Custom mapper/modder/YouTube content creator

Comment History  (0 - 30 of 36)
KommissarReb
KommissarReb - - 36 comments @ Sacred Icon

I wish you the best and hope you guys don't give up on this mod. But it tends to be a bad sign when a mod page is posted that just announces an upcoming mod, but no files. I've seen it happen with Halo CE mods, Quake 3 mods, Dawn of War 2 mods, and Doom 3 mods.

Speaking of which I am currently working on a Doom 3 mod that I do plan on seeing to the end, but I haven't posted a ModDB page yet. I uploaded teaser videos on YouTube only in hopes of encouraging other people to continue to make custom maps and mods for that game, as I feel it still has lots of potential to it.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Crusade & Conquer!

I kinda liked this map way back in the day, so I made my own rendition of it: Moddb.com Looking back it's quite different in spirit, but for the most part I think I improved on the design.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Gothic dream v 0.1

Alright I suppose. Just not so dark you need the duct tape mod. But we all have different tastes I guess.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Gothic dream v 0.1

Horror can be done tastefully, but the problem with Doom 3 I feel contrived attempts to spook players is more cliché and annoying rather than good horror.

There are a lot of custom maps that mirror the campaign: You walk into a new room, the lights go out, the door locks behind you, and you're trapped in a tiny room you can't see in with a horde of monsters that teleport in, or were hiding in monster closets waiting to jump you. Sure, that startled me the first few times that happened during Doom 3's campaign. But not only did the "scary" effect wear off, but I found it irritating and not fun.

Now if you truly want to make a horror map and for the gameplay to not suck, there's plenty of creative ways you can achieve this that doesn't involve butchering the gameplay. Instead of stupid monster closets and rage-inducing traps, mess with people's heads by having an out of reach powerup appear and disappear using triggers. Doom 3 's map editor has so much to offer, and the campaign shows us mappers what cool things we can do if we tap into it's full potential!

This map played alright, though it was rather challenging (I played it using a mod that let's me spawn in friendly marines and even then it was still a challenge).

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Gothic dream v 0.1

I like to see people making maps focused on action over "horror", just like classic Doom maps! I like the way this one was going, but it needs some work and appears as though it is unfinished.

The preview painting looks really nice. It's a shame the map itself has nothing in it resembling it. It's possible to do with fog and red colored lights.

In the "newpdas" folder there should have a "personal.pda" to be the default PDA, and make it so it's given to the player at the start. An easy way to do this would be to have the player spawn midair, and directly underneath be a trigger that gives the player the PDA. Only problem is it will bring up the PDA tutorial, but IMO it's better to not start the map under attack.

When I'm stuck trying to do something when making a map and nobody else seems to know the answer, I decompiled the pk4 files that came with Doom 3, took the maps out and put them inside of Doom 3/base/maps, then went into the map that had the thing I was looking for to see how it was done. I'm currently working on an elaborate mod that will have a lot of cool stuff in it, so I've been doing this a lot.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ DOW II: Codex Edition v2.1

After 9 years, we finally have Necrons. Woo-hoo!

Champagne is flowing ;)

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Dawn of War 2: Retribution - Elite Mod

I wasn't aware of that. If someone mentioned before he lost them, then it would explain why it was never released.

Vengeance of the Blood Ravens and the Elite Mod added in the Tau, Grey Knights, Horus Heresy SM legions, and the Krieg IG. The way they did it was not by adding in new factions, but by changing the selectable heroes. I'm guessing it isn't possible to add in new factions, or expand the Tau and Necron factions.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Dawn of War 2: Retribution - Elite Mod

I have to second haterisnotmyname on adding in Necrons. We've all been looking forward to a Necron mod for over a decade, and the one guy who actually was working on one never released it and decided to mod for DoW 3 instead (a game that was poorly made).

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Standalone Game Asset and Source Pack

I want to use your gun assets, but I'm not sure if you optimized them to be used in a mod before releasing them. I'm having trouble figuring out how to get the v_m70 gun to work (the one that looks like an AK-47) It keeps crashing before saying "Error: Unknown weapon" in console.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ (6p) Chokepoint Mountain

I'll make sure to ask him next time I get on Discord. Fortunately, "Into the Breach" is a fairly simple map design. Do you want it shaped like in Winter Assault, or more optimized for Dawn of War II? Reason I ask is Dawn of War II limits your ability to defend resources way more than Dawn of War 1 did.

