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 EXTREME™ - Mk2 Update! [16/12 -16] [R:7] 
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 EXTREME™ - Mk2 Update! [16/12 -16] [R:7]
Image

Image
Welcome to EXTREME™

"From the hottest forges of EXTREME.TM, To a battlefield near you."

Image

Lore:
EXTREME™ Was at first a company that was made purely to destroy the world for domination. This came to the production of the superbot "EoD", End of Days. But during the recent death of the terroristic leader, The ownership was transferred to another candidate inside the company. This owner did not have the same intent. This made it to the mega-producing-company that it is today.
The company still creates big robots and has started doing other scientific stuff.



This mod comes with custom fire effects, sound effects and just extreme destructive pleasure ;p. Enjoy.

Image --NEW!! In [R:7]




Units:
"EoD", End of Days.


Codename "FireExpert".


Codename "SwordExpert".


Codename "Ion Arbiter"


Codename "FossilBreaker".


MotherShip.


EXTREME™ Nuke.


Cargo Loader


Assembler


Worker


Guardian


Stalker


Weapons:


Changelog:
Code:
Changelog:

[16/12 -16] [R:7]

+ Added EoD Mk2
+ Added sounds and effects to EoD Mk2.

+C Removed the ability to buy the crabs offhandgun (Dont know why i missed that...)
+C Fixed the nukes engine not coming out of the right offset.

Feel the EXTREME power from Mk2! You dont simply kill this thing...
Enjoy the new megabot. (I know you will ;p)


Old Changelog:


Endwords:
I want to thank Data for a great game, this game still lives on within me.
I also want to thank all the people that still browse this forum.

Image

Also on Steam!
http://steamcommunity.com/sharedfiles/filedetails/?id=740509409&searchtext=

Wallpaper!!


Last edited by RandomCoderZ on Sun Dec 18, 2016 2:38 pm, edited 8 times in total.



Sat Aug 06, 2016 10:02 pm
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Post Re: EXTREME™
Heeeeey, its pretty awesome, and the fossil Dinobot looks amazing ingame.

Never thought id see the use of fossils in cortex command outside of stage design.


Sun Aug 07, 2016 6:16 pm
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Post Re: EXTREME™
darkman945 wrote:
Heeeeey, its pretty awesome, and the fossil Dinobot looks amazing ingame.

Thanks darkman, the wings on it really was a longshot to see if I could make simulated good looking wings. I guess it looks kind of okay, need one or two more frames and a better texture.
Also that aint a robot. xD Its a fossil.

Many of the sprites and things that i have added needs fixing and altering, it'll come in time.

darkman945 wrote:
Never thought id see the use of fossils in cortex command outside of stage design.


Blew your mind eh? I wanted to push on those unused assets.

It's the second time I fixed code for a character that big.. I accidentally deleted the one I had before.. XD


Sun Aug 07, 2016 7:44 pm
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Post Re: EXTREME™
This mod is great! Loved the EoD and its massive guns. Good to see someone keeping CC alive.


Mon Aug 08, 2016 2:17 pm
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Post Re: EXTREME™
terminator44 wrote:
This mod is great! Loved the EoD and its massive guns. Good to see someone keeping CC alive.


Thank you! The EoD was the first thing I did on this mod :)
I have been working on and off for about a year on this mod.

Glad you liked it :)


Mon Aug 08, 2016 6:49 pm
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
Now updated with more stuff. Added a Changelog so you can see what i did in this update. :)


Tue Aug 09, 2016 12:29 pm
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
I Was registered specially to write: Cool and Brutal !


Wed Aug 10, 2016 1:09 am
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
But price is very small


Wed Aug 10, 2016 1:33 am
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
Ok23 wrote:
I Was registered specially to write: Cool and Brutal !


Awesome! Thank you, that means alot to me :).

Ok23 wrote:
But price is very small

Yeah I guess, its hard to appreciate a price for these things :).

The mod is still under an early phase of development so things might change that way.

Thanks for trying it out and glad you liked it :)


Wed Aug 10, 2016 2:11 am
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
Bug with assembler - jetstream disappears


Wed Aug 10, 2016 3:04 am
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
Ok23 wrote:
Bug with assembler - jetstream disappears

Oh? How and when does this happen? What caused it?


Wed Aug 10, 2016 10:58 am
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
RandomCoderZ wrote:
Ok23 wrote:
Bug with assembler - jetstream disappears

Oh? How and when does this happen? What caused it?

It seems after creation the worker, and switching on it, maybe I did not notice how the jet disappeared. Sorry for my english, google translite


Wed Aug 10, 2016 4:28 pm
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
Ok23 wrote:
RandomCoderZ wrote:
Ok23 wrote:
Bug with assembler - jetstream disappears

Oh? How and when does this happen? What caused it?

It seems after creation the worker, and switching on it, maybe I did not notice how the jet disappeared. Sorry for my english, google translite


That's okay, ill look into it. Thanks for telling me.

Maybe the engines can be shot broken.


Wed Aug 10, 2016 5:29 pm
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
RandomCoderZ wrote:
Ok23 wrote:
RandomCoderZ wrote:
Ok23 wrote:
Bug with assembler - jetstream disappears

Oh? How and when does this happen? What caused it?

It seems after creation the worker, and switching on it, maybe I did not notice how the jet disappeared. Sorry for my english, google translite


That's okay, ill look into it. Thanks for telling me.

Maybe the engines can be shot broken.

Maybe. The recoil of the shotgun is too strong, the actor flies through the whole map


Wed Aug 10, 2016 6:14 pm
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Post Re: EXTREME™ - Updated [09/08 -16] [R:1]
Ok23 wrote:
Maybe. The recoil of the shotgun is too strong, the actor flies through the whole map

Hahaha yeah the Guardian can withstand the recoil pretty well. But say a dummy uses it, he will most likely fly away.

I might lower it a bit in next update.


Wed Aug 10, 2016 6:30 pm
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