Hey all... I do very basic ini coding occasionally, and 2D art alot... My favourite games at the moment are just cause 2, Mount and blade: warband, and Skyrim. All have been modded to within an inch of their stability :D Also CnC generals: Zero Hour never gets old... I like a lot of music... Blue October, Cage the Elephant, Muse, Prodigy, Rise Against, MCR... whatever I'm in the mood for really...

Comment History  (120 - 150 of 251)
magiguy101
magiguy101 Jan 9 2013, 5:08pm replied:

You want me to join a forum? God dammit... The things I do for love :p

+3 votes   media: Animal Classes Concept Art
magiguy101
magiguy101 Jan 9 2013, 1:14pm replied:

Oh and I almost forgot: danger scent markers should be visible to humans close up (due to very strong smell of fear :p) and removable by either certain humans or all... Animals have different scent marker detection radii. Bird has lowest, cat highest, play with the values I don't know :p

+1 vote   media: Animal Classes Concept Art
magiguy101
magiguy101 Jan 9 2013, 1:08pm replied:

To promote teamwork in animal side, they should have a scent mark system, with a danger scent that can be applied to any trap without setting it off except trap fire (there should be no way except inspection to tell them apart from normal fires.

Vines around map used as ladders, can be harvested (but remain) to let trapper refill on nets (number of nets depends on net trap upgrade)

Rockfalls of some kind, maybe triggerable by a mammoth interacting with certain boulders (don't want to make those humans too OP)

I hope this helps in some small way, and I'll be sure to have more ideas in the future, best of luck to all of you at mountainwheel :D

+1 vote   media: Animal Classes Concept Art
magiguy101
magiguy101 Jan 9 2013, 1:07pm replied:

Trapper/bushman character: equipped with a short bow, few arrows, a sling, a hatchet, and a net. Builds traps: trap fire provides all cosmetic effects of normal fire :flaming arrows, but do no extra damage; visually impair animals at night, but doesn't let people see better from far away (low light to humans); decloaks enemies though. Deals a lot more damage to enemies that trample it, can be distinguished from a regular fire only under close and calm observation. (wouldn't realize in the middle of combat)
Tripwire: placeable up to a set distance, choose beginning, end and trap to link it to. When moved over, triggers trap, can be seen, but hard to see.
Signal fire. Fire nearby covered by screens (so it cannot be easily seen, but also provides no bonuses whatsoever) with a bough of green leaves suspended above it. When triggered, bough falls in, creating thick white smoke seen from far away.
Bow trap. Short range, inaccurate, but deadly. Can be upgraded to shoot more arrows. One arrow will kill a boar, two a saber tooth, and three a bear. Consumes the bow in the trappers inventory. Hard to use but powerful was the idea. Quite visible so needs to be hidden in foliage.
Net trap: net suspends animal if placed on leafy ground (leaves mean trees, right?) does not work on large game. Uses net in inventory. Upgrades to carry more nets. Net retrievable.
All traps take time to set.
Trapper is stealthed, but fairly useless in a fight against an enemy that can move. Net is throwable, and retrievable, hinders movement if mid range, pins enemy at short range.

+1 vote   media: Animal Classes Concept Art
magiguy101
magiguy101 Jan 9 2013, 1:06pm says:

So is it animals vs humans? I think that could work nicely... Also, last night I couldn't sleep and my mind wandered to this game. I came up with a few ideas, which are probably terrible or already done but here goes:
Shaman support character can build fires. Friendly units within certain distance of fire gain regen bonus when not under attack (hit in last 10 secs?) obviously helps in darkness to see near the fire, but reduces visibility of all units near it in darkness. Archers within range of fire shoot flaming arrows (fires more slowly, but still higher DPS) Enemies within range of fire are uncloaked (stealth). Fires can be trampled by the larger animals (rhino, bear, mammoth) causing a small amount of damage, or can be put out safely with a water jet from mammoth. Fire goes out after short time (90s?). Fire can be upgraded to make it visibly bigger, have larger effect radius, last longer.

+1 vote   media: Animal Classes Concept Art
magiguy101
magiguy101 Oct 28 2012, 5:49pm says:

I have a feeling that these guys may be just a smidgen overpowered :P

+1 vote   media: China Nuclear Tank Hunter
magiguy101
magiguy101 Oct 15 2012, 4:56pm says:

Ah it's funny 'cause they have no tech...

