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Topics - Saber15

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1
Games / MechWarrior 4: Mercenaries free release
« on: July 22, 2010, 11:17:13 AM »
(There was a thread a while ago, but it had almost no info)



Download it here: http://www.mektek.net/index.php?pid=13  This only downloads MTX, which is the downloading and updating program. You download MW4 by opening MTX, going to "Games Available", and right clicking MechWarrior 4: Mercenaries then hitting Install/download/somethingorother I recommend you first go to File>> Options >> Network, and select the "http (web) Experimental" download option to download it faster.

You will probably need to readjust the controls, as the defaults are stuff and made mostly for joysticks. Make sure you set your Mouse to Torso twist (on the left side) otherwise you can't aim. Some of the controls are redundant for players who have a ton of control pads and want to use all buttons.

To play the tutorial, go to "Instant Action", click the "Action Type" box in the center, and select "Training"

MechWarrior 4: Mercenaries is a BattleMech action-simulator in the (BattleTech universe) released as a standalone expansion pack for MechWarrior 4: Vengeance in 2002. In MW4: Mercs singleplayer, you take control of a 30 foot tall war machine known as a BattleMech (mech), and command a squad of mercenaries as you undertake missions for pay. Completing missions rewards you with salvaged mechs and weaponry, and C-Bills for buying brand new mechs, weaponry, and hiring pilots. The game takes place during the FedCom civil war, and you fight for either the Steiners, or Davions, plus some neutral factions.

MW4: Mercs multiplayer has players each in their own mech, usually in team deathmatch or deatmatch, with the occasional Mission play servers (objective based). Avoid servers which have "NH" and "UA" checked on the right side of the server browser, as these are no heat, unlimited ammo servers; everyone will just spam lasers and hide behind hills in this mode.

The game has in depth mech customization, allowing players to swap out weaponry, armor, engine upgrades, electronics, and heatsinks. Weapons require specific slot types, so you can't for example put a laser in a missile slot. The amount of equipment you put on your mech is limited by tonnage; you cannot put more stuff on your mech than the mech can physically support. In other words, you can't put 30 tons of weapons on a 20 ton mech.

Speaking of which, mech tonnages:
Mechs all have a specific weight. The heavier your mech is, the more stuff you can stuff on it, but the slower it will move. Mechs are defined into 4 broad classes:
Light: 20-35 ton mechs. Usually scouts or light harassers, rarely can mount big weapons.
Medium: 40-55 ton mechs. Usually harassers or snipers, can mount a couple large weaponry.
Heavies: 60-75 ton mechs. Usually brawlers or snipers, can mount high power weaponry and still move at a decent speed.
Assaults: 80-100 ton mechs. Usually long range or medium range powerhouses. You don't want to go solo against one of these.

I'd list mechs, but there's over 100 of them

Weapons in MW4 are divided into 3 categories:
Lasers: Infinite ammo, hitscan weapons. They will never run out of ammo and have a high damage per ton, but generate a lot of heat and require heatsinks. Big lasers have more range than smaller ones.
Ballistics: Limited ammo, projectile weapons. They have a high amount of damage per bullet and generate almost no heat, but they're extremely heavy. Bigger ballistics have less range than smaller ones.
Missiles: Guided and unguided, limited ammo weapons. Some missiles require you to hold your crosshair onto a mech for a few seconds before it locks on.

I'd list weapons, but there's hundreds, so I'll just list the basic types

Lasers
(ER = extended range)
Lasers: Slow firing hitscan lasers. Comes in small, medium, and large sizes, with ER versions for each type.
Pulse lasers: Fast firing hitscan lasers, generate a crapton of heat. Comes in small, medium, and large sizes, with ER versions for each type
PPCs: Slow firing sniping lasers, generate an ungodly amount of heat. Comes in ER, Linked Capacitor, and Capacitor types.
Heavy lasers: Slow firing, low range, ultra high damage (and heat) lasers. Comes in small, medium, and large sizes

Ballistics
Autocannons: High power, giant tank cannons. Come in multiple calibres, AC/2, AC/5, AC/10, and AC/20
Ultra Autocannons: High power, giant tank cannons and fires two bullets per trigger pull. Comes in multiple calibres, UAC/2, UAC/5, UAC/10, and UAC/20.
Rotary Autocannons: Gatling guns, fires extremely fast but can jam. Comes in RAC/2, RAC/5, RAC/10, and RAC/20
Gauss guns: Ultra high power supersonic cannons, recycles slowly. Comes in Mini Gauss, Light Gauss, (standard) Gauss, and Heavy Gauss sizes.
Artillery: Indirect fire, high explosive artillery cannons. Contains the HEAP-AGL, Inferno AGL, Smoke AGL, and Long Tom.

