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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Mon Jul 12, 2010 8:36 pm 
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Captain Xavious wrote:
That's good to hear. :)

I got a question. Does anyone other than me think the break open shotgun and sawn-off variant should automatically reload after emptying both barrels as opposed to you currently having to push a button afterward to make it reload?


Yeah, but I wouldn't make it part of the firing animation. That would make the weapon lame if disable reloading is off. Also super berserk.

Also, I love chainsaws!

Also also: I will beta this for you, I love Sarge's guns, I will play with them all exclusively until my fingers bleed and post a summary on each weapon in the list. Should I post this info in the beta section under your section, or here?

Edit: and the armor bit too.
Edit 2: Some guns aren't showing up on my swapping list. deleted old version of BPrecolors and BWcache, didn't work.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Thu Jul 15, 2010 10:34 am 
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Uh oh, which guns aren't showing up?

A review would be awesome. :) It would be like when we actually had a wiki for these! Feel free to post it in either section. This thread gets much more traffic though.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sat Jul 17, 2010 3:02 am 
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Bit of a read, I know. ---

It was edited, I hadn't read the full thread, and only joined in this thread post-April, so I didn't know about the two joke guns.

Shame on you for playing that kind of joke on me. ;.; But the Flash bang doesn't show up at all regardless.

Anyways, I don't know what you are and are NOT aware of completion wise, I also wasn't testing for balance but I kept an eye out however, a few of them did kind of stand apart as they're rater absurd. As for my testing methods, I typically used an arena mutator at first(The WoRM one specifically for ammo), with default everything and no mutators. UT's settings are all on max, as were most of the detail settings on BW. Level was Insidious, a small DM level meant for only a few people with scaling bots. I also did most of them on Conflict mode on Joust1v1, (Myself vs. a full team of 32 bots), again, no mutators and everything on default. (Reloading on, gun shifting, etc) and these are on no particular order. In this mode, I have the AH67, staves and lightning gun disabled.

I also took screenshots of graphical issues, but the LAN machine was nabbed earlier today so I don't have access to them at this time.

MR-DR88 Machine pistol; It's got some floating lights about 4 inches above the iron sights in the rear of the gun. I don't know what they are, but they resemble the... uh. Other one that shares a similar design with it. I think it's the AK. I took a picture of it... but... Also, there's a spot near the top of the ammo clip/drum where you can see vertices. (White lines on black background) Also, the weapon's description/lore is a bit messed up, along with the 3rd person model. (I think you referred to that as a world model.)

I liked this when dual wielded, the punch is nice, but I would have really liked a special fire, maybe a laser dot. I like dots. The weapon doesn't seem to be made by Skrith, but does nice damage overall, but having just one is like having only one default AR. You're kinda boned against a "bigger" gun. I do not recall at this time the firing modes, but I found no issue there. In 1v32 joust, I was unable to kill a wave with two of these.

LS-14 Carbine: The weapon info/lore is missing, the 3rd person model I believe uses the R9 rifle body, and it has the M30A2's scope. At times when reloading the alternate fire, the gun would shift suddenly to the right and it would explose the end of your left arm (Which just... ends.) I took a SS of this too. I could not figure out how to duplicate this effect at will, so it appears to me to just be random. The weapon seems to have no textures to it, or if it does, looks very bizzare to me. Maybe it was shadow effects, I'm not sure. It looks... Matte? I don't know if that's the right word.

This is my favorite one in the pack. I love carbines already, but one that shoots rockets? Come on. Plus it just sounds so... so win! I found myself usually resorting to this gun if I didn't have the SKAS. On a side note, I would really have liked the 'charge bar' to show the heat of the weapon, I found that firing rather quickly (A feat that I can pull off rather well. Master clicker ftw!) would slow my rate of fire, but I wouldn't know what my current heat was at. A visual would be nice, or perhaps finding a way to find out would be sweet. (Maybe in the scope view, akin to what the SRS battle rifle has for stability or something). If it went through small walls, this gun would be the perfect primary weapon for most people. In Conflict, I was almost able to kill the whole wave. (Damn land mines.)

AK-490: The ammo pickups are not listed correctly. If I remember correctly, the ammo for this gun when you pick it up says '20 rounds of SRS900 battle rifle ammo) when you actually pick up 30 or 40 per clip. There are also Vertices visible all over the gun, though they give it a nifty futuristic look that I kinda liked, it fit the theme of the weapon very well. The weapon info/lore is also bad.

I love that this gun shoots GREEN bullets. It's very powerful, especially head shots. (I imagine it fires 7.62 rounds filled with liquid death in the form of acid or something) I found that I burnt through all of my ammo very quickly, and only being able to carry 4 clips seemed a bit limiting. Normally you can carry a bit more for other guns, but if it's tied to the SRS ammo, that would explain that. An alternate fire would have been very awesome for this gun, again, I like dots.

CYLO Mark II: This gun acts like it has no stock. The recoil/chaos you achieve from firing seems a bit much to me, but that may be the nature of the weapon. Also, the ammo type being different didn't seem to make much of a difference. Also, the melee attack animation has no cool down. I can melee attack as fast as I can click the button, unlike the other traditional melee weapons which have follow through time. (Time before you can attack again after swinging).

This gun seemed a bit... lacking. If this was the upgrade to the first version, I'd like my other gun back. (I named it Nancy.) pair "I can't hit you" with the ammo that seemed a bit weak and didn't light you on fire, I was killed many, many times with this gun. The only way I wound up getting kills was to run up and melee with the bayonet because I could click faster than the guy could shoot me. On occasion all it would take was one jab to the head to down them. I was not able to kill a wave in conflict with this gun.

