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Not likely that you will, that MOD only existed on a promo CD that you could only get at PC fairs and is very rare. Other MODs like Horror Show, X-Men, and Malice also came from that CD. There was other oddball ones on it too such as Borg Quake (Star Trek MOD) and some weird RPG where you could pick a class and level it in the Quake levels (the name escapes me.)
Sweet! Gonna check this out and get back to you!
Nice, this reminds me of that QTANK MOD for Quake 1 back in the day.
This is going to need a LOT of work...
Interesting, I'll be keeping an eye on this one.
The veteran system and comm center look imbalanced as hell. :-/
People will spend the entire match fighting for that comm center and kill-***** all day long because they can see and intervene any attack that comes to whoever owns it, and the veteran system would make it even worse.
Banks ought to give you 100 per 6 seconds instead of 40 because I doubt a building of that size will be scattered all over the map like the oil derricks.
LOL! That will kill the minutes of waiting for people to be ready. XD
I never said he wasn't good, I just said the playlist could be better to compete with the other 3.
That's unfortunate. Allies Soundtrack is greatly lacking in comparison to the other 3.
This is fkin hilarious... XD
Not according to the new tech trees it isn't. Unless it was put into the Stolen Tech tab, but that one isn't working right now on the website.
Interesting idea, I'd like to try this out.
Because he is working on other projects at this time.
Awww dude, why was the Cyborg Prototype removed? That was my favorite unit! D:
Use the Bay of Pigs map, that's the best ****-around map you can play for this MOD.
Settings: 50k credits, maximum starting units, disable super weapons.
Set start point for yourself at the southwest corner, or the northeast corner. Add 5 AI players and set them on Mental AI (trust me, you'll be fine), and make your 2 AI allies Psy Corps and put them on either side of you. Move your starting forces to the middle choke point and bust the bridges on either side. Then, rush an MCV while building 9 more and deploy it behind the 2 bunkers and build base defenses. While doing all of that, capture all of the tech structures on your half of the island, including your allies. When you put up your barracks at the start, build some dogs and scatter them all over your half of the island, then build anti-air infantry and march them to those bunkers. Once you got all of that down, focus on building towers, and 10 Barracks, 10 War Factory, and 10 Construction Yards. The AI isn't smart enough to attack your base with anything (not even naval) except air-dropped units, so you won't need much base defense. With that entire setup, plus all of those captured Oil Derricks, you can't lose and have tons of money to screw around and experiment with any faction.
Oh that's brutal... Hopefully there is a separate AI setting for this. lol
Aren't Easy and Medium AI hardcoded not to perform certain actions?
That's good, cus I 100% agree with Martinoz too.
Speaking of alternate weapons, will the 2nd mod be utilizing a secondary and tertiary weapon slot to switch between?
Very nice. I am eager to try this out!
The movement speed in Beelzebub came with sets or it was crafted onto an item. Which worked very well for the Barbarian, especially in the frenzy state. It allowed him to run down those ******* succubi much faster, and run to cover from the horde of goat archers. But all of that kind of goes out the window for all other classes when teleport becomes spammable like D2 Enigma, even in your first mod. However, getting hit by projectiles in your first mod wasn't a huge issue, it was the time it took to hunt down and kill the projectile spammers. As a melee class in the final difficulty, you go into a melee fight with monsters, and the fight is done within 30 seconds or less. But when you come across a pack of Succubi, it can take up to 5 minutes to kill them all unless they flee into another group of monsters. Dealing with that tedious task of chasing them down or getting kited into more mobs became extremely monotonous, and it heavily deviated players from the main focus of the game as well as made people not want to play a melee class.
I'm sure it won't look bad to walk a little faster, but being able to run down and/or evade fireball spammers makes it more fair to us players. One of the biggest issues with the 1st mod was the bogus amount of projectile spam in the 2nd half of the game. In general it has been a balance issue even in vanilla, though you seem to have made it slightly worse. lol
So far Diablo HD (Beelzebub) and Diablo PS1 are the only ports to counter that glaring issue. Please be #3!
This thing is glitchy as hell, I can't even get it to paint the terrain properly without it trying to mix 8 textures into 1.
Provided that it can work for the game and that you dropped it in YR directory, you will find it at the bottom of the map list in-game.
It doesn't need to be a lot like in D2, just a cap of up to like 50%, enough speed to catch those fireball spammers and evade projectiles better. The movement speed cap could also be based on the class and could vary to make them more unique. Another idea would be to give a movement speed buff of up to +100% to the player if they kill every monster on the floor they are in. That would give you an incentive to kill everything on that floor and help with backtracking.
*Looks at below comment* Ah, so that's what happened when I dropped in to visit.
Please tell me TH2 will have increased movement speed finally! lol
No, only Diablo 1 on the Mac is.
Basically, it's Empire Earth 2 mode without the unit cap penalty. lol