Missiles
(Streak = Guided versions, Artemis IV = Added guidance system which decreases lockon time)
Long Range Missiles: High power, long range guided rockets. Requires a lock to fire accurately. Comes in LRM5, LRM10, LRM15, and LRM20 sizes. LRM10 and LRM20 can mount Artemis IV
Medium Range missiles: High power, unguided (Streak MRMs are guided) rockets. Comes in MRM10, MRM20, MRM30, and MRM40 sizes.
Short range missiles: Lightweight unguided (Streak SRMs are guided) rockets, comes in SRM2, SRM4, and SRM6 sizes.
Arrow IV Artillery: Extremely powerful cruise missiles, requires a lock to fire accurately. Comes in Arrow IV Thunderbolt, Arrow IV Cluster, and Arrow IV + Artemis IV


Weapon slots in the mechlab have more categories:
Red = Lasers only
Yellow = Ballistics only
Green = Missiles only
Gray = Omni slot, can mount every type of weaponry.
Pink = Lasers and missiles only
Deep blue = Lasers and ballistics only
Cyan = Ballistics and missiles

Equipment:
Beagle Active Probe (BAP): Radar range boost. Will detect passive mechs or mechs with ECM further out, and on servers with Line of Sight (advanced) radar, it can see through buildings.
ECM: Will reduce the range enemies can see you on their radar, and on advanced radar servers, will keep mechs with BAP from seeing you through buildings.
Laser antimissile system (LAMS): This will shoot down some incoming missiles, useful on wide open maps.
Jumpjets (JJs): Lets you jump up into the air. Useful in city maps for getting ontop of buildings. If you land ontop of an enemy mech using jumpjets, you will cause massive damage on their mech.
IFF Jammer: Will cause your mech to appear neutral under an enemy's crosshair until you get close to him. Useful on city maps.
Advanced Gyro: This will reduce the knock caused by enemy weapons, and reduce the likelihood of your mech collapsing after being shot at with high power weaponry.
Enhanced Optics: This will increase the size of the zoom window.
Heatsinks: Not installed as equipment, as you can install as many as you want. These are critical to cooling your mech down if you're using laser weaponry. If you can't cool it enough, your HUD will begin to screw up, then you shut down, and need to wait for it to cool down.
Engine tunings: Not installed as equipment, as you can adjust how many you have. Upgrading your engine will make your mech run faster, but uses up tonnage, and get progressively heavier as you upgrade. Downgrading your engine will free up tonnage for other stuff.

Armor protects your mechs interior, AKA makes you not die from a single small laser hit. There are 3 types of armor:
Ferro-Fibrous: The general use armor. Protects equally against all weapons types, and is the lightest type.
Reactive: Heavier armor used to protect against ballistic weapons.
Reflective: Heavier armor used to protect against laser weapons.

Pictures:

Battle between an UrbanMech (light) and a Shadow Cat (medium).

Grouping up with teammates to flank an entrenched enemy position.

Playing in the Solaris Arena in the singleplayer campaign.

Kodiak 100 ton assault mech.

Mechlab.

Critically damaged my mech after a fight.

2
Games / MechWarrior: Living Legends
« on: December 30, 2009, 10:16:13 AM »
http://www.mechlivinglegends.net/

Do you remember MechWarrior? No, you don't, because you're probably 13.
You pilot a giant loving robot and blow stuff up.

http://www.youtube.com/watch?v=lNFeE8mIlxQ

This is a total-conversion mod for Crysis (As in, the original Crysis, not Warhead), and requires you to patch Crysis up to version 1.21

It's combined warfare, meaning there are infantry (in power armor), tanks, VTOLs, aerospace fighters, and of course the BattleMechs. As of right now, it's basically team death match.

The mod is simulation-ish, you can blast weapons off enemy 'Mechs, and kill pilots in their roosterpits if you're a good shot. But you also have to manage your heat carefully in battle, otherwise you'll shutdown or go nuclear when you die.









