LOL thats funny
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Galtanor's Invasion [Beta][Pics][Updated 10/26/2008][v022][Patch 1.3]
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Monster size
Galtanor
Monstername=blah?size=1.0?groundlevel=0? speaking of ground level remember monstermanager for ut2004 ? they had monster scale option and some custom monsters that were imported from games like "Half life 2" and such were somewhat half way underground. So giving the option to set the 0 ground for monsters is a big plus when it comes to resizing them. (you never know what monster packs will show up in the future do you ?) correct me if am wrong.
Speaking of weapons, any way to have first wave as a target practice monsters with no weapon sat all ? (or have an option to setup weapons for monsters per wave unless they have they're own weapons)
SO far i am the only one posted invasion maps on filefront.com
I mean come one people, the Invasion mod is out here for so long and no one makes maps for it ? Am i the only one in this world who loves this mod so much ? Sure it supports maps of all kinds but if you put your mind into it, there is allot needs to be added, like hide outs and secret places with health recovery and ammo and more. Come on guys, if not us than who ???????
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Originally posted by GUPraeToriaN View Posti used to have the nali spawn with the deemer....not a good idea,they pulverized everyone on the map in around 15 seconds
Thats what i loved about the old invasion, full customisation of weapons.
Instagib gun and deemer were the only two weapons i never gave the monsters though, that would be just sick ;p
I will use the krall as a replacement for my nali, hopefully Galtanor will give them every weapon, like to see a variety of weapons in one wave.
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Originally posted by Cyzmyass View PostThats what i loved about the old invasion, full customisation of weapons.
Instagib gun and deemer were the only two weapons i never gave the monsters though, that would be just sick ;p
I will use the krall as a replacement for my nali, hopefully Galtanor will give them every weapon, like to see a variety of weapons in one wave.
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http://utforums.epicgames.com/showthread.php?t=612576
These robots would be cool to frag in invasion.
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Love the changes in v013, only thing missing from the suggestions is an option to override boss weapon.
Would be nice to make some deemer or instagib bosses to really scare the players.
Also make sure in random weapon option that all weapons in the game are possible but dont include deemer and instagib, those two weapons would be too powerful for normal monster.
And one last thing, invasionrobots would be nice as an option, can just use the robots that came with the game so wont increase the download size at all.
Thanks for all the hard work.
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Custom wave titles!
A message we could display on screen at the start of each wave would be nice so players know what to expect.
For example:
"The Baby Wave"
-wave full of miniature monsters
"rise of the undead"
-zombie monsters
"melee mayhem"
-melee monsters
"hell wave"
-deemer wave hehe
(and dont forget fully configurable boss options: size, hp, weapons etc)
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Originally posted by Cyzmyass View PostAlso, the grey krall being used is almost impossible to see on alot of grey/blue/brown maps, my eyes are bad i know, can you use a brighter colour krall, something green would be nice, suits them being reptiles.
Originally posted by Cyzmyass View PostCould you also add the liandri bot's as invasion monsters, again with random weapon on spawn.
Would be nice if we could increase their size later on in the game and fight giant robots.
Originally posted by Cyzmyass View PostAlso can you give us the option of changing Boss weapon on each wave.
Originally posted by microbious View PostGaltanor
Monstername=blah?size=1.0?groundlevel=0? speaking of ground level remember monstermanager for ut2004 ? they had monster scale option and some custom monsters that were imported from games like "Half life 2" and such were somewhat half way underground. So giving the option to set the 0 ground for monsters is a big plus when it comes to resizing them. (you never know what monster packs will show up in the future do you ?) correct me if am wrong.
Originally posted by microbious View PostSpeaking of weapons, any way to have first wave as a target practice monsters with no weapon sat all ? (or have an option to setup weapons for monsters per wave unless they have they're own weapons)
Originally posted by Cyzmyass View Posthttp://utforums.epicgames.com/showthread.php?t=612576
These robots would be cool to frag in invasion.
