War Evolution 1.7 - Page 5

War Evolution 1.7

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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

i m not insulting optimus
i say the same think as fanger=it can be better

i feedack his modeling
yes is better than shitest models but that is not suficient
and for a fps where models are see always in detail and in low quantity that need better than rts models

that is not a flame

so moderator can warn many people when they attack me too(fang)

your models(fang) are not excelent just corect for someones

all people make models have moral for talk about others models !

i make models then i talk about

optimus=>yours models are not bads but not good
and your mod concept request goods models !!!
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

I will not continue to derail this thread..

Optimus whatever bad blood passed between us before, I think that last mech model you posted is very good, and more models of that caliber would make this a very interesting mod to play..
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rattle
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Post by rattle »

Yadda yadda don't tear this thread apart now too, Emmanuel.
I just played the mod yesterday and liked what I saw. My level 2.3 Wargod tore 30 enemy wargods on KAI in less than 5 minutes apart.

Anyway, I like the upgrade system, even though the randomization should be limited a little bit. If someone gets the repulsor upgrade first, he's almost invincible. That happened in the first game and the upgrades I got didn't provide much help. Enemy got RL and repulsor as first two upgrades

The wargod model looks pretty cool, even though I'd replace the head. Something more blocky and the light laser guns on one side, the larger on the other. Right now the head makes it look a bit like cyber pinoccio from hell.
The side armor and parts of the body/arms strongly remind me of the Templar mech from BT, which is cool.
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

Aun wrote:The dgun missile is useless at the moment. As soon as you fire it, a vaguely intelligent will move and completely avoid it.
i use it to cut off retreats or force retreats ;)
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Drone_Fragger
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Post by Drone_Fragger »

Make the explosion stupidly huge. Like half the size of a nuke.
Hunter0000
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Post by Hunter0000 »

Opty, either the Dgun rocket or the missiles need to be able to get through the shield. Its really OP right now IMO. Right now in a 1v1, if one guy gets shields and the other guy gets rockets AND missiles, the shield guy can win easily if he isnt stupid. Thats not right at all.
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Argh
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Post by Argh »

Hey, Opti, like what I'm seeing here. Maybe you can convince the Spring devs to implement the Freelancer third-person aiming/movement system, so that we can have some really nice user-controlled experiences :-)
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

thx for the feedback @all

just to prevent more balancing suggestions: this version was just an internal alpha release and i know that some weapons (and therefore the shield) are not well balanced at the moment.
Hunter: you are right, it was planned that only the mainweapons: gattlingun and plasma are blocked by the shield, the rest of the weapons should go through it.
Drone: yeah you know i like it loud and explody :D will make some better explos later (if i forget it, just tell me again)
rattle: the shields are ok in my oppinion, but like i said, only the mainweapons should be blocked (and even with them you can break the shields). The idea of having shields not before lvl 3 will be tested. To the head, yes its head will be remoddeld and also some textures will be fixed.
Fanger: nice to hear, i never wanted to have war with anyone here from the forum.
emmanuel: sure it can be made better - everything can be made better :) Give me some years of training and i will make you models like in ut2007 ;)
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Optimus Prime
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Post by Optimus Prime »

I just finished the second Mech called Black Knight which is a Pyro.
I also retextured the wargod so that every textures fit with the textures next to it. Therefore the model looks much better now. I also changed the textures color to a brown tone and fixed some bad parts in the textures.
Here is a pic with both mechs at level 7:
Image

you also find a pic of lvl 1 units in the first post of this thread.
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Foxomaniac
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Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Are they going to have the same upgrades? :/

That makes it dull!

Change teh upgraded weapons for teh 2nd mech.

Oh and I liked the black textures on the wargod better =[...

As for Black knight - shouldn't he be black? :P :P :P?
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Optimus Prime
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Post by Optimus Prime »

no they dont have the same upgrades. Only armour and Shield is the same. Also these both units are the war units, so only these 2 shall have shield possibility. The scout and engineer will only have armour and weapons.
You like the black textures more? o.O I really like these much more... we can make a poll so people can decide.
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

The 2nd mech looks nice, but most of the team colour on the 1st i still on the front, when the majority of people play in the top down view... :?
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Buggi
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Post by Buggi »

Interesting placement of the chainguns for the second mech. :shock:

ROFLMAO! 8)
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rattle
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Post by rattle »

He got some balls at least. And the new textures are nice, so are the model changes on the wargod. While you're at it, fix the wargod's head will you? :)
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Optimus Prime
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Post by Optimus Prime »

rattle wrote:He got some balls at least. And the new textures are nice, so are the model changes on the wargod. While you're at it, fix the wargod's head will you? :)
yes thats on my list.
Edit:
But first i want this one in game as a combat engineer :)
Image
Image
before you ask: a bit more than 1500 polys (not triangles)
It is already textured scripted.
The pic has bad quality, one reason is that i have only a geforce 4 ti 4200 in my pc and have to put all settings on low :(.

Image
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Just played the mod, its really good fun with lots of players (especially since i won out of sheer luck!), though units seem a bit too unresponsive at times (eg minor lag becomes a big issue), partially due to the slow mechs. The energy system seems a bit borked (cloaking can be perma on and does nothing, making rockets doesnt drain a significant amount of E) so maybe some more could be done about it, same with movement and accuracies with moving shooter/targets.
All in all im looking forward to the next version!
ps: i love the ass rockets!
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Optimus Prime
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Post by Optimus Prime »

yeah i know that the balancing sucks, its an alpha version, so thats normal. To the cloaking - i think i will remove it and only the scout (which is not done yet), will be able to cloak. Also cloaking is useless until it is possible to define the radar inaccuracy in a future spring version.
The rockets dont need energy - i think thats ok. Only some weapons shall need energy - mostly lasers.
The next version will be much harder to balance because there are 3 different units.
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Foxomaniac
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Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Well.. do put something that requires a bit of skill to use - at the moment the only skill-using equipment are the vlRockets and the assmissiles (used a shotgun :P).

Also - Do release an updated beta damn you - we're all tired of good ole wargod now D:.

The best balance advise comes from um. players =P.
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

hehe ok its on the way, but dont flame if there are balancing issues ;).

Sadly spring gives only very vew possibilities to the skillfull use of a single bot. Tell me a way how i can make units more skillfull, and i will use it. I wish there would be more weapons like the d gun (so you need to click a button to fire it), but actually there is only one :(.
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rattle
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Post by rattle »

I'd rather have more hotkeys and full hotkey support in direct control mode. You can't even switch weapons :P

How do you fire the v-rockets anyway? I had 10+ on stock and d-gun simply fired all it's weapons just like attack.
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