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[Mod] War Gulch V1.0 by Spammy

Posted: Tue Mar 21, 2006 3:58 pm
by Spammy
Ok, this mod was supposed to be released like 4 months ago except at that time there were no patching programs that would work with it. By the time Super PPF came out, I had decided to make it SLC compatible. So I restarted it. Now it is finally ready to be released. I can add more stuff to it if anyone thinks something could be added.

So here is the story:
Two sides are warring in the area for control of this outpost, using a mixture of human and Covenant technology. Currently, there is a Covenant battle cruiser stationed above the canyon. It's sensors have been knocked out so those on board are firing randomly towards the ground, with the hope that they will take out more enemy forces than allied. No one said that they were brilliant tacticians...


Here are the features of the mod:

-Covenant battle cruiser over the middle of the level(really just scenery...)

-Random explosions, that spawn more explosions, which spawn rockets that, on impact, spawn frag grenades in it's explosion. It's active scenery combined with chainspawning for that good old, your not safe anywhere in the open feeling...

-A pair of Longsword fighters fly by at semi-regular intervals.

-There are 2 Covenant Watchtowers on either end of the rocket launcher trench.

-Changed sky to a Newmombasa sky. I know the position of the sun doesn't make sense when you look at the lightmap....I like the way it looks anyway...kinda eerie...

-Slightly tinted and darkened lightmap(very slightly...you may not notice.)

-SLC compatible.


EDIT: Forgot the credits...

-The creators of Insolence. Great program.

-GlitchyGuardian for the chunk adder program.

-TheSwampFox for ADI.

-The Fantastic 6(Aequitas, Iron_Forge and tjc2k4) for UberLightmapTool.

-Iron_Forge for Serenity.

-My brother for letting me test SLC with his box when he wanted to use it himself.

-jkjk for volunteering to beta(I released it without ever giving him a copy...sorry jkjk :D )


Also, the patch includes an entry into the mainmenu with a pic and all. Never tried the mainmenu function of Serenity before so we'll see how it works(didn't test it myself though I don't see how I could screw it up...)

-Anyone I may have forgotten.
And now some screenshots:

Posted: Tue Mar 21, 2006 4:02 pm
by GametagAeonFlux
Looks pretty cool, nice mod.

Posted: Tue Mar 21, 2006 4:02 pm
by thefreindly0ne
pretty cool mod i really like it keep up the good work :wink:

Posted: Tue Mar 21, 2006 4:07 pm
by Spammy
Wow, fast replies...

Thanks.

Posted: Tue Mar 21, 2006 4:11 pm
by thefreindly0ne
np :mrgreen: and wow that ship is very close to the map you can practicly touch it

Posted: Tue Mar 21, 2006 4:22 pm
by Spammy
It's actually not that close. It's set to 70 above the ground....The top of the canyons are only like 15...

Posted: Tue Mar 21, 2006 4:41 pm
by Tural
It's pretty nice.

Posted: Tue Mar 21, 2006 4:44 pm
by CamDaMan607
Sounds really good! The whole active scenery combined w/ chainspawning is very creative. The theme is cool too. You got my download.

Posted: Tue Mar 21, 2006 5:13 pm
by Relyt
Looks Good :D

Posted: Tue Mar 21, 2006 5:28 pm
by Viral
Very Awesome.

:)

Posted: Tue Mar 21, 2006 5:31 pm
by Benjyp
i like the look and feel of the map, especially the cruiser. Did you really put random explosions on the map or did you just have it spawn explosions in different places with different respawn times? If they are random, how?

Posted: Tue Mar 21, 2006 5:39 pm
by thefreindly0ne
hey viral you dont have your symbol anymore atre you still apart of the group (sorry that was way off topic)

Posted: Tue Mar 21, 2006 5:40 pm
by Spammy
Different explosions at different times. However, there are only 3 explosions that occur in the same spot. This explosion then spawns 3 extra projectiles that go in a random direction and explode in the air a split second after they are spawned.

Posted: Tue Mar 21, 2006 5:59 pm
by mm-IRONMAN
OK, this mod is very good...very...very original. If you skin it and make a few things more detailed this mod has the potential to be an outstanding mod. That is, in my opinion, don't know how many more people feal this way. Hopefully they do.

Posted: Tue Mar 21, 2006 6:05 pm
by high6
very nice mod 8/10.

Posted: Tue Mar 21, 2006 6:14 pm
by mm-IRONMAN
Also...about your sky and sun being weird. Try and change the dependency of Coag sky to the new sky instead of swapping skies in Blue Gorrila. I think swapping skies completely changes the sun around aswell.

Posted: Tue Mar 21, 2006 6:24 pm
by Spammy
Yeah I know. I changed the sky in the scnr tag rather than changing the individual shaders in the original coagulation sky tag. The position of the lens tag that is the sun is stored somewhere in the sky tag. However, I kind of like the way it looks now. Even if it is physically impossible.

Posted: Tue Mar 21, 2006 6:31 pm
by Sniper_Wolf
MOTM is going to be a tough decision this month.
9.5/10

Posted: Tue Mar 21, 2006 6:31 pm
by Benjyp
i believe the shadows are in the coag_ground bitmap but i may be wrong.

Posted: Tue Mar 21, 2006 6:32 pm
by xbox7887
;o I somehow missed this....good to see you back :)