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Need Beta Testers for MOD [message #60734] Mon, 05 January 2004 18:32 Go to next message
Aronjames is currently offline  Aronjames
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I've decided to get back into the Renegade scene. Ive resurrected a old C&R/DM MOD Ive been working on and its now ready to be tested. Email me for a description of the map and to apply to be a tester. Please make the subject of the email "TotC Beta Test". Thanx. And for those of you who want screenies here's some:

Front view of one of the prison blocks:
http://home.thegrid.net/~aronjames/images/Complex_Front.jpg

Side view of one of the prison blocks:
http://home.thegrid.net/~aronjames/images/Complex_Side.jpg

Prison cells:
http://home.thegrid.net/~aronjames/images/PrisonCells.jpg

Nod Garage:
http://home.thegrid.net/~aronjames/images/NOD_Garage.jpg

"Red Room":
http://home.thegrid.net/~aronjames/images/Red_Room.jpg


The codemonkey has spoken
Need Beta Testers for MOD [message #60788] Tue, 06 January 2004 12:15 Go to previous messageGo to next message
Dante
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looks like a map, not a mod.

Need Beta Testers for MOD [message #60790] Tue, 06 January 2004 12:43 Go to previous messageGo to next message
Majiin Vegeta is currently offline  Majiin Vegeta
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lol


cells look pretty good
Need Beta Testers for MOD [message #60809] Tue, 06 January 2004 14:26 Go to previous messageGo to next message
Aronjames is currently offline  Aronjames
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sadly it is a MOD. I made quite a few changes to the game to balance the game and added a few things. I dont know how to do those and not have it packaged in a MOD, if it was possible I would do it if someone could show me how.

The codemonkey has spoken
Need Beta Testers for MOD [message #60850] Tue, 06 January 2004 18:15 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It's a mod or a modification, not a MOD.
Need Beta Testers for MOD [message #60873] Tue, 06 January 2004 19:34 Go to previous messageGo to next message
PsycoArmy is currently offline  PsycoArmy
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Moderator Edit: Attacking forum staff will get you banned. Consider this your first warning.

http://www.boomspeed.com/psycoarmy2/boxhead.gif
Need Beta Testers for MOD [message #60879] Tue, 06 January 2004 20:03 Go to previous messageGo to next message
Aronjames is currently offline  Aronjames
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Really... Well I guess it must have changed while I was gone. I got flamed real bad in other forums for using it lower case. And I guess people still think me lowly as Ive only got 1 response. Ive also been working on setting up a FDS on a T1 to host the mod for the beta test. And here are a few more screen shots:

General Layout:
http://home.thegrid.net/~aronjames/images/Layout1.jpg

GDI Garage:
http://home.thegrid.net/~aronjames/images/GDI_Garage.jpg

Recreation Room:
http://home.thegrid.net/~aronjames/images/Recreation_Room.jpg


The codemonkey has spoken
Need Beta Testers for MOD [message #60881] Tue, 06 January 2004 20:20 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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What are the changes you have made for balance?

Because I bet I could make it work Razz


-->
Need Beta Testers for MOD [message #60884] Tue, 06 January 2004 20:57 Go to previous messageGo to next message
Aronjames is currently offline  Aronjames
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Well only a few are mentioned (or remembered) in the readme and not all of them are implemented yet. Mostly so that I dont have to deal with balancing everything at once. Well here's the Readme excerpt description

The map is set in a prison compound. There are no bases as this is a DM/CR style map. The GDI and Nod
areas are located at opposite ends of the compound in their own little prison blocks. There is a central
courtyard which function is still to be decided. Mainly right now to provide some cover. Each base is
locked with 2 keycard. Each player automatically spawns with the keycards for their base. The first keycard for each team is located somewhere on the map. The keycards are used to access certain parts of your base ad you need the first card of your enemy to even enter their base. There are keycard spawners
inside each base for that base but are protected by locked gates so to get at them you have to sneak
behind someone with the cards. And if you manage to collect all 4 security cards inside each base is an
area which holds armor and health powerups. Also each base has a garage which houses spawners for their
vehicles. GDI has the sedan, and Nod has the Pickup Truck. The Pickup truck is fater than the Sedan but
can only hold 2 people and has 100 health. The Sedan can carry 4 people and has 150 health and has a
higher traction rating but is slower than the Pickup Truck. Also in this mod the Stealth Soldier has
been stripped of weapons save a mine and a scaled down pistol but they remain undetectable closer up
than in normal MP. GDI also has a respective Stealth Soldier called the Infiltrator. Also each base has
6 prison cells for captured enemy soldiers. These cells have a heal kit in each of them so that prisoner
will have around half health.