Glossary:
Aerospace fighter: Basically, jet fighters. They either pack bombs or anti-fighter weapons like lasers or machine guns
Battlearmor: Also called Elementals, Infantry, and BA. The game's 'infantry', you spawn in this and cannot leave it. They are equipped with jump jets, a small laser, and double missile launchers, and can equip one other weapon, and use satchel grenades.
BattleMech: Giant bipedal or quadrupedal walking tank, powered by fusion reactors. They come in 4 varietes:
              Light: 20-35 tons, they're fast and poorly armored, but usually have one powerful weapon, and they're dirt cheap.
              Medium: 40-55 tons, they're the bread-and-butter mechs. Balanced in terms of speed and armor, but some are poorly armed.
              Heavy: 60-75 tons, slow and highly armored.
              Assault: 80-100 tons, slow as stuff, enough firepower to level a town. Ridiculously expensive.
Coolant: A liquid used to cool 'Mechs in battle. Pressing C to flush coolant will quickly cool your mech, but you have a limited amount of coolant.
Emergency shutdown: This is what happens when you get too liberal with your weapons. If you shutdown in the middle of a battle, you're a sitting duck. Press P to power back up.
Laser: The most common weapon type. They have infinite ammo and good damage, but generate a lot of heat when fired. Comes in several flavors.
             ER: Extended Range. Clan mechs have ER versions of lasers. Any laser can be ER.
                    Pulse: Fast firing lasers, though they do less damage than Beams and heat management is a problem when using them. Come in L, M, S and the ER versions of those.
                    Beam: Slow firing lasers, which when fired have an active beam for about half a second; the beam must be kept on the enemy to do max damage. Come in L, M, S and the ER versions of those.
                       Large: High power, slow firing rate. Generates a ton of heat
                       Medium: Average damage, firing rate, and heat.
                       Small: Worthless. Tiny damage, high firing rate, almost no heat.
                   PPC: Particle Project Cannor. Very high range and damage, but slow firing rate and high heat.
Missiles: High powered, indirect fire ammunition weapons. They generate average heat and have limited ammo, but can track enemies. Comes in several varieties. Rack size indicates how many missiles it fires at a time.
                     LRM: Long range missiles, they have high power and range, but have a minimum range of 300 meters. Comes in rack sizes 5, 10, 15, 20
                     SRM: Short range missile, high powered and recycles pretty fast, but has a low range and limited ammo. Comes in rack sizes 2, 4, 6
                     Thunderbolt: Ultra-high powered missile, but has only one shot, and poor tracking.
                     ArrowIV: The mother of all LRMs. They do insane damage from long distance, but usually require a teammate with a TAG laser to spot enemeis for you. And they have limited ammo, are heavy, and have a minimum range.
                     Firebombs: Not really missiles, but unguided bombs dropped from Aerospace fighters. They do ridiculous damage, but the fighters can only carry a 2 of them at a time.
Projectile: Direct fire, ammunition based weapons. They usually do high damage with little/no heat generation, but are heavy and have limited ammo.
                     AC: Auto cannons, high powered cannons like that of a main battle tank. Come in sizes: 2, 5, 10, 20. High numbers indicate higher power.
                     RAC: Rotary Autocannons, miniguns basically. Insane fire rate. They don't do much damage though, and can jam.
                     LBX: Shotgun. Comes in sizes: 5, 10, 20.
                     MG: Machine Gun. High range and fire rate, perfectly accurate, high amounts of ammo, but weak and it chews through ammo.
                     Gauss gun: The projectile version of the PPC. It generates no heat, does high damage, and can cause mechs to stumble when hit with it. However, it has small ammo reserves, and fires slowly. Comes in Light, Gauss, and Heavy versions.
Tank: The poor man's 'Mech. They aren't as versatile, but have good armor, speed, and firepower.
VTOL: Vertical Take Off and Landing. They're basically helicopters, control wise. Usually have only a few weapons and poor armor, but most units simply can't hit them.



You need a good computer to play this on high settings. A computer that can play Half-life 2 Episode 2 on medium/high should be able play this on low/medium.

3
Games / Tribes 2 / TribesNext
« on: November 26, 2009, 06:08:34 PM »
http://tribesnext.com/

You people need to learn how to post threads about videogames with actual info, SO:

It's a (now free) online, large scale FPS similar to Battlefield or Team Fortress WITH JETPACKS. It uses the original version of Torque, which is what Blockland uses (except more up to date). It also has semi-competent bots for singleplayer practice.

PLAY THE TUTORIAL BEFORE TRYING TO PLAY ONLINE UNLESS YOU LIKE TO DIE A LOT.

http://www.youtube.com/watch?v=oOp7NsSiKos
(Note: The video has the graphics set to low/medium.)

