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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360858 times)

I_am_awesome

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/Furious\

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #946 on: September 15, 2011, 11:11:35 am »

shit i need to learn how to sprite  :z9:
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Z3r05t4r

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #947 on: September 15, 2011, 11:18:52 am »

shit i need to learn how to sprite  :z9:

And I need a coder. Damn.
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Orpheon

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #948 on: September 15, 2011, 01:34:23 pm »

shit i need to learn how to sprite  :z9:

And I need a coder. Damn.
If the idea is good coders will show themselves.
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Z3r05t4r

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #949 on: September 15, 2011, 01:55:05 pm »

shit i need to learn how to sprite  :z9:

And I need a coder. Damn.
If the idea is good coders will show themselves.

I need a coder for Gengis. :I
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AcidLead

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #950 on: September 15, 2011, 09:32:42 pm »

"RAH RAH WANT CHAR IN"
>you must apply effort daniel-san
"wah wah too much work"



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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #951 on: September 16, 2011, 11:09:30 am »

*post*
Hm, that sounds very interesting. I'm working on an INSMod-like mod myself (with much less awesome stuff obviously but I guess it's fun anyway) featuring some other GG2 players as classes plus other ideas.
It's pretty advanced right now but I still have a lot to do. Should I show it to you ?

Also that might be the occasion for me to program those stupid but fun class ideas sitting in my mind for a bit.


One more thing, I worked on the ctf_z4jungle map a bit.

I tried including some interesting custom elements. I'm a bit worried about BLU's height advantage / the effort needed to get out with the intel.
And... what about minecarts in the lower path ?  :z6:
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Derpduck

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #952 on: September 16, 2011, 12:56:21 pm »

oh wow that looks really nice

WWKUA

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #953 on: September 16, 2011, 07:03:48 pm »

Fantastic from the little bit I've played, although I can't find any servers to join. (Then again, that's the same with every other GG2 mod that adds classes.)
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Uncle Woody

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #954 on: September 16, 2011, 07:07:59 pm »

just wait for someone to host.Though that can be a bit bothersome to.
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WWKUA

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #955 on: September 16, 2011, 07:10:08 pm »

just wait for someone to host.Though that can be a bit bothersome to.
Yeah, it seems I'm never around when there's an opprotunity to play a mod.
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DeadlyTowersSux

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #956 on: September 16, 2011, 10:59:11 pm »

Wow...dude, this mod is BADASS! But for some reason, I just can't seem to play this without some fast-paced rock/metal music blaring in my ears lol

In short, here's my first impression of this game:  :headshot:

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #957 on: September 16, 2011, 11:58:04 pm »

Thanks for taking the time to play and enjoy the mod bros.

I swear I'm not procrastinating on working on this.  :ninja: (I hope to finish up 1.05 by Sunday evening, and start working on expansion stuff after).

Unsung Hero

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #958 on: September 17, 2011, 12:15:21 am »

 :yaymoney:

What's going to be different in 1.05?
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #959 on: September 17, 2011, 12:27:47 am »

:yaymoney:

What's going to be different in 1.05?
When would you guys like to see version 1.05

all that's left for me to do is:
- finish coding entities on tdm_bunker
- add that control config (for azerty users)
- ??? i forget lol
couple pages back.

basically:
team deathmatch mode, with 2 built-in maps.
- tdm_deck_16, an open map with elevators on opposing ends, acid on the bottom, and health kits around. Based on the Unreal Tournament map, Deck_16.
- tdm_bunker, a more closed corridor area, with flame traps, electric traps, basic lighting effects, and chocolates for health. Based on the Conker's Bad Fur Day multiplayer map, Bunker.
There are some class changes, some of which I vaguely remember.
- Rebel can do a shoryuken with M2 while on the ground lol
- Dante can air dash with Space in the air, using his double jump.
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