CYLO UAW: Along with acting like it has no stock like it's counterpart, I also suffered from terrible inaccuracy with this gun, even stationary with the first round. (Which was no where near the reticule.) Also, the inability to interupt a reloading animation by firing a secondary (Or primary round) was a little frustrating at times. This also effected the melee animation, which also had the 'spam click for melee doom' syndrome.

Despite the inaccuracy of this weapon, I was able to achieve a rather stupid amount of kills. The damage of this gun is absurd, I was able to kill many people with just two bullets to the torso. The secondary fire is beautiful, and having a melee option is just win. If I didn't have an LS-14 this was my gun of choice. Aside from having a relatively weak shotgun blast (for a 12 gauge at least) I had no issues with using this beastly weapon. Except for the low ammo count that I could carry, but a slow RoF meant I didn't burn my ammo like a plainsfire. Plus I could just stab the guy. I was able to kill a wave in Joust conflict with this weapon.

Teh secret weapon that goes vroom vroom!: Aside from having ammo, I couldn't find any issues with this weapon aside from the 3rd person model and weapon info/lore.

Using this usually spelled my doom, but it's just so much fun to hold it forward and just sprint towards the guy. I thought that it should have done a bit more damage as the chain picked up speed, but then, it might have. I don't know, I wasn't really paying attention to that. Watching the blood cover my screen was... GLORIOUS. I would fully recommend each household having one of these. I was able to kill a wave in Joust, but it took me a damn while to do.

VSK Rifle: This weapon appeared at random on my map and in others. Despite being the *only* weapon in the 'Sniper rifle' and 'Lightning gun' sections, I was unable to pick this weapon up most of the time from spawn points. It might have been intentional, but this gun uses the M50's model, and using this gun causes grenades for the M900 to spawn in addition to the M50 ammo. It also has a FAR different sound scoped and unscoped. The M50 model is both in first and third person.

This gun is crazy, green bullets that take down people in 2-3 shots? I love it. A general lack of clip size and fully auto fire meant that I usually missed when this weapon strikes me as a bolt action rifle type. (Mosin Nagint comes to mind) Headshots proved lethal, but don't hope to hit anything in auto mode. Using Semi. is the only way to go. Some might like a full auto gun wtih a 10 round clip, but I'm not one of them. I was unable to kill a Joust wave with this weapon.

SKAS: When using manual mode on this weapon, your hand appears to me cocking something that isn't there. The hand grabs a bit to the left and goes through the animations. It also has a very matte finish to it, making it look textureless. It has shadows where there should be none, and the weapon info/lore was bad. 3rd person model also was incorrect. Reloading also seems a bit strange, since the drum just... falls and a new one slides right up. If it's a loop, the clip passes through your arm. In conflict mode, the arms holding the shotgun have no color. They have texture, but no shadows or team colors.

Holy hell, I shit myself when I found this. This shotty beats the living tar out of most weapons. There only gun I'd hope to have facing one of these is the EV9000, because DAMN. I would very easily place this in the super weapon category, because of it's absurdness, and I love it. Having one of these pretty much guarantees you a massive killstreak, either from the fully auto good loving, or it's TRI barrel shot. Which, honestly, I found to be a bit lacking, since I had to be in melee range for it to kill people, the blast doesn't seem like it fires three shells. I also though it was a bit odd that the barrel rotates, but has shells in them already. From a logical standpoint, I though it would make more sense if the shells loaded like the original UT rocket launcher does to make this weapon slightly more fair for the poor victims. I mean opponents. I almost wish this shotty had a third fire, but anymore more would be a bit silly. I enjoyed having the manual fire mode too, to give it that old '1920's shotgun' feel. Or just semi-auto. I just don't have enough praise to lavish upon this weapon. I was able to kill a wave in joust with this weapon. Not with the tri shot into a crowd, but with the single fire mode. Would suggest taking a look at the alt. fire, it seems a bit weak.

R98 rifle: The sound of the shots also echo as if you're outside in the air, and don't seem to react to your location. (In a small hallway, you'd expect muffling or echos, but there's nether.)

If you want a challenge, this is the rifle for you. Pair bolt action with nothing but iron sights and you've got one hell of a fight on your hands. Add in 5 round clip, and you're pretty much hosed. This gun was a challenge for me to use, didn't seem all that worthwhile to even pick up. I really liked the variations on the skins though, I spent a good 3 minutes trying to look at my rifle's colors and variations while being shot at on the run. Definitely a good handicap, this would make a good humbling gun. A lack of dot really hurt me here, I was hardly able to get any kills with this weapon, iron sights or no. A reason to use it would be pretty nice. I was unable to kill a wave of joust with this weapon.

MARS-2: This gun also uses the M50 casing. Ammo pickups include M900 grenades for a grenade launcher that doesn't exist on it. The weapon info/lore is bad. Casing includes 1st and 3rd person.

This gun seems a bit too much like the S-AR to me. It has a fast RoF, a laser dot, and a spray that acts like the gun has no stock, I picked it up hoping for something exotic looking, but instead saw an M50. the gun has powerful ammo, but I found I had to rely on head shots, which I then got a plenty. With a fast RoF, this gun makes a good surprise weapon, coming out of nowhere. Burst fire is great, but with such a fast RoF I was hoping for a larger magazine. I really like the laser dot. It's pretty much the reason I was able to do so well with this gun, having a scope is pretty fantastic too. Long range, short range, it's all the same. I was able to kill a wave in joust with this weapon.