STORY
You want the enemy flag. Steal it, and take it back to your base. Or help your team get the flag. You have a jetpack to help get around.

Controls (default):
EDSF is the default control scheme for movement, NOT WASD.
Mouse 1- Fire
Mouse 2- Jetpack (Boost when in vehicles.)
R- Activate pack/deactivate pack.
W- Next weapon
Space (tap)- Jump/exit vehicle.
Space (hold)- Ski (Hold space when going downhill to build up tremendous speed)
NUMPAD ENTER - Open inventory favorites.
L- Targetting laser
B- Throw mine (hold longer to throw it further)
G- Toss grenade (hold longer to throw it further)
H- Place beacon
V- Open the voice menu.
C- Open the control circuit
N- Open the assignment list
Y- Chat
U- Teamchat
Q- Use repair kit (one time use item all players carry to restore some health.)
CTRL-F- Drop flag
CTRL-R- Drop pack
CTRL-W- Drop weapon

Gamemodes
Capture the flag: Team based; Steal the enemy flag and bring it to your base to get points for yourself and your team. You cannot capture without your flag being at base. Touch your flag to return it to base. Usually has a midsized base. This is by far the most popular gamemode.
Siege: Team based; The defenders have a large and elaborate base, and the attackers need to capture it by disabling the defender's generators and touching the Control switch in the base.
Rabbit: Steal the flag and try to survive as long as possible. All the players not carrying the flag are allies, meaning you loose points if you try to kill them when you don't have the flag.
Team rabbit: Team based; Basically soccer WITH JETPACKS
Hunters: Kill enemy players to make them drop flags. Pick up the flags and return them to the Nexus to get points. The more flags you're carrying, the more points you get.
Team hunters: Hunters with 2 teams.
Bounty: This is a confusing gamemode. Basically, you're given a target. You need to kill them, without killing pedestrians (everyone else). Other players will have you as a target, and they're free game to kill.
Capture and control (I think): Team based; This gamemode has the players spawning without a base, and requires them to go around and capture small bases scattered around the map by touching the Control switch in them.
Deathmatch: You spawn in a basic armor, and weapons are scattered across the map (which may or may not have neutral inventory stations.) Kill as many players as possible.
Attack and defend (I think): Team based; Attack select enemy equipment, and defend your own equipment.



Players use one of 3 armors:
Scout, which has the unique Laser rifle and Cloaking pack. The class is great for flag stealing, infiltration, and annoying the stuff out of Juggernauts. You spawn in this armor. This class can pilot all vehicles
Assault, which has no unique weapons or packs, but can use any pack (except the cloaking pack), has great durability and mobility, and makes for a great support class (repairing bases, piloting cooperative vehicles, etc.) It can pilot all vehicles except the Wildcat cycle.
Juggernaut, which can carry the massive Fusion Mortar launcher. This class is slow, has too much inertia and can take a missile to the face and keep on coming. It cannot pilot any vehicle, but can ride in Tailgunner positions on bombers and transports.

Weapons available for use:
Blaster: Pewpewpew pistol, it's useless except for the fact that it completely ignores shield packs, damaging the wearer directly. It also ricochets, meaning you'll probably kill yourself a lot when using it. It has infinite ammo, and uses your jetpack energy to fire.
Chaingun: Automatic weapon, does a great deal of damage in a short amount of time, great for killing flying players. The only real disadvantage to this gun is the wind up and difficulty of aiming.
Spinfusor: Tribes' iconic blue explosive Frisbee launcher. It shoots explosive disks at tremendous speed, which do high damage and have a good sized explosion. It has a slow rate of fire and is almost useless for taking out base equipment and vehicles.
Shocklance: A oversized taser basically, it has poor range, a terrible rate of fire, and can instantly kill with backshots. It also causes vehicles to spin when shot with this, and it has infinite ammo.
Grenade launcher: A arcing, rapid fire grenade launcher. It's not as good as the Spinfusor in most situations, but it does more damage faster and is great for chasing players.
Plasma rifle: A short ranged explosive rifle, with high damage output and decent rate of fire. It's almost useless outdoors, but is very useful indoors and for killing equipment.
Laser rifle: A laser sniper rifle, used by Scouts. It requires an energy pack, and has infinite ammo, can kill most classes in 2-3 hits, and is a hitscan weapon. The catch with it is that it uses all your energy, and the damage is based on how much energy you have; meaning you have to wait a second or so after each shot in order to do the most damage.
Missile launcher: A heat seeking anti-vehicle weapon. It does tremendous damage, but cannot be fired without a lock, and will chase flares. It can also lock onto jetting players. Scouts cannot use this weapon.
ELF beam: Short ranged seeking weapon. It drains energy from whatever it hits, meaning it's great for grounding the annoying Scouts and disabling the shields on Juggernauts. It also has a slight seeking factor, meaning you don't need to aim directly at the enemy to hit them with it. Infinite ammo, uses jetpack energy to fire.
Fusion Mortar: The daddy of all grenade launchers. Can instantly kill Scouts, and kills everything else in 2-3 hits. Only the Juggernaut can use this.
Targeting laser: It's a laser pointer, does absolutely no damage and all classes carry it. It will project a aiming point for players using a Grenade launcher or Fusion mortar, so they can hit the exact spot where the targeting laser is pointing. It's also great for pissing off snipers, because it makes a glare when you look at it, and it will make the sniper more visible.