0 votes   media: GLA Aircraft Radar
magiguy101
magiguy101 Jun 26 2012, 2:01pm says:

I know this mod makes the ai better and the game harder, but is it possible to still have an easy arcade experience? because I'd really like to use the new units, but I suck at total war games...

+3 votes   article: DarthMod Napoleon v2.5 "Mythos Edition" Released! (and new hotfix)
magiguy101
magiguy101 Apr 30 2012, 1:41pm says:

Damn... nice work :)

+2 votes   media: Hornburg map overview
magiguy101
magiguy101 Feb 7 2012, 6:49am says:

Good work

+4 votes   media: Playable Gastornis Bird
magiguy101
magiguy101 Jun 13 2011, 8:23am says:

The chaff exploded twice? And it exploded on contact with the ground? (unlike your chaff video...) I like the lasers, but the alarm sounds a bit off... You mentioned being able to dive through lasers, but wouldn't that just destroy any need for the lasers? I think the merc should be told if their laser goes down, (I'm assuming the taser is silent). I don't know much about the multiplayer system itself. If you are planning on having a level system where you unlock new abilities/equipment then diving through lasers could be a late unlock ability, and a laser that tells you when its broken should also be a late ability. I think of this like the powers in assassin's creed brotherhood: You can only choose a couple of powers, but you also get passive perks (two). The morph ability blends you into the crowd, but the templar vision power renders it useless as the pursuer can pick you out from the crowd. They are both late unlocks, but morph comes first. Giving people the ability to dive through lasers at the beginning would lead to no-one using them. Hope this helps :)

Peace.

+1 vote   media: Lasers
magiguy101
magiguy101 Jan 27 2011, 4:46pm says:

This game is awesome, but needs mods...

+4 votes   game: Worms 4: Mayhem
magiguy101
magiguy101 Jan 19 2012, 5:58pm replied:

Well I don't think you have the right attitude about picking the battle you can win, but I agree that people are blowing this way out of proportion. This topic is everything I hate about the internet, with the exception of cats. Conspiracy theories that make no god damned sense and people trying to link everything to somalia/nazi germany/soviet russia... Everyone seems to think that because they heard somewhere that the government did something wrong sometime then it gives them the right to disband all governments. You know where we'd be without government? Up to our necks in horseshit. Everyone is not out to get you, as important as that makes you feel, and I know this will get buried in just a few hours, but to those that have made it this far, Kudos.

To all haters, think before you thumb this down or at least think before you type your misinformed response.

Good day.

+8 votes   article: SOPA and PIPA - our internet freedom
magiguy101
magiguy101 Dec 11 2011, 7:35am says:

I've been having some trouble hosting or joining a local co-op game. I can play in the game, but my friend cannot join my game and I cannot join his. I'm using vista, he's using xp. I looked on the website and followed the link to the forums but it's a broken link and nothing comes up. Any ideas?

+2 votes   mod: Allied Intent Xtended
magiguy101
magiguy101 Dec 8 2011, 1:36pm says:

Like a stone age Chuck Norris

+7 votes   media: Wanna play this warrior character?
magiguy101
magiguy101 Dec 3 2011, 2:01pm says:

I'm annoyed this was a final release, but I voted anyway...

+3 votes   mod: C&C: ShockWave
magiguy101
magiguy101 Nov 24 2011, 4:52pm replied:

Try TPB :P

-4 votes   game: Medieval II: Total War: Kingdoms
magiguy101
magiguy101 Nov 3 2011, 5:06pm replied:

*small animals and large animals

+2 votes   article: Announcing Character Classes & Community Forum
magiguy101
magiguy101 Nov 2 2011, 4:39pm says:

So... what kind of traps are you talking? I'm thinking snare to keep an enemy rooted in one spot, a pitfall, a 'bleeding' trap, a slowing trap... but is there anything unique you can bring to the field? I think a different time to set different traps based on their effect would be good (pitfall has a digging animation, but traps enemy completely for 20 seconds or something. I guess you would need a different set of traps for small animals, and a different set for small animals. I think that a loadout system would be good for the game, and the maximum number of different traps should be three; one human, one small creature, one large creature. The large creature traps should work on all opponents, but a large pitfall, for example, should maybe take at least two people in the area of effect to trigger, avoiding a team blocking off an entire area. Also maybe limit the number of active traps per person... Hope this helps :)

-Magi

+2 votes   article: Announcing Character Classes & Community Forum
magiguy101
magiguy101 Oct 15 2011, 11:31am says:

Maybe push a tiny update onto the news feed or something to remind people this isn't dead. Get it shown up in the 'games' section again...

