Author Topic: Bloody Air mod.  (Read 11365 times)

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Offline PaFel

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Re: Bloody Air mod.
« Reply #20 on: June 24, 2007, 04:41:01 am »
omg! This is SO freakin FUN!

GW PaFel XD

5 stars from me =]

Thanks :) But I still don't see much interesting about it  :-\

Offline Shivorken

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Re: Bloody Air mod.
« Reply #21 on: June 24, 2007, 04:47:37 am »
u can FLY!!

seriously, this is the most fun i've ever had with soldat XD
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Offline Bunney

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Re: Bloody Air mod.
« Reply #22 on: June 24, 2007, 09:47:52 am »
Nice map :D

Offline mxyzptlk

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Re: Bloody Air mod.
« Reply #23 on: June 24, 2007, 11:33:31 am »
This is actually a pretty fun concept!

Try playing with 4-6 chainsaw bots, see how many kills you can get. It's harder than it sounds!

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Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Temp3st

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Re: Bloody Air mod.
« Reply #24 on: June 24, 2007, 12:12:20 pm »
Its extremely original and fun to play. Only a few suggestions:

1) Try to add ammo to rotors and jets, more for large rotor and less for jet, to balance it out (The jet is a lot better that rotor)
2) try to differentiate weps a bit more. ie: USSOCOM and ruger are almost exatly the smae.
3) New interface gfx, only for some guns that are just edited from original Soldat.
4) Its just a bit weird playing with bots, this mod requires a new style of play and clever use of flight and weps, so u really need a server.

otherwise 11/10 :P for creativity!!

Offline PaFel

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Re: Bloody Air mod.
« Reply #25 on: June 24, 2007, 12:33:31 pm »
1) Try to add ammo to rotors and jets, more for large rotor and less for jet, to balance it out (The jet is a lot better that rotor)
2) try to differentiate weps a bit more. ie: USSOCOM and ruger are almost exatly the smae.
3) New interface gfx, only for some guns that are just edited from original Soldat.
4) Its just a bit weird playing with bots, this mod requires a new style of play and clever use of flight and weps, so u really need a server.

1) The max ammo in Soldat is 250. I made heavy rotor with better power than light rotor but it has startup time so should I add startup time to jet to?
2) What's your preposition for that (give me strange name of weapons and I'll do it using my mind ;D ) I'm also thinking about replacing M79 with FFAR rocket launcher (14 rokets fire interval = ~5).
3) I'll think about it but as I said it's "malava style".
4) I know that. It's dedicated for online play. Srever - how to ??? If you mean 24h computer on - imposible because I've got computer in my parrents room and there's no way to have it turned on all time.

Offline Temp3st

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Re: Bloody Air mod.
« Reply #26 on: June 24, 2007, 01:23:57 pm »
Differentiate the .ini. They are both 1 shot rifles.

About ammo, its okay. I just thought that if you have, say 100 ammo for jet and 200 for heavy rotor (just an example), and afterburner has even less because its so fast.

Date Posted: June 24, 2007, 02:20:47 PM
Also some strange bug. SOmetimes the guns projectiles don't work, ie: sometimes they don't exist, also with grenades?? :P

Offline PaFel

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Re: Bloody Air mod.
« Reply #27 on: June 24, 2007, 01:30:01 pm »
Differentiate the .ini. They are both 1 shot rifles.

About ammo, its okay. I just thought that if you have, say 100 ammo for jet and 200 for heavy rotor (just an example), and afterburner has even less because its so fast.

Ok I'll make something with it.

Also some strange bug. SOmetimes the guns projectiles don't work, ie: sometimes they don't exist, also with grenades?? :P

It's not a bug I've deleted 'em

Offline Temp3st

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Re: Bloody Air mod.
« Reply #28 on: June 24, 2007, 02:11:09 pm »
Lol. But this happens with AA?

I just thought the .ini were a bit unbalanced in the case of rotor/jet ammo, but you can play around and see wheteher u can balance them better.
« Last Edit: June 24, 2007, 02:15:08 pm by Temp3st »

Offline PaFel

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Re: Bloody Air mod.
« Reply #29 on: June 24, 2007, 02:42:46 pm »
Lol. But this happens with AA?

It shoots with clusters so they are visible

OR

I realised that too. When somebody flies near to you with jet or something bullets sometimes just...dissapear :)

I just thought the .ini were a bit unbalanced in the case of rotor/jet ammo, but you can play around and see wheteher u can balance them better.

Ok balancing now. :)

Date Posted: 24 June 2007, 21:23:45
Ok here you have Bloody Air mod 2. Like it?

(You must have Bloody Air mod.)

Offline Temp3st

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Re: Bloody Air mod.
« Reply #30 on: June 25, 2007, 08:13:54 am »
Ok, i thought bout it. To make this mod uberawesomer, i have a few suggestions:

1) Mechanical type gosteks, to complete the whole flying feel.
2) Weapons- the jet or afterburner makes the rotor useless. Its faster, and who wants to use a slow heavy rotor when you can use a jet. This can be fixed by eliminating unessary rotors or implementing a ammo system. ie: afterburner has the least ammo and heavy rotor the most. I also think that it might be better if you only had 1 rotor and 1 jet, its unnessary to have more.
3) Imporved ingame gfx (not menu), for jets you can have a flame, for rotor a turbine motion effect?
4) A smaller smoke type explosion, works a lot better for anti-air guns.
5) revised .ini, some guns have to much ammo or do to little damage in comparison to others. The one shot rifle rapes all other guns.

I will be glad to help in any improvements or testing. :D

Offline Shadow G-Unit

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Re: Bloody Air mod.
« Reply #31 on: June 25, 2007, 09:08:43 am »
Looks funny, I like what you did with the saw. Overall, CUTE!!! *DL's*


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Offline Sir Fragsalot

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Re: Bloody Air mod.
« Reply #32 on: July 17, 2007, 11:15:55 pm »
This looks... um...
adjectives escape me...
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Offline PaFel

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Re: Bloody Air mod.
« Reply #33 on: July 18, 2007, 04:43:43 am »
This looks... um...
adjectives escape me...

Why? You mean that it looks crapy?

Offline KillaH

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Re: Bloody Air mod.
« Reply #34 on: July 21, 2007, 08:29:44 pm »
I got bored with this mod pretty fast not enough guns,some of them are useless

give it 4/10