Good karma+2 votes
KommissarReb
KommissarReb - - 36 comments @ (6p) Chokepoint Mountain

Dans la Breche is surprisingly lackluster if you play in spectator mode (with just bots playing) and closely examine the map itself. That being said, I wouldn't mind making a winter map that is inspired by "Into the Breach". I just wouldn't expect an exact copy. I like having the liberty to make adjustments where I think it's necessary for optimal gameplay and not needing to constantly look at another map for reference.

On a side note, does anyone know how to make minimaps? After two years I still don't know how as there's NO documentation on it or anybody who seems to know who's willing to explain how that works.

Good karma+2 votes
KommissarReb
KommissarReb - - 36 comments @ (6p) Chokepoint Mountain

Much appreciated! I hope you guys enjoyed my maps.

Mapping in Dawn of War 2 is significantly harder than Dawn of War 1, but I think it's worth trying to make the most out of this game. Dawn of War 2 introduced a lot of cool things like Tyranids and different Chaos factions (Undivided and too much emphasis on Khorne was a downside to the original DoW). Feel free to let me know what you'd like to see in the future!

Good karma+2 votes
KommissarReb
KommissarReb - - 36 comments @ WWindu

I'm not sure if you're the guy I should ask about how to make a race mod, but RelicNews is long gone and I'm having a hard time trying to make a mod.

I've been trying to work with the tools you posted (https://dawnofwar.info/forum/viewtopic.php?t=1748), and some mod tools (https://www.moddb.com/games/dawn-of-war-ii-retribution/addons/dow2-mod-tools). I followed Cope's tutorial on how to use his mod tools, but he only covered how to mess with things like how to change the number of units in a squad or their cost (file:///C:/Program Files (x86)/Steam/steamapps/common/Dawn of War II - Retribution/Tools/DoW2_ToolBox_1.992/User Guide.pdf)

My goal is to make a mod that contains Necrons and Sisters of Battle, and maybe bring back base building if possible. I know that will probably be a big undertaking, but as long as I could figure out how to get the models I need and use the tools I'm willing to put however much time and effort necessary to do it. Though a lot of DoW2 Retribution fans would probably love to see this, even if nobody did I would at the very least love to be able to make something like this for my own personal enjoyment.

Reason I'm asking you is I saw you made at least one modding guide and I figure you might be able to give me guidance since I didn't buy DoW2 Retribution until 2017, but didn't think to attempt to make a mod until this month. In the absence of all the knowledge that was lost on RelicNews forums and the people who know how to mod but aren't paying attention anymore, how do I begin to do this? I'm trying to reverse-engineer mods that replace leaders to add new factions (i.e. Tau) but am having a hard time getting some of these tools to work (at all).

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Dawn Of Warhammer 40k 2: Warpstorm Over Aurelia

What can you use to make custom models for a mod; XSI 7.5, or Blender? I want to make my own mod with Sisters of Battle, Dark Eldar, and Necrons. Particularly Necrons.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Modder's Asset - Various CP Icons

Do these also work for Battlefront 1 (2004), or no?

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Bestine Jungles swbf2 version

I think that it's really cool you figured out how to give local teams their own colors so they aren't just using Red or Blue. I will say that instead of White, the one faction should have used green or something so that way we don't confuse their command posts with uncaptured ones. I never really got into making BF2 maps, but how make the local teams yellow or white?

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Rise of the Crime Lords 4.1

Why is it on the Equal Footing Galactic Conquest map the Hutt Cartel starts out with only Utapau? I remember in a past version a long time ago they started out with just the forest moon of Endor (which makes even less sense) instead of Nal Hutta. You know; their homeworld?

