Harbinger 2.0

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SilentRage
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Post by SilentRage »

Now that... that was just fucking awesome! The community needs new and original ideas like this.

I always wanted to play against a huge monster that needs tons of marines just to take him out.
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Xaser
 
 
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Post by Xaser »

Great Scott, this is amazing!

Hehe, for some reason I'm reminded of Halo 2's Scarab... perhaps a special mission where you have to fight this thing by some "alternative" means would be very handy indeed. ;P
skadoomer
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Post by skadoomer »

Wow, not only is this a TRUE boss fight, but theres a lot of impressive manipulation going on behind the scenes. Can i ask how in the world you come up with this stuff? Does it start off as small experiments or do you periodically just have these moments of ACS genius?
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Xaser
 
 
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Post by Xaser »

Hmm... I think Mouse *is* ACS genius embodied. Or something just as mysterious. :P

I personaly want to know how you got all the individual parts to move in unison. ACS trickery, I presume, but what else would we expect from you? :P
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LilWhiteMouse
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Post by LilWhiteMouse »

The monster has evolved a number of times, soon to evolve again. The first "version" was when I started up on Power DoLLS for the second time, and split the Marauder into three actors. Then I adapted the ACS to make my snail crab for HQ2. The two were combined to create a monster for my second attempt at the Adessa hub. When that failed for technical reasons, it got retextured and ported into a different project as a naval ship/submarine styled lava demon. The Ultra Berserker was also born there, as a way of bombarding the "ship". That map got out of hand, so I gave the monster legs and moved it to yet another project. That project became so cannibalized I simple terminated it. The next generation of the monster is getting mecha shōjo'd/musume'd to be used in a personal project. As such, I figured I'd offer the existing one before it got archived and forgotten.
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qwerqsar
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Post by qwerqsar »

A
Ma
Zing
!!!!!!!!!!!!!!!!!!!!!
Incredibly goooooood stuff! Congrats!
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Loki
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Post by Loki »

Wow. Awesome, and insanely difficult. I imagine getting all of the pieces to work in unison must have been a task in itself. [EDIT] Oh, I just noticed, when it got to low health, the turret underneath was in the wrong place, sticking out to the side. [/EDIT]
Harbringer
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Post by Harbringer »

Wow, I'm kind of a hardass aren't I? ;P
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Firewolf
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Post by Firewolf »

Wow...

I wonder how this would fair online. :)
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edward850
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Post by edward850 »

Seems cool, well, more than cool, but you get the idea.
I may use this for a project of mine :D very awsome boss!
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LilWhiteMouse
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Post by LilWhiteMouse »

Firewolf wrote:I wonder how this would fair online. :)
Just have to change a line of code to add additional players to the target pool.
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Cutmanmike
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Post by Cutmanmike »

Mind telling us that code? Just tried it and I think this would be great for multiplayer :P
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LilWhiteMouse
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Post by LilWhiteMouse »

Cutmanmike wrote:Mind telling us that code? Just tried it and I think this would be great for multiplayer :P
Lines 246 and 247.
I *think* this is what it should be, but I don't know anything about MP so....

Code: Select all

Thing_ChangeTID(0, 255 + PlayerNumber());
FID = 254 + PlayerCount();
I forgot you'll also have to add the player starts in the map. Like I said, I don't MP.
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HotWax
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Post by HotWax »

Also, to get infinite lives type the following:

Code: Select all

POKE 24015,173
SYS 36864
=:)
dennisj1
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Post by dennisj1 »

Heh, POKE and SYS. GW-BASIC?
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