[ LLTA Reloaded ] - Page 3

[ LLTA Reloaded ]

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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udm
Posts: 47
Joined: 24 Jan 2007, 01:38

Post by udm »

Looks awesome. I'm also sick of balance mods (no disrespect to the authors), and I'd like to play a mod for once that's actually for the sake of fun, not competition. Just pure boom bang fest
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

some units/effekts

Post by LordLemmi »

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:roll:
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

New Video

Post by LordLemmi »

Hell yeah i won´t stop it ;)
Plz Comment it.
Thank you :)

http://www.unknown-files.net/spring/379 ... Video_Nr3/
Another Link:
http://www.file-upload.net/download-504 ... 3.wmv.html
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Post by clumsy_culhane »

looking beautiful :) when can we expect a release?
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

hm

Post by LordLemmi »

thx over 40 downloads 1 comment xD... but to your question:
First, LLTA uses the new spring Svn Build and when this thing is finish and released i can release my mod too.
Second, i really try to balance the game this time... last version was horrible.
So i started LLTA from 0% and based it on CA, with all CA options like terraforming or shield units. It´s not so easy to balance so much units and much people will find some unbalances maybe but i try to give the units some use. Like the new Corronin, a level 1 kbot, he got a triple grenade launcher and when you use him in a smal group on a hill with a radar, it can kill other units really great :)
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Post by Spawn_Retard »

The video looks amazing :P

i especially like the choice of music rofl :lol:

cant wait to play this mod :P

im sure itll be just as good as all your other amazing updates

though i dought itll beat v11 :wink:
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Some new Ingame

Post by LordLemmi »

:!:
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and in big
http://bildupload.sro.at/a/images/LLTAFIGHTI1.jpg
Feel free to comment :)
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Mooseral
Posts: 49
Joined: 28 Sep 2007, 04:43

Post by Mooseral »

The fire trails behind those meteors look a bit fluffy... Fire effects like that, in my experience, look the best if it is mostly smoke with little red. If you look at actual fire, it never simply fades out red like that, especially if it isn't somthing readily burning, like a meteor.

It kinda looks like attack of the halloween demons without smoke in my opinion :? .

Good stuff though, it's cool to see somthing taking advantage of Spring's effects.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

:' ' ' ' ) they grow up so fast.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

:o i just noticed
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

perhaps you should spend a little more time searching for units on uu. There are duplicates in the build menus of the arm and core that clearly have counters released.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Post by kiki »

Im excited, Lord Lemmi.

I agree, meteor smoke looks too much like a nice fluffy snake or something.

Keep up the excellent work!
udm
Posts: 47
Joined: 24 Jan 2007, 01:38

Post by udm »

How's progress coming along lordlemmi?
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Post by LordLemmi »

:o :o
yeah i work on it, a friend is modeling me 2 new commanders (heavy one´s)
And arm nearly finished and just adding new weapons to core than a bit more balancing over it and new effekts and it´s ready.
Anyway, you will need the new SVN build because my mod uses CEGTAGS and stuff like this =)
Maybe i show some new screenz later
xp194
Posts: 9
Joined: 22 Aug 2007, 19:14

Post by xp194 »

*jaw drops*

I can haz tech 5?

My goodness...

If a Krogoth is tech 3...
then tech 5...

ouch...
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

I always thought that if the mod consists of 5 tech trees, u would have krogoth gantry, still unique, accessible at tech 2, as well as the tech 3, which builds smaller units that still get pwned by krogoth 1 vs. 1.
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [ LLTA Reloaded ]

Post by LordLemmi »

http://bildupload.sro.at/a/images/WALLPAPERXXL.jpg
just the new background picture :) hehe as a wallpaper xD
hope you like it :)
regards
LordLemmi
udm
Posts: 47
Joined: 24 Jan 2007, 01:38

Re: [ LLTA Reloaded ]

Post by udm »

Dude! I thought this mod was dead already. Glad to see you're still working on it! New release pl0x!!!!!!! :-)
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Demon
Posts: 1
Joined: 11 Sep 2007, 21:40

Re: [ LLTA Reloaded ]

Post by Demon »

LLTA sounds like its going to be a big new thing after reading most of the thread history and I hope it'll be successful!
I've played LLTA 0.25 quite a bit and I love the way that it's a lot different from every other mod so you don't feel like you're playing something else just with different textures or models and I love the idea of lots more tech trees so you can have fun and spend time exploring the mod rather than having to constantly think about how to counter your opponents troops all the time.
I can't wait for the new release and I hope it doesn't get resigned to the one game a week, one-off type of mod like NOTA and FF (good mods, need playing more)
So good luck with the reloading and I hope its a success.
(I'm always up for testing if you need good opponents)

Demon

[NECRO]Demon
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [ LLTA Reloaded ]

Post by LordLemmi »

Thx solong :)
Hmmm sure i need some testers i need to balance it at the higher techs ^^

btw is found some cool bitmaps and explosions and add it, and some selfmade ones too :)

Dunno if i free to use it when Kovin2 gives me the oke :) quested him on UF, nah when he say´s no i will make myself but take so long :P and they are great ! :)

Oke here some new stuff atm just Arm , core is next !:)

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