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arezey
![]() Joined: 16 June 2005 Posts: 1599 |
15 September 2006 19:39 (UK time)
So: I am working on a M1 mod, the Nuclear Facility. I have been working on this roughly a month now, and all until map13 is done. The Nuclear Facility has a new storyline, new music, soundfx and everything. I only used the shore tiles from M1 itself and I even replaced the main tileset! I mean now that I have another main.til file in my mod directory ![]() However, this mod seems to be coming very similar to Papercut's CRATER and my M2 TC MSA. Stuff from MSA is used and CRATER ideas are in aswell. This mod takes place in a facility that consists of the Labs, the Factory and the Reactor and also the Storages that are not present though. The player will be going to analyzation labs and mining shafts. I have already a few screens here too, take a look of what's coming. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
15 September 2006 21:30 (UK time)
Looks nice. Just don't drop this one. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
16 September 2006 07:53 (UK time)
I won't ![]() I have a good storyline now but it still has some holes. I've got one problem in the storyline but I will fix it. Notice that the troops are just recolored GNV trooper sprites. Things to do for me: - Redo map 13 as it makes no sense - Do some new races - Do the Rocket Launcher - DONE - Do more door and floor tiles - Add more mission briefings - Maybe search for more music or make some more - DONE - Map1 is too hard and needs to be softend - DONE - Finish that campaign I'm not sure how big is the campaign but I'm going to try and reach 30. Also one of my ways to guide the player and add a few jokes is to jam some of those doors (the player will get frustrated about that ![]() Also I have redone the menu screen and picked another music for it. This will rock as well. Nothing from CivilWar (I think) will be used, at most some soundfx. All tiles have been redone. Some stuff from M2 is also used but somehow they just fit this. Edited: 25 September 2006 17:46 You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
16 September 2006 14:40 (UK time)
Ooooh the lights in that last screenshot are really pretty, I like it! I'm definetly looking forward to this one. I'm pretty much looking forward to any meteor mods. But I have to say that I'm proud of the boost in meteor mods, there seems to be quite a bit of mods floating around now.
Edited: 16 September 2006 14:43 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
17 September 2006 20:27 (UK time)
Haha, designed an icon for the mod (my profile icon) ![]() All up to map17 done by now. Yes I know I'm going really fast but when the campaign is done, I will start detailing it out and maybe change some tile textures and... well I think at least the trooper graphics should be redone. I noticed my mod would be splittable into two parts, maps from 1-15 and maps from 16-30. The first part would be defending the Facility and the second is attacking the Enemy one (now you can't miss any action ![]() I made another tune for this, "Acid and Alkaline", which came out pretty good ^_^ Now I would like to send you more screens but I still need to take them ![]() You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
23 September 2006 15:55 (UK time)
Map 19 is done now... still haven't got any screens ![]() ![]() This looks already pretty cool so I won't possibly use so much time detailing the maps. Though many mission briefings needs to be done. You need to login to create posts in this thread. |
Erik
![]() Joined: 16 August 2006 Posts: 424 |
24 September 2006 13:47 (UK time)
Good work there, do u have more shots? Edited: 25 September 2006 14:42 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
25 September 2006 14:42 (UK time)
Map 20 is done ![]() I've also made some fixes and additions, like made the Rocket Launcher and softened up map 1. I hope the release date will be on October, somewhere there. And at last new screens! You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
03 October 2006 07:05 (UK time)
All right, just two more maps left!!!!! The other is the final battle map, you will have a ton of reds there. I also made very cool elevator tiles and hallway expanders. Be careful as the switches can confuse you ![]() The other is the last map where you don't need to fight at all. So when you come to map 29 (which is also the biggest map there) remember to load your weapons! I will no longer give screens as the mod is right on the door. So keep your eyes on this thread, the TC is done any day now. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
03 October 2006 15:21 (UK time)
OK, map 29 was already almost done and the last one is tiny ![]() Just some mission briefings and the installer and some other fixes and I can roll it out ![]() You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
03 October 2006 20:14 (UK time)
sweet. I like your new tileset. I can't wait till its finished.
