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Also Badwater Basin is completely different from my intent; A hectic map called Malfunction Junction. A Grassy Mountainous map with two looping train paths; one entirely underground, one that runs partially through a mountain and into an aboveground railway the rest of the way. Both paths would have Train craft flying along, in opposite directions. In a bunker breach you would have to destroy or trap both trains to safely path your own soldiers along; or send commandos with grapples and stick to the ceilings as patrols are gored by their own machines.
My lack of experience kept me from taking that route. Similarly, I’ve thought about vehicle traffic in urban maps, with a similar result.
Overall I’m happy with how it turned out anyway. Granted the Endzone BG still has some ugly pixel issues and the Station is too big. There’ll always room for improvement, and I haven’t given up on my ambitions yet. Only for now, i need a break.
I FOUND A BONUS!
SSSSssSssssSSHIT
THAT WAS HARD
This is pretty much my first standalone release where i’m not tweaking, porting, or reuploading someone else’s stuff. I learned that it’s a lot different to release and make something than it is to think about it.
I Also learned that naive ambition is painful. Rewarding and a way to get really good ideas, but painful to really implement.
In the back of my head I actually wanted to make a sort of campaign at one point with these maps. In the end I chose to organize the maps into a sort of pseudo-campaign. There are hints as to where it starts and ends. As the missions are arranged somewhat linearly you’ll automatically start on one end or the other by instinct; unless you’re a dirty contrarian who reads everything first before playing, or one of those “spin 2 win” guidos that just punch keys blindly. For gods sake.
The whole 'relic of a forgotten age' vibe it gives off is really cool.
@PADDY Falling down....huh? Does it slowly hover down or just drop entirely?
If you still get crashes, post them. Please.
RTE Aborted! (x_x)
---------------------------
Failed to load datafile object with following path and name:
BBunkerB.rte/Null/1x3Null
The last frame has been dumped to 'abortscreen.bmp'
There's yer bug. :I
Means I Need to update. Again.
RTE Aborted! (x_x)
---------------------------
Failed to load datafile object with following path and name:
Trappers.rte/Use Tunnel Entrance
The last frame has been dumped to 'abortscreen.bmp'
Can someone please tell me what the deal is with this?
I had the same issue with Quarter.
100% of the time what you'll see from the AI is pure procedural work from the base game. I've never went as far as scripting the actions of the AI. I only set the dominoes up; they'll jump off of the table themselves most of the time.
Believe me; I wanted to FILL proxy with units, but i left some faith that if you breached the perimeter the AI would just flood the roofs with units. It's a bit wonky.
another thing, is there any way to essentially prevent the A.I. from dropping units directly into the chasms in proxy towers? On most game modes, about half of the A.I.s drop ships just plop right down into the drink so long as you've got any units stationed on top of the building containing your brain.
haha, i could never figure out how to kill that door, and you did it in a few days! If someone wanted to make it truly invincible they could just attach a lua script to it that sets the HP to 100 if it ever dips below 100; or to spawn a new door when one dies.
I think since one of the latest updates you could set the health of things ti any level, but I've only gotten the GUI to show 999 HP at max on a unit. Past there the HP counter would "reset" and add to an invisible thousanth place.
The Vault is in a group in the MP3 Scenery group in the buy menu, and the doors are all in MP3 Bunker Systems