Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Counter98

Pages: 1 ... 28 29 30 31 32 [33] 34 35 36 37 38 ... 97
481
Don't put those scrapped models to waste. Release them as seperate addons/give them to another modeler.

482
Modification Help / Re: Square Soldiers Mod (New Classes!)
« on: August 23, 2012, 03:42:40 PM »
Double toast.

Firebug's special ability should be one of these:
Caltrops, Napalm Grenade, Pipe Bomb, Slippery gasoline

483
Modification Help / Re: Square Soldiers Mod (New Classes!)
« on: August 23, 2012, 03:38:08 PM »
Uck!
Dosn't look at all like the previous weapons. It should have thicker, octangonal barrels, and a curved handle.

And for the worker, the workers job should be as simple as to gather resources for the team. Their picaxe toggles special events.

Again, "Berserker" does not sound stealthy. Maybe call him Traitor, Scout, Spy, Infiltrator, Assasin, etc.
Berserker could have a bow, pistol crossbow, tranquiliziser pistol, satchel charge, kunai, ninja star, etc as his primary weapon.

Engineers should look like an ordinary soldier, except with orange goggles and no ammo pouches. If you havn't modeled him yet.

You guys should consider releasing the first 4 basic classes, and then releasing the later ones in packs of three. Don't try to work on all the classes at the same time, or you'll end up like the Army Man mod.

484
Modification Help / Re: Square Soldiers Mod (New Classes!)
« on: August 21, 2012, 05:16:35 PM »
If the Berserker is 'stealthy' he should be called a scout, assassin, etc.

485
Add-Ons / Re: Storm Mod: Thunder and Lightning (1.0)
« on: August 21, 2012, 03:32:24 PM »
Here's a better way to toggle a storm;
I don't think that pirates would have access to the National weather service

486
Modification Help / Re: Square Soldiers Mod (New Classes!)
« on: August 21, 2012, 03:22:20 PM »
Berserker should have a basic bowie knife for melee combat, and should a have a bow for long range combat. Bow should work a bit like the recurve bow, altough weaker and has no fire arrows. He should wear a black stealthy suit if you havn't modeled/colored him already.
assasin suit from fallout: new vegas

Sorry for page stretch

A syringe gun for healing? I don't like the idea. It removes the notion that a field medic is out there patching up wounded people while fending off soldiers with the rest of the grunts. He should have a (possible futuristic) medic pack/syringe, take the Team Fortress Classic medic as an example.
In my latest sound pack for you I included a medkit using sound I pieced together, but I could also make a syringe using sound as well.

487
Modification Help / Re: OTHER STUFF AND RELEASES
« on: August 20, 2012, 05:05:15 PM »
because i don't want to make a new topic and i don't feel like releasing it to the add-ons section because they're too detailed

ak47 with useless attachments and 100% accuracy

Weapon_AK47TAC.zip


mk14mod0 with 100% accuracy too

Weapon_MK14MOD0.zip
call of duty servers

488
what's the hilly looking stuff in the backround?
hills

489
Environment Files / Re: Skybox port: Celestial Dreams
« on: August 20, 2012, 04:58:09 PM »
I don't find it very 'nostalgic' without the moving stars.

490
Modification Help / Re: Square Soldiers Mod (New Classes!)
« on: August 20, 2012, 04:56:51 PM »
Do you guys think sandbags are a good idea for a barricade?

Also maybe some anti vehicle ones aswell, dragon's teeth, etc.
Don't make anything too complicated. My idea was for Engineers to be able use their wrench on "spawn bricks" to create turrets/sandbags/etc.
For workers, maybe they could be able to place bricks. As for the sandbags, they would be good as engineer/worker objects which could have 'health' using VCE

491
Faces, Decals, Prints / Re: Cube Prints
« on: August 19, 2012, 06:23:31 PM »
wait, this one has dark lines by default? not by special prints?
that's pretty swell
i dont think you get it

this is meant for use with print cubes

492
Modification Help / Re: Square Soldiers Mod (Sharpshooter done)
« on: August 19, 2012, 06:12:13 PM »
You should add these classes:
Engineer: Has weak rifle/shotgun/smg, secondary fire is wrench which triggers "onEngiWrenchHit" for stuff like repairing
Worker: Has a handgun/pistol, supposed to work mainly behind the front lines. Special ability is pickaxe/axe, which activates "onWorkerAxeHit", you can use VCE to make it add resources for engineer to use

493
Gallery / Re: Blocktopolis City RPG (Very good news)
« on: August 19, 2012, 02:37:10 PM »
Currency should be studs, or "rounds"

If you want I'll make custom magazine prints for stuff like hunger

494
Modification Help / Re: Square Soldiers Mod (Sharpshooter done)
« on: August 19, 2012, 01:40:10 PM »

495
Off Topic / Re: A little story
« on: August 19, 2012, 01:02:16 PM »
hi

Pages: 1 ... 28 29 30 31 32 [33] 34 35 36 37 38 ... 97