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Re: Clone Remnant: Rise

Posted: Tue Mar 04, 2008 9:50 pm
by JPI Dictator4life
Oooooo...chaingun spears....NOW were talking! Im getting excited!

Re: Clone Remnant: Rise

Posted: Tue Mar 04, 2008 9:52 pm
by Grev
It is fun. I havent reskinned completely yet, but it should look fine.

Re: Clone Remnant: Rise

Posted: Tue Mar 04, 2008 10:23 pm
by Commander_Cody771
Do you have anything for me to do other than skinning?

Re: Clone Remnant: Rise

Posted: Tue Mar 04, 2008 10:26 pm
by Maveritchell
Grev wrote:Darktrooper now has the sonic blaster, mortar launcher, and grenade.
Sonic Blaster? Blech! Well, I spruced it up with force push that does damage, so when you shoot, the main beam goes out and anything in the radius get knocked flat by the damage dealing force push! :yes:

Republic/ Imp Medic:
The underhand chaingun I made by giving the chaingun rifle anims is great, but now its even better. Loved the bouncy ewok spears? The chaingun shoots these, but they have been reskinned to green, and bounce everywhere. Its massive.
That's too bad, I was kind've hoping you were going for a more realistic setting. Not enough of those kind of maps.

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 1:09 pm
by Grev
Ok, I want to ask anyone who may know how this is done, primarily Mav, since he did something similiar in one of his maps. Can you guuys help me out?

I want to give the Sonic blaster a small push effect, however, when I make the push the secondary ord, since the gun needs 2 ord for some wild reason, theres no push. And when I make it the first, I lose the cool Sonic blast effect.

Help!

EDIT
New mustafar pics:

I changed the entire layout, so heres a sneek preview of ol' musty:

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Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 1:18 pm
by HobGoblin_264
Looks dark, but that could also just be zero editor, Keep up the great work

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 1:24 pm
by Grev
Ingame you can see everything fine. Its ze.

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 1:25 pm
by Caleb1117
In ZE, go to the lights tab, and at the top, there should be a bar that says Show Real Lighting: yes or no, switch it.

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 1:26 pm
by Maveritchell
What you can tell from ZE is that you have no lighting added, though. You ought to add some lighting, especially considering the setting. A low, red-yellow light could do wonders for ambience.

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 1:27 pm
by Grev
Thanks! Ill check that out. This map was just restarted, so ignore it if you see any empty parts.

I wanted to add lighting to the lava, add some "ambience", but I dont know how....

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 2:41 pm
by JPI Dictator4life
He, replace that water with lava. Itd make it much more realistic.

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 3:46 pm
by Grev
I didnt put any water in... Thats fog for the junkyard.

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 3:58 pm
by JPI Dictator4life
oh, sorry. Those pictures are way too dark...

Re: Clone Remnant: Rise

Posted: Sat Mar 08, 2008 8:17 pm
by Commander_Cody771
Looks cool but I would put the medics points to 10 if he's that that good.

Re: Clone Remnant: Rise

Posted: Sun Mar 09, 2008 3:32 pm
by Grev
He has a chaingun, thats it. And im downing its power a bit, so dont worry about super power. But hes still gonna be your only supply of health/ ammo throughout the battle, which is why you need points to get him.

EDIT
Ok, so heres the new commander skin, hes the heavy gunner, hes got a shotgun, and everything else so far is default for him:

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I also downpowered the engineer, hes got a commando pistol as his only shooter. I wanted to make him more of a supporter instead of a heavy killer.

I also upped the regular rifles power, so its more of a realistic "OMG IM ABOUT TO GET KILLED" feel.

Im thinking about getting rid of the chaingun from the sniper, instead giving him an ion blaster, but Im not sure.

Im also thinking about giving the grenade a reversed timebomb explosion, or rather, instead of an explosion push effect, a pull effect, for a reversed polarity grenade.

Re: Clone Remnant: Rise

Posted: Mon Mar 10, 2008 12:45 am
by woner11
The dark trooper and the Nemodian are simply amazing.

Re: Clone Remnant: Rise

Posted: Mon Mar 10, 2008 7:34 am
by Grev
Thanks! Anyome notice I was able ti make him heal droids with the fusion cutter?

Re: Clone Remnant: Rise

Posted: Mon Mar 10, 2008 4:18 pm
by JPI Dictator4life
Oh, didnt see that. Its also one of the things the BFX mod does.

Re: Clone Remnant: Rise

Posted: Mon Mar 10, 2008 5:18 pm
by Grev
Um.... I dont have BFX... I made that..... Its actually pretty simple.....

Re: Clone Remnant: Rise

Posted: Mon Mar 10, 2008 7:30 pm
by JPI Dictator4life
I said the BFX mod also does that. I didnt say you had it and that why it did that.