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Games Probably the best luck I've had in months
MPRA2 replied to MPRA2's topic in Off-Topic Discussion
SO I got my M24 signature Allied Light Tank. Just randomly decided to record and I'm surprised I did so well. -
Here's my shitty recordings of the movie's DESTINY BOSS SCENES OF CRINGE!!! https://www.youtube.com/watch?v=5loe8Gzjui8&feature=youtu.be the last part of the scene with the girl, that was my reaction when i gave up on humanity after i watched this.... https://www.youtube.com/watch?v=Zs_3z7rQwqk&feature=youtu.be (i recorded this, put it on youtube and lets just pray i dont get murdered by the Youtube whores.)
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So, after watching Slender, and The Entity... I go around to watching the sequel to our favorite un-dead Nazi movie "Dead Snow 2" (which isnt cringy until the very end btw..... I recommend it to all of you). Anyways... to break it down, The Entity is a cringier version of Paranormal Activity.... This time, it revolves around a cemetery. (oh and its in spanish). Slender...... you already know its cringe inducing, as it is a "lost tapes" type movie that takes "lost tapes" that were "found" in 2014. I am currently watching this and will update as soon as I stop drinking Bleach and finish the movie. Just wanted to throw this out there, have you all talk about your cringy experiences with hilariously bad movies, as I, Sleep deprived MPRA2, feel it is needed to have some "positive vibes" going on. so! P..pa...pa...pa...pah... PLAY IT! Update: got so damn bored with Slender, that I fell asleep.... watched it again when I woke up..... The cringe is real. A Slenderman prank goes wrong and EVERYBODY DIES! BUT!! HERES THE TWIST... You never see the Splendid Skinny Suit Man. I still highly recommend Dead Snow 2 to you guys.... its great... Like "Shaun of the Dead"
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Unless you were a Gamma tester, you wouldn't know Siege. Rest assured I will be providing some preview images this weekend. I'm currently in the process of updating the assets to Delta. I'm also re-designing the faction bases from scratch since all the buildings needed to be re-placed anyhow, as well as defenses, walls, scripts, etc. all being placed in 3DS Max these days. The updating process takes some time as I need to be careful no leftover Gamma properties remain on the map. There aren't currently any crashes on map load, so that seems to be all-clear. Next up is re-texturing various parts of the map since Delta doesn't have all the textures that the map used to have. Then there is also another optimization pass (I've already cut draw calls in half by removing poorly optimized detail objects), as well as adding additional foliage around the map... Without going overboard on that. Finally, I'll be adding the map specific gameplay elements, before ultimately shipping it off to testers. Unlike Hostile Waters, testing for Siege will be minimal since it isn't a major departure from core gameplay (air to air balance might come into close view on this map, however). Well, cant wait to test it when the time comes around. Sounds like a really interesting map. I loved Hostile Waters and what you did with it, really brings out Red Alert's Naval combat, since it wasn't getting widespread use in the original Red Alert until 2, 3, and OpenRA came out.If you wanted to give some constructive (or not) criticism to the map ideas I posted, I'd love to hear it. Goes for everyone else too, I appreciate the support. Hopefully sometime soon Choppy'll teach me the basics of making maps, so I can at least get a map shell made. Might have some trouble placing objects and making tunnels... My only map making experience was on Gmax back in... cold fusion or Nuclear winter I believe..... couldnt figure it out for the life of me. Keep up the amazing work Raap.
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Here ;-; Watch and cringe (or laugh your ass off), at how miserably I got completely eradicated by the strongest AI in TRA.... OH and FRAYDO.... you can get the original Homeworld to work on certain Tablets with Beloko. it wouldn't work on my phone but.... MY PHONE is probably the reason why.
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Nice... cant wait to see how the map plays. I always loved Fjords, even when the V2/arty spam across the map was real as fuck... Just to be clear, this will not be Fjord. I need more time for Fjord, so I'm finishing up Siege as a mid-term solution... The alternative would have been nothing at all. Still. When Fhords gets finished, I'd love to play it. Cant remember Seige, but it sounds interesting.If you or anyone has time, what map creation program do you use for Delta, and could i... uh.... probably get a basic bitch tutorial on how to make a map, and lay down structures? I could probably figure out the rest. If you could Raap, just do it when you have time.
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Nice... cant wait to see how the map plays. I always loved Fjords, even when the V2/arty spam across the map was real as fuck...
