Page 18 of 20
Re: Games Complex - theITfactor's next map
Posted: Sat Aug 15, 2009 11:00 pm
by Darth_Squoobus
MetalcoreRancor wrote:Several times.
In fact, this guy is by far the most difficult thing to fight, probably in the history of swbf2 maps, I make no joke.
300,000 health, stronger deflection rates then the other zombies, and a boss-like behaviour pattern. Relying on the fact that ai abuse sabre throw, Ive given the Sabre catch state a overhaul so that he leaps into the air to grab the sabre(a thrown skull). Then he procedes to lunge towards you in midair. And when he lands, he unleashes an explosion that has powerful shake, which will render your screen momentarily useless while you fly in the air.
And when your finally oriented, you'll come to realize the boss has awakened from the Play dead he gets into when he explodes, and he will come after you.
So in order to beat him, one has to bait him while another shoots him when he plays dead. Shotgun works best on him, but it takes a lot of work and time to kill him because he has 300000 health.
Sounds like you need a vehicle to beat him.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Sun Aug 16, 2009 2:27 pm
by Par3210
Ditto
Sounds awesome. Can't wait for release.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Sun Aug 16, 2009 4:27 pm
by Fiodis
Impossibility doesn't equal awesomeness. I must say I haven't found him that hard when I ran through the demos. Just stay out of his way and shoot him.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Mon Aug 17, 2009 9:54 am
by DarthD.U.C.K.
have you played the tunneldemo?
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Mon Aug 17, 2009 10:05 am
by bobfinkl
DarthD.U.C.K. wrote:have you played the tunneldemo?
Yes, and I've found 2 VERY easy ways to beat him, trap spam (works on EVERYTHING), or chainsaw spam (again works on EVERYTHING), I fought with 100% health the whole time until I got bored and just quit the game.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Mon Aug 17, 2009 11:12 am
by Fiodis
Same. The chainsaw overdrive, especially, is overpowered, and has been so since the first time I saw it. Actually, he was also fairly easy to beat with the others as well. Take the Veteran Hunter, for example. 1 round of machine gun fire, + 1 shot from the RPG = Big Red is Dead.
Rancor - I know you'll say no, but it's worth a shot - I could rig the chainsaw for you so that it only has one, simple, any-numbskull-could-use-it attack, plus also use an animation that actually looks like a chainsaw instead of a saber. At the moment, in my opinion, it's way overcomplicated.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Mon Aug 17, 2009 1:57 pm
by DarthD.U.C.K.

well, i guess im just a bad player then
in case not everybody has seen him yet
the moon for the "lost woods" mode:
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Mon Aug 17, 2009 6:06 pm
by MetalcoreRancor
Fiodis wrote:
Rancor - I know you'll say no, but it's worth a shot - I could rig the chainsaw for you so that it only has one, simple, any-numbskull-could-use-it attack, plus also use an animation that actually looks like a chainsaw instead of a saber. At the moment, in my opinion, it's way overcomplicated.
We'll see over xfire.
Duck, GREAT job!
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Mon Aug 17, 2009 8:28 pm
by theITfactor
Fiodis wrote:Same. The chainsaw overdrive, especially, is overpowered, and has been so since the first time I saw it. Actually, he was also fairly easy to beat with the others as well. Take the Veteran Hunter, for example. 1 round of machine gun fire, + 1 shot from the RPG = Big Red is Dead.
Rancor - I know you'll say no, but it's worth a shot - I could rig the chainsaw for you so that it only has one, simple, any-numbskull-could-use-it attack, plus also use an animation that actually looks like a chainsaw instead of a saber. At the moment, in my opinion, it's way overcomplicated.
I agree, in the case of the chainsaw simplicity is good.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Tue Aug 18, 2009 9:04 am
by The_Emperor
DarthD.U.C.K. wrote:
well, i guess im just a bad player then
in case not everybody has seen him yet
the moon for the "lost woods" mode:
Still awesome, though I just figured out what it is that seems kinda off to me. It's the eye texture

You used Majora's eye, the moon doesn't have green in his eye, just orange, yellow and black.
Still, that's just me being picky

.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Tue Aug 18, 2009 10:42 am
by DarthD.U.C.K.
the eyes are difinitelly a bit green, but from looking again on the references i see that you are right, maybe i used an uncanon pic from the web as colorreference..
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Tue Aug 25, 2009 11:46 pm
by theITfactor
Hey, I'm at university now so it will be a while before playable versions of this map are released

Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Wed Aug 26, 2009 12:31 pm
by Broken_box
theITfactor wrote:Hey, I'm at university now so it will be a while before playable versions of this map are released

yeah but uni is more important+ fun.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 28, 2009 12:10 pm
by MetalcoreRancor
http://www.filefront.com/14416539/Force ... d-Beta.7z/
What's new with this?
A lot.
But mainly, this...
http://www.xfire.com/video/123383/
The only downside is that very character, I forgot to set the NeedPointsToUnlock command, so he's available from start. That will be fixed in the actual mode.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 28, 2009 4:44 pm
by Maveritchell
Good to see you using new particle effect meshes well; you may want to refine those models though, to add some glow and perhaps a white core.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 28, 2009 4:54 pm
by MetalcoreRancor
Thank you Mav. I actually did try out the meshtool's glow on that, but Ill look into this "white core". Not sure how to do that, but yeah.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 28, 2009 4:58 pm
by Maveritchell
MetalcoreRancor wrote:Thank you Mav. I actually did try out the meshtool's glow on that, but Ill look into this "white core". Not sure how to do that, but yeah.
What I would recommend is a some semitransparent (glow-free) polygons to represent the color "glow" (what would probably be ideal is several long faces with the lightsaber's actual texture on them), and then one interior polymsh that is actually 3D and just white, which you could apply glow to.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 28, 2009 4:59 pm
by Darth_Squoobus
I played it, and I'm really confused.
There were only two modes, clone wars conquest and GCW hero assault. I'll just say right now, the clone wars conquest had maddeningly slow units and in hero assault everywhere you go something will send you flying backwards. Plus, I saw almost nothing in it that was advertised in this thread. No zombies, no shotguns, just those two modes, so I'm wondering...
What happened?
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 28, 2009 5:03 pm
by MetalcoreRancor
For someone as your calibur of experience in XSI, this would be all too simple. But it isn't the case in my experience, XD
I'll play around and see if I can't determine where to find a semi-transparency feature, but I do grasp what your saying.
But I would like to know your thoughts on whether I should make more "abstract" powers like Force Crush and Force Triple Sabre, powers that aren't easy to use but make things very interesting and also more canon-like, or should I just stay where I am with the powers. I personally would like to explore more with these types of powers, but the public's view would help steer where this goes.
I played it, and I'm really confused.
There were only two modes, clone wars conquest and GCW hero assault. I'll just say right now, the clone wars conquest had maddeningly slow units and in hero assault everywhere you go something will send you flying backwards. Plus, I saw almost nothing in it that was advertised in this thread. No zombies, no shotguns, just those two modes, so I'm wondering...
What happened?
Good question. The conquest clone wars era is not the beta. It is a testing ground for Link and the Prison Break era units. Please disregard it.
Re: Games Complex - theITfactor's final map - updates pg. 12-15
Posted: Fri Aug 28, 2009 6:56 pm
by Darth_Squoobus
Is there a beta with zombies?