It would make more sense if they start out with Nal Hutta, Tatooine, Saleucami, Hypori, and maybe Ryloth. Especially since they are really underpowered in the beginning of the game (or at least they were in 2.0 which is what I've been playing). Or at least map a map next version that starts the Hutt Cartel with these planets.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ thecowwarrior's British Empire

Awesome mod! Always wanted to play as the King of England, and I like that you made them red. Though, I think that the British should have been the Japanese Bright red and the Japanese white, not to mention that I think making the Man-o-War a unique unit as a replacement for the Ironclad would have been better.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Necron Jungle

Thanks. Though I wonder how minimaps don't have the player start numbers ingame whereas in the map selection menu they do.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Nal Hutta: Wastes

Thanks! It was my first released SWBF1 map.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Nal Hutta: Wastes

Thanks for the feedback! When units are stuck in groups in parts of the map are they just standing there, or are they physically incapable of moving where they're at?

I've read that when units just stand still this is typically a problem of having too many barriers in the map. The problem is I couldn't really reduce the number of barriers without units getting stuck on things. All I can say is that it's the cost of making a map as big as mine and in the future I will make maps that aren't as big or use as many barriers.

Next map is probably going to be similar to Blood Gulch or something similar. It WILL definitely have Mark VIII tanks in it, I'll tell you that.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ DoW2 Destroyer 40k Mod 2.0 AVAILABLE

Dawn of War II desperately needs a Necron mod se we can satisfy our desire to pit Tyranids against Necrons with all the bells & whistles DoW2 introduced that DoW1 lacked. Not to mention the Tyranids in the Tyranid mods for the first DoW series were all absurdly unbalanced; a problem not present in DoW2's 'Nids.

It's really a shame you stopped working on this mod. You tease people with Necron spoilers with people counting on you for years, and you just let them down to work on content for Dawn of War 3. I've never been asked to finish one of my YouTube Let's Plays, but I have to tell you if someone merely asked for the next part I would make it happen out of obligation to give the fans what they want, as opposed to my own selfish interests. If I couldn't finish work on something like a GMOD SWEP or a custom map, I would explain what problems I'm running into in case someone could help me (and just being candid) as opposed to being lazy and selfish by not finishing what I started.

Besided, DoW3 is a game that had DotA styled graphics, ridiculously OP hero units, a progression system for units as opposed to having just ingame unit upgrades, only 3 factions, unnecessary slow pedestals in army painter, and implements inspired by C.S. Goto. No mod I've played for DoW3 can save that trainwreck of a game since the devs gave up on it.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Galaxies At War

I use the disk version though.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ The Trek Wars - Revival

By the way someone let me in on how you can make the Dominion's phased polaron beams bypass shields. Open Projectiles.xml with Notepad, and search for "Polaron" with "Find Next". For any of the beam weapons, find an entry called "Projectile_Does_Shield_Damage" and change "Yes" to "No". Do this for all Polaron beam entries for each ship type by using the "Find Next" button until all the polaron beams (or any weapon you want to bypass shields has this modifier. Now the Jem'Hadar should be more like in the movies.

Good karma+3 votes
KommissarReb
KommissarReb - - 36 comments @ Trek Wars Demo - Submit a Bug

In addition to the Zann Consortium's mass drivers being able to skip shields, the Rebel Alliance and Galactic Empire's concussion missiles and proton torpedoes can too. May as well give the Dominion SOME teeth by making their phased polaron beams ignore shields like they're supposed to.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Galaxies At War

Do the Dominion have Jem'Hadar ships with phased-polaron beams that can bypass shield like in the movies? I'd check the mod out myself, but I'm having trouble installing it atm.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Halo: First Offensive

Probably the first Dawn of War series since it allowed you to team up different factions with each other, but Empire at War certainly has potential with it's Galactic Conquest experience.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ First in game screenshots

If this is still being worked on, I'd recommend adding the Dominion as a fourth faction with the Jem'Hadar's phased-polaron beams able to ignore shields the way the Zann Consortium does. Also the Borg would be a good addition if you can make them tough (and the ability to "assimilate" ground units through the corruption ability). The Zann Consortium tends to steamroll GC and needs enemies that can make their work cut out for them.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Trek Wars Demo - Submit a Bug

Can't edit my comment so I'll make a second post to add what I forgot to mention. Sometimes Federation ships will be partially destroyed and the ship will be separated from the saucer section. When this happens, the back part of the ship doesn't fall apart and blow up or become a second unit, but moves sideways after breaking off in an awkward fashion.

Good karma+1 vote
KommissarReb
KommissarReb - - 36 comments @ Splash screen

Forces of Corruption in a nutshell.

Good karma+1 vote