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Pushwall, I'l have the elevation of the Allied outpost be the same as RidgWar's, but it will be moved back and covered by a Gap Generator to deter Soviets from actively trying to attack it. Probably botched the tunnel placements, but I added some Hedgehog Tank Blockers, and more cover for Allied infantry. I also spaced out the power plant section and added a silo for soviets and a refill pad. I was also thinking that soviets should start with an AI ore truck, and get a player controlled at 10 minutes before endgame along with a Tesla tank and an additional minelayer. Soviets will start with 2 Mammoths, a minelayer,and a V2. The V2 might be added to first wave reinforcements at 30 minutes. (45 minutes timer for the map). I tried making the power plant side poorly defended, so that Soviets would be forced to pay attention to it so they dont lose power to samsites and Tesla Coil. Spies and Engineers will be the Allies best friend on this map. (I added a small village where the allied only tunnels exit at to give them some cover from tank fire.) Update to Camos Crossing: Finished a more APBish layout of camos crossing, spread the defenses out more, gave soviet flame tower on East end a sandbag cover, also removed the service depots as they would probably clutter the map, and it would have never been practical in the map to begin with. (The thick shaded lines are sandbag segments). Also moved around the tunnels and added lines showing how each tunnel path connects to the other. Removed the aesthetic bridge, and remade it to be on the original Beta's version.
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Right.. Got all my work shit done before lunch.... now I can spend an hour looking for sheets of paper to make a more detailed map.... I swear, this shipyard doesnt want anyonr touching paper, as the only place you can find actual "printing paper" is only inside printers.... they dont keep any paper in supply closets... -_-" We also have a sterile glove shortage...... This place is so derped on all of the imaginable levels.... its not even funny.
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I was coming up with these ideas thinking that you couldnt just "pop" take out any unit from a faction without taking away a tech level. Now that I know that, I probably might change the map so that soviets could either buy heavy tanks and minelayers, or do what you suggest and just go the seamist route for the soviets.Thanks for the input and thumbs up Push, really made my day.
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Wow.....On any normal day back then on ren and Gamma-Nuclear winter, I'd get called out for dumb ideas.... I'm actually really suprised that there are people who are taking a liking to the map ideas. I'll get to work on larger map layout when I get home after work, or if i have time and can find the paper. Update: Came up with the Camos crossing remake I'd love to see. Allies and Soviets still have the player controlled Ore Truck, the new gem field at the town, and its infamous hill, but the bases now come with 2 light defensive structures, 1 silo per team, and a Service depot to repair your truck when you dont have the handimech! The hill has become a bit more of a tactical place, having an underground tunnel system, similar to that of Renegade's "Islands" map. As of my first copy of the map, there are 4 ways of entering and exiting the tunnels. 2 base entrances, and for those who have trouble getting up the hill due to enemy camps, use the handy entrances/exits on top of the mountain to regain control of the hill. (The dots represent the tunnel paths, and they all converge onto eachother) The less practical route is blocked by tank traps, sandbags, and a large trench near the Allied base. Could provide for some intense firefights if the cover is utilized right.
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well. i just need the weekend to roll around and a better camera than my Galaxy S4. oh and some bigger paper....... I wont use paint because somehow paint makes things look really cartoonishly stupid... I wont make the mistake again. the thing would be, V2s wouldnt be able to hit the base due to it's height, and being on a cliffside... like ridgewar, but no vehicle entrances, higher allied base, and further back. Minelayers could be a problem.... but Engineers now play a very vital Minesweeping role. I might have snipers removed from this map because so far that would be the biggest problem for the Allies, since they are kind of in the open unless there are hills and debris. Ontop of that they are only limited to Longbows and Chinooks..... I'll rework the location for the Soviet Power Plant to make it look a bit.... RA-ish and so it doesnt look like it borders the map boundaries. It was actually supposed to be more out in front and not connected to the base, only walled off with 2 entrances... maybe guarded by a flame tower... Still in the Pre-final-design-pre-alpha.... pretty much just right out of my limitless MPRA-tivity filled mind.
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That honestly seems like a more practical solution instead of giving the subs "reaper spawns". Because soviets will have a slight naval deployment time advantage over the Allies if you buy a sub anywhere and just teleport into it at the pen. It could also be used as a possible exploit if there are enemies inside the pen, or nearby structures, where a group of soviets could purchase a few subs, telespawn at the pen, get out, and try to eliminate the threat.
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The point of the second map is offensive seamist, kinda like what raptor posted. Allies DO have access to lolbows and Chinooks, the soviets of course would have a refinery and one silo. But as stated before, soviets have no way of damaging the small allied outpost, unless they steal a chinook or longbow because allies will not have any defenses other than 3 pillboxes. The soviet endgame would be a badger bomber flying overhead and paradropping a nuclear warhead onto the allied outpost. On another note, the soviet base will have multiple weakspots and a power plant of course for spy sabotaging. The power plant will be in a seperate part of the main base... ah heres my little shitty scribble map... sorry for the real tiny text. I also added a small town with 2 supply trucks for allies if they are smart to get to them first, otherwise.... soviets have no use for them. Also, the small lines of dots represent the OT path towards a mixed ore field.... I spent like 2 minutes scribbling this down at work... If i had a bigger piece of paper, i could have given the map more detail or rework it to look better....
