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TokyoRose

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Everything posted by TokyoRose

  1. Blunter: I finally had about 30 minutes to play S3 today, and I used the opportunity to play the Castle Linden scenario. I loved what I saw. I wish I had more time, but that will come. The map is gorgeous. I felt overwhelmed by the zombies almost immediately, and I felt like I was using the full firepower of my six-man squad. The map was bigger than I expected, which was a welcome surprise. I'll try to find more time to play it in the coming week and offer some constructive feedback. Off the top of my head I felt like there should be one more MG turret to cover the south/southeastern approach. The turrets available seem to cover mostly west/southwest. I also felt like I wanted some time at the start to set up, grab ammo and take positions before the onslaught began, but perhaps there are breathers in between waves that would allow me to do this -- again, I just didn't have enough time to sink my teeth into the action. Great work! Thanks for enriching the S3 experience for all of us here
  2. This is awesome, Blunter. Will these custom weapons be available in the store right from the get-go? I also like the "used," "worn," and "rusted" types, and I think it would add another challenge for players who like it hard. To be honest, though, I'd probably never use one myself. As you know, I've made S3 harder by spawning in more enemies I'm excited to try out that new Sea Devil ammo.
  3. I like Thumper It's like the S3 version of the M82 Barrett. I might suggest toning it down a little bit. That's what I normally to do doors with my engineer and the Bazooka. As far as other weapons in the game, I would really prefer if the default weapons remain unchanged, because I think altering weapons could greatly unbalance the game. I think it would be better to add custom variants of weapons, as you've been doing. That way we have the best of both worlds. I think that's my general rule for missions and weapons in S3: The more the merrier
  4. I love it! For the purposes of perks, etc., is Lady Liberty a rifle or a machine gun? I like the Sea Devil "big brother" idea, and I'm all in favor of new and experimental weapons. I'd also be curious to know if rifle grenades could be implemented. To some extent, I think the Big Joe Arrow (or whatever it's called) was somewhat like a rifle grenade.
  5. Awesome! Is the custom BAR included in v 2.1? Possible names: Big Ass Rifle (BAR) Thumper Lady Liberty Big Baby
  6. Blunter: I was hoping you might make a custom one, eventually. I'm not too knowledgeable about the technical aspects of the BAR (someone else here could probably offer insight) but I do know that it's often mentioned as one of the greatest weapons of the Second World War. In S3 it's strictly a below average weapon, largely because of its limited range.
  7. Legendary! Thanks so much, Blunter. I can't wait to play this. I'm buried under a mountain of work, but I'll find time to play this weekend. The custom weapons are a welcome surprise, and a better solution than modding the main weapons in the game. I wonder if you'll consider adding a custom BAR down the road. I've always found it sadly underpowered in S3 ...
  8. Blunter: I figured you'd want to use the music for the zombie RE (it does sound tense and horror-y, after all), but as always, I trust in your judgment. If you have a better use for it, then by all means use it as you see fit
  9. Hey Blunter. I just backed up the music in the S3 music folder and overwrote the main music file (under S3->Res->Music->MainmenuSA.wav). I don't actually know how to add new music without replacing existing music, unfortunately. I'll throw together a list of music that might suit the zombie scenario and send it to you. Give me a day or two.
  10. I mean to say that I modified the S3 music so that the main theme is The military music suits S3.
  11. I can help with the music for the zombie encounter. I have music from some well-known WWII games. Do you want me to throw a few suggestions in a folder and share it with you? The load screen music in my S3 is the theme from Metal Gear Solid II
  12. Blunter: Once again, I'm absolutely blown away. The zombie scenario, even at this early stage, is so much better than anything I had envisioned. I love the story and rescue elements, and the American/Tesla truck with reinforcements coming to back up your squad. I also love the attention to detail, the new map, the load screen. You really are a perfectionist I have only one question: For sadistic players like me, do we have the option to stay in the castle instead of fleeing to the truck? Will the zombies just keep coming, if I'm playing the mission just to see how many waves I can last? Or is fleeing to the truck mandatory? Thanks to Echtel also for helping Blunter shape this. I can't wait to play it!
