[MOD] the CovyCarto ****RELEASED!

New mod releases.

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§harkÉ
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[MOD] the CovyCarto ****RELEASED!

Post by §harkÉ » Fri May 15, 2009 6:17 am

here's a little mod I made... used a bit of CE stuff in here, so I give my gratitude to the makers of the ce stuff.

I finally found the elite antr that allows the biped melee when the players melee
It's quite fun slicin' the hell out of each other

Image
Image

works in campaign, too.
Image


the mod is set in the 2nd BSP of the silent cartographer, the 4 story building with the shaft.

[UPDATE] Red team now spawns and everything just works out fine T^T
Image


Image
Image
Image

MOD INCLUDES:
- H2 Elite bipd, all animations completely working, running speeds and jump velocitys are also modified so that they are 1337
- H3-ified versions of most of the weapons
- improved explosions, lighting, and other small effects
- 2 explodable banshees
- fern for oxygen
- overshields & camo
- an Easter Egg which no one has ever found ( a rocket launcher that has 30 ammo, fires homing rockets)
-
WEAPONS LIST
- Carbine
- Battle rifle
- Energy sword
- H3 Shotgun
- Beam Rifle
- Pistol
- H3 plzma rifl <3
- H3 rocket launcher
- H3 sniper



Enjoy!
http://www.mediafire.com/?w3ogw4nhdi2


sharke
Last edited by §harkÉ on Sat May 16, 2009 5:00 am, edited 2 times in total.
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Sparky
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Re: [MOD] the CovyCarto

Post by Sparky » Fri May 15, 2009 9:32 am

Having difficulty with spawn points? Set each team's location closest to its own flag.
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TaxiService
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Re: [MOD] the CovyCarto

Post by TaxiService » Fri May 15, 2009 10:25 am

or more above the ground.


PS: yayness. :D
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Re: [MOD] the CovyCarto

Post by Fonzeh » Fri May 15, 2009 10:40 am

looks nice! be sure to fix all glitches before final release though! the less bugs the better!
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Fuel
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Re: [MOD] the CovyCarto

Post by Fuel » Fri May 15, 2009 10:55 am

I have a shaft version that i made O_o
its everything is set except for the hill markers and the ball spawns
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Smythe
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Re: [MOD] the CovyCarto

Post by Smythe » Fri May 15, 2009 6:44 pm

I want i heaps! but don't protect it i want that BIPD tag
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Re: [MOD] the CovyCarto

Post by crazyshroom » Fri May 15, 2009 8:48 pm

Fonzie wrote:looks nice! be sure to fix all glitches before final release though! the less bugs the better!
Yeah squashing the bugs will always make better
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Smythe
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Re: [MOD] the CovyCarto

Post by Smythe » Sat May 16, 2009 12:19 am

die cockroaches!
Anyway... cool mod
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§harkÉ
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Re: [MOD] the CovyCarto

Post by §harkÉ » Sat May 16, 2009 12:36 am

Me and my friends have been playing it for a while now, and there are no bugs or glitches we can see of YET.

The only problem is that red team is refusing to be spawn no matter what I do. I still need to try spawning the flag near them as Sparky said

I'm also gonna work on small details and lighting effects before releasing it. It's quite fun to have a big slayer game ^^

I'll release some more pictures later
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Smythe
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Re: [MOD] the CovyCarto

Post by Smythe » Sat May 16, 2009 12:59 am

Can i help test? i will gladly help with trying to get the spawns right.
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§harkÉ
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Re: [MOD] the CovyCarto

Post by §harkÉ » Sat May 16, 2009 2:26 am

YES!!! I just moved the flags into the map and now red team spawns!

THANK YOU SPARKY! xD

I'll just finish up a few more little effects and be uploading it

[UPDATE] yay I uploaded it. Scroll up and look at deh 1st post for download link

SharkE
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Re: [MOD] the CovyCarto ****RELEASED!

Post by Hostbot » Sat May 16, 2009 5:47 am

Looks like a beautiful mod, I'm so excited for release!
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Image

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Re: [MOD] the CovyCarto ****RELEASED!

Post by Nikolai Belinski » Sat May 16, 2009 8:42 am

SharkE wrote:here's a little mod I made... used a bit of CE stuff in here, so I give my gratitude to the makers of the ce stuff.

I finally found the elite antr that allows the biped melee when the players melee
It's quite fun slicin' the hell out of each other

Image
Image

works in campaign, too.
Image


the mod is set in the 2nd BSP of the silent cartographer, the 4 story building with the shaft.

[UPDATE] Red team now spawns and everything just works out fine T^T
Image


Image
Image
Image

MOD INCLUDES:
- H2 Elite bipd, all animations completely working, running speeds and jump velocitys are also modified so that they are 1337
- H3-ified versions of most of the weapons
- improved explosions, lighting, and other small effects
- 2 explodable banshees
- fern for oxygen
- overshields & camo
- an Easter Egg which no one has ever found ( a rocket launcher that has 30 ammo, fires homing rockets)
-
WEAPONS LIST
- Carbine
- Battle rifle
- Energy sword
- H3 Shotgun
- Beam Rifle
- Pistol
- H3 plzma rifl <3
- H3 rocket launcher
- H3 sniper



Enjoy!
http://www.mediafire.com/?w3ogw4nhdi2


sharke
The mod... It's beautiful...

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Re: [MOD] the CovyCarto ****RELEASED!

Post by zapconquest » Sat May 16, 2009 9:21 am

Ahhh chief keeps owning me :( I can't kill him.
Anyone know why grenades have that lag when thrown by bipds other than MC?
Also it's really cool how Q makes the elite say stuff. Good job on the mod. I just wish there were still a flashlight so I could see where I'm going down in that pit place.

§harkÉ
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Re: [MOD] the CovyCarto ****RELEASED!

Post by §harkÉ » Sat May 16, 2009 10:51 am

there's a bit of a pause when throwing the grenade because the elite is actually executing a throwing grenade animation. The elite takes a longer time to throw the nade so that way it looks like it lags from first person. You'll see what I mean once you see someone else throw a grenade

^^ Chief is there just to kill people who fall into the dark shaft. Or pesky people who try to get away with the flag on a shee.

To do some exploring in the shaft just get a carbine. It has a built in light that never fades. good luck finding the easter egg

playing this mod on your own is quite lonely. It's more fun with a buddy or some competition if ur just trying to explore.

I recommend playing CTF with 6 people or more on this mod xD I did so earlier this afternoon and it was intense.

sharke
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