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by Doomweaver
05 Feb 2006, 10:02
Forum: Map Creation
Topic: Height maps for the real world from the internet?
Replies: 5
Views: 703

Yeah that's a cool map!
by Doomweaver
05 Feb 2006, 10:00
Forum: Map Creation
Topic: If you want features speak now..
Replies: 59
Views: 3179

I reckon make every feature 1.5x - 2.0x ota scale. Big buildings kick ass, and aesthetics are more important in mods with infantry.
by Doomweaver
05 Feb 2006, 09:52
Forum: Game Development
Topic: Gundam Annihilation beta 0.98
Replies: 82
Views: 7227

Make sure you don't overpower metalmakers, it's better to have them way too crap than even a little bit too good... Anyway, how are we supposed to give balance suggestions when your little typo wrecked the whole game? :twisted: When you release the next version, my interest in this mod will come bac...
by Doomweaver
05 Feb 2006, 09:34
Forum: Game Development
Topic: Absolute Annihilation: Spring[old]
Replies: 1171
Views: 102971

I agree reapers are crap! lol, you can't have a short ranged slow unit unless it's really tough for it's cost, which the reaper isn't! Also, mumbo's don't do enough damage, they are pretty useless too. Swarm control is so easy, that if they are not awsome at antiswarm they are useless. And moho's sh...
by Doomweaver
03 Feb 2006, 21:24
Forum: Map Creation
Topic: Screens of new map
Replies: 10
Views: 777

Can I contradict what has already been said and recommend against having it highly scales? It's a pain in the arse when the camera cannot stay still!
by Doomweaver
02 Feb 2006, 05:20
Forum: Ingame Community
Topic: Mars battle replay
Replies: 18
Views: 2731

Probably because ARM is the default. It should be random by default.
by Doomweaver
02 Feb 2006, 05:18
Forum: General Discussion
Topic: Star Wars Spring Manual Released
Replies: 5
Views: 485

Awsome manual, very informative, great job.
by Doomweaver
02 Feb 2006, 05:11
Forum: Game Development
Topic: TA CTG - 'Capture the Gate'
Replies: 29
Views: 4221

It's a good idea imo. Especially if it were a fantasy game. (I am still hanging out for a mod that has meteors instead of nukes!) Anyway, the flag should generate a ton of metal (like +10) and have units cost a lot of metal. That way you don't have to expand as fast at the beginning, so this means y...
by Doomweaver
02 Feb 2006, 05:09
Forum: Game Development
Topic: TA CTG - 'Capture the Gate'
Replies: 29
Views: 4221

It's a good idea imo. Especially if it were a fantasy game. (I am still hanging out for a mod that has meteors instead of nukes!) Anyway, the flag should generate a ton of metal (like +10) and have units cost a lot of metal. That way you don't have to expand as fast at the beginning, so this means y...
by Doomweaver
01 Feb 2006, 07:51
Forum: Game Development
Topic: Make the commander a super unit.
Replies: 34
Views: 2516

What he needs is an energy shield, that is quite crappy in efficiency but virtually unlimited in power. So +200 energy doesn't benefit him much, but +3000 perhaps triples his life or something.
by Doomweaver
31 Jan 2006, 12:13
Forum: Engine
Topic: Fix the flattened ground cheat thing
Replies: 24
Views: 2069

I hate the way you can look for wreckages to see if the enemy has died (or the explosion). This is in my opinion is far more important, because it hugely affects gameplay. It's better if your rely on your radar to see if a dot has dissappeared. Plus i'm sure it would be easier to fix. On another not...
by Doomweaver
31 Jan 2006, 12:09
Forum: Game Development
Topic: Absolute Annihilation: Spring[old]
Replies: 1171
Views: 102971

"after you get to lvl2 - lvl1 units are just nothing. they can't help exept may be minelayers and fredoom fighters." That's a load of crap! Their roles changes, sometimes subtely other times drastically, but they never become obselete. "I dot realy like current situation with nukes an...
by Doomweaver
28 Jan 2006, 04:55
Forum: Map Releases
Topic: .:New Map:. CROSSING_v2
Replies: 26
Views: 2655

Well ingame it doesn't look as good as in those screenshots, guess I need shadows. Anyway, good job it plays well!
by Doomweaver
28 Jan 2006, 04:08
Forum: Map Releases
Topic: .:New Map:. CROSSING_v2
Replies: 26
Views: 2655

This isn't in the new map format is it? Out of curiosity.
by Doomweaver
28 Jan 2006, 04:05
Forum: Map Releases
Topic: .:New Map:. CROSSING_v2
Replies: 26
Views: 2655

:shock: Best damn looking map I've ever seen. With the next version, should be a Spring standard, that comes with the 40mb download. I haven't played it yet, though.
by Doomweaver
27 Jan 2006, 21:29
Forum: General Discussion
Topic: Suggestion: on/offing a factory starts/pauses production
Replies: 10
Views: 1550

That's really clever!
by Doomweaver
27 Jan 2006, 02:59
Forum: General Discussion
Topic: TASpring gameplay tips
Replies: 117
Views: 15055

The problem is that the d-gun rarely works. It was fine in old versions, but in the last few the commander insists on using his laser and rarely lets you d-gun! (FPS mode is useful for overcoming this though)
by Doomweaver
26 Jan 2006, 23:21
Forum: General Discussion
Topic: TASpring gameplay tips
Replies: 117
Views: 15055

4. the commander has a dgun. it is there for a reason. he may not be strong but there isnt a unit that can survive the dgun. you can use him to take out enemies around your base in the early parts of the game. The commander has a d-gun, but often he just doesn't want to fire it. Therefore don't tru...
by Doomweaver
25 Jan 2006, 06:05
Forum: Game Development
Topic: A Mod Idea: Epic 40,0000, Spring Style
Replies: 387
Views: 48470

Yianni@itsmanaged.com.au
If you want to send me some unit descriptions/stats I'll have a go at naming units. No promises though.
by Doomweaver
24 Jan 2006, 21:45
Forum: Map Creation
Topic: Pathways Retextured
Replies: 17
Views: 944

I am not sure exactly how the new map format works so... surely tilesets can be shared between maps? So even if the map+the tileset is bigger, release another few similar maps and it will be far more efficient. I am not sure how it works but imo it should be like this. You have a maps folder a tile ...

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