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[MAP-MOD] Valkrieg

Dogfight with AI in Infinity

#1 User is offline   WaeV 

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Posted 06 May 2011 - 02:47 AM

The idea for this mod comes from one of my favorites that I've ever downloaded - AiDogfight for Bloodgulch. Expanding upon the original premise, the skies of infinity are now filled with both banshees and flying ghosts. Turrets lie in waiting, ready to launch fleets of airborne warriors into the fray. A good way to play is to hop in the nearest ghost or banshee, then attempt to take out all the turrets on the map. Be careful, for the secondary fire of both vehicles spawns additional enemies! This is a good way to increase the difficulty of play if you find the game too easy. Beware, for enemies can use this technique to increase their own ranks! While similar, there are slight differences between the airborne vehicles. Play with your favorite.

I actually started and finished this mod on the same day, so there's plenty of rough edges. This is also the premiere of my flashlight trigger - press Q to fire!

Banshee: Reskinned
    Primary Trigger - Reworked Plasma Cannon
    Secondary Trigger - Flying Ghost, manned with an enemy AI
    Flashlight Trigger - Emergency blast propels you backwards out of the fray


Flying Ghost: Reskinned and Subtly Remodeled
    Primary Trigger - Reworked Ghost Bolt
    Secondary Trigger - Banshee, manned with an enemy AI
    Flashlight Trigger - Reworked Plasma Cannon


YouTube

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Play on standard Slayer. You need something with vehicle respawning to keep the map from overloading with abandoned vehicles. I recommend using the Ghost over the Banshee - the 'shee was designed more for the AI's and their inability to use the flashlight trigger.

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#2 User is offline   TCK 

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Posted 06 May 2011 - 03:49 PM

Haha, I never knew you made this. This looks fun (and hilarious, judging by the pics), trying it in a bit.

#3 User is offline   WaeV 

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Posted 06 May 2011 - 04:25 PM

Awesome. It was a blast to make, I hope you enjoy it. :)

I never did get around to solving the vehicle-pileup issue, though. The game will really start to lag once there are too many dead vehicles lying around.

#4 User is offline   Sceny 

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Posted 06 May 2011 - 04:44 PM

I remember this, pretty sure you made it for January 2010 Mod of the month. Gonna play it anyway.

#5 User is offline   WaeV 

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Posted 06 May 2011 - 09:53 PM

My mod is getting so much attention! :D

Let me know what you liked and what you didn't - this is an older mod, but feedback is still helpful.

#6 User is offline   Ogrish 

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Posted 26 September 2011 - 01:23 AM

View PostWaeV, on 06 May 2011 - 09:53 PM, said:

My mod is getting so much attention! :D

Let me know what you liked and what you didn't - this is an older mod, but feedback is still helpful.


Looks fun, if my xbox still worked id give this a try.

#7 User is offline   DoorM4n 

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Posted 26 September 2011 - 02:18 AM

OMG! That looks likes a lot of fun. I remember the AI dogfight on bloodgulch. Keep up the good work man!

#8 User is offline   WaeV 

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Posted 26 September 2011 - 12:08 PM

Thanks, guys!

#9 User is offline   DRRology 

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Posted 09 April 2012 - 08:34 PM

Ok...
Thsi mod is really good and it has better yet greater potential, but one complaint to be
remastered...
The overflow of AI make the game lag extremely. My suggestion? Put a limit to that, though
it's actually one of the things that make it good. Keep up the good work :kic:

#10 User is offline   WaeV 

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Posted 23 August 2012 - 05:55 AM

Yeah, my games on this map usually end with lag. I think the issue is related to the pileup of vehicles you get from all the killed AI. It's even worse when you have a respawn time enabled for vehicles, since they all respawn in the same place and make a big, laggy, too-much-physics-to-calculate pile.

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