Author Topic: Catacombs mod 0.91  (Read 15160 times)

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Esorp

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Re: Catacombs mod 0.91
« Reply #105 on: July 07, 2006, 11:48:35 AM »
I suppose it could be blood. Though I've never seen blood with yellow line patterns over it.
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Highlander

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Re: Catacombs mod 0.91
« Reply #106 on: July 07, 2006, 12:05:26 PM »
even through it looks cool
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Esorp

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Re: Catacombs mod 0.91
« Reply #107 on: July 07, 2006, 12:17:58 PM »
I think it looks kinda odd beside the snow terrain. It's a good texture, but it would look much better if used with different terrain/s.
~Flying is easy, the hard part is missing the ground.~

Septa Scarabae

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Re: Catacombs mod 0.91
« Reply #108 on: July 07, 2006, 12:57:17 PM »
But.. Lava in Snow?? The snow would melt from the extreme heat from the lava. So how do you explain that?

*chuckle* That was my first thought. Here is a somewhat better shot:
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Chel

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Re: Catacombs mod 0.91
« Reply #109 on: July 07, 2006, 02:30:52 PM »
I didn't put the lava in the snow on purpose. This is just a test and I used the textures that were there already. The snow will be replaced.

Septa Scarabae

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Re: Catacombs mod 0.91
« Reply #110 on: July 07, 2006, 03:05:52 PM »
I didn't put the lava in the snow on purpose. This is just a test and I used the textures that were there already. The snow will be replaced.

Having horses tromp through lava seems a bit crazy, even without snow. :P
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Scarabae Texture Pack v.2.9 (Updated 04.08.09)
Great Helm Add-On v.1.8 (Updated 5.12.09)

"Haha, I could just imagine you and Winter sitting there drinking moonshine and drawing sworddicks for Mount&Blade" -- NordMann

Esorp

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Re: Catacombs mod 0.91
« Reply #111 on: July 08, 2006, 02:40:58 AM »
I didn't put the lava in the snow on purpose. This is just a test and I used the textures that were there already. The snow will be replaced.

Ah, cool. Thanks for the insight.
~Flying is easy, the hard part is missing the ground.~

Drifter

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Re: Catacombs mod 0.91
« Reply #112 on: July 08, 2006, 05:10:57 AM »
First off, this mod is good fun (props on hiding the battlefield chest, by the way), but as (I think) has been stated before, more varied spawn points would be a huge help to the replayability. I did like the fact that certain armour was very heavy, because this can make me, as the player, think more before choosing the armour with the highest rating over something lighter and quicker (on that note, is there anything higher-rated than the heavy gold dragon armour? That's the best I could find in my spree through the catacombs). Also, there's nothing quite like going from a kitchen knife, to way too many weapons and armour to count. Oh, and my FPS never once dropped while playing.  :P

Well, that's all I had to say.
« Last Edit: July 08, 2006, 05:25:54 AM by Drifter »

PIL313

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Re: Catacombs mod 0.91
« Reply #113 on: July 08, 2006, 05:29:40 AM »
i really enjoyed playing through this mod but i think the dungeons need to be smaller or make the player move faster as i found that it took me along time to finsh lots of battles becuase i cound't move fast enough, even with 6 agility. i would like to see this mod improved and expanded well done

Pil313

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Re: Catacombs mod 0.91
« Reply #114 on: July 08, 2006, 06:03:50 AM »
Great mod Chel! overall,nice props,scenes and map. 1 thing that really annoyed me early on was the lack of bows,people with ranged weapons killed me :(

Chel

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Re: Catacombs mod 0.91
« Reply #115 on: July 08, 2006, 03:32:46 PM »
Thanks for the feedback guys.

To get a bow early you have to find the 4th chest in the catacombs on the battle map.

Yes there is something better than gold dragon armor, the ancient armor set, this one:

Drifter

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Re: Catacombs mod 0.91
« Reply #116 on: July 08, 2006, 07:23:02 PM »
Thought as much, I only had one piece of it. The ancient helmet was the best helm I could find.
Also, if you could consider slightly upping arrow/bolt ammo ammunts (2 - 3 increase), that would be great. I hated running out of arrows after about 15 seconds within sight of my enemies. Furthermore because some of the smaller-style corridors, enemies tended to pop out around corners and murder you horribly before you ever got a chance to shoot them with it. Maybe some sort of awesome cross/bow should be hidden somewhere (on second thought, just more types would be great). That is, if you feel up to it.  :D
« Last Edit: July 08, 2006, 07:25:43 PM by Drifter »

Aqtai

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Re: Catacombs mod 0.91
« Reply #117 on: July 08, 2006, 08:19:56 PM »
i really enjoyed playing through this mod but i think the dungeons need to be smaller or make the player move faster as i found that it took me along time to finsh lots of battles becuase i cound't move fast enough, even with 6 agility. i would like to see this mod improved and expanded well done

Pil313

I would agree with this, spending ages chasing around identical corridors looking for your opponents is not all that fun sometimes. Smaller dungeons/encounter areas please. otherwise, great mod!
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ARTHUR: A scratch? Your arm's off.

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Septa Scarabae

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Re: Catacombs mod 0.91
« Reply #118 on: July 09, 2006, 03:49:06 AM »
Idea: Rather than start with a knife, why not turn the metal staff into a rusted prison bar? Then, have an area nearby to acquire the knife.
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Scarabae Texture Pack v.2.9 (Updated 04.08.09)
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Chel

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Re: Catacombs mod 0.91
« Reply #119 on: July 09, 2006, 04:11:01 AM »
That's a good idea Septa. Thanks for the rusty textures by the way, they look good!

Thanks to more great pictures of lamellar armour of Central Asia, Tibet and the Himalayan Region from Aqtai :D