Originally posted by Cyzmyass View PostLove the changes in v013, only thing missing from the suggestions is an option to override boss weapon. Would be nice to make some deemer or instagib bosses to really scare the players. Also make sure in random weapon option that all weapons in the game are possible but dont include deemer and instagib, those two weapons would be too powerful for normal monster.
Originally posted by Cyzmyass View PostAnd one last thing, invasionrobots would be nice as an option, can just use the robots that came with the game so wont increase the download size at all.
Originally posted by Cyzmyass View PostJump boot monster- would love to fight a monster that does non stop massive jumps, would make it an interesting target with different movement from the rest, great for instagib practice.
Originally posted by Cyzmyass View PostCustom wave titles!
Ok, I think that wraps everything up since my last post. Sorry for not posting as often.
Davision: The new models are great! I must ask for 1 thing tho: can you please remove the tubes off the back of the headless mouse? I have managed to get the "Eye" mouse in game. When you headshot him, I simply swap meshes, play the OMG Wheres My Head animation, then switch weapon modes and aggro levels. It works fairly well, except they bounce and dodge so much its difficult to land a headshot =P
The others are comming along. Next weekend I will have 5 days off, so if everything goes well, I may be able to wrap this all up for version 013.
- Galtanor
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Ye was thinking a message at the start of each wave was nice as an option, in future with new monster packs people will be able to make nice themed waves, but this is not rly important, was just an idea.
Tommy wabbit, i have all monster skill in invasion at max 1.0 so i assume the wabbit is at max already for me, is there a way i could make him jump even higher, some wacky movement would be nice.
Any1 remember professor farnsworth:
http://ini.hazelwhorley.com/futurama.html
He had a custom deemer which was great for invasion, alot bigger and slower than normal deemer, with huge blast radius for knockback, but small radius blast for actual damage. The great thing about it was that you could shoot the deemer down and score points for it!
A custom deemer for monsters would be cool.
Just needs these changes from normal deemer:
-bigger
-slower
-do less damage, unless close to missle impact
-able to score points from it when shot down
013 looks so good, thx Galtanor.
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Setting monsters difficulty to 1 will not make them any smarter.
It will only make then do more damage-run faster-shoot you, but these idiots just ignore you and mind theyrr own business like am not even there.
IF the monster runs by, it would shoot me and run where ever it was runing LOL
By the way: So i made this map full of dynamic lights and wonder if there is a way to turn off monsters dynamic lights caz my FPS on this map is half of normal.
An option would be nice
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Davision: The new models are great! I must ask for 1 thing tho: can you please remove the tubes off the back of the headless mouse? I have managed to get the "Eye" mouse in game. When you headshot him, I simply swap meshes, play the OMG Wheres My Head animation, then switch weapon modes and aggro levels. It works fairly well, except they bounce and dodge so much its difficult to land a headshot =P
The others are comming along. Next weekend I will have 5 days off, so if everything goes well, I may be able to wrap this all up for version 013.
But can you also make that they can take only head damage? With body damage they cant be killed, just like real zombies you know,I think making the zombie mice slow would be cool, because "real" zombies are also normally slow and stupid.
Right now the monsters config and waves seem very optimized for using the mod with RPG because when i play without RPG i simply suck and die in one of the early waves.I think it would be a good idea to make 2 versions of the monster config and wave tables, the current for with RPG and a 2nd config for without RPG and then making it automaticly swap. That would be also very good later on for the MSUC Judges that will most likely play without RPG and then they will die in one of the first waves and wont see much of the mod.
Or maybe you can do this somehow with making a % value for all the monsters health and damage so they can be easily adjusted.
UI for mods is not working right?
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a couple of monsters i would like to see in the next version (014 if at all possible) is these monsters
S.T.A.L.K.E.R shadow of chernobyl
S.T.A.L.K.E.R shadow of chernobyl
this one is from hell gate london
S.T.A.L.K.E.R shadow of chernobyl
S.T.A.L.K.E.R shadow of chernobyl
S.T.A.L.K.E.R shadow of chernobyl
S.T.A.L.K.E.R shadow of chernobyl
these monsters are from the game S.T.A.L.K.E.R shadow of chernobyl
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