Packs available for use:
Energy pack: This pack will increase your rate of energy regeneration, and increase your reserves. It has no active state.
Shield pack: This pack will provide total resistance to all damage (except blasters) when active. Damage is converted into drain on your jetpack energy, meaning it doesn't last very long in a heavy firefight.
Repair pack: This pack will give you a repair gun when you activate it, in order to repair players, equipment, and vehicles.
Sensor jammer pack: This pack will render the user invisible to enemy radar (you won't have a big red triangle over your head to enemies) when passive. When active, the jamming effect will render all nearby teammates invisible, or whatever vehicle you're in.
Cloaking pack: This pack will turn the user invisible when active, at the cost of a constant energy drain. Only scouts can use this pack.
Ammunition pack: This pack will double all your ammo reserves. It has no active state.
Deployables: Landspike/Spiderclamp turrets, Deployable inventory stations, motion sensors, pulse sensors, turret barrels.

Base equipment:
Generator/Solar panel: This powers everything in your base; when it is disabled, nothing in your base will work, and the lighting inside will turn off.
Inventory station: Players get into armor and pick up their weapons from this station. Simply select whatever favorite loadout you want, and step onto the inventory station and walk out. You're now in your armor and have all your favorite weapons!
Base Turrets: Automatic turrets with swappable weapon barrels. They will automatically fire on any enemy player that they can see on radar. They can also be controlled by players from the Control Circuit.
Sensors: Large sensors which will detect enemy players on radar. They are limited by terrain, and cannot detect cloakers and sensor jammers.
Sentry turrets: Small motion based turrets, they will fire on mobile enemies (even cloakers) in their detection radius.

Deployables:
Spiderclamp turret: A small indoor turret which fires blaster bolts. Can only be deployed on base surfaces.
Landspike turret: A small outdoor turret which fires plasma bolts. Can only be deployed on the ground.
Deployable inventory station: A miniature inventory station which can change a player's weapons and pack; but cannot give out more inventory stations or change a player's armor.
Motion sensors: Small sensors with a small radius. They're designed to pick up cloakers on radar.
Pulse sensors: Small version of base sensors. They boost your radar coverage, when deployed in the right places. Terrain blocks their coverage.

Grenades/other:
Grenade: Plain grenade, does average damage.
Flare: This grenade will distract enemy missiles.
Whiteout grenade: Basically a flashbang. It will temporarily whiteout the screens of anyone near it and make a loud noise.
Concussion grenade: This grenade does no damage, but anyone near the blast will have their packs torn off and their weapons ripped from their hands.
Camera grenade: A small deployable camera. Pretty much useless except for spying on the enemy base, or in Classic, picking up Sensor jammed players.
Mines Explosive mines, with a small detection radius. It has no identification though, meaning teammates will trigger them.
Beacon Marker for finding objects. It will also give players with arcing weapons a point to aim at to hit the beacon.

