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Re: So, what are we all working on?
Posted: Sat Sep 05, 2009 2:19 am
by Souly
Zeph
Doom i dont know when ill work on it again but i will...tho i will make my own units for it ,insted of just importing Doom 2 sprites.
Stargate im not sure but when Pyro realy wants 2 ill work on it, since its kinda he's project and im only making units for that.
Callieach plug will be complete to some point, since i cant make myth models. So its not that it wont get completed just a matter of when we have a new tool that can make myth models.
Yeah and your projects...you cant realy talk!
Your "Qaurentine" is a awesom idea if only you start up Maya and complete the dam thing! But if you fail to complete it and im done with the Callieach plug im going to make something like it but with awesom Zombies and Mutated monsters. So you better get your shit in gear!
Re: So, what are we all working on?
Posted: Sat Sep 05, 2009 4:04 am
by Jon God
bring it!
Re: So, what are we all working on?
Posted: Sat Sep 05, 2009 10:36 am
by Zeph
Souly wrote:Zeph
Doom i dont know when ill work on it again but i will...tho i will make my own units for it ,insted of just importing Doom 2 sprites.
Stargate im not sure but when Pyro realy wants 2 ill work on it, since its kinda he's project and im only making units for that.
Callieach plug will be complete to some point, since i cant make myth models. So its not that it wont get completed just a matter of when we have a new tool that can make myth models.
Yeah and your projects...you cant realy talk!
Your "Qaurentine" is a awesom idea if only you start up Maya and complete the dam thing! But if you fail to complete it and im done with the Callieach plug im going to make something like it but with awesom Zombies and Mutated monsters. So you better get your shit in gear!
Yea right
Good luck with that
Re: So, what are we all working on?
Posted: Sat Sep 05, 2009 1:02 pm
by Souly
Its not luck....its Skillz!
Re: So, what are we all working on?
Posted: Thu Sep 10, 2009 12:01 pm
by Deqlyn
Dream Duel at Tyr - Mostly needs debugging and unit balance. Watcher vs Deceiver like Mazz. Also a bug that was supposedly fixed by 1.7 but hasnt been tested.
Left 4 Dead - Have the units made outside of a few Giant monsters, colormap and units mostly balanced, no scripting and few enemies placed. Includes, Sniper, MG, RPG, and Shotgun units.
Multiplayer map on HMP's CMAP which involves capturing flags in order. Similar to TFC type maps Avanti and Dustbowl.
A new heroes campaign where the heroes can do realistic stuff like throw knives etc. 1 hit kills mostly to make it realistic. I just made this up to look like im really busy.
Haven't touched any of this been playing AOE2!
Re: So, what are we all working on?
Posted: Thu Sep 10, 2009 1:19 pm
by GodzFire
Souly finish The 9 Vs The Fallen Lords
Re: So, what are we all working on?
Posted: Sat Sep 12, 2009 1:59 pm
by Souly
Soon
Re: So, what are we all STILL working on?
Posted: Fri Oct 02, 2009 12:06 pm
by Point
yep still plugging away
lets see coming to a myth 1.7 near you
CWR
Tagset 98.6% complete
maps multiplayer 80% complete
maps coop 30% complete
CWE
open for someone else to finish. PHEX?
B32
Ready willing and able
CPR Reloaded for 1.7
tagset 90% complete
Maps 95% complete
AOM
Tagset 50% complete
Maps 75% complete
and probably end of 2009
Warfare AvA
Tagset 40% complete
Multimaps 50% complete
CoOp Maps 40% complete (no scripting yet)
all can be found here >>>
http://hl.udogs.net/files/Uploads/%20Us ... ds/Points/
Re: So, what are we all working on?
Posted: Fri Oct 02, 2009 10:54 pm
by A-Red
Art of Myth has always intrigued me. I've seen a lot of pictures and played with some tagsets, but I don't really have a clue what it's about. What's the idea behind it? How will it play?
Re: So, what are we all working on?
Posted: Sat Oct 03, 2009 3:57 pm
by Point
AOM well origionally it was a combination of collections and tags to overcome myth limits ie I wanted big battles with lots of unit types so i had to reduce string lists projectiles etc... then ChrisP released big battles and my big fight hunger was solved sort of ... anyway I kept plugging away and complaining about limits then MYTH dev... raised the limits and AoM became what it is today a whole lot of units and maps for big s2 fights... basically WAR! the goal is a plain ole rock paper scissors myth one unit has advantage over another though weakness to another unit. and instead of myths 5 or 6 unit types per mesh players can choose from 32 types of light or 32 dark...
there are 68 units currently I could add more with the fun of the bag of tags though probably stick with the units there now.
The coop maps are spins of LOTR with the dark attacking and the light trying to stay alive... full of lame unfinished and un started scripting at the moment..
Re: So, what are we all working on?
Posted: Sun Oct 04, 2009 12:49 pm
by Zeph
you've been spamming those screenshots for like 3 years, get her done already!
I am working on ............ NOTHING!
By the way, ozone's folder/SF2/deathgorge 120909 has the latest beta of deathgorge with myth 1.7 fixes, try it out!!!
Re: So, what are we all working on?
Posted: Mon Oct 05, 2009 2:33 am
by Leif
Wow, you guys are keeping busy. I've been out of the community for a long time, but it's nice to see there still is one.
It's not really Myth related or anything I've touched in a long time, but a few years ago I worked on a Flash game for Underworld Evolution and made some environments. I sort've gave them a Myth feel cause of my days map making.
http://jessegreenberg.com/img/art/work/
Re: So, what are we all working on?
Posted: Mon Oct 05, 2009 7:40 am
by Zeph
looks better than myth
Re: So, what are we all STILL working on?
Posted: Tue Oct 06, 2009 4:48 pm
by Phex
Point wrote:
CWE
open for someone else to finish. PHEX?
I cant believe that I actually found this reference.
Hi Point.
Re: So, what are we all STILL working on?
Posted: Wed Oct 07, 2009 1:51 pm
by Point
Phex wrote:Point wrote:
CWE
open for someone else to finish. PHEX?
I cant believe that I actually found this reference.
Hi Point.
Hey phex so what are you working on...