Ships of War Zone (Battle Ships Zone)

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Spazzo said:
I give everybody credit for what they did, and I say credit for myself for what imput I had, in which I dont add more or less to.
I think that it's more the fact that you overexaggerate your credit. The screenshot, for example; it's worded in a way that makes it sound as though you had a large hand in creating the wad, not to mention that your name is in 24-point text, when it should only be about 9-point. Shoddy thing placement isn't all that it's cracked up to be, mind you.

Also, you seem to have a tendency to latch onto other projects (With the exception of DMSC, which you shoved off; it's wake dragged you along for the ride, regardless), and yet, despite your widespread involvement in a multitude of projects, we've yet to see anything notable from you which was entirely your doing. This, along with the fact that you generally contribute less than 7% of the work put into said projects, makes you look very bad.

That put aside, the cannons kick much ass, as I've already mentioned. Are they affected by gravity? If so, there are all sorts of crazy things you could do with them; drop them on conveyor belts, bounce them off of springs, hell, with a bit of work, you could probably make it function like an enemy; that is, chase the player down, engulf him and shoot him off in some random direction, possibly into a tactfully-placed spike pit. ohyes
 
Ritz, this is a wad from before 1.08... At the time, SOC edits, map scripts, linedef executors, and even the new map header system were almost unheard of... Of course, SA City pioneered new map headers and map scripts just before I made this, but the point stands: The cannons are simply red springs I created crappy new sprites for and forced to use the thwomp sound. I'm much better at spriting then that now, you know.

I doubt making a spring that chases you around and shoots you in a random direction is possible at this point, but it may be neat to see a spring that chases you down and immediately shoots you in the direction it's going...
 
Spazzo said:
With Supersonic, I said many times that Chaos Zero 64 was the main spriter with the wad.
I've found tons of places in which you call it "your" wad. Even the noobs around say "Spazzo's Super Sonic wad." That's when I warned you in that netgame to not ever let me catch you do that. And Bigboi and Ritz are both right. It's a fact that you keep wanting credit for the next big thing.


Yeah the cannons are cool. Way too spacey, though, and I'm not liking the ring placements.
 
Hey, I remember this level. I haven't played it in ages.
Of course, I probably won't bother to download it or play it in any netgames, anyhow. >_>
 
Jason the Echidna said:
The cannons are simply red springs I created crappy new sprites for and forced to use the thwomp sound.
rlynow. I was under the impression that the cannons held you in place until you were ready to launch yourself. Pity.

Still neat, though.
 
Ritz said:
Jason the Echidna said:
The cannons are simply red springs I created crappy new sprites for and forced to use the thwomp sound.
rlynow. I was under the impression that the cannons held you in place until you were ready to launch yourself. Pity.

Still neat, though.

I messed around with object place a bit to find out about that. Apparently the hold in place thing is the result of colliding with the fof above the cannon; as being forced into a spin while keeping the speed(people used to complain about projectile speed being maintained when hitting stuff, and then shooting like a rocket when leaving collision) results in the spin lines. That really came to good effect here.
 
You always got stuck. Back in the 1.08 betas, though, you didn't get forced to stay in your spinning animation or keep your spin trails, though. You went into the springing animation and the only reason you're held in place is because by doing so, you become bigger then you are allowed to be in the small holes. I suppose it could be fixed, of course, so you instantly fire, without changing the map very much (simply taking the FOFs up by 16 or 24 units) but meh... Why bother... As Shuffle made clear, the people who actually PLAYED it when I first released it are pretty much unimpressed. It hasn't improved very much from the first time.
 
Omega, we finally have something in common.
According to JTE, we both stole a project from him, and we both are pointy haired bosses 0_0.
I understand why YOU are, but me...
:roll:
 
Jason the Echidna said:
-_- And if you even THINK about complaining... You don't want to know how many of Spazzo's errors I've had to correct (directly or otherwise)...
He is truely on a path to becoming one of the great pointy haired bosses one day!

Nice Dilbert refrence...
Now where's my Evil Pie and SRB2JTE?
Hmmmmm????
 
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