Vehicles available for use:
Wildcat gravcycle: A motorcycle on crack; almost impossible to hit, great for mowing down players, and has the durability of a piece of paper. Don't expect to last long when fighting a competent player. It carries no weapons (except in the popular Classic mod, which gives it a chaingun on the front). Boost with the jetpack key when going forward.
Beowulf terragrav tank: 2 person hyper death machine. The pilot controls everything on the tank except for the turret, which is manned by another player. It carries a Fusion Mortar launcher and a high power Chaingun. It has a crazy amount of armor and shielding, and can boost for long periods of time. However, the tank is too fast for its own good, meaning you'll take more damage from smashing into hills than from enemy players.  Airbrake with the jetpack key when not holding any movement keys, and boost with the jetpack key when holding a movement key. Use the mouse wheel or keyboard numbers to switch between the mortar and the chaingun.
Jericho Mobile point base: A slow as stuff wheeled car; the top speed is 50 kph. However, when you park it and get out, the vehicle will deploy a missile turret and a full sized inventory station for teammates to use. Boost with the jetpack key when holding a movemeny key.
Shrike Turbograv: A VTOL fighter, it's fast, sleek, and powerful. It's armed with 2 AA cannons, which are great for taking out vehicles, and the high speed means you can ram players to death. It's lightly armored however, and your AA cannons, shields, and boost are tied to the same reserve; meaning if you run out of shields, you cannot shoot or boost. Hold the jetpack key without any movement keys to boost up, and hold the jetpack key with forward/back to boost forward or backwards.
Thundersword bomber: A VTOL bomber. It has a crew of 3: A pilot, bombardier, and tailgunner. The bombardier can drop bombs which will instagib players and most vehicles, and use a (useless) sentry Blaster on the underside. The tailgunner drops flares to distract missiles and uses weapons to shoot down incoming Shrikes. Hold the jetpack key without any movement keys to boost up, and hold the jetpack key with forward/back to boost forward or backwards.
Havoc transport: A big ugly VTOL with no weapons. It can carry 5 Juggernauts in the arms of the Havoc, plus 1 pilot. Hold the jetpack key without any movement keys to boost up, and hold the jetpack key with forward/back to boost forward or backwards.

Terminology:
Minedisking: Throwing a mine at a player and then hitting them with an explosive weapon to blow up the mine.
Base rape: Constantly disabling a enemy base.
Rape train: A constant stream of enemy juggernauts entering your base to base rape it.
HO: Heavy offense. See also: Rape train
MA: Mid-air hit, with spinfusors and plasma rifles.
Mortar spam: Constant firing of fusion mortars at the enemy.
UE: Unhandled exception, AKA crash to desktop.
Shazbot: Curse from Mork & Mindy. Also the name of the moderator bot for the ingame IRC.

SOME PICTURES



4
Suggestions & Requests / Invisible and/or incorporeal bricks
« on: June 18, 2008, 11:02:26 AM »
Invisible & incorporeal bricks so that players can make better looking floating things

Invisible bricks would only appear with your hammer out, and incorporeal bricks could allow players to walk through them.

/thread

5
Games / Torus Trooper and Tumiki Fighters
« on: April 06, 2008, 11:47:50 AM »
Torus Trooper:

You control a small ship in a infinitely long pipe while being shot at by hundreds of enemies while going 4000 KPH
Z fires a weak laser, but you speed up while using it
X charges a powerful laser that destroys projectiles and enemies, but you slow down while using
Standard WASD controls otherwise

In action:

http://youtube.com/watch?v=K_tGn6BKLlQ


Tumiki Fighters:

You control a plane made of building blocks, you're weak and you die in one hit. However, each enemy you kill drops blocks that you pick up and use as armor and use their unique weapons.

In action:

http://youtube.com/watch?v=RLT4MWTm-14

Same controls as Torus Trooper.


Both downloads are here:

http://www.asahi-net.or.jp/~cs8k-cyu/index_e.html

6
Gallery / Boat and some random thing.
« on: September 16, 2007, 02:31:51 PM »
Boat was made on the USSR server, tower thingie was made on Badspot's server.


Boat.






BURN EYES, BURN.





7
Gallery / Gate
« on: June 29, 2007, 05:53:11 PM »
Kinda-sorta a USSR app.
Gaze upon the gate to nowhere.







I also made another paintjob.


Light


Dark.

8
Gallery / Ice tower.
« on: June 27, 2007, 06:55:22 PM »
Beholdeth! My tower that resembles ice.
Made in the USSR server








Rate #/10.

9
Modification Help / lulwut, sound error?
« on: June 26, 2007, 07:36:53 PM »
WHAT.



why am I doing it wrong?

10
AoT General / AOT Forums= Evil [not]
« on: September 05, 2006, 07:06:00 PM »

 :cookieMonster:

11
AoT General / Playing Demos
« on: February 12, 2006, 08:29:56 AM »
Demos' realy need to easily be played from the main menu, I have so many hilarous demos and tut. demos but I cant play them. I'd realy like to be able to play all those demos in the next version. :)

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