Fisticuffs: I used the berserk fist config mutator and WoRM's spawn mutator to turn each health, shield, and armor pickup (Not adrenaline) into Udamage. I set the chance to 1.00 for each spawn type as well, but was unable to tell the difference with or without the effect. It didn't seem to do anything for me. At least, it didn't function with the arena mutator. I also was able to pick up the ammo from a fallen opponent, which confused me greatly, it read 'You pick up Ballistic Weapon Ammo' when this happened. I was unable to recreate the effect, so I don't know if it was random or not. There's also an ammo count when you're ... equipped(?) with this.

Good ol' Doom. Aw shit yeah, nothing like a good skull punch to the back of the head to set things right. Or maybe you want to right hook? That's cool too. The only thing that could have made this any more ###### awesome was a pair of spiked knuckles on the left hand. Way to tribute sir, I applaud this creation. I wasn't able to get very many steady kills, but it was pretty amazing running around just punching in the air. Being able to start with it was pretty amazing, because it allows you to open up picking up melee weapons. Now if I could just figure out how to use the itemizer! I was unable to kill a wave of joust with this weapon.

NEX Plas-edge: The only thing I could find with this weapon was the 3rd person model. Is seemed to use the ESK katana model.

This weapon confused me greatly, and honestly I wound up just switching to another weapon. A very short range and temperamental ammo meant that I was either reloading or dead when I didn't want to be. Such a huge set of drawbacks on a melee weapon should be offset by some crazy awesome explodingness, which just wasn't there for this weapon. If it was about 6 feet longer, this would be a fantastic weapon. But... just not as is. The lore was a bit interesting too, I enjoyed reading it, just not trying to use it to kill things with. I was not able to kill a wave of joust with this weapon.

Secret weapon that is blue! Or green?: The only issue I could find with this weapon was the 3rd person model. That and there are visable vertices, but again, it's a future-y type of weapon, it added to it, and I liked the effect overall.

I liked this weapon. Sharp as a razor and just as fun, this weapon would have been sweet if you could do more with it. A 3rd weapon of this type just seems a bit overkill. The alt. fire, a thrust, would have been sweet if it had some range on it, since the thing's made of nanites, giving it a ranged capability (albiet limited) would be pretty nice. A thrust and bam, dead bad guy over there. A bit of a role reversal, since most weapons of this type are secondary effects. The whole weapon from a first person view was gorgeous.



And that's all that I have. I did not play on any modes other than conflict and DM, most of the weapons would not be effective against vehicles. I'm surprised there's no anti-vehicle weapon other than the SM-AT and G5, a new anti-vehicle weapon would be nice.

Maybe like the AH999 Or AH9001. Jerk.

Edit: try and make it a bit easier to read.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sat Jul 17, 2010 3:15 pm 
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Yay! Feedback!

As you might have guessed, there is still a lot to do. Its not quite pretty, but I guess it showcases most of what we have planned.

And yeah, a lot of weapons lack third person models and/or textures.

Braethias wrote:
MR-DR88 Machine pistol;
I liked this when dual wielded, the punch is nice, but I would have really liked a special fire, maybe a laser dot. I like dots. The weapon doesn't seem to be made by Skrith, but does nice damage overall, but having just one is like having only one default AR. You're kinda boned against a "bigger" gun. I do not recall at this time the firing modes, but I found no issue there. In 1v32 joust, I was unable to kill a wave with two of these.


This weapon isn't a skrith designed weapon. Essentially, its like a bullpup configured hand gun, if that makes sense.

Having only one of them is a bit hard to use, but having two is in fact freaking awesome. Dunno what could be done to help its case.

This one will end up being reanimated in Blender to fix its UV problems.

As for special fire, I dunno if a dot feels right for this thing. Got any other ideas that might fit a bit better with this one?

Braethias wrote:
LS-14 Carbine: The weapon seems to have no textures to it, or if it does, looks very bizzare to me. Maybe it was shadow effects, I'm not sure. It looks... Matte? I don't know if that's the right word. On a side note, I would really have liked the 'charge bar' to show the heat of the weapon, I found that firing rather quickly (A feat that I can pull off rather well. Master clicker ftw!) would slow my rate of fire, but I wouldn't know what my current heat was at. A visual would be nice, or perhaps finding a way to find out would be sweet. (Maybe in the scope view, akin to what the SRS battle rifle has for stability or something).


Yeah, it has no real texture. It will get completely reanimated in Blender eventually. What we have planned for it is to have a small display on the side, and pressing Special will turn the gun so you can see it. This display will probably show the heat or something. Heat readout in scope view would be a nice touch too.

Braethias wrote:
AK-490: The ammo pickups are not listed correctly. If I remember correctly, the ammo for this gun when you pick it up says '20 rounds of SRS900 battle rifle ammo) when you actually pick up 30 or 40 per clip. There are also Vertices visible all over the gun, though they give it a nifty futuristic look that I kinda liked, it fit the theme of the weapon very well. The weapon info/lore is also bad.


Yeah, this one uses the same rounds as the SRS900, so that explainsa the low ammo carrying. Ammo pickups for it probably weren't fixed up yet, and its not textured. Will be reanimated in Blender as well.

Braethias wrote:
CYLO Mark II: This gun acts like it has no stock. The recoil/chaos you achieve from firing seems a bit much to me, but that may be the nature of the weapon. Also, the ammo type being different didn't seem to make much of a difference. Also, the melee attack animation has no cool down. I can melee attack as fast as I can click the button, unlike the other traditional melee weapons which have follow through time. (Time before you can attack again after swinging).

This gun seemed a bit... lacking. If this was the upgrade to the first version, I'd like my other gun back. (I named it Nancy.) pair "I can't hit you" with the ammo that seemed a bit weak and didn't light you on fire, I was killed many, many times with this gun. The only way I wound up getting kills was to run up and melee with the bayonet because I could click faster than the guy could shoot me. On occasion all it would take was one jab to the head to down them. I was not able to kill a wave in conflict with this gun.


