Giant mod idea :D -1 reply

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Tempast

zdgjkhsd;ogiy Sorry, cat.

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31st December 2008

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#1 9 years ago

Hey I randomly got this HUGE idea! To take the maps from CS that arent in SoC and add them to it :D Or vice versa lawl. Cuz I like having the red forest and stuff that Soc doesnt have. Also, the swamp is pretty kick ass to play around in. Just an idea xD (If anyone feels up for a HUGE challenge try it lawl) Also, I dunno if it's possible. So yeah lol :beer:




Donib

Bleargh!

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15th June 2008

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#2 9 years ago
Tempast;4925085Hey I randomly got this HUGE idea! To take the maps from CS that arent in SoC and add them to it :D Or vice versa lawl. Cuz I like having the red forest and stuff that Soc doesnt have. Also, the swamp is pretty kick ass to play around in. Just an idea xD (If anyone feels up for a HUGE challenge try it lawl) Also, I dunno if it's possible. So yeah lol :beer:

Lost Alpha has the swamp from the old stalker build, which is bigger than clear sky swamp.




Tempast

zdgjkhsd;ogiy Sorry, cat.

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31st December 2008

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#3 9 years ago

But does it have all the maps from Clear Sky and Soc? XD




insanelazarez

Here take this basic equipment

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27th April 2008

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#4 9 years ago

Hey Tempast, you know... the "shadow" redforest is an amazing map. If you remove the anomalies from the all.spawn (it's easy), the "new space" is a very good place for the npcs (and for the player of course). Well... there's only two questions:

1- what about the artefacts? a)We can change the trader files (very easy) b)Or we can make the spawn of 200, 300 artefacts... in the all.spawn (or via script)

2- But... there's only (olmost) bad guys in the red forest, so why care with the npcs? - Good question. But if we remove anomalies, and solve the artifact issue... now we just need the npcs (75 duty, 9000 bandits, 1 ecologist or 2, and 2 freedom). Just like that.

In short... It's party time (for duty, of course... AND ME!!!).

Now imagine the same in CS redforest.

"Not bad, some pretty good stuff you got there!!!"