[MOD] Galaxy Wars - Rising Doom

New mod releases.

Moderator: Halo Moderators

Like the storyline so far?

Sweet! Tell me more!
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Meh... has potential.
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Nah, lame.
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Sparky
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[MOD] Galaxy Wars - Rising Doom

Post by Sparky » Sat Jan 16, 2010 8:27 pm

Galaxy Wars, "Rising Doom", is the first in the Galaxy Wars epic series.
The story begins in Bloodgulch. After several years of tournaments in this environment, United Nations Space Command decides to take its spartan gladiator tournaments to the air, and eventually to outer space. Unbeknownst to the spartans, UNSC is using them for their own imperialistic purposes... Your mission is to develop your flight skills as fast as possible in preparation for your future space combat missions.

Features three (unfortunately CE) vehicles: epelican, pyro gx and venture. Changes mostly vehicle physics and some weapon and fog meta data.

Enjoy!

http://www.halodemomods.com/wiki/File:G ... g_Doom.zip
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Re: [MOD] Galaxy Wars - Rising Doom

Post by Sparky » Sat Jan 16, 2010 8:29 pm

Hosting now.
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Re: [MOD] Galaxy Wars - Rising Doom

Post by seabeast » Sat Jan 16, 2010 8:33 pm

OMG I CAN ACTUALLY BE THERE! O_O I will be there soon.

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Re: [MOD] Galaxy Wars - Rising Doom

Post by Nikolai Belinski » Sat Jan 16, 2010 8:52 pm

if it does have CE in it, it should at least be fun to play. which suggesting from your previously released maps, it will be

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Re: [MOD] Galaxy Wars - Rising Doom

Post by Smythe » Sat Jan 16, 2010 9:17 pm

Not working i can't join your server :(

EDIT: not to be mean or anything but this mod is bad. all you've done is import some CE vehicles and made the jump higher. also the pelican spams PYRO's instead of rockets which creates lag. the Pyro's Camera track is terrible, the weird jet type vehicle is too slow, the pelican is too big for bloodgulch! i know it's a map to be played before galaxy wars but honestly it's not worth the 8.6mb's of hard drive space it used up.
Sorry.
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Re: [MOD] Galaxy Wars - Rising Doom

Post by zapconquest » Sat Jan 16, 2010 9:36 pm

olly12345 wrote:Not working i can't join your server :(

EDIT: not to be mean or anything but this mod is bad. all you've done is import some CE vehicles and made the jump higher. also the pelican spams PYRO's instead of rockets which creates lag. the Pyro's Camera track is terrible, the weird jet type vehicle is too slow, the pelican is too big for bloodgulch! i know it's a map to be played before galaxy wars but honestly it's not worth the 8.6mb's of hard drive space it used up.
Sorry.
It's pretty fun to play if you replace the pelis with the pyros and then play against others. Not really a mod in my mind, more of a demo, but fun to play around with.

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Re: [MOD] Galaxy Wars - Rising Doom

Post by Smythe » Sat Jan 16, 2010 9:43 pm

I'm just being fair. WHY AREN"T WE FLAMING HIM! we do it to anyone else who releases a mod like this! you guys are so inconsistent!!!
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Re: [MOD] Galaxy Wars - Rising Doom

Post by Sparky » Sat Jan 16, 2010 10:02 pm

Well, the thing is, I actually modded the CE imports, so it's still technically a mod.

There are some glitches here that I wouldn't have been able to test before releasing unless I had alpha testers: messed up grenades (I don't think I'll be able to fix this, I might as well redo the map again and release a new version) due to plugin issues; the pyro gx doesn't sync when fired from the pelican's weapon (and no, it's not really spamming them since each peli only releases one pyro gx per game); and some improvements to be made: the banshee could be replaced with an anti-air gun or improved (I'm leaning toward the anti-air gun) - basically, I need to readjust shields or make the balance more even between ground troops and flying vehicles.

Sorry for the confusing wall of paragraph, but, er, well, legibility costs extra with my posts :P O_)

EDIT: I'm kindof disappointed that the pyro gx doesn't sync when fired as a projectile from a weapon. That was the starting point for this mod's being. I'll have to remove the epelican and leave the two flying vehicles - a third, the banshee, would be nice, too. I'll do some more experimenting and testing before the next revision of this mod.

Any other suggestions, besides less fog?
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Re: [MOD] Galaxy Wars - Rising Doom

Post by Sparky » Sun Jan 17, 2010 12:05 am

Updated to version 1.1.
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Re: [MOD] Galaxy Wars - Rising Doom

Post by Moxus » Sun Jan 17, 2010 4:42 am

Sparky wrote:Well, the thing is, I actually modded the CE imports, so it's still technically a mod.
Sure, we can say it's technically a mod, but is it really? Technically, it might be a mod, but practically, it seems more like a CE import mod; most of the changes you made were minor (changing the speed and ROF of projectiles, adding a Pelican base with a ramped up Shade), leaving some somewhat awkward game-play centred around 4 CE vehicles. Sure, there's not a lot of CE, but since the focus is centred on those 4 vehicles, it's just a toned down CE import mod.

-=Moxus=-
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Re: [MOD] Galaxy Wars - Rising Doom

Post by G[v]N » Sun Jan 17, 2010 8:07 am

olly12345 wrote:I'm just being fair. WHY AREN"T WE FLAMING HIM!
That, sir, sounded like a troll. Constructive criticism and flaming are completely different, and all of us should be giving the former.

Just doesn't work in Blood Gulch, Spark. Honestly this would be cool if it was in space and you could spawn about 16 of those jet thingies, fix the camera track (because IMO it's waaayy too far out right now) and make some epic space bases, complete with turrets and stealth passenger shuttles for some epic tactical CTF games. I'm hoping that's what you're going to do.


Or we could just loop the loop for 30 minutes..
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Re: [MOD] Galaxy Wars - Rising Doom

Post by Zodiark just hanging around » Sun Jan 17, 2010 3:41 pm

O_O I pop in and this is here!

Downloading now! This looks pretty epic.

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Re: [MOD] Galaxy Wars - Rising Doom

Post by PrøtoType » Sun Jan 17, 2010 4:00 pm

May i use the vehicles in the next update on my star wars mod???
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Re: [MOD] Galaxy Wars - Rising Doom

Post by Sparky » Sun Jan 17, 2010 9:18 pm

As they are... eh, sure. Just give credit to whomever you feel deserves it.
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Re: [MOD] Galaxy Wars - Rising Doom

Post by Amy » Mon Jan 18, 2010 5:45 am

Sparky wrote:As they are... eh, sure. Just give credit to whomever you feel deserves it.
i got a feeling he is going to have a LONG credit list.
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