MoH Maps, Mods & Skins Discuss custom maps, skins and mods here. |
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Brigadier General
Posts: 10,721
Join Date: Apr 2003
Location: C-eH-N-eH-D-eH eH?
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09-20-2003, 11:29 PM
-double as someone who knows you. MW better deliver biggrin:
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Senior Member
Posts: 839
Join Date: Aug 2002
Location: USA
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09-20-2003, 11:45 PM
i can't see why we're all so quick to tear each others mods apart without realizing the fact that we are breathing life back into MOHAA. I hope more people get into creating new TC's for MOHAA. Good luck to all of you...
I'm sure MW will be good and HITP as well.
keep the stuff rolling!
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Senior Member
Posts: 3,839
Join Date: Jun 2002
Location: UNIVERSITY OF PITTSBURGH
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09-21-2003, 12:59 AM
good god sons, you guys are gettin it twisted
i mean im gonna crit the shit outta your mod, im not tryin to steal your work
what a rough night, my best friend got kicked in the face by some kid doin a keg stand....
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Sergeant
Posts: 1,100
Join Date: Dec 2002
Location: Canada
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09-21-2003, 09:09 AM
[quote="Short Hand":72007]-double as someone who knows you. MW better deliver biggrin:[/quote:72007]
It will............... only a month or so left now..... we hope...4 more weapons 
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Junior Member
Posts: 27
Join Date: Mar 2003
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09-21-2003, 12:10 PM
[quote="Double U":ee7d9]My opinions are as follows......
Well........... I like the plot of teh mod but it looks like its been rushed.... There are textures missing and the maps have not been optimized for the best FPS which they could be........ I think the weapons could use some work also........... only 5 or 6 are replaced and they have no reloads.......It just seems more like maps and skins rather than a TC
I do however like the mortar...... that was cool, but there are lots of little things that could use some work..... In any case Hell In the Pacfic is cool, im sure in the next release it will be better and learn from some mistakes....
Good work Hell In The Pacific Mod Team[/quote:ee7d9]
i think bunker is the only map with low fps.
on all the other maps, ive better fps then in mohaa stock maps
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Senior Member
Posts: 1,469
Join Date: Sep 2002
Location: At the bar
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09-21-2003, 12:40 PM
The bazooka and panzershreck replacements for city nights 2 (the grenade launchers) have entirely new reload animations. Most of the rifles reload with a clip using a mg reload that was modified. We did several animation changes with 2. It was seriously a pain in the ass too.
Far as Hitp, havnt tried it, so can't crit it. MW is looking good so far, we'll just have to wait and see. Either way people should realize , like Hobbs said, that the people like us that are making these things are the only people keeping this game going. As far as what Idriss said about cn only being weapons and a map, well then you obviously didn't get City Nights 2. We changed EVERYTHING, down to the small shit like the loading screens and menus. City Nights Final will end up having all the maps from the previous 2, plus 2 new maps (equaling 5 multiplayer maps), The best weapons from the previous mods (plus a few brand new ones), and all the menus, load screens, etc we can pack into it. It will change everything.
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Senior Member
Posts: 3,839
Join Date: Jun 2002
Location: UNIVERSITY OF PITTSBURGH
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09-21-2003, 01:03 PM
i think that after those missing textures are replaced, the maps look a lot better, except for those plants that are too green and dont seem to be working with the light...
i think that the HitP team should wait a week and take in all the crits. then, they should try to put together a new patch. the new patch should have everything from the first patch, plus:
-map fixes that raises the framerate
-new skins that volunteers could work on
-THE FUCKIN flamethrower: <---
-and whatever else is taking away from the mod
i think that this mod could be so much better if they tweaked it some more
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Sergeant
Posts: 1,100
Join Date: Dec 2002
Location: Canada
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09-21-2003, 02:14 PM
I think it should have been fully beta tested
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Senior Member
Posts: 3,839
Join Date: Jun 2002
Location: UNIVERSITY OF PITTSBURGH
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09-21-2003, 04:27 PM
i agree, but they did a great job of keeping it low-key and mysterious until the release, thats why they probs got so much attn when they just went out and said they are releasing a fully functional ttl. conv.
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Senior Member
Posts: 760
Join Date: Jun 2002
Location: NC, USA
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09-21-2003, 09:46 PM
What we are trying to accomplish was not a perfect TC mod. We realized that if we did this we would be releasing after the new engine games have released and the state of the mohaa community would have lost hope in all these TC mods that have not delivered there goods.
What we try to pride ourselves on is that our support will standout beyond any other mod or game and will make up for errors in the mod. We have a large patch coming out, hopefully tonight once testing is done, that should make the 1.0 release good enough so that we can work on the 2.0 release. That much support is really hard to keep up with as I spend hours a day on Win and Mac questions and little working on 2.0 material. But to have fans happy with the mod and happy with the support is worth it not to mention over 3000 downloads in two days from only two of the mirrors.
Another feature of this mod that other TC mods lack is full support and all the material you want to make your own "jungle" mod/map. This is a mod by the modding community for the modding community.
The biggest problem with the mod is the reload animations. I would really like to see some proof of the work of the other mods that have added them. No game files but simply like a video would do. This is ground breaking modding and yet no visual proof? You guys could help keep mohaa alive by sharing the wealth. Not by giving out to other mods material but simply by giving the community some video to get excited about. If you dont or wait too long the community may be gone....something to think about.
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Senior Member
Posts: 316
Join Date: Jan 2002
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09-22-2003, 12:15 AM
Please remember we did not go out and recruit a team of dedicated modders and take a year. We asked the community for volunteers who could contribute whatever they wanted and we did it in 5 1/2 months. And we still have at least 5 more maps and other goodies to add (including the FT and balloon bombs) .
A good part of our goal was to give the MOH community more resources to use to create maps. We've added over 50 meg of custom textures, prefabs and models that anyone can use on their maps with our blessings. In fact, you will see a lot our material on several other mods and maps coming out in the not to distant future. We believe this does more to serve the MOH community and keep it going than a closed mod does.
We could have tested and patched and polished for another month, but MOHAA needed the boost now. Waiting until after the Breakthrough Multi-player demo came out, or HL2 released (if they actually make 9/30), seemed like it would be too late to revive interest in MOHAA. I think MW is going to be a great mod and I'm looking forward to it. We're just doing our part to try and make sure there's still somebody around to play it.
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Sergeant
Posts: 1,100
Join Date: Dec 2002
Location: Canada
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09-22-2003, 06:11 AM
Thats fine....I just think you guys missed somethings..... it isnt bad
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Senior Member
Posts: 760
Join Date: Jun 2002
Location: NC, USA
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09-22-2003, 09:03 AM
Every mod/game does...hence the patches
Any word on a new animation video from your mod?
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Senior Member
Posts: 760
Join Date: Jun 2002
Location: NC, USA
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09-22-2003, 11:02 AM
Yea the jury is still out on that one...looks like a modified bazooka reload but not a new reload.
last I heard though that mod was looking at other engines 
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