-----------
I havent gotten around to it but to even out the stealth Ive decided to add a faint beeping noise to them so you know they are around even if you cant see them. Also adding a decloak powerup to the powerup room that is unavoidable so we dont have uber stealths...


The codemonkey has spoken

[Updated on: Tue, 06 January 2004 21:44]

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Need Beta Testers for MOD [message #60886] Tue, 06 January 2004 21:13 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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It is also Nod, not NOD.
Need Beta Testers for MOD [message #60887] Tue, 06 January 2004 21:18 Go to previous messageGo to next message
Gernader8 is currently offline  Gernader8
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Its not too bad, but you will want to change the size of your textures. The tiles look about 8 feet wide, and they should be about 1-2 feet.

Creator of the 'Reborn Bashing' smilie http://www.n00bstories.com/image.fetch.php?id=1402449341 (My claim to fame)

Have a question give me an E-mail:
MrSFX1@aol.com
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Need Beta Testers for MOD [message #60889] Tue, 06 January 2004 21:37 Go to previous messageGo to next message
Aronjames is currently offline  Aronjames
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Geez... Someone has an anal retentive attention to detail... Guess thats why your maps are so good. But come on Ive been out of the scene for a year you cant honestly expect me to be at your level, just a little break...

And Gernader If I could I would but thats as close as I can get right now


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Need Beta Testers for MOD [message #60906] Wed, 07 January 2004 03:08 Go to previous messageGo to next message
Ferhago is currently offline  Ferhago
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Remember, It's Mod, Not MOD
Need Beta Testers for MOD [message #60917] Wed, 07 January 2004 05:25 Go to previous messageGo to next message
brent3000 is currently offline  brent3000
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Could i test it.....

______________________________________________

He Who controls the past,
commands the future.
He who commands the future,
conquers the past. -Kane
______________________________________________
Nod VS :gdi: Winner is Nod
Need Beta Testers for MOD [message #60931] Wed, 07 January 2004 06:40 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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Those who flamed you because you said "mod" in lower case instead of caps are idiots. "Mod" is not an acronymn, it is only short for "modification".

(I've seen people on other forums refer to the word "mod" to be short for a game "moderation" instead of a game "modification". )


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If anyone needs any help with using 3dsmax, or gmax feel free to contact me.

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Need Beta Testers for MOD [message #60951] Wed, 07 January 2004 11:38 Go to previous messageGo to next message
Dante
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Lighting->Compute Vertex Solve


its your friend...


Need Beta Testers for MOD [message #60953] Wed, 07 January 2004 12:12 Go to previous messageGo to next message
Deafwasp is currently offline  Deafwasp
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Wink
Need Beta Testers for MOD [message #60967] Wed, 07 January 2004 13:51 Go to previous messageGo to next message
bigwig992 is currently offline  bigwig992
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Add in some trees from the tile presets. Also, you can temp almost anything in commando and still have it be a .mix.

-The ONLY Renegade fan to pee off a school.
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Need Beta Testers for MOD [message #60985] Wed, 07 January 2004 16:22 Go to previous messageGo to next message
Aronjames is currently offline  Aronjames
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I know that Dante But I dont like how it makes my map look besides it ruins the effect. So not in this case. Ill try it again when I finish my light house models

Why would I need trees?


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Need Beta Testers for MOD [message #60997] Wed, 07 January 2004 18:14 Go to previous messageGo to next message
SuperFlyingEngi is currently offline  SuperFlyingEngi
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Trees would just make the map look more finished...

Although you should experiment with the map to see if too many trees get in the way of, say, driving...

It's all in the balance...


"To announce that there must be no criticism of the President, or that we are to stand by the President, right or wrong, is not only unpatriotic and servile, but is morally treasonable to the American public." -- Theodore Roosevelt (1918)

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Need Beta Testers for MOD [message #61007] Wed, 07 January 2004 19:25 Go to previous messageGo to next message
Aronjames is currently offline  Aronjames
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Well possibly along the edges.

The codemonkey has spoken
Need Beta Testers for MOD [message #61185] Fri, 09 January 2004 10:58 Go to previous message
Aronjames is currently offline  Aronjames
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Okay Im going to expand the level by adding a few defense items. And modify a few settings. I am going to include a few controllable turrets for each side and make the rocket soldier's missiles do half damage but double their speed and range and also make them homing. Also Im reducing thier health and speed.

The codemonkey has spoken
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