Cegs...

Cegs...

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

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Karl
Panzerstahl Developer
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Joined: 01 Apr 2010, 21:05

Cegs...

Post by Karl » 08 Apr 2012, 20:41

Yo guys I made some few cegs for you
http://www.youtube.com/watch?v=NtjKbdti ... ature=plcp

Tell me what I have to change or improve whatever before I hand down those cegs to you...

Edit: Now it is committed EVERYTHING IS NOW TOO LATE FOR CHANGES!
Last edited by Karl on 09 Apr 2012, 16:05, edited 1 time in total.
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Licho
Zero-K Developer
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Re: Cegs...

Post by Licho » 08 Apr 2012, 22:55

Look very nice :-)
Where to get them?
Can you commit them to ZK?
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Karl
Panzerstahl Developer
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Re: Cegs...

Post by Karl » 08 Apr 2012, 23:05

Licho wrote:Look very nice :-)
Thanks
Licho wrote:Look very nice :-)
Where to get them?
Not yet because I need to polish a few things and fixing debris-trail CEG's
Licho wrote: Can you commit them to ZK?
I will look on it after the CEG's are done
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smoth
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Re: Cegs...

Post by smoth » 09 Apr 2012, 03:06

very cool also I like the music, don't understand the lyrics but sounds smooth as hell!
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Karl
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Re: Cegs...

Post by Karl » 09 Apr 2012, 12:24

The music is actually from sudden strike 1 or 2 :P
Hmm well it seems when no one gives constructive criticism or suggestion then I will look today that it gets committed

here it is I took from there with lyrics:
http://www.youtube.com/watch?v=l8OvgMQ-wfI
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smoth
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Re: Cegs...

Post by smoth » 09 Apr 2012, 17:17

I don't really see anything to criticize. It seems like you made good use of particle count. I think using dynamic water is a bit deceptive as most people do not run that and thus the CEGS will be a bit different when used in game for most when they hit water(no seafoam). At the same time I like that you used dynamic water because it helps show off spring.
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Google_Frog
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Re: Cegs...

Post by Google_Frog » 09 Apr 2012, 18:08

It would be good if dynamic water could be detected and use a wake ground thing if dynamic water is not enabled.
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Karl
Panzerstahl Developer
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Re: Cegs...

Post by Karl » 09 Apr 2012, 19:51

Oke thanks all of your for the positive feedback.
I will look soon that I make some few more cegs for Zero-K aswell improving some few old ones...

Edit: lol at the Sudden Strike video.
Nice PR tho whomever added this.
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Google_Frog
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Re: Cegs...

Post by Google_Frog » 10 Apr 2012, 10:18

The Leveler effect doesn't work probably because Leveler has burnblow = true. All the effects look a bit strange on water with water !2, they need some sort of wake added.

Finally which effects are you planing on remaking? I ask because some may not need remaking.
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Karl
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Re: Cegs...

Post by Karl » 10 Apr 2012, 10:39

-ataalaser (it's ceg doesn't match aoe)
-some few death cegs
-emg impact
-laser
and a few more... can't think of it right now
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Google_Frog
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Re: Cegs...

Post by Google_Frog » 10 Apr 2012, 10:48

What is ataalaser? I also think the emg CEGs are fine.

Edit: The Leveler ceg should be replaced with a terrain independent one because it often explodes mid air.
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Karl
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Re: Cegs...

Post by Karl » 10 Apr 2012, 10:53

tachyon cegs...
are you kidding me? the EMG ceg is the ugliest one that i've seen
just a groundflash and 5 plasma more not...

and yes leveler gets new ceg then
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Google_Frog
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Re: Cegs...

Post by Google_Frog » 10 Apr 2012, 11:03

Oh ok you mean light emg not heavy. It is very spamming so make sure the effect is about as inconspicuous as the current one.
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Karl
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Re: Cegs...

Post by Karl » 14 Apr 2012, 20:17

what you even have heavy emg ceg? never seen it
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luckywaldo7
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Re: Cegs...

Post by luckywaldo7 » 14 Apr 2012, 22:36

You can see the heavy emg ceg on the warrior, stardust, and brawler.

You can kind of see it here:

Image

It basically means an emg with aoe burst on hit.
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