Author Topic: X-COM Mod [v.1.2, 01.06.2007]  (Read 3302 times)

0 Members and 1 Guest are viewing this topic.

Offline Super Vegeta

  • Major
  • *
  • Posts: 57
    • SV Games - The home of all my creations.
X-COM Mod [v.1.2, 01.06.2007]
« on: July 28, 2006, 06:19:37 pm »
After downloading & finishing the old UFO: Enemy Unknown, I got the idea of creating a X-COM mod for Soldat. When I got bored I did few things for it and so, I somehow made a thing that could be called a full mod. Anyway... Straight to the thing.

Three screenshots:






Link to my website: http://www.svgames.prv.pl

What can I say... Have fun and post Your opinions here. It would be nice to see also votes in pools\posts on forum on my homesite. Thank You for spending Your moment.
« Last Edit: June 01, 2007, 01:09:53 am by Super Vegeta »

Offline Tay g0

  • Major(1)
  • Posts: 10
  • The American Terrorist
    • Taylor G's Creations
Re: X-COM Mod [v.1.1, 29.07.2006]
« Reply #1 on: July 28, 2006, 07:16:03 pm »
Hey this mod looks pretty cool! nice wepons!

Offline Blues

  • Camper
  • ***
  • Posts: 387
  • Hum?
Re: X-COM Mod [v.1.1, 29.07.2006]
« Reply #2 on: July 28, 2006, 11:10:07 pm »
Wow, weapons look very nice, not my style though.
18:15

Offline Sotija

  • Veteran
  • *****
  • Posts: 1053
  • Sotija
Re: X-COM Mod [v.1.1, 29.07.2006]
« Reply #3 on: July 29, 2006, 02:14:52 am »
WOAH..very good!

Offline Flying Dutchman

  • Soldier
  • **
  • Posts: 242
  • Boomshakalack!
    • Real Soldat!
Re: X-COM Mod [v.1.1, 29.07.2006]
« Reply #4 on: July 29, 2006, 02:55:44 am »
Yay, X-com! Damn I love that game, it never grows old. I'm definitally gonna download this one.
Though I would've chosen the laser rifle or heavy plasma as barrett. Also, the menu pics are taken straight from the game, It would be nice if you soldaterized them abit. ;)

Offline Super Vegeta

  • Major
  • *
  • Posts: 57
    • SV Games - The home of all my creations.
X-COM Mod v.1.2 [01.06.2007]
« Reply #5 on: June 01, 2007, 01:09:34 am »
Thank You all for playing. I created the weapons list firstly using the experience I had when playing the mod, and secondly trying to make the arsenal attractive. I mean, that there would not be 5 plasma weapons - 5 laser weapons and "Have fun, my kid.". I hope the weapons are balanced quite well.
The menu pics... Well, I am rather a weak spriter, but maybe I will try. If I would do this - the new graphics would appear in v.1.2.

Date Posted: 29-07-2006, 10:06:36
Without all the unnecessay talk: X-COM Mod v.1.2 has been released. It ain't the great mod trailer of which I have made some time ago, but only a version compatible with Soldat v.1.4.0 - but it's always better than nothing. Or isn't it?

Link: http://www.svgames.prv.pl   (http://dhost.info/svgames)

[Can anyone move this to Full Modifictions?]

Offline Temp3st

  • Camper
  • ***
  • Posts: 303
  • Ever wonder what R2-D2 is doing now?
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #6 on: June 01, 2007, 08:45:13 am »
wow!! nice weapons, a but big though. But i actually like it

Offline PaFel

  • Veteran
  • *****
  • Posts: 1628
  • Weaponology Expert
    • PaFcio TACTIACAL
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #7 on: June 01, 2007, 08:51:12 am »
Link: http://www.svgames.prv.pl   (http://dhost.info/svgames)

Mod is very nice weapons interfaces are great! Stronka pod względem estetyki to kicz jakich mało :). (Your homepage looks as sh*ty as anything I've ever seen)

Offline -Skykanden-

  • Flamebow Warrior
  • *****
  • Posts: 3065
  • Hallowed be my name
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #8 on: June 01, 2007, 09:00:25 am »
uhmm i don't like it

weapons too big, and... looks from a normal game copy/paste :P sorry if my wrong

(or from a sprite)

Offline Super Vegeta

  • Major
  • *
  • Posts: 57
    • SV Games - The home of all my creations.
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #9 on: June 01, 2007, 09:23:29 am »
@PaFel: Unfortunately that's true. :P   I gotta force myself to read a good tut.
@Skykaden: Well, the weapon pics in menu are rips from the original X-COM games, so yes, they are ctrl+c ctrl+v. I could resize them, but it would ruin them, and I don't feel very much like editing it after the riseze so it doesn't look like ****.

*** - dog's poo.
« Last Edit: June 01, 2007, 09:25:26 am by Super Vegeta »

Offline Didimow

  • Soldier
  • **
  • Posts: 179
  • 4x4s Suck
    • endless forest
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #10 on: June 01, 2007, 03:36:56 pm »
Nice work, interesting style you have

Offline Valorman

  • Flagrunner
  • ****
  • Posts: 545
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #11 on: June 01, 2007, 04:00:14 pm »
@PaFel: Unfortunately that's true. :P   I gotta force myself to read a good tut.
@Skykaden: Well, the weapon pics in menu are rips from the original X-COM games, so yes, they are ctrl+c ctrl+v. I could resize them, but it would ruin them, and I don't feel very much like editing it after the riseze so it doesn't look like ****.

*** - dog's poo.

So you just ripped them from  the original  game? uggh  I would really prefer if you actually made the guns yourself.
.

Offline adarius

  • Major
  • *
  • Posts: 77
  • "I'm more than my name." -The Recruit
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #12 on: June 01, 2007, 05:21:23 pm »
Unfortunately, not everyone is able to learn/practice/have the natural ability to sprite. (Like me)  So we try to make do with what we can.

I think the idea is good, and your editing them out of the ctrl+v's are a good deal of work in themeslves, gotta make sure not to cut off a piece of the gun! D=  Yeah, If I had done this, it would've looked the exact same way.  It's overall a good mod, I enjoy the gameplay and such.  Soldatirizing the weapons some is a good idea thought, so they don't stick out like a sore thumb and such.  Personally, I'd like to see someone update soldat's polys, gosteks, and sprites to a new style and see what comes of it.  I don't think anyone has tried to do that yet...

Disclaimer: Above userbar is intended solely as a joke.  If you take it seriously, there is something wrong with you.


Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #13 on: June 01, 2007, 08:56:54 pm »
I dunno why, but that knife looks like one of dairy's works.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking

Offline Super Vegeta

  • Major
  • *
  • Posts: 57
    • SV Games - The home of all my creations.
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #14 on: June 02, 2007, 01:53:28 am »
It was taken out of UFO2k. If it's your's work - then, if you wish, I'll remove and replace with something else.

Offline mxyzptlk

  • Veteran
  • *****
  • Posts: 1493
  • The Panda Ninja
Re: X-COM Mod [v.1.2, 01.06.2007]
« Reply #15 on: June 02, 2007, 07:15:03 pm »
No, it's just that the blade reminded me of the style of one of the modders here. If it is from an actual game, just ignore me.

"While preceding your entrance with a grenade is a good tactic in
Quake, it can lead to problems if attempted at work." -- C Hacking