+7 votes   game: Stone Rage
magiguy101
magiguy101 Oct 10 2011, 9:19am says:

Holy **** that's awesome. Damn I'm glad you guys have been doing something good since the last video :D It's been a while.

+2 votes   media: Spy Coop move
magiguy101
magiguy101 Oct 7 2011, 10:45am says:

good to see :)

+1 vote   article: Still Working
magiguy101
magiguy101 Oct 4 2011, 12:20pm says:

Golden Peashooter Colour: Shiny gold, Damage: Insta kills a bucket zombie. Shoots about five times slower than a normal shooter. Pea is golden and travels about four times faster than normal. (Kind of a sniper pea) If possible it should be able to shoot through other plants...

+1 vote   mod: Plants v.s. Zombies mod Requesteru!
magiguy101
magiguy101 Sep 29 2011, 10:35am replied:

Nice to see this is still going :) Good luck and all that :D

+1 vote   game: Project Stealth
magiguy101
magiguy101 Sep 4 2011, 4:26pm says:

This needs an OP hero creator :D

+2 votes   mod: BFME2: Arcade Edition
magiguy101
magiguy101 Aug 24 2011, 3:44pm says:

So does one shot 'kill' you now?

+2 votes   mod: Battlefield 2 Airsoft
magiguy101
magiguy101 Aug 20 2011, 10:57am replied:

Well I'm not endorsing illegal activities, but perhaps yarr should find a better way around it... Yarrr...

+1 vote   mod: Super Star Wars: Rise of the Droid Empire
magiguy101
magiguy101 Aug 19 2011, 9:27am says:

Long live the 360! :P

-4 votes   article: Modern Warfare 3 to have Dedicated Servers
magiguy101
magiguy101 Aug 17 2011, 6:46am replied:

I think they're planning world domination :P Nice vid

+1 vote   media: CNC Fallout - Prelude to Conflict
magiguy101
magiguy101 Aug 3 2011, 8:07am says:

Yeah I applied and was told that it's dead... looked promising as a concept...

+1 vote   mod: The Harry Potter Modification
magiguy101
magiguy101 Aug 2 2011, 5:35am says:

lulz they're pretty much the same model...

+1 vote   media: Update 3 Set
magiguy101
magiguy101 Aug 2 2011, 5:32am says:

Jeez, that looks like it took weeks...

+1 vote   media: Update 3 Set
magiguy101
magiguy101 Jul 23 2011, 9:29am says:

Just for fun, the main enemy should be Mr. Bean instead of Dr. Breen... :P

+6 votes   mod: Point Blank
magiguy101
magiguy101 Jul 22 2011, 3:25pm replied:

What do you mean? So the Gastornis has a support class? and the bear has a support class?

+1 vote   article: Announcing Playable Animal Classes
magiguy101
magiguy101 Jul 20 2011, 5:05pm replied:

Oh no I meant he should get in the group to make it official :)

+2 votes   article: Announcing Playable Animal Classes
magiguy101
magiguy101 Jul 20 2011, 11:06am replied:

btw fainthaert you're not on the mountainwheelgames group...

+2 votes   article: Announcing Playable Animal Classes
magiguy101
magiguy101 Jul 20 2011, 5:11am replied:

That's cool thanks for the reply :) I'm pretty much out of ideas for now but I'll try and come up with new ones when more features are revealed. I also realised that invisibility could break the game, and that's why I only suggested slight transparency, much like poor active camo from halo 3 :) and the
Fact it can only be used for 15 seconds at a time helps to stop people ruining the experience...

