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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360867 times)

Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #975 on: September 18, 2011, 05:15:51 pm »









Hey you can't tell me what to do and how to space!
I am Meower! I have some kind of

                                               royal right on grammar!

I didn't intend to, your majesty!  :z6: This lowly grammerical squire shan't tread upon your kingdom of indentment!
You funny! z6
Anyways, so that the topic goes back.. on topic.. I'm really interested to see how these new map entities work out, especially ladder climbing and destructible scenery!

This always confused me, why do you always color your text purple?
« Last Edit: March 26, 2013, 05:39:53 pm by Machidro »
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Orangestar

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #976 on: September 18, 2011, 05:33:48 pm »

SHE'S A GURL OMG FLAEM WAHR

Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #977 on: September 18, 2011, 05:44:03 pm »

Guys can we elude this conversation please

It's apparently something all girls on the internet do :U it's also happened with scarlett and rin, no sense repeating the whole butthurted arguments again
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Saniblues

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #978 on: September 18, 2011, 06:27:22 pm »

And let's get me to back up that request
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I don't like it.  :nah:
Oh, well, you might as well pack up and stop now, because he doesn't like it
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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #979 on: September 19, 2011, 02:06:59 pm »

If I recall correctly, KZ writes her posts in purple since a post milestone where she decided to add a little variation to the usual black.

If we had post layouts like some big sites do, that would probably be more common.

---

That's a lot of "if"s, but if someone good at mapping is checking this topic, can he give me some feedback about the z4 giraffe jungle map I'm making, considering I plan to have some custom map entities (minus the giant rock) to go with it.
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BillyBobJoe

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #980 on: September 19, 2011, 06:25:16 pm »

KZ is just cool enough to type in purple.
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Dusty

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #981 on: September 19, 2011, 06:28:02 pm »

Didn't pitista do that as well?

Dronery

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #982 on: September 19, 2011, 06:59:59 pm »

Didn't pitista do that as well?
Yeah Ptista did that.
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ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็็็็็็็ก็็็็็็็็็็็็็็็็็็็็ กก็็็็็็็&ก็็็็็

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #983 on: September 19, 2011, 07:02:19 pm »

^^ who gives a shit? it's irrelevant to the topic.

That's a lot of "if"s, but if someone good at mapping is checking this topic, can he give me some feedback about the z4 giraffe jungle map I'm making, considering I plan to have some custom map entities (minus the giant rock) to go with it.
I had a question about the "bounce up to intel room" thing. Did you want it to act like a trampoline? So if you walk onto it from flat ground, it doesn't affect you. But if you jump or fall onto it, it propels you upwards by a factor of how high you were. Maybe the first hop doesn't get you up, but the second hop from the higher altitude does.

I don't really see the point of having destructible windows other than for aesthetic reasons. It wouldn't be hard to do, but it seems like something that will have little effect on the map.

About the map design: the space between the RED and BLU base is very sparse. Snare would be able to abuse the high, and relatively safe, vertical space with a single gravity flip. Same idea with Doom; he can just waltz across through the sky.

BassMakesPaste

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #984 on: September 20, 2011, 12:02:28 am »

This mod's pretty cool. I like the numerous characters and such. Dante's pretty cool.
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Killah Zillah

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #985 on: September 20, 2011, 02:32:44 am »

If I recall correctly, KZ writes her posts in purple since a post milestone where she decided to add a little variation to the usual black.

If we had post layouts like some big sites do, that would probably be more common.

---

That's a lot of "if"s, but if someone good at mapping is checking this topic, can he give me some feedback about the z4 giraffe jungle map I'm making, considering I plan to have some custom map entities (minus the giant rock) to go with it.

Yep, you remembered correctly!

---

Where're the flags in your map? Is Red's in the treehouse? It looks like you could easily rocketjump up into it, or spam down into it with rifle shots or grenades from Blue's base. It also looks like Blue's is too easily defendable, with too many choke points.. though I see many things you were planning to add to that base, so I'm not QUITE sure how it would play.. it still looks too easily defendable to me though.


This mod's pretty cool. I like the numerous characters and such. Dante's pretty cool.

Might wanna make your custom color more easily read. Lime green doesn't stand out as well against a light background. Try this shade of green instead!
« Last Edit: September 20, 2011, 02:33:09 am by [PHS] Killah Zillah »
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Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #986 on: September 20, 2011, 04:39:17 am »

I should start sporting my own country city's team colors, actually. I love the kind of blue this forum uses.

Actually it's light blue but AHAHAHA try reading it yourself here without getting seizures.
Color theories aside, the map is smexy as hell.
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Dusty

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #987 on: September 20, 2011, 09:15:23 am »

Hah, I have mobile mode, I am immune to your colors.

billymaze

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #988 on: September 20, 2011, 09:17:15 am »

same :z6:
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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #989 on: September 20, 2011, 12:47:14 pm »

I had a question about the "bounce up to intel room" thing. Did you want it to act like a trampoline? So if you walk onto it from flat ground, it doesn't affect you. But if you jump or fall onto it, it propels you upwards by a factor of how high you were. Maybe the first hop doesn't get you up, but the second hop from the higher altitude does.
Yes, exactly. I should have precised that.
Quote
I don't really see the point of having destructible windows other than for aesthetic reasons. It wouldn't be hard to do, but it seems like something that will have little effect on the map.
Well, I think it adds a small strategic element to defending (the windows should be hard to destroy, thought). Mostly, the window in the intel room. Destroying it or leaving it has probable repercussions on the match (until an intel is capped, maybe ?).

Defenders can destroy it to get, for example, a nice sniper perch, or leave them so they can catch the attackers as they fire at the window to escape or as they flee through the only viable exit path.
Attackers can destroy it for another easier exit / high jump-whatever entrance, but doing so will cost them firepower.
Quote
About the map design: the space between the RED and BLU base is very sparse. Snare would be able to abuse the high, and relatively safe, vertical space with a single gravity flip. Same idea with Doom; he can just waltz across through the sky.
Hm, alright. I will make a canopy with some paths / utility on the upper part of the map and try to fill the middle a bit.


[Where're the flags in your map? Is Red's in the treehouse?
Yes. BLU's on the table of their base.
Quote
It looks like you could easily rocketjump up into it, or spam down into it with rifle shots or grenades from Blue's base.
I'm going to put a bullet wall next to the intel door.
Quote
It also looks like Blue's is too easily defendable, with too many choke points.. though I see many things you were planning to add to that base, so I'm not QUITE sure how it would play.. it still looks too easily defendable to me though.
I'm adding a bunch of flank paths in BLU's base. That won't solve everything, but heh. It's INSMod, so I don't know how powerful attack and defense will be.

Color theories aside, the map is smexy as hell.
Thanks  :z6:
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