This one was Sgt. Kelly's take on my baby the CYLO. You have to talk to him on that. :p

Braethias wrote:
CYLO UAW: Along with acting like it has no stock like it's counterpart, I also suffered from terrible inaccuracy with this gun, even stationary with the first round. (Which was no where near the reticule.) Also, the inability to interupt a reloading animation by firing a secondary (Or primary round) was a little frustrating at times. This also effected the melee animation, which also had the 'spam click for melee doom' syndrome.

Despite the inaccuracy of this weapon, I was able to achieve a rather stupid amount of kills. The damage of this gun is absurd, I was able to kill many people with just two bullets to the torso. The secondary fire is beautiful, and having a melee option is just win. If I didn't have an LS-14 this was my gun of choice. Aside from having a relatively weak shotgun blast (for a 12 gauge at least) I had no issues with using this beastly weapon. Except for the low ammo count that I could carry, but a slow RoF meant I didn't burn my ammo like a plainsfire. Plus I could just stab the guy. I was able to kill a wave in Joust conflict with this weapon.


Ah, my pride and joy! Glad you like it! I feel having three ways to kill someone always leaves you with an option. :P

The shotgun blast is actually not 12 guage, its been reduced to like 16 or 18 guage. Can you imagine having an AR with insanely powerful rounds with a fully powered SEMI-AUTO 12 guage shotgun underneath? Pretty sweet, huh? Evidently, someone thought it was unbalanced...

Braethias wrote:
Teh secret weapon that goes vroom vroom!: Aside from having ammo, I couldn't find any issues with this weapon aside from the 3rd person model and weapon info/lore.


This one really isn't coded at all. It just uses the majority of the NEX PlasEdge code for now. Will be getting a similar coding as the Monster Chainsaw a few posts back.

Basically, it was a quick design that I could get into the game in a relatively short time. Granted, I did put a bit of thought into the design, its my interpretation of a chainsaw sword. In order to be usable one handed, it'd have to be light with minimal vibrations, so gas isn't the way to go...

Braethias wrote:
VSK Rifle


This one is an interesting one. Its a Tranq rifle, with a tiny clip and automatic capabilities. Ideally we want it to have damage over time, but whether or not that happens remains to be seen. Sgt. Kelly is the one who knows more about this one, its his creation. And yeah, it'll get a model some time.

Braethias wrote:
SKAS: When using manual mode on this weapon, your hand appears to me cocking something that isn't there. The hand grabs a bit to the left and goes through the animations. 3rd person model also was incorrect. Reloading also seems a bit strange, since the drum just... falls and a new one slides right up. If it's a loop, the clip passes through your arm.

Having one of these pretty much guarantees you a massive killstreak, either from the fully auto good loving, or it's TRI barrel shot. Which, honestly, I found to be a bit lacking, since I had to be in melee range for it to kill people, the blast doesn't seem like it fires three shells. I also though it was a bit odd that the barrel rotates, but has shells in them already. From a logical standpoint, I though it would make more sense if the shells loaded like the original UT rocket launcher does to make this weapon slightly more fair for the poor victims. I mean opponents.


This one is Sgt. Kelly's creation. It is in fact a super weapon, it was intended for that role since creation. The model is actually pretty much the Dues Ex shotgun, only with three barrels.

As for animations, they're getting a touch up. There is a charging handle on the side, but it is hard to see it. I might make the pullout anim tilt the gun sideways so you can see it, dunno.

As for barrel rotating, well, when you really look at it, not much of anything on it makes sense. :P
I just figured rotating barrels are pretty much always awesome. :D

I do agree with the alt fire though.

Braethias wrote:
R98 rifle: The sound of the shots also echo as if you're outside in the air, and don't seem to react to your location. (In a small hallway, you'd expect muffling or echos, but there's nether.)

If you want a challenge, this is the rifle for you. Pair bolt action with nothing but iron sights and you've got one hell of a fight on your hands. Add in 5 round clip, and you're pretty much hosed. This gun was a challenge for me to use, didn't seem all that worthwhile to even pick up. I really liked the variations on the skins though, I spent a good 3 minutes trying to look at my rifle's colors and variations while being shot at on the run. Definitely a good handicap, this would make a good humbling gun. A lack of dot really hurt me here, I was hardly able to get any kills with this weapon, iron sights or no. A reason to use it would be pretty nice. I was unable to kill a wave of joust with this weapon.


To quote Sgt. Kelly:

Sgt. Kelly wrote:
It's a five round, fast firing rifle excellent for taking out those pesky far away boars. Its raw power is enough to potentially drop a full health tournament combatant in one shot to the chest. You're probably asking yourself right now, why would I ever use the Deermaster when I have THIS?!

The simple answer is this:
- 5 round clip.
- Low accuracy.
- High chaos.
- High recoil.
- Cost.


Braethias wrote:
MARS-2: This gun also uses the M50 casing. Ammo pickups include M900 grenades for a grenade launcher that doesn't exist on it. The weapon info/lore is bad. Casing includes 1st and 3rd person.


I don't know a whole lot about this one, but it will get a new model.

Braethias wrote:
Fisticuffs: I used the berserk fist config mutator and WoRM's spawn mutator to turn each health, shield, and armor pickup (Not adrenaline) into Udamage. I set the chance to 1.00 for each spawn type as well, but was unable to tell the difference with or without the effect. There's also an ammo count when you're ... equipped(?) with this.

