Page 3 of 5
Posted: 13 Jun 2006, 00:31
by esteroth12
Cheesecan wrote:Do those lasers spray like the supcom ones or do they blast like boring OTA lasers?
Looks fantastic in any case.
well... the only reason the lasers in the trailer were moving is because the targets were dying so quickly... im sure that as soon as we can add explosions to beam lasers, the weapon will be finishable
Posted: 13 Jun 2006, 13:30
by AF
A glowing laser explosion that lingered as if it where an afterglow, and a decal would finish ti off.
Although the supcom style spraying effect will need some engine work....
Posted: 13 Jun 2006, 15:10
by Min3mat
16-17 e from tidals would be fine. but 15 is too low :) (IMO)
Posted: 15 Jun 2006, 05:54
by wizard8873
Posted: 15 Jun 2006, 06:15
by knorke
nice map, really fun gameplay on the 16x16 version.
Please do not add metal in the water, this has imo destroyed many otherwise good maps.
Water is also needed to control the islands.
Only thing that disapointed me, was that the map hardness is so high.
Posted: 15 Jun 2006, 06:25
by smoth
Wizzard, what was that glowing blue stuff that was firing lasers?
Posted: 15 Jun 2006, 08:34
by Proply
oh contrary to what others have said, i think that the trees are awesome, makes it feel bigger and more supcom like
Posted: 15 Jun 2006, 09:41
by Warlord Zsinj
What compression on those images? Looks kind of nasty...
Maybe it's just my screen, though (not on usual comp).
Still, no nifty water effects!

Posted: 15 Jun 2006, 09:55
by Belmakor
smoth wrote:Wizzard, what was that glowing blue stuff that was firing lasers?
Looking at the images, the glowing blue stuff I saw looked suspiciously like the results of some kind of plasma shield.
Posted: 15 Jun 2006, 12:22
by unpossible
are there any videos of these spring monkeylords floating about?
Posted: 15 Jun 2006, 15:29
by wizard8873
the dark blue are lasers from AK's. the light blue is the shield that the monkeylords have. flashes were shooting at them and i thought that it was pyros at first. next time, ill place the monekylords in shallow water so you guys can see some nifty water effects. screen 247 had amonkeylord shooting into the water though.
edit
the screens were taken with the screenshot key in spring so it may be photobucket thats making the textures come out so bad. ill post them on imageshack next time to see if they're any better.
Posted: 15 Jun 2006, 16:40
by Forboding Angel
Kixxe wrote:Then water is still imporant to break seiges in the middle and to stop the other ones naval.
I was talking about metal in the water kixxe.
Posted: 15 Jun 2006, 22:35
by sinclaire
Posted: 16 Jun 2006, 01:59
by Snooky
This is the latest version thus far. I am not totally happy with the script and have not fully tested with Spring either. Regardless, this is a masterpiece in modelling and texturing from Sinclaire.
Newer version coming soon...
-Wotan
Posted: 16 Jun 2006, 13:22
by Soulless1
I agree that metal in the water would be not great, but I would request that some be supplied around the coast of the 7th and 8th start positions - the islands. They're really a bad place to start atm because thy hardly have any metal.
Posted: 16 Jun 2006, 15:18
by unpossible
Snooky wrote: this is a masterpiece in modelling and texturing from Sinclaire.
-Wotan
no arguments there!
Posted: 16 Jun 2006, 16:10
by Nemo
The version I'm using was scripted by Zwzsg, modeled by rampage, and textured by wotan..I think.
Its in the unit's ingame description.
Amazing model though, on both versions.
Posted: 16 Jun 2006, 17:21
by Acidd_UK
Out of interest, where does the name Monkeylord come from? I don't remember the unit from OTA, so where did it come from? Does it pre-date SupCom?
Posted: 16 Jun 2006, 17:31
by Min3mat
its from supcom! gah!
Posted: 16 Jun 2006, 17:34
by Rayden
I found some article where they said it was just an invented name from some people for the supcom unit .. the original name is "Spiderbot" (not very innovative anyway). Imho Monkeylord is a stupid name too
