SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Mar 7, 2007 21:53:29 GMT -5
hmmmm..... maybe we can make a suitcase model and then carry it around. hit +attack and BOOM! btw: everything related to IWM should now now be posted on the IWM forums - please.
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Post by Sabotuer [Q2C] on Mar 8, 2007 13:28:01 GMT -5
yeah, sorry, need to bookmark that page
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SkiesOfBordom
Quake 2 Mapping Club
Welcome to Skyz's Domain[x=skiesofbordom ][x=skiesofbordom ][x=skiesofbordom]
Posts: 367
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Post by SkiesOfBordom on Mar 9, 2007 16:08:51 GMT -5
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Post by Paril on Mar 17, 2007 2:22:26 GMT -5
The next version of IWM approaches, and I expect a release within a couple of days. We have successfully implemented CTF, but it MIGHT interfere with COOP, so if it crashes during SP/COOP, we haven't fixed all the bugs yet. I've come up with some new ideas, tell me what you think: Firstly, I'm going to implement the 7-so weapons from both mission packs. They are great weapons, never to be missed (Ion Ripper, Phalanx, Chainfist, Trap, ETF Rifle, Plasma Beam, Prox Launcher, Tesla), all of which will be using Quake2 ammo instead of new ammo: Shells: None Bullets: ETF Rifle Grenades: Trap, Prox Launcher, Tesla Rockets: Phalanx (2) Cells: Ion Ripper, Plasma Beam Slugs: None Also, here are some new weapon ideas. Tell me what you think: Laser Trap - A new grenade projectile, probably blue and round - Stays on ground for 20 seconds - When player comes into contact with it, the grenade shoots up a smaller blue ball that hangs in the air for a split second, then "explodes" into eight or ten laser bolts, randomly angled, that rain down on the victim. - Takes 4 seconds to recharge, 3 uses per. (This weapon is actually property of Jason Reinsvold. I'm asking him if it's alright to use his concept from the great game, GunMaster (Jungle and Urban versions, not Onslaught)) Comet - Shoots from the Super Shotgun. - Two big comets split out of the gun. - They bounce for a few seconds, and on contact with player (or after 2 seconds) they explode into four smaller ones - Those four smaller ones then explode either on contact of after 2 seconds into eight even smaller ones. - These either hurt the players around them by touching them, or they explode after 2 seconds. Heat Laser - Hyperblaster, but shoots out a constant red laser that goes to wall - When it hits a player, the shooter must keep the laser focused on the player. The player will start turning red, then start smoking, and then explode into a gutty death. - The heat will subside if hit with a Water Balloon or Fire Hose, or if the laser is not being focused on the player. EDIT: The list up there of ammo is subject to change. Also, I forgot to mention the Disruptor -Paril
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Post by napalmdeath on Mar 17, 2007 8:02:32 GMT -5
I don't know if it's been suggested already, if not, could you add some laser mines? Like in the ChaosDM mod. You throw them and they stick to any surface (except for doors/teleports), then a beam of light is emitted from it, connecting to whatever next surface is closest. When someone steps through the light, the mine explodes. Maybe you could beef it up and make it so 2-4 beams of light are emitted instead of one, or something. Either way, I love those things and hope you can add them to this mod.
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Post by Paril on Mar 17, 2007 13:09:32 GMT -5
Well, the thing is, they're in like every mod, it seems a bit old to be adding it.
-Paril
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Post by napalmdeath on Mar 17, 2007 14:39:25 GMT -5
that's why i said maybe you could beef it up, make it different somehow
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Post by Paril on Mar 17, 2007 15:51:17 GMT -5
Maybe, I don't know, Skies and I will decide.
-Paril
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Post by napalmdeath on Mar 17, 2007 16:33:09 GMT -5
it's ok if you don't include them, it is a bit unoriginal--i agree. if i think of something else though, a completely different idea that is, i'll post again. p.s. i'm glad to see bots are/will be included, that was going to be another suggestion of mine which i had forgotten about. though i just read the 1.70 changelog and see jabot has been included.
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Post by Paril on Mar 17, 2007 17:04:32 GMT -5
The bots are _VERY_ buggy. All they can use is Quake2 weapons at the moment, and it will probably stay that way. In do time, I will make my own bot for IWM that is 100% IWM compatible (even remote control car!). JaBOT right now is just Quake2 and CTF specific, nothing new.
How are my ideas, by the way?
-Paril
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Post by napalmdeath on Mar 17, 2007 17:25:35 GMT -5
well, as long as there will be bot support at all, that's what matters. the comet idea sounds kinda goofy, but i like the laser trap and heat laser ideas.
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Post by Paril on Mar 20, 2007 9:39:25 GMT -5
Already scrapped JaBOT, started on my own bot. Made him from scratch (used my scratch-bot spawn from StroggDM, but re-wrote his think, die, pain, etc). They all have [BOT] at the beginning of their name to tell them apart. My bot is actually going good. He will run around finding items and enemies, and his weapons system is fully implemented aswell. He can only use stock weapons, but I'll try to fix that up later. My weapons code is very hacky right now -Paril
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Post by napalmdeath on Mar 20, 2007 16:25:57 GMT -5
sweet!
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Post by Paril on Mar 21, 2007 20:36:56 GMT -5
Just a little update. My bot is coming pretty good, and that's pretty much the hold up for 1.70 - sorry guys. I fixed a number of more 1.00 bugs and a few MORE new weapons are implemented now. We set our deadline to Saturday, so by then we should have a release. Hopefully Recon can join our development team and can help us with some weapons, models, etc, and we'll have a good time. Any more weapons, ideas, etc, submit them now for the 1.70 release!
1.70 will also include a model, sound, image and general weapon list of who made what, so people can see contributions better.
-Paril
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Post by napalmdeath on Mar 21, 2007 21:10:04 GMT -5
There's a powerup in a Q3A mod that I'd like to see in IWM, if possible. It uses the railgun and when your slug hits a player, they float all the way up to the sky (or, if indoors, as high as the ceiling will allow) and then they explode. While the player is floating upward, they're still able to return fire, which gives them a chance to take someone out with them before they explode.
What do you think?
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