Good ol' Doom. Aw shit yeah, nothing like a good skull punch to the back of the head to set things right. Or maybe you want to right hook? That's cool too. The only thing that could have made this any more ###### awesome was a pair of spiked knuckles on the left hand. Way to tribute sir, I applaud this creation.


Hee hee, good ol' Doom. Glad someone picked up the reference! :D

As for berserk... yeah... Its giving us problems. But. If you activate the Adrenaline Berserk, you might get a nice surprise. ;)

Balance-wise, its not really intended to be a good weapon, but it is always there. You are best off hitting them in the face though, and I don't remember if its currently working or not, but a punch to the face is supposed to blur and mess up the vision of the guy you punched.

Its only redeeming features are its insane boost to mobility when out, and when you go berserk.

As for spiked knuckles, probably not. But I do have a pair of fists with brass knuckles animated up and ready for use in game. ;)

Braethias wrote:
NEX Plas-edge: The only thing I could find with this weapon was the 3rd person model. Is seemed to use the ESK katana model.

This weapon confused me greatly, and honestly I wound up just switching to another weapon. A very short range and temperamental ammo meant that I was either reloading or dead when I didn't want to be. Such a huge set of drawbacks on a melee weapon should be offset by some crazy awesome explodingness, which just wasn't there for this weapon. If it was about 6 feet longer, this would be a fantastic weapon. But... just not as is. The lore was a bit interesting too, I enjoyed reading it, just not trying to use it to kill things with. I was not able to kill a wave of joust with this weapon.


This one, is complicated. The charge bar represents heat, and that heat builds up whenever you swing (but its supposed to only build as you hit), the heat build up represents the containing force field destabilizing.

Higher heat = more damage, but if the charge bar fills completely, the plasma stream, er, vents. Catastrophically. In your face. It also melts the power core so you must replace it. One of the buttons turns it off so it can cool down quickly, and when you block with it, you will reduce the damage from anything coming in at you, but it heats it up more.

its a tricky weapon, but quite powerful if you can fully understand it.

Braethias wrote:
Secret weapon that is blue! Or green?: The only issue I could find with this weapon was the 3rd person model. That and there are visable vertices, but again, it's a future-y type of weapon, it added to it, and I liked the effect overall.

I liked this weapon. Sharp as a razor and just as fun, this weapon would have been sweet if you could do more with it. A 3rd weapon of this type just seems a bit overkill. The alt. fire, a thrust, would have been sweet if it had some range on it, since the thing's made of nanites, giving it a ranged capability (albiet limited) would be pretty nice. A thrust and bam, dead bad guy over there. A bit of a role reversal, since most weapons of this type are secondary effects. The whole weapon from a first person view was gorgeous.


This is the Dragon's Tooth Sword from Dues Ex. I don't know much about it, but it is awesome looking. As for ranged attacks, I don't think so... but the stab is very powerful!


As you may have noticed, many of the weapon's don't have a background/info, and many are lacking death messages. For the most part, this is because we simply don't have any for them. :P

If you can think up some for us, it would be greatly appreciated!

Thanks for the reviews! Though I noticed a lack of break open shotguns... :(

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sat Jul 17, 2010 10:55 pm 
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Because I totally forgot to write down the notes I had for it, it was the first one I started with and I only started taking notes after this weapon once I realized I wouldn't be able to remember it all. Ammo pickups for it already exist, as does the gun itself. The only bug I found though is that the pose people have when dual wielding them isn't right, they use the single gun pose instead of dualies. That and the weapon info/lore uses the full coach guns' stuff.

All in all, the sawn off is fantastic for HOLY SHIT KILL IT OMG, but lighting up with all 4 barrels at once never really yielded the result I wanted. I wound up using them as single shots, since the single shots seem to be more effective at killing things. You'd think with a lighter weapon, reloading would be a bit quicker, all in all, I liked the weapon, it's just not my style.

And for the SKAS, the rotation makes sense to me, just not that the barrels already have shells in them wehn you push the button.

And as for lore/weapon info, I'd love to help out, but I'd like a concept art or something to give it a bit more awesome, I'd hate to write something kickass and have it not work for the weapon. I'd totally help out there, yeah. I love doing that sort of thing.

As for the MR-DR, the first thing that came to my head was a hold the button charge up and being able to bullet hose the clip in a very short amount of time. My second though what came RIGHT after that one is a proximity bomb. :D

In regard to the VSK, could you not half an effect mimicking being lit on fire, but just extending the green color shimmer and adding in the onscreen effect of walking into a toxic grenade cloud? That seems like an easy way to represent/do that.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Jul 18, 2010 1:29 am 
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Maybe for the Machine Pistol alternate fire, if i remember correctly, there is a melee no? How about a lunge attack? or maybe a bayonet that extends from the gun? Since it looks heavily focused on melee.

For the Tranq rifle, Maybe cause its a tranquilizer rifle, it might not cause much damage, but maybe cripple or slow down the person who is shot? Makes me think of a gametype where you go hunt unarmed people, with only a R98 and a tranq? Just for fun... :D

The NEX Plas-edge, Maybe instead of it heating up when you hit someone, it slowly heats up, until you hit someone. then it goes down. Reversed kinda. That might stop camping or something...

All good ideas, and a very interesting and insightful read by Braethias.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Jul 18, 2010 5:02 am 
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Hi Folks,
i want to add an issue, i dont know if already postet yet.

The New Battlerifle (without Scope) shows on some locations still the Scope.
The R98 Hunting Rifle has this issue not.

Its like the Scope is just transparent textured, but if you use the damage amplifier or if you are in some bright lighted locations, it shows up the scope.

In General, nice package, keep it up.