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arezey
![]() Joined: 16 June 2005 Posts: 1599 |
04 October 2006 13:59 (UK time)
Haha, it's almost done already ![]() MISSION BRIEFINGS - DONE SINGLE PLAYER CAMPAIGN - DONE NSIS SCRIPT - 75% COOP START POINTS - DONE H2H though will be avaivable in a later patch. Yes, I did a new tileset all over. I though got surprised how much I used that black ventile floor. It seems to take place every map. I now added some kind of progressing into the elevator/expander switches. Also The Nuclear Facility (the place) is now the base of the enemies (you'll start getting there at map 15). Tho I got somewhat dissappointed when I playtested this. It just took one and a half hours. Though I made this mod and I jumped over some bad levels so this mod still can be nice and fun. Edited: 04 October 2006 14:03 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
04 October 2006 21:10 (UK time)
WOOT! It's finally done! *opens server upload gui* OK, I'm uploading it now, download it from my server (and if the meteormods staff can upload it to their's my server will get free again) Try it out and comment me about it. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
07 October 2006 06:14 (UK time)
CRITICAL PATCH THAT FIXES MAP 29 START POINTS The installer above has been also updated. Edited: 07 October 2006 06:29 You need to login to create posts in this thread. |
d34db34t
![]() Joined: 25 March 2004 Posts: 145 |
07 October 2006 08:53 (UK time)
i found a problem with the Nuclear Facility mod: when i pick up a clip for the XM8, my ammo counter does not go up, i can only get ammo from picking up dropped weapons You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
07 October 2006 11:19 (UK time)
Really? For me it works fine. You need to login to create posts in this thread. |
VR_Rat
![]() Joined: 20 January 2006 Posts: 396 |
11 October 2006 00:06 (UK time)
I found a way around the problem. Rename the base file to something else, and name the nuclear file to base. There is something in m1 about nameing a seperate item from the base folder the same as something in the base folder. This happened with some of the sprites in papercut's ww3 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
11 October 2006 06:14 (UK time)
Oh yeah, but if you don't remove the mod and install it again in the new base folder (be sure to also have an empty base folder there), the uninstaller or possible patches might not install in the right place. This is because during the installation the installer wrote a few lines in the registry to store the mod's install directory for later use. You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
17 October 2006 02:16 (UK time)
Great! I'm not finished yet, but I'm close. 25th mission i believe I'm at. It gets really frustrating towards the end how im stuck in tight hallways fighting armies of rocket launcher dudes and battlers. Its quite a pain. The beginning was fun. I was most impressed with the first level out of all of them. Was Misson 4 possible? I couldnt seem to find a way to get in my car =P I used the skip level cheat in the console to get past that one. (warp 05) Everything else is rolling smooth though. Well Done, I am having a lot of fun. =)
Edited: 17 October 2006 02:19 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
17 October 2006 07:39 (UK time)
In map 4 there is that switch at the building at the top-left corner of the map. It should help you out. The Combat Battler is an object I imported from MSA (so yes when you get it you won't get away from them =P). It was one of my first objects in MSA. It though had four deflecting lasers in MSA but I thought to leave them out. Then recently I imported it to MSA second build. The final map (map 30) came out pretty fun as there is a funny thing (be sure to read the briefing!) The only thing I was worried about was that I used the ventile floor (that black tile floor with those black dots) so much. It's amazing how you can do a mod with just five weapons! It also was fun to make the player's ********** come *****. (I won't spoil it up =P) Glad you're enjoying it. Edited: 17 October 2006 07:43 You need to login to create posts in this thread. |
DarkRain
![]() Joined: 01 March 2007 Posts: 1193 |
16 April 2007 11:07 (UK time)
I like your mod a lot either.
Edited: 16 April 2007 11:29 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
11 February 2013 14:54 (UK time)
![]() (no archviles in Meteor, have a man eating sheep instead) *CUE 70 MONTH BUMP* ![]() Yes I decided to return back here and revamp this, need something in contrast to all that Dooming... man, working on this feels so easy and fun now. This has been going on for a bit now. What's up: - Maps are gonna be revamped, they're gonna be a lot expanded, gonna rid whatever linearity there is. Also adding teleporters and other new mechanics, more secrets and traps. More detail is in order too. None of those stupid message triggers. I'm 20 now. Also none of those empty maps, though I guess some environmental maps could be done. - Tiles are being reworked and there's gonna be a much wider assortment of em (so there's not just ventile floors everywhere) - Guns are much more powerful (it takes just 4 pistol bullets to kill a bad guy now but same applies to you) and are to be in wider variety (5 guns? This isn't Hexen.), right now I've only got the flamer in but I'll stuff in more. - I guess I also need to stuff in more units I guess, I'll have to somehow find my old MSA stuff somewhere somehow again... - New (or actually revamped) health bar as if it wasn't obvious. It's animated! ![]() - Needs a new name, though I don't have one yet. - It's been 6.5 years and I only just noticed that my thread has the ID 1337. I feel special. Edited: 12 February 2013 08:37 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
11 February 2013 21:58 (UK time)
looks 1337 to me =) Any idea when you'll get this done? You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
12 February 2013 08:17 (UK time)
I don't know. Whenever it's done, I guess. I don't want to rush this one. BTW: I've only recently realized how rad a track swift.mod is. All the sudden it's my absolute favorite. ![]() (EDIT: no, isnt_looped.mod is better) Edited: 12 February 2013 13:34 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
12 February 2013 20:18 (UK time)
sudden swiftness is pretty epic. You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
14 February 2013 16:29 (UK time)
Updatenator: got some more floor tiles whipped up and patched up a few more. Added the chainsaw (though I'll still need to draw the HUD sprite for it, right now I'm just using the Doom one, heh). Added the ultimate gun, takes the form of a revolver, for the sake of not spoiling things I'm not revealing more about it though. I'm relieved that I still can draw somewhat and my shading's gotten a little bit better. Dithering everywhere! ![]() Also added some orange laser buggy enemy, it's a bitch at first but then you get the rocket launcher... I think the final lineup in terms of guns is: pistol, xm8, some shotgun thing i dunno, chainsaw, beryl laser, photon cannon, flamethrower, frag grenades, rocket launcher and the revolver. Have another screenshot at the same spot as last time except I'm so good at timing screenshots and godmode that it floods all over the place! ![]() I'll seriously have to move that police officer somewhere sometime. I don't know how he manages to stand around there in enemy territory like that. Edited: 14 February 2013 16:31 You need to login to create posts in this thread. |
arezey
![]() Joined: 16 June 2005 Posts: 1599 |
19 August 2013 15:40 (UK time)
I found the lack of hoverboards disturbing. ![]() And yeah that's a map that's almost done. Except the hoverboard isn't in that map in particular, I just wanted to show it off. ![]() and yes that hoverboard is asymmetrical. Edited: 19 August 2013 15:42 You need to login to create posts in this thread. |
Archie
![]() Joined: 13 March 2010 Posts: 72 |
21 August 2013 20:45 (UK time)
arezey wrote: Keep that chainsaw icon there. It's hilarious. Dusk gave me a small test run with it. It's pretty fucking good actually. Should give some challenge. Edited: 21 August 2013 20:45 You need to login to create posts in this thread. |
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