Author Topic: Soldat 2057AD Redux Last update: 29th of June  (Read 17210 times)

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DarkCrusade

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #140 on: June 16, 2009, 09:31:13 am »
Well, if you did everything that you had to do to release a first version you may think about adding some special stuff. Special stuff is everytime a good way to complete a mod really :) Maybe add some funny gosteks or fun weapons like having instead of a LAW something that throws mines that explode just after 8 seconds and you can walk through without getting damage while your enemies die ;) There are a lot of things you can do about that stuff [pigtail]

I will download the first version for real 8)

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #141 on: June 17, 2009, 04:18:46 am »
Yay.

Yay 8 pages.

And nay my PC is still defragging.

Offline demoniac93

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #142 on: June 17, 2009, 04:55:45 am »
Well, if you did everything that you had to do to release a first version you may think about adding some special stuff. Special stuff is everytime a good way to complete a mod really :) Maybe add some funny gosteks or fun weapons like having instead of a LAW something that throws mines that explode just after 8 seconds and you can walk through without getting damage while your enemies die ;) There are a lot of things you can do about that stuff [pigtail]

I will download the first version for real 8)

No, at this point going off the course would mess it up, don't screw with the original idea to keep the feel of the mod, this might be the first mod I'll actually keep after downloading. Let it stay at that...
b&

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #143 on: June 17, 2009, 06:00:27 am »
No, at this point going off the course would mess it up, don't screw with the original idea to keep the feel of the mod, this might be the first mod I'll actually keep after downloading. Let it stay at that...

I must say comments like that really inspire me. Thanks mate. But does this mod really look that good? I mean, it's not that revolutionary or new?

Offline croat1gamer

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #144 on: June 17, 2009, 06:05:36 am »
Well, its just your 2nd mod, and as such it looks really amazing.
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Offline Blacksheepboy

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #145 on: June 18, 2009, 01:55:37 am »
You're just a silly person Gnoblar.

Don't feel bad. I postpone releases for things all the time... Instead of focusing on finishing one map, I start working on 3 or 4. Two of the maps permanently become unfinished ideas; the other 1-2 don't get finished/released for several months. I bide my time ;)

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #146 on: June 18, 2009, 04:55:03 am »
Well, its just your 2nd mod, and as such it looks really amazing.

By that you mean first...

You're just a silly person Gnoblar.

Well I just want to get it out there, instead of collecting virtual dust on my PC as a %98 finished mod...
« Last Edit: June 18, 2009, 04:56:46 am by Gnoblar »

Offline demoniac93

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #147 on: June 18, 2009, 05:35:45 am »
No, at this point going off the course would mess it up, don't screw with the original idea to keep the feel of the mod, this might be the first mod I'll actually keep after downloading. Let it stay at that...

I must say comments like that really inspire me. Thanks mate. But does this mod really look that good? I mean, it's not that revolutionary or new?

Take that humble of yours and kick it in the nuts...This mod is fantastic.
b&

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #148 on: June 18, 2009, 08:30:36 am »
You liked the beta

So should I release what I have as a 1.0?

Or leave it until perfected. I'm thinking release it now and then update it with fixes.
« Last Edit: June 18, 2009, 08:36:15 am by Gnoblar »

Offline demoniac93

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #149 on: June 18, 2009, 05:03:34 pm »
You liked the beta

So should I release what I have as a 1.0?

Or leave it until perfected. I'm thinking release it now and then update it with fixes.

If you finished the basic structure.
Including weapons, sounds, sceneries, gosteks, and all that, release it, an upload a patch or something later.
If there's still basic work needed hold it of a week or two.
b&

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #150 on: June 19, 2009, 01:27:49 am »
If you finished the basic structure.
Including weapons, sounds, sceneries, gosteks, and all that, release it, an upload a patch or something later.
If there's still basic work needed hold it of a week or two.

That makes sense. Well this weekend I'm playing in an MLG tournament. I'll release it very VERY soon.

Offline croat1gamer

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #151 on: June 19, 2009, 04:48:06 am »
Give us just the 0.94 version so we can tell what is left to fix.
Better to have a bugged beta than a bugged release :P .
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Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #152 on: June 21, 2009, 04:43:50 am »
That's a moot point.

Offtopic: Ooo! Shiny new iPhone soldat forums!

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #153 on: June 23, 2009, 05:58:56 am »
Hey guys. Just like to announce v0.95 released. Check it in "Full Modifications". Thank you for all the support. You guys rock!

Offline Blacksheepboy

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the map: Berlin
« Reply #154 on: June 26, 2009, 10:40:01 pm »
If you don't mind me saying... frankly, your map is kinda terrible.

The polybugs are wicked, and those crates are a bad addition to that tunnel. The bridge thing to the right: it's hard to tell where it ends; you fall off and you're like "wtf..?" The Halo signs are superfluous, and uh.. shall we say, out of place? I suppose if it were to simulate advertising in a city, then that's okay; they pass.

It could use some work.

You might start to think, "Hey look pal, if you're going to be crit-" but then that's where I come in and say, "Don't worry, I'll give you a sketch with critiques in due time." Then you'll have something to work off of. Until then, good luck!

Offline MattH

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #155 on: June 27, 2009, 08:47:56 am »
The biggest problem I have with the map is the red spawn (you start at the end of a long tunnel which will be sniper spawn killing heaven)

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #156 on: June 28, 2009, 02:02:05 am »
If you don't mind me saying... frankly, your map is kinda terrible.

The polybugs are wicked, and those crates are a bad addition to that tunnel. The bridge thing to the right: it's hard to tell where it ends; you fall off and you're like "wtf..?" The Halo signs are superfluous, and uh.. shall we say, out of place? I suppose if it were to simulate advertising in a city, then that's okay; they pass.

It could use some work.

You might start to think, "Hey look pal, if you're going to be crit-" but then that's where I come in and say, "Don't worry, I'll give you a sketch with critiques in due time." Then you'll have something to work off of. Until then, good luck!

Right. Tell me what to do.

The biggest problem I have with the map is the red spawn (you start at the end of a long tunnel which will be sniper spawn killing heaven)

Its kinda hard to get there and snipe, and with the team spawn feature you'd be dead in no time.

Offline ~Niko~

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #157 on: June 28, 2009, 05:29:58 am »
The map structure is also very simple, VTT could lend you a hand? Or is he busy with the Nuubia remake?

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 2nd of June
« Reply #158 on: June 28, 2009, 05:47:00 am »
The idea is for super fast combat with not too much manuvering required to get from A to B.

Offline Gnoblar

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Re: Soldat 2057AD Redux Last update: 29th of June
« Reply #159 on: June 29, 2009, 05:27:29 am »
First post edited, with acknowledgments changed, some spelling errors fixed and old images gone.

EDIT: More fixes to first post.
« Last Edit: June 29, 2009, 06:36:36 am by Gnoblar »