I wait since 2 years for the railbow already, i hope it still in progress ;)


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Jul 18, 2010 9:31 am 
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Its funny you'd say that about the new semi-auto battle rifle because i noticed it too, in fact i took this screenshot of it the other day. it really doesn't bother me, unless you're looking down the sights (and yes i play with cheats! waddyuh gonna do 'out it?)


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Jul 18, 2010 2:24 pm 
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Quote:
Jerk.

Edit: try and make it a bit easier to read.


wait what?

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Jul 18, 2010 4:05 pm 
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Captain Xavious wrote:
Yay! Feedback!

As for berserk... yeah... Its giving us problems. But. If you activate the Adrenaline Berserk, you might get a nice surprise. ;)


I found that out... :D
Hehe, get close to an enemy with that going... :D

No spoilers from me. ;)

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Jul 18, 2010 5:26 pm 
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TurdDrive wrote:
Quote:
Jerk.

Edit: try and make it a bit easier to read.


wait what?


The edit is something that came after all of it, read the sentence before Jerk and it'll make sense. I put the guns in bold so you could tell when a new one was starting. In an effort to make the whole thing y'know, easier to read rather than just WALLOFTEXT.

Edit: nothing wrong with cheats, I use them occasionally too. Though since there are some weapons I'm not a fan of, I aleady have my weapon line up chosen. 4 of my favorite guns for each swap option, so there's a lot of killing-goodness.



Edit #2: In relation to the pack, it does NOT play well (Read: at *all*) with the other BW weapons. I attempted to add some of them to the list of spawns via swapping menu, and the entire thing broke to all hell. It pretty much assigned weapons willy nilly, most notable was that the fist weapon was included into every catagory, and that ammo drops for it were berserk packs. I happened upon a berserk pack that had been swapped for Udamage and it read 'You picked up Berserk p++Udam50' and I recieved the Udamage upgrade. Had to remove the beta pack to restore swapping list functionality. Some weapons when changed with the swapping menu do not swap at all, but it appears mostly to be in the 5-9 number ranges. (Rockets, snipers, super weapons, etc) and occasionally shock rifles. When using 'Loaded' command for console, it gives UT weapons for most of the pack's weapons instead of the weapons spawning for that catagory as per the swapping menu.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Mon Jul 19, 2010 9:37 am 
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Braethias wrote:
Because I totally forgot to write down the notes I had for it, it was the first one I started with and I only started taking notes after this weapon once I realized I wouldn't be able to remember it all. Ammo pickups for it already exist, as does the gun itself. The only bug I found though is that the pose people have when dual wielding them isn't right, they use the single gun pose instead of dualies. That and the weapon info/lore uses the full coach guns' stuff.

All in all, the sawn off is fantastic for HOLY SHIT KILL IT OMG, but lighting up with all 4 barrels at once never really yielded the result I wanted. I wound up using them as single shots, since the single shots seem to be more effective at killing things. You'd think with a lighter weapon, reloading would be a bit quicker, all in all, I liked the weapon, it's just not my style.


I dunno, the duel barrel blast seems pretty effective to me. It does seem to not be nearly as effective when duel wielded though.

As for reload speed, its about a third faster than the Coach Gun, and the difference seems quite noticeable.

Braethias wrote:
And as for lore/weapon info, I'd love to help out, but I'd like a concept art or something to give it a bit more awesome, I'd hate to write something kickass and have it not work for the weapon. I'd totally help out there, yeah. I love doing that sort of thing.


Well, I'm not sure what to tell you there. We don't have any concept art, but if there's a model, that's pretty much what its gonna look like, and its pretty much coded to portray its planned functionality.

Pretty much anything you get us will probably work.

Braethias wrote:
As for the MR-DR, the first thing that came to my head was a hold the button charge up and being able to bullet hose the clip in a very short amount of time. My second though what came RIGHT after that one is a proximity bomb. :D


I like the first one. That might work. We'll have to see.

Braethias wrote:
In regard to the VSK, could you not half an effect mimicking being lit on fire, but just extending the green color shimmer and adding in the onscreen effect of walking into a toxic grenade cloud? That seems like an easy way to represent/do that.


That's exactly what we were thinking. :P

waffle shake wrote:
The NEX Plas-edge, Maybe instead of it heating up when you hit someone, it slowly heats up, until you hit someone. then it goes down. Reversed kinda. That might stop camping or something...


Well, I don't think camping with a melee weapon is to big of a problem, but an interesting idea none the less. My concern is that when people see it, they'll be even more afraid because their weapon blows up and they don't even do anything.

lepmuR wrote:
The New Battlerifle (without Scope) shows on some locations still the Scope.
The R98 Hunting Rifle has this issue not.

Its like the Scope is just transparent textured, but if you use the damage amplifier or if you are in some bright lighted locations, it shows up the scope.


That's actually exactly whats happening, actually, and I'm afraid we do not know how to solve those problems at this time.

lepmuR wrote:
In General, nice package, keep it up.

I wait since 2 years for the railbow already, i hope it still in progress ;)


Thanks! But, I wasn't aware of a railbow even being planned.

Braethias wrote:
Edit #2: In relation to the pack, it does NOT play well (Read: at *all*) with the other BW weapons. I attempted to add some of them to the list of spawns via swapping menu, and the entire thing broke to all hell. It pretty much assigned weapons willy nilly, most notable was that the fist weapon was included into every catagory, and that ammo drops for it were berserk packs. I happened upon a berserk pack that had been swapped for Udamage and it read 'You picked up Berserk p++Udam50' and I recieved the Udamage upgrade. Had to remove the beta pack to restore swapping list functionality. Some weapons when changed with the swapping menu do not swap at all, but it appears mostly to be in the 5-9 number ranges. (Rockets, snipers, super weapons, etc) and occasionally shock rifles. When using 'Loaded' command for console, it gives UT weapons for most of the pack's weapons instead of the weapons spawning for that catagory as per the swapping menu.


