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 Organic Bunkers 20 May 2009 update, CnC still needed 
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Post Re: Organic Bunkers (Need some c&c and whatnot)
Just make the crab, then make it legless, then make the legless one big into a cloud of acid and the creature.


Tue Apr 21, 2009 4:53 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
An idea for the units of this mod. I somehow think organic meat lumps and eyeballs may not appeal to everyone (though I'm totally into it).

Here is a totally different direction that the units can head: Cells. Read the words in the pic, they should be informative enough.

Image

Not sure if this would fit in though.


Wed Apr 22, 2009 2:44 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
Every time I think of organic bases:
http://www.youtube.com/watch?v=j2m_3izy ... re=related

It could be a mixture of cell based actors, or very wierd creatures.


Wed Apr 22, 2009 3:09 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
I say, the cute cells idea won't be discarded, they have potential. I think we still have to have that monstrous creatures though... exposed limbs, things that looked like Montauk Monster when it was alive, etc. I do say the cells for AHuman actors would be nice. For ACrabs, well, different story...

Now that got me wondering. How about the Dropship and the Rocket of this faction? Globs of meat capsules as drop pods?


Wed Apr 22, 2009 3:30 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
carriontrooper wrote:
I say, the cute cells idea won't be discarded, they have potential. I think we still have to have that monstrous creatures though... exposed limbs, things that looked like Montauk Monster when it was alive, etc. I do say the cells for AHuman actors would be nice. For ACrabs, well, different story...

Now that got me wondering. How about the Dropship and the Rocket of this faction? Globs of meat capsules as drop pods?


Dropship - Take ideas from Starcraft's overlord, I can't see any other organic ships. I don't think this faction wants rockets though.

Fleshy drop pods, animated "opening" similar to when the larva of the zerg leave its pupal state. The pods should have no exits. Making use of the facts that ships that are about to explode open.

Though with this faction, I guess its more spawning it's units from the base in mass numbers, pinned crabs with guns that shoot actors, is the clonefarm mod still there? Reinforcements should be called mainly for the big guns or more units when the base is under siege.


Wed Apr 22, 2009 3:55 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
For dropships, I propose:

A heart-like organ which propels on gas or nerve impulse, acts like a rocket, and have valves that open on both sides of the ship. Then there should be a bunker block specifically made to receive such a rocket. These makes it more like a part of the body, and not an external component.

But, I have another idea. It involves bunker modules which emit bombs constantly (dunno if that's possible). These bombs are actually stem cells which grow into a unit. You will need worker actors to pick up the stem cells and plant/throw them, and it will gib into the unit. Consider the fact that a completely organic faction will not need gold to buy stuff, but 'grows its own units.

This would force you to pre-build at least one unit before the game starts though.


Wed Apr 22, 2009 4:11 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
Make the drop pod a sticky slime that animates to look like it's developing a basic cell inside. Then explodes in a cloud of water particles. Make the dropship a gigantic 'hive ship' bug-type thing.


Wed Apr 22, 2009 4:12 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
Flammablezombie wrote:
Make the dropship a gigantic 'hive ship' bug-type thing.



But the bunker looks more like a human body than a Zerg/Alien/Tyranid hive.


Wed Apr 22, 2009 4:21 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
It looks like a gigantic hollow snake to me.


Wed Apr 22, 2009 4:42 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
i find it fun to play on these with mutagen corps abomination, it looks great in these.


Wed Apr 22, 2009 5:11 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
Spartan M43 wrote:
i find it fun to play on these with mutagen corps abomination, it looks great in these.

its cooler on the bends with lizard men
Image

and before anyone asks yes they are being worked on I was doing missions for them I still am and am updating them and snowmonster20 said "I has a interest in continuing them" and if he doesn't I more than likely will :grin:


Wed Apr 22, 2009 6:43 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
EDIT: Double post, mods delete this one.


Last edited by Flammablezombie on Wed Apr 22, 2009 7:09 pm, edited 1 time in total.



Wed Apr 22, 2009 7:07 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
Sweet, will they have jetpacks this time round?


Wed Apr 22, 2009 7:08 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
deathbringer wrote:
Image


Kinda reminds me Quake 4 or Prey if they were actually animated.


Holy moley, super flashback.
That image reminds me of the game "Congo's Caper" for the SNES.

But, I prefer the more technologic modern/futuristic stuff.


Wed Apr 22, 2009 9:50 pm
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Post Re: Organic Bunkers (Need some c&c and whatnot)
Am I the only one thinking flood? I mean that would be the perfect faction for cc you could see if u can borrow the code from the person that made the mod that turns people into zombies only make a weapon that causes actors to turn into flood. that would be so cool


Wed Apr 22, 2009 11:44 pm
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