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Messages - Whalen207

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211
Scene Editing / Re: Kong Ming's Short Guide to Making Your Own Maps.
« on: January 23, 2011, 08:56:40 pm »
http://notepad-plus-plus.org/  <--- Makes it infinitely easier, reformats the notes in an easier way.

And, as for that 'problem', the .sco file is the raw data of that map's object placement. You might have to clear your map over again and start from the basics.

Kong, I also recommend posting screenshots. They tell more than lines of text.

212
Spam / Re: How does your face look...
« on: January 22, 2011, 11:05:52 am »
(click to show/hide)

I would like to know what is he saying :D

This.

213
I agree with sultan. You'd have to get an unsuspecting pikemen from the back to actually kill the little bastard.

~Lv.30 Medium Cavalry

214
Scene Editing / Re: Finished Maps
« on: January 22, 2011, 09:36:14 am »
Tyvm. Watch me fuck it up.
 :D

215
Scene Editing / Re: Finished Maps
« on: January 22, 2011, 08:38:22 am »
Mm... Curious as how you would upload your mapdata to the Repository? I've got a multiplayer map I've made using the Module and Scripting process in BETA and I'm thinking of uploading it... How..?

216
General Discussion / Re: nerfed archer again
« on: January 22, 2011, 07:58:42 am »
Quick! Heirloom it before chadz returns!  :!:  :!:

217
Spam / Re: Gravity
« on: January 22, 2011, 07:16:07 am »
YES  :twisted: :twisted: :twisted: :twisted: :twisted: :evil: :evil: :evil:

218
Spam / Re: Admin abuse against rpers
« on: January 22, 2011, 07:13:18 am »
This actually counts as impersonating another Clan, so I'm surprised you're not banned. No RP of merchants from anyone outside of the Caravan Guild is allowed.

This is correct.
Ban the OP immediately.  :mad:

219
Spam / Re: How does your face look...
« on: January 22, 2011, 07:11:56 am »
visitors can't see pics , please register or login

220
Historical Discussion / Re: Agincourt
« on: January 22, 2011, 07:05:02 am »

221
Scene Editing / Re: Advancing spawns?
« on: January 22, 2011, 05:41:18 am »
Leiker is correct.   :D
Saw it on mbrepository a couple day ago, search it.

222
Scene Editing / Re: Map Editor!
« on: January 22, 2011, 01:45:55 am »
There are tutorials on how to do this.
You're just retarded, bro. It's k.

223
Scene Editing / Re: Maps in Development
« on: January 22, 2011, 01:17:55 am »
Nastur, think you could add some fires around the sinking boats?

224
Scene Editing / Re: Maps in Development
« on: January 22, 2011, 01:10:46 am »
<< Finished Product: Entrenched Encampments >>
(click to show/hide)

Finished. Spawns are good, I might add some AI mesh for bot battles.
NOTE: It looks better on foot. Trust me.

South = Ruins
West = Spawn (Sarranid?)
East = Spawn (Vaegir?)
North = Forest
Center = River/Farm

It's a mostly open map with a bit of vegetation. I personally love it so far, and hope the players wont' just charge down the middle like headless chickens.

For example, the Vaegir's home base is a fairly fortified point. The river is hard to cross (Spikes in the shallows) and there's a small fortification nearby. They also have instant access to the forest.

On the other hand, the Sultanate has access to a large ruins site and is given cover by some scattered debris and the farmhouse.

225
Suggestions Corner / Re: Realism based on weapon
« on: January 21, 2011, 09:48:05 pm »
Atom's bonds are far too strong to be cut by any sort of macroscopic blade...
You're just an idiot.

On a side note, if Katanas were realistic in this game they'd cost $9,999,999 due to being imported from 500 years and >1,000 miles in the future and being master crafted from the rarest metals.

(They were first developed in the early 1400's, while this game takes place around 1000)

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