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 Imperial Forces 0.3 (W40k Mod) 
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Joined: Sat Dec 20, 2008 1:25 pm
Posts: 8
Post Imperial Forces 0.3 (W40k Mod)
Image

Image

Imperial Forces 0.3

This mod adds new race - Cadian Imperial Guardsmen. I finished work for many things: weapons, units, objects. In this mod you can see:

Units:
    Guardsman
    Guardsman Sgt.
    Kasrkin
    Kasrkin Sgt.

Weapons:
    Lasgun
    Autogun
    Heavy Stubber
    Laspistol
    Hellgun
    Hellpistol
    Gren. launcher
    Boltpistol
    Bolter
    Chainsword
    Combat Shotgun
    Plasma Pistol
    Plasma Gun
    Melta Gun
    Flamer
    Two Types of Autopistol
    Krak Grenade
    Melta Bomb
    Frag Grenade

And some objects: trenches, covers, walls...

http://rapidshare.com/files/175148151/IFmod_0_3.rar.html


Last edited by Zaqqthe on Sat Dec 20, 2008 5:23 pm, edited 1 time in total.



Sat Dec 20, 2008 2:03 pm
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Joined: Sat Nov 03, 2007 7:58 pm
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Location: Izmir, Turkey .
Post Re: Imperial Forces 0.3 (W40k Mod)
The clones look nice, but the guns can use a little more detail, but anyway, you got my dl :]


Sat Dec 20, 2008 2:08 pm
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Joined: Tue Aug 14, 2007 2:53 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
Weapons need work visually, but otherwise its a good mod. Testing.


Sat Dec 20, 2008 2:10 pm
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Joined: Fri May 16, 2008 11:12 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
Don't use rapidshare. I don't like being harrassed into paying to become a premium member that gets his download instantly and have to wait 30 seconds to get my download when there are many free file hosters out there like mediafire.

From what I can see in the picture, you've got really good spriting skills. For the soldiers, at least. The weapon look like they've been rushed or badly cropped. From what I can see in your list, you made four actors and thirty + weapons. I'll test it, but usually that big a number of weapons is a bad omen. Quality is better than quantity. I also see you've included some bunker modules. I welcome that openly, seeing as we don't get those as much as other stuff.


Sat Dec 20, 2008 2:33 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
Awesome. I love 40k.


Sat Dec 20, 2008 2:34 pm
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Joined: Mon Jul 30, 2007 5:16 am
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Post Re: Imperial Forces 0.3 (W40k Mod)
OH ♥♥♥♥ 40K
Downloading RIGHT DAMN NOW


Sat Dec 20, 2008 2:42 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
I just tested it and it's not exactly up to my expectations. On closer look, the actors lack shading. In fact there doesn't seem to be any. Same for the weapons. Two of the weapons have the same sprites as base.rte stuff. Many weapons share the same code or use base.rte code. I think you should have focused on less weapons. Oh and the chainsaw is useless in the position that you put it.

Still, it's pretty fun.


Sat Dec 20, 2008 2:45 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
Brainwashed wrote:
I just tested it and it's not exactly up to my expectations. On closer look, the actors lack shading. In fact there doesn't seem to be any. Same for the weapons. Two of the weapons have the same sprites as base.rte stuff. Many weapons share the same code or use base.rte code. I think you should have focused on less weapons. Oh and the chainsaw is useless in the position that you put it.

Still, it's pretty fun.

Oh and the top of the heads look like the tips of penises.


Sat Dec 20, 2008 3:00 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
W0w00t wrote:
Brainwashed wrote:
I just tested it and it's not exactly up to my expectations. On closer look, the actors lack shading. In fact there doesn't seem to be any. Same for the weapons. Two of the weapons have the same sprites as base.rte stuff. Many weapons share the same code or use base.rte code. I think you should have focused on less weapons. Oh and the chainsaw is useless in the position that you put it.

Still, it's pretty fun.

Oh and the top of the heads look like the tips of penises.


Was that really necessary?


Sat Dec 20, 2008 3:05 pm
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Joined: Mon Jun 30, 2008 9:13 pm
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Location: Finland
Post Re: Imperial Forces 0.3 (W40k Mod)
Sprites don't look too good. Their faces look odd and they're not too detailed overall. Also, from what I can see, those are vanilla bunker modules. I might test this later.


Sat Dec 20, 2008 3:19 pm
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Location: Islamic Republic of Bradistan, Yorkshire, England
Post Re: Imperial Forces 0.3 (W40k Mod)
Make sure that if you make Space Marines that they're the correct size IE 5 or 6 pixels taller than a coalition soldier.


Sat Dec 20, 2008 3:48 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
Brainwashed wrote:

Was that really necessary?

We don't need pyramids, but I am telling what I think.
They do look like the tip of a "PIENES"


Sat Dec 20, 2008 4:16 pm
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Location: Vaughan, Canada
Post Re: Imperial Forces 0.3 (W40k Mod)
Conceptually I love it, as 40K has so much damn modding potential, but the execution's so-so. You know, uninspiring weapons and sprites, that sort of thing.
E: Re-host it with a competent service, it's been downloaded a grand total of 10 times and now we're all locked out.


Sat Dec 20, 2008 5:18 pm
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Joined: Sat Dec 20, 2008 1:25 pm
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Post Re: Imperial Forces 0.3 (W40k Mod)
This is only 0.3 version, visual upgrades and other you can see later... I don't want to do SM...

Quote:
Two of the weapons have the same sprites as base.rte stuff.

OK, I have to change them.

Quote:
Many weapons share the same code or use base.rte code.

Because this code is what I want...


Sat Dec 20, 2008 5:26 pm
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Location: Vaughan, Canada
Post Re: Imperial Forces 0.3 (W40k Mod)
Seriously, fix the download link! I want to try it out but only 10 people can download it!


Sat Dec 20, 2008 8:10 pm
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