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Theres a few map ideas of mine that I am pretty reluctant on throwing out. (Granted I'd have no problem doing so if I could make and script these maps) But I would like to see more Seamist/Hostile-Waters type maps where cooperation is needed to complete an objective. So far I have 2 ideas for maps that could furthet show off unused content like the chronosphere/Iron Curtain/Chronotank/etc. Of course none of these will be usable by the player, as was stated before in another thread where the chronotank was broken to all shit, and currently, the "superweapons" like chronosphere and Iron Curtain are impossible to impliment into APB at this time (as far as I am aware.) So heres my 2 ideas: 1. A temperate map in the middle of a German summer, Allies and Soviets both want to test their new technology. (This map will work like hostile waters, but have a seamist style gameover). The Soviets must defend their Iron Curtain, while trying to destroy an Allied Chronosphere, and vise versa. If the Soviets destroy the Chronosphere, a large number of Iron Curtain infused Mammoth tanks will come out of the Soviet's facility tunnel and roll to the allied base, destroying it. (The mammoths would be godmode with a light red texture to represent the Iron Curtain's effect). If the Allies Destroy the Iron Curtain, 5 (godmode) chronotanks will appear at the soviet base, destroying it. 2. My second idea is a Seamist type idea where in the outskirts of a Siberian village, the Allies start with 4 silos, a helipad, barracks, and Service depot... But cannot be reached by soviet forces because of their base being positioned on a cliff face. The only was allies can get off the base is with an allied only access tunnel, or by chinook. Soviet forces get a whole base with a war factory, radar dome, flame towers, sam sites, refinery barracks, and 1 tesla coil. The allies have 45 minutes to infiltrate a soviet base and destroy a nuclear tech center (or missile silo) to prevent a nuclear launch on their base. Just wanted to get these ideas out... maybe someone could take interest in them, or I could possibly make them if/when I learn how to make maps. I know they are pretty dumb ideas, but hell.... might as well try to show my creativity in the only way I can atm..
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Well I'd throw my out of this world like horrid skills at map making if I only knew how to make maps for Delta.
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Still, I'd totally trade CABAL's C.D. for the Lazor Defender.... It looks more appealing.
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We can totally do cruisers now because I've found a substitute for 2-turret logic. All we need is a model. People were just asking for this ingame yesterday :/ I'll ask for it for the 100th time. AIR............ CRAFTS............ IN........ APB.... just reading all of the map suggestions makes me want to dig deep into the internet to find older versions of APB like .9935 just to play these past maps..... Aircraftkiller had some really interesting maps and detail... FjordsTR is probably my second favorite Renegade map so far.... the first one being Soviet-AlliedTest from Renalert/.9935
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I don't know either... I built the core defender and just.... lost my shit and didn't even care about the "Hard AI" building his base, paying me no mind. plus, it took 2 hours to get to where I was, so I was really damn bored....
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Get spooked by downloading the "Orange Sun" mod on Moddb... I AM NOT!! visiting GDI.....
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Uhhhhhhhhhhhhhhhhhhhhhhhh I get around to the high tech units and structures, and...... what? Its like if the C&C: Retarded mod and the Generals "CrazyMod" had some sort of... uh...... kid? thing?
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Games Probably the best luck I've had in months
MPRA2 replied to MPRA2's topic in Off-Topic Discussion
then i must be doing something wrong because when i play as Russia, my bombers are shit, my fighters are decent but takes 2 full reloads to kill a plane, and the tanks...... get instantly owned by Box shermans . -
Games Probably the best luck I've had in months
MPRA2 replied to MPRA2's topic in Off-Topic Discussion
Well........ Ace Combat: Assault Horizon is the only game I have...... I really enjoyed the campaign... but..... the MP part of it is nonexistant on PC..... -
So, I was finally unmuted/unbanned from War Thunder, 15 days after a chat session on the update 1.57 bla bla bla Tab went a bit out of hand with players, yet I was the only one muted, when people were talking about politics, and Hitler being great.. I made one joke after this guy posted a very similar joke, yet I was the one who got the boot... lol... I started playing WT again since there was no point playing when I was muted because I couldnt send/receive invites, post in any chat or even PM someone, Use the "T" commands (just like the Ctrl+ F# commands in renegade). So I finally start playing ground forces as Russia (for those who dont play the game, Russia was the most OP nation before the recent 2016 updates), I subsequently lost all 22 matches this week so far, and was pretty much Tanya'd by the Box Shermans. (The M4s that had box like armor). SO..... After hours of trying to play as Russia, I switched to Germany for a few rounds, and..... Got my ass handed to me by a KV-2 with his nuclear 200mm arty shell.... Seriously the KV-2 could probably oneshot a Maus... So I give up on Ground forces and go back to Aces..... I play 1 match as the American Air Force, I chose my newly purchased P-51 Mustang, got maybe 4 or 5 kills into the match and I get... Probably the best kill I've ever gotten in my entire life as a gamer. (Wasn't recording at the time, so I went back and recorded the replay).
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Pushwall does have a point. In all honesty, nobody goes to save Flame Towers anymore, very rarely will I see someone go out to save a Flame Tower unless the team is desperate. (Guard Duty is probably the only map where I see players repair them the most) while FTs do decent damage against some vehicles, the moment there are more than 2 or 3 vehicles in play, the FT becomes useless and pretty much doomed, even if an engineer tries to save it.