spawn priority. and i finished medkits.

next is elevators, which is apparently tough shit according to other modders.

Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #671 on: August 23, 2011, 02:35:19 pm »

activate elevator
elevator rises up

deathbox for person below elevator

???

or is that unsyncing thing that fucks up everything
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Dusty

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #672 on: August 23, 2011, 02:40:30 pm »

Elevators must smash people, and give kills to the people riding the elevator when they get smashed.

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #673 on: August 23, 2011, 02:49:26 pm »

serializeState and deserializeState can be used to sync objects, so i don't think that will be a problem.

i'm probably going to make it squish dudes if you're standing underneath it.

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #674 on: August 23, 2011, 03:09:40 pm »

Wow this looks absolutely amazing, bravo! and i cant wait to play it, speaking of which
 
  this is probably not the place to ask, but i'm so confuddled by how to run this, something to do with uuid code? which i cant find anywhere help???
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