Good luck :)

+3 votes   article: Announcing Playable Animal Classes
magiguy101
magiguy101 Jul 19 2011, 3:50pm replied:

And finally a less serious, but still feasible idea: Water jet: Yes I know this is somewhat silly, but come on; it's a mammoth :) Can only be used in water. Sucks up water (purely animation, doesn't actually change the water level :P) and then shoots it for about 2 seconds at wherever you point the cursor. Gives the animals a ranged attack. Stuns whoever is hit, and temporarily slows them to about 80% movement speed. Does not affect other mammoths.

If you read all of this then thank you for your time. I hope this feedback helps you create an amazing game, and that's it. :) I'm done.


For now... ;)

+4 votes   article: Announcing Playable Animal Classes
magiguy101
magiguy101 Jul 19 2011, 3:47pm replied:

Scout class: Spotting. Reveals all nearby enemies to the player and displays them on the minimap (if there is one) for a while (maybe 20 seconds) Also spots enemies who are crouched or in stealth mode. Increased are of effect if the player uses the ability while in mid-air.
If there is a first-person 'zoom' type feature, then it would be quite cool to show the enemies only in the field of your vision but at a much longer range. (Revealed enemies should have a red arrow pointing to their position)

Warrior class: War cry: All nearby friendly warrior class animals (and warrior humans if there is a class like that) gain a 10% attack boost. Does not affect the player who used it. (Possibly affects heavy class animals also)

Hunter class: Crouch/Pounce. Think of the hunter from Left 4 dead 2 if you ever played it. Press the button once to lower into a crouch, which reduces your movement speed to maybe 40%, but with no transparency or stealth aspects, as that just overpowers it. Crouch lasts for as long as you want it to. Next press of the button pounces on the opponent and causes heavy damage. (I'm thinking 2.5x one attack's damage if you hit their front or sides, and 4x damage if you hit their back).
Sixth sense: (call it whatever you want) Nearby human players have a cloud of coloured smoke (team colours, or green/red for friend/enemy) The smoke should not go too high or be too thick and is only visible to the player. Probably about twice the height of the humans. If passive then a very small range, if ability then increased range but decreased movement speed while it's active. I would say... lasts 20 seconds, and recharges in 40 seconds.

Heavy Class: Charge. Same thing as defence classes charge except with increased damage resistance, and maybe does less damage on impact with players, and more damage to structures (if you have destructible buildings) If possible knocks down trees.

+4 votes   article: Announcing Playable Animal Classes
magiguy101
magiguy101 Jul 19 2011, 3:45pm says:

In three parts:

I can see the most popular animal being saber tooth by far... Maybe add something more to the rhinoceros and gastornis animals. I don't really see that a scout class being that useful unless you're really big on team tactics... If you made the moving speeds at all realistic (or at least as realistic as you get with prehistoric animals :P) then the saber tooth will be the second fastest animal, and also pretty stealthy considering it's size. Either nerf the tigers or buff the others.

For example: Abilities for the classes.

Stealth class: Crouch/prowl. Animal gets half movement speed but hit boxes and visible size are halved height wise. (Possibly make the animal slightly transparent) Can only be in prowl mode for 15 seconds at a time. 20 second recharge between uses. (Maybe a 'refuelling' type bar that decreases as you use the ability, but starts to increase after you haven't used the ability for 10 seconds. (10 seconds to fill completely from empty.)

Defence class: Charge. Animal charges in a relatively straight line (some control but turns slowly) dealing heavy damage to all players, friendly and not so friendly. Sound of heavy footsteps is heard from quite a long way away. Charges for 10 seconds maximum, charge can be cancelled at any point although there is a short time between cancelling a charge and the momentum of the animal decreasing. Recharge time 40 seconds.

Scout class: High Jump. Fairly obvious. Extra high jump (double height?) so can clear large gaps on some maps. See/jump over tall obstacles, and makes you harder to hit. Either passive ability or can be used every 2-3 seconds. (As you already have the scream ability)

+4 votes   article: Announcing Playable Animal Classes
magiguy101
magiguy101 Jul 13 2011, 2:27pm says:

Well I love LOTR and I love M&B, and other lotr mods have been inactive lately... :( so I hope this pulls through :) Tracking

+3 votes   mod: The Last Days (of The Third Age of Middle Earth)
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