That's... weird. Did anyone else get this problem? I never noticed it before.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Mon Jul 19, 2010 8:28 pm 
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Yeah, I've had that problem many times. It stems from the itemizer trying to use the old guns that no longer exist. Easiest way to fix it is to delete or modify the BallisticV21.ini file.

Thanks for the awesome review by the way! :)

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Wed Jul 21, 2010 12:20 am 
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This happened even before I deleted anything, but I'll give that a shot. The swapping menu still gives me errors sometimes. (No E-23 Viper plasma gun, I do not want you to be enabled for every catagory! No, .45 handgun, I do not want you enabled for the assault rifle!) I've only ever deleted the BWcache file, didn't know I could ditch the other ones. Lemme guess, getting rid of any of the ini files defaults it back to normal, yeah?

also, lol @ berserk + fists. Makes WAY too much blood though, not that I'm complaining. Well, my PC is. Slows to a crawl. Love it.

edit: Never said the dual barrel blast wasn't effective, just that it didn't achieve the results I was looking for. Hehheh.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Wed Jul 21, 2010 9:28 pm 
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Just a heads up: My computer is malfunctioning and I can't access about 500 GB of material or my graphics card, so there probably won't be updates for a while. Just enjoy the beta in the mean time. :)

And for those who are interested in contributing, community lore for the guns would be awesome! I'm always open to public content, it is pretty much what has made this mod what it is today! :D

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Thu Jul 22, 2010 9:42 am 
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For the MARS, why not give it a new firemode? for example, mine laying or types of grenades (incendiary, shrapnel airburst, thermobaric, chemical, cluster bombs, all that cool stuff)

I'd like it to be different than the rest of the ARs.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Thu Jul 22, 2010 3:57 pm 
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Oh man, I hope you don't lose everything you have Kelly!

Sgt. Kelly wrote:
Yep, happy thanksgiving everyone!

Btw, Odie, since you had a server going for a while, do you know how to set them up? If you can help me set the BWC one up, I'll gladly add you to the testing roster. :)


I know I'm replying to this REALLY late, but I might beable to.

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Last edited by Odie on Thu Jul 22, 2010 11:19 pm, edited 2 times in total.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Thu Jul 22, 2010 6:57 pm 
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It will have a new model which I just prefer to not tell because I want to keep the surprise.
That will be good/great to have an other thing, Actually I'm very satisfied with the CYLO UAW which is one of the most refreshing AR from the pack, yeah an assault rifle with an underbarrel shotgun and a bayonet!

The CYLO mk II should have a proximity bomb mode instead of the suicide mode that doesn't exist I mean the mode should allow us to throw the weapon somewhere set as a prox bomb

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Thu Jul 22, 2010 7:07 pm 
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These three guns break the Badass-o-meter. Big time.
Maybe they can give you ideas for models?

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Thu Jul 22, 2010 11:28 pm 
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ChaosMarine wrote:
http://www.pascaleggert.de/games.html
These three guns break the Badass-o-meter. Big time.
Maybe they can give you ideas for models?


Omg those weapons are beautiful!

Damn near jizz-my-pants!

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Last edited by Odie on Fri Jul 23, 2010 3:44 am, edited 1 time in total.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Fri Jul 23, 2010 1:32 am 
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Wow, that is an understatement! That guy has some serious modeling and texturing skills.

That dual barrel design is sorta similar to what I have planned for the LS-14 Laser Carbine, but it may be a while until I get the alternating barrel system working.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Fri Jul 23, 2010 2:58 pm 
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The Titan C2 kinda looked like one of Glos' models with that two barrel design except a little more refined. All those weapons look awesome to say the least. Be nice to see something like those in BW. *wink wink* ;D

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Fri Jul 23, 2010 3:27 pm 
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Too Bad only a couple of people here could run it ;D

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Fri Jul 23, 2010 4:42 pm 
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Isn't that the weapons planed for crysis 2 or something related (like if the designer of those works on crysis 2 weapons) ?

I sew
An assault rifle using a Metal storm like system The TITAN C2 I like the versatility they gave to the system
An other assault rifle which sounds like the UT 2004 one but with a total bad ass design and a railgun type firing system using 4 coils in a X position and an underbarrel grenade launcher with a drum The EPIC 1
And finally the Personal Defense Weapon with a C like magazine which is a sub compact assault rifle, I find it close to the magpul PDR but with a very original design the THOR PDW

But nothing achieved the craziness of my four rotary barrel minigun :P

This guy have just a stunning talent, I hope the weapons from Crysis 2 would be as functional as the ones he modeled and as kick ass looking.
I think he has the right approach in regards to how making a weapon, making it realistic and original at the same time, this is a thing that is very difficult to me.
I try to give some plausibility to my weapons but I often fail, that's even why I try to look at the real weapons but I use other inspiration sources as well to make them and even sometimes surprising ones, because I think there is something needed to make weapons original is to make designs that aren't that conventional.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Wed Jul 28, 2010 12:47 pm 
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Captain Xavious wrote:
Yay! Feedback!


Braethias wrote:
VSK Rifle


This one is an interesting one. Its a Tranq rifle, with a tiny clip and automatic capabilities. Ideally we want it to have damage over time, but whether or not that happens remains to be seen. Sgt. Kelly is the one who knows more about this one, its his creation. And yeah, it'll get a model some time.




