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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360884 times)

RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #990 on: September 20, 2011, 01:07:27 pm »

Thanks for clarifying.

Do you want the windows to have hitpoints, like regular buildings? If so, how much HP do you think is suitable? I was thinking that all melee hits should instantly destroy it; it might seem silly that dudes like Chryssalid or Bo Jackson or Dante would have to wack at a window a bunch of times before it breaks.

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #991 on: September 20, 2011, 02:43:02 pm »

That would be easier, yes. I would say 50HP-ish, maybe 75 at most. 2 melee hits should instantly destroy them.

Also I will include a version of the map with the windows destroyed so you don't have to spend a minute editing it anyway.
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #992 on: September 20, 2011, 02:55:37 pm »

I can sprite the windows myself. I'll make the "glass shards" similar to the blood drop gibs, so when you break it, it will blast outwards in the direction it was hit.

Killah Zillah

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #993 on: September 20, 2011, 03:13:17 pm »

I can sprite the windows myself. I'll make the "glass shards" similar to the blood drop gibs, so when you break it, it will blast outwards in the direction it was hit.
That'd be cool! It would also make sense to make it so the shards don't roll or bounce anywhere, since glass doesn't roll once it hits the floor. Oh, and you could code it so that it makes a glass crunch sound when you walk on the glass bits, sorta like how it makes a splorch sound when your sprite touches a meat chunk on gibs!

I also liked how melee weapons would break it open instantly. Bullets would just make a hole (unless it was something like a shotgun blast, or a laser blast which would melt the glass). Explosive weapons should also instabreak the glass. Rockets would be much more effective at breaking glass than melee!


Yes. BLU's on the table of their base.

I'm going to put a bullet wall next to the intel door.

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.
Oh! I didn't notice the table at the top at first, I wasn't looking at it zoomed in (not that it's too small, I just have bad eyesight!). I guess I'll have to see these alternate paths first, but Red's base looks a little.. plain compared to blues, don't you think? Red just gets a treehouse, Blue gets an underground route and a big 3 story building! Maybe another treehouse, connected by a ladder that goes through the roof of the first one, and put the intel in it? You could have it lead to a little platform, then have it offshoot to the left up a nailed in, makeshift staircase built into a treebranch that leads to the second treehouse area! That would make red a bit more balanced in the defence department since both teams have to climb up through multiple levels of chokepoints, while also making it equally complex compared to Blue.

Something like this?



This would make it so that both bases are equally easy to defend! Red gets multiple places for Agh to place down his sentries (on the roof of the second treehouse that is), as well as a nice sniper platform on the bottom treebranch, lots of places for multiple traps, and you have to climb up into the second treehouse, making it almost as long to get in as Blue base. It's much too easy to steal from Red as it is right now, you have to admit!

For the record, I'm not trying to take your project from you, I'm just trying to give the best feedback I can give!  :z6:

Also, out of curiosity, whatcha gonna do for the background scenery (the big white empty spaces)?
« Last Edit: September 20, 2011, 04:14:06 pm by [PHS] Killah Zillah »
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Lemonade

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #994 on: September 21, 2011, 08:05:28 am »

I can sprite the windows myself. I'll make the "glass shards" similar to the blood drop gibs, so when you break it, it will blast outwards in the direction it was hit.
Alrighty, that's what I imagined it would do.
Quote
Maybe another treehouse, connected by a ladder that goes through the roof of the first one, and put the intel in it? You could have it lead to a little platform, then have it offshoot to the left up a nailed in, makeshift staircase built into a treebranch that leads to the second treehouse area! That would make red a bit more balanced in the defence department since both teams have to climb up through multiple levels of chokepoints, while also making it equally complex compared to Blue.
Something like this?
*pic*
Nice idea. I'll add it with the canopy.
Quote
It's much too easy to steal from Red as it is right now, you have to admit!
Well, the canopy is going to be a nicer advantage for RED than for BLU. RED will have flank paths a bit everywhere, BLU a solid defensive position.
Quote
For the record, I'm not trying to take your project from you, I'm just trying to give the best feedback I can give!  :z6:
Well, no doubt ! It's the best feedback I can get.  :z6:
Quote
Also, out of curiosity, whatcha gonna do for the background scenery (the big white empty spaces)?
Um, probably a deep, lush jungle with some light filtering through, and another building connected to the INS Labs.

---

Almost forgot to post this :

Fanart I did for fun.
I originally planned a comic where the giraffe would say "WHY ARE MY SPRITES BITMIXED", turn into a z3giraffe and fire eyelaser at the computer which would let out a bunch of smoke and quickly change z4giraffe's sprite to 2x2 scale. But that was too much work.
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Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #995 on: September 21, 2011, 08:06:48 am »

That panel is amazing
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #996 on: September 21, 2011, 10:38:00 am »

lmao that is amazing

Killah Zillah

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #997 on: September 21, 2011, 12:34:09 pm »

Nice idea. I'll add it with the canopy.

Well, the canopy is going to be a nicer advantage for RED than for BLU. RED will have flank paths a bit everywhere, BLU a solid defensive position.

Well, no doubt ! It's the best feedback I can get.  :z6:

Um, probably a deep, lush jungle with some light filtering through, and another building connected to the INS Labs.

Glad to have helped! And thank you, I always try to give good feedback since it's important (I wish more could be given of my mods, but there's only two people - not counting myself - who can playtest my mods with me..).

Also, liked the piccie!  :z4:
« Last Edit: September 21, 2011, 12:35:04 pm by [PHS] Killah Zillah »
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Unsung Hero

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #998 on: September 22, 2011, 08:56:54 pm »

Almost forgot to post this :

Fanart I did for fun.
I originally planned a comic where the giraffe would say "WHY ARE MY SPRITES BITMIXED", turn into a z3giraffe and fire eyelaser at the computer which would let out a bunch of smoke and quickly change z4giraffe's sprite to 2x2 scale. But that was too much work.

xD
Wow. Nice comic panel.
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AcidLead

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #999 on: September 25, 2011, 03:48:00 pm »

RRR NO POSTS IN THREE DAYS WHAT IS THIS

Rebs? Any news on how things are coming? Anyone hosting any servers? Anything?
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RebelINS

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1000 on: September 25, 2011, 07:39:59 pm »

i've been busy with work + school. haven't really found any time to work on this.

AcidLead

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1001 on: September 25, 2011, 08:58:22 pm »

i've been busy with work + school. haven't really found any time to work on this.
oic

kthen

good to know at least
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Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1002 on: September 26, 2011, 12:10:43 am »

Step one in abandoning a project: Busy with school/work.

 :z7:
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Meower

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1003 on: September 26, 2011, 03:21:51 am »

Step 2: having people tell you you're abandoning this project

Come on people stop being impatient :I
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Machidro

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Re: INS Mod Official Topic | Now Version 1.04
« Reply #1004 on: September 26, 2011, 09:16:01 am »

Step 2: having people tell you you're abandoning this project

Come on people stop being impatient :I


And step 3: realize that after a full month of nothing getting done, getting discouraged and giving in.

I don't like it as much as you Meower, but that's how it happens.
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