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Showing content with the highest reputation on 03/17/2018 in all areas

  1. Fifi La Fume

    Ogel's Curse Power-Up

    Confuse your opponents with Ogel's Curse! Includes Power-Up icon. Download: http://www.rockraidersunited.com/files/dl-r196/
    1 point
  2. ShadowDraikana

    Watering Heights

    I'm a bit surprised nobody reviewed the map, which explains why there isn't anything here about the messed up npl file. Thanks to @fun including a script source file, I was able to track down the error quickly. It was a value error in the mission failure part of the script, which caused the level to fail instantly because there weren't any Raiders in the level. Once I got the map to run (after about 7 adjustments to the cfg), I was surprised to see how large the level actually was. This didn't produce any lag at all, which was definitely helpful. This map is quite easy to tackle, due to the path that you can open close to your base. There are more than enough crystals to get 100 in that area due to the overly large number of crystal seams. Furthermore, the Tool Store in the other path is nearly pointless since it will get destroyed by monsters in short order. The squares Raiders choose to step on will wake up the closest monster, making it impossible to arm any other Raiders. The one that is armed will shoot in a seemingly random pattern at everything else in that small cavern, so good luck trying to keep the monsters from eliminating the poor Tool Store. I would suggest actually upping the crystal count goal, or cutting down the number of seams and crystals in general. Maybe doing something in the way of a heightmap would be a nice addition as well. When it comes to the structuring of the level bmps, and your cfg (contained in the readme), I think moving them (the bmps) into the level folder works better so as to make moving/removal easier. The cfg code I found multiple redundancies with; the objective could be handled better by creating a text file within the level folder itself. This is far more convenient and easier to deal with than editing the main objective text in languages. Ultimately, I submitted corrections to these issues, along with grammatical fixes for the objective and better streamlining of the readme file. Regardless, I like the design of the map. Maybe a bit too crystal heavy, but definitely fun (no pun intended) to play through.
    1 point
  3. Cirevam

    Time Raiders

    Some of you may have noticed a few screenshots of this mod I've posted on Discord recently, along with some short videos, and I'd like to say that my 2018 New Year's resolution is to get back into modding and make some real progress. I have been finalizing some things that were close to completion and putting the old files into "removed" folders that I will end up deleting for official releases. It makes everything cleaner and it's a good way to visualize progress. Here are some random screenshots from the latest build. ORANGE TRANSPARENT glow? I will update the first post with a list of things that are considered "complete," which may not count final polish like sound effects.
    1 point
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