Tranq rifle so, the bullet causes a localized T10 nerve gas effect, just as a suggestion on how to accomplish that E=

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sat Jul 31, 2010 2:28 am 
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Here's the lore for the weapons that I noticed had bad or incomplete lore, they're just mostly first draft, but... I still like them. There is no MARS info because I couldn't think of anything since the things getting a unique look. I also tried to follow design similarities between the guns. Also, I made a list of each gun I have access to and it's manufacturer, and can post it if anyone wants. Was pretty handy to have, you can see what companies made what and what their focus is, even if it wasn't intentional.

Redwood Sawn-off Shotgun.

Manufacturer: Redwood Firearms
Primary shot: Double barrel shot
Secondary shot: Single barrel shot

The layers of caked blood and dirt is the only indication of the passing of time on this ancient weapon, once used by a ring leader of a now long gone gang in the old west. Having cut off most of the barrel, the owner found it much easier to conceal and found he could carry a second one, inspiring fear and false loyalty in those around him. Though he's gone, his weapon remains as formidable as it was then, firing ## gauge buckshot rounds, either in pairs or single shot. Without most of its barrel, the ease of use due to being much lighter is readily apparent, even in the hands of an amateur. Still packs one hell of a kick.

MARS-2 Assault rifle

Manufacturer: (Black & Wood?)
Primary fire: Select fire ### ______ rounds
Secondary Fire: Iron sights/Scope
Special: Laser Sight



LS-14 Laser Carbine

Manufacturer: UTC Defense Tech
Primary shot: Focused Particle Projection
Secondary: Mini Rockets
Special: Scope

The LS-14 Laser Carbine is UTC Defense Tech's prototype energy based assault weapon. The LS-14 features a computer control system, allowing the weapon to control its primary and secondary functions and has an easy to read screen that will tell its user about the status of the systems on it, including ammunition count, heat, and many other useful bits of information. The laser carbine features a magazine style battery, a side mounted mini rocket launcher, and a scope, making this weapon incredibly versatile.



MR-DR88 Machine Pistol

Manufacturer: UTC Defense Tech
Primary: Automatic #### Rounds
Secondary: Bash
Special: (?)

This bull pup style weapon, made by UTC Defense Tech, features a ring magazine holding 36 rounds of ### ammunition that wraps around the forearm and has a spiked steel knuckle on it. Because the bulk of the weight sits on the forearm and not on the wrist, this weapon is very easy to use either single or in pairs. With the unique magazine, some users may find reloading this weapon to be challenging, UTC designed an entirely new feed system for this weapon and as such is still in its experimental stages.


AK-490 Rifle

Manufacturer: Drake & Co.
Primary: 7.62" HV rounds
Secondary: Stock Smack

Chambering 7.62" high velocity rounds, this rifle is a homage to its' predecessor, the AK-47. Though the weapons' looks have hardly changed at all, this model features a vastly improved firing mechanism, allowing it to operate in the most punishing of conditions. Featuring a 30 round magazine, this weapon has automatic and semi-automatic firing modes, and a heavy reinforced stock. Drake & Co. designed this weapon to be practical and very easy to maintain. Containing few moving, easy to replace parts, means you can find this weapon anywhere and everywhere.

SKAS-21 Super Shotgun

Manufacturer: UTC Defense Tech
Primary - Variable fire mode Buckshot
Secondary - Tri barrel blast

The SKAS-21 Super Assault Shotgun is a brand new, state-of-the-art weapons system developed by UTC Defense Tech. Built to provide sustained suppressive fire, the fully automatic SKAS fires from an electrically assisted rotatable triple-barrel system. An easily replaceable drum magazine removes the downfall of most shotguns, having to reload one shell at a time. This shotgun features many different firing modes, including a manual pump action mode for shotgun enthusiasts.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Aug 01, 2010 1:35 am 
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Nice... Gotta love a bit of lore behind weapons.
Which got me thinking, A Ballistic weapon themed campaign mod maybe? Like different scenarios behind some of the weapons. Like with the Sawn-Off, You could play as the gang leader fighting off fools with the weapon. Then dying and it being blown out of the ground by mortar fire in the future. But it would take a hell of a long time to do probs.

:(


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Sun Aug 01, 2010 2:26 pm 
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No more so than an incredibly detailed map. After all assault maps are pretty much that.

... An assault map meant for one person would be pretty awesome. Makes me wish I knew how to do all of that. Heh. You could make plot and stuff. And story.

Is that even feasibly possible? There's already an inventory system.


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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Mon Aug 02, 2010 7:25 pm 
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Braethias wrote:
No more so than an incredibly detailed map. After all assault maps are pretty much that.

... An assault map meant for one person would be pretty awesome. Makes me wish I knew how to do all of that. Heh. You could make plot and stuff. And story.

Is that even feasibly possible? There's already an inventory system.


Well, there is some kind of Assault-like or Adventure mode for the UT2004, I think it was called Monster's Adventure or something.

You're pretty much a sole player, going through a mission, killing aliens or Skrin (Sorry, not really into Unreal lore) from the good ol' Unreal games. Or atleast I think it is.

This mod is pretty much very scarce, there are like only four or five maps for it. Other than that, atleast the maps are very fun and long!

I recommend you that, but yeah, it would be very hard to find.

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 Post subject: Re: Sergeant Kelly's Weapon Pack [Public Beta RELEASED]
PostPosted: Tue Aug 03, 2010 11:30 am 
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I think you're talking about Old Skool Monster Adventure. Very awesome maps, but it doesn't cooperate well with BW. I was able to fix one problem with the monsters not seeing you, but there's still another, more serious problem left... :/

It is a shame there aren't many maps for it though. Its quite fun.

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