  13. Calantlar: My suggestion to Blunter for the zombie survival scenario was to make it like Gears of War's Horde mode -- so yes, endless waves of zombies, but a pause every few waves to give players a chance to escape, or to reset defenses and keep fighting. Ultimately, though, it's all up to him and the suggestions of the community. I have no doubt though that Blunter will make something truly awesome Just look at the pictures of that castle!
  14. Just popping in to say I don't think there's any reason to be threatened or worried by any zombie content in this mod -- it will be a random encounter in a designated spot. If you don't like it, don't go there Blunter: I'm so busy with work that I haven't had time to read anything here or give feedback, but at a glance I like the suggestions I've read. The castle looks like the ultimate S3 playground -- I can't wait to play it
  15. Blunter: The castle is jaw-droppingly awesome. I never could have fathomed something so beautiful. I'm already seeing excellent spots to set up my squad and blast away at the zombie hordes. (And yes, the sniper perch on the roof is perfect.) I'll chime back in with my thoughts on your various ideas when I have more time. Amazing work
  16. Hey Deadpool. Blunter has said that he is working on new encounters of his own, and that Random Storm should be compatible with a future release. I myself am not in favour of uniforms granting hiding bonuses. It seems unnecessarily busy to me -- but of course, I'm not the only voice here.
  17. I generally agree. But re-balancing all the weapons is a massive undertaking that radically changes (and potentially unbalances) the game. As far as making weapons earlier, well, I just use getitem codes. As I said before, I've been playing S3 on and off for eight years, so there's no such thing as cheating anymore And besides, I think the game is far more interesting with the "good" weapons early on.
  18. I'd make the zombie castle survival encounter a 100% random encounter that becomes active once you can start choosing missions at the base. I'd place the random encounter in Germany (Nazi zombies and all). Is it possible to have the random encounter icon always appear in a specific spot on the map? That way we'll know where to find it. Or perhaps you can use a custom random encounter icon for the zombie scenario. I'd always leave the option to replay the zombie scenario. And finally, I wouldn't make it a mission before Boris, though, because I want to be able to use my squad to beat back the zombie hordes. As far as Random Storm is concerned, the actual missions aren't amazing, but it's just more content, which is a great thing to have since S3 is such a short game. That's why new maps (especially maps with interesting terrain) are so invaluable. A new map, especially if it's a good one, can be played a dozen times and a dozen different ways. That's why I wish S3 had an easy-to-use random mission generator. It would add so much replay value. In conclusion: The more maps the merrier.
  19. All sounds great, Blunter. I'm super excited. Is there an ETA for Uniforms 2.5? I'm eager to start a new campaign, but my hero just doesn't look right without the sniper animations.
  20. Then maybe Ammo Fixes is the culprit. Try removing it. As Blunter said before, mods may inadvertently change things. So perhaps the Ammo Fixes mod nerfed M20 AP rockets.
  21. Correction: Cookie's Weapon Mod is the one that breaks AP ammo. My hunch is that you must have incorrectly entered the getitem code. I'm using Blunter's mod and 543 works. I seem to recall that the Ammo Fixes mod contains a known bug that breaks AP ammo. It's mentioned in the Read Me that comes with the mod, I believe.
  22. getitem 543 is the correct code for the M20 Bazooka AP Rocket. I just tried it, works fine. Are you using any mods?
  23. Blunter: Just experimented a little. So it looks like if I choose the default female sniper, she uses the special sniper animations, but if I create a custom character, he won't use the special sniper animations. Correct? If that's the case, is there a workaround to get the animations back? Would it be possible to tie sniper animations to a uniform, so that I can equip a uniform to get the animations?
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