Mass Effect: Unification (build 40316/06) (R6 RELEASED)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Marth8880
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Marth8880 »

ohai it's Io! :)
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Lava-eroded hills.
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A plateau.
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View of the lava sink-crater field and lava-eroded hills.
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Sulfur vents on top of the plateau.
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The plateau, lava sinkhole field and lava-eroded hills.
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Self-piloted gunship. Armament consists of laser cannons and all four beam turrets. Max of three may be on the battlefield at a time.
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The laser cannon in use.
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The lava sinkhole's glow.
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Unlucky13 »

Nice work on the terrain textures. :thumbs:
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Noobasaurus »

Is there a yellow submarine at the top of lava mountain?
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Cerfon Rournes »

Unlucky13 wrote:Nice work on the terrain textures. :thumbs:
Yup, nice work. :thumbs:
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Marth8880 »

Thanks, guys! :)
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Maveritchell »

The terrain looks nice, but I think - having seen now a few of the maps you're planning for this - that you ought to take a look at the maps that are the most exciting to play on in Mass Effect and see what makes them fun. Right now you've got a lot of terrain-only-driven maps, and they look very void of internal diversity.
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Re: The Mass Effect Mod (build 20120108.1828)

Post by THEWULFMAN »

Maveritchell wrote:The terrain looks nice, but I think - having seen now a few of the maps you're planning for this - that you ought to take a look at the maps that are the most exciting to play on in Mass Effect and see what makes them fun. Right now you've got a lot of terrain-only-driven maps, and they look very void of internal diversity.


I agree, and while I'm not making any maps like that, I do know there are at least 2 maps as you suggest in the works. One produced by Marth and Agentsmith#38, and another by The Nasal Abyss. The latter of which is more in the conceptual stage, as he's busy making unit models for now.

I am personally making only one map for this mod, it is half terrain,and half interiors, and technically not a Mass Effect location either.
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Marth8880 »

Maveritchell wrote:The terrain looks nice, but I think - having seen now a few of the maps you're planning for this - that you ought to take a look at the maps that are the most exciting to play on in Mass Effect and see what makes them fun. Right now you've got a lot of terrain-only-driven maps, and they look very void of internal diversity.
Thanks, and ohhh boy, don't you worry, I have a good number of Mass Effect-exclusive maps in line for production, with one already currently having assets in development. Right now I've only really been showcasing maps from the Sol Map Pack into which this mod will be integrated.
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Re: The Mass Effect Mod (build 20120108.1828)

Post by agentsmith38 »

It's been a while since I've posted on GT.. I've been watching everything from the shadows. I should probably stop that because I find it quite creepy myself and I should start posting again.

Anyway!

Very nice work on those textures for Io, Marth!

And thank you for those who complimented the weapon models :)

@Mav I'll be making a Facility for Io. I'll be trying my best to give it a "Mass Effecty" feel to it. That should change the gameplay around for Io quite a bit.
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Re: The Mass Effect Mod (build 20120108.1828)

Post by The Nasal Abyss »

THEWULFMAN wrote: I agree, and while I'm not making any maps like that, I do know there are at least 2 maps as you suggest in the works. One produced by Marth and Agentsmith#38, and another by The Nasal Abyss. The latter of which is more in the conceptual stage, as he's busy making unit models for now.
Oh, it isn't just in the conceptual stage anymore. ;) Still busy with those player models though.
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Re: The Mass Effect Mod (build 20120108.1828)

Post by Marth8880 »

Lots has been done since the last update, so I guess I'll post another update! :)


- Fixed the color of all of the muzzle flashes and laser colors so they correspond correctly with their weapon's ammo type.
- Added support for Coruscant, Kamino and Mustafar.
- Implemented Commander Shepard as a hero for the N7.
- Started working on a special, new, reworked map type. Hint: space.
- Created new trail effect for Incinerate.
Hidden/Spoiler:
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- Created new explosion effect for Overload.
Hidden/Spoiler:
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- Created new trail effect for M-100 Grenade Launcher ordnance.
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- Edited (Heavy) Throw's trail effect to appear smaller in width, but larger in depth; now also has the ML-77 Missile Launcher ordnance's smoke trail and spark trail effects.
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- Implemented new, more accurate Incinerate explosion sound effect.
- Started working on brand new foley library to be implemented; entire library is made completely from scratch.
- Implemented very early build of N7 Soldier unit model.
Hidden/Spoiler:
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Commander Shepard config wrote:- M-8 Avenger Assault Rifle
- M-3 Predator Heavy Pistol
- M-23 Katana Shotgun
- M-92 Mantis Sniper Rifle
- M-100 Grenade Launcher

- (It's a secret. Hinting synonomous words: All-Sword)
- Unity
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Re: The Mass Effect Mod (build 20120203.1533)

Post by Webster27 »

Looks great, love the new trail effects ! Keep it up ! :yes:
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Re: The Mass Effect Mod (build 20120203.1533)

Post by AQT »

Nice update! The weapon models and new effects all look spectacular, and the player model is looking awesome so far! Good work to all of the contributors! :thumbs:
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Re: The Mass Effect Mod (build 20120203.1533)

Post by THEWULFMAN »

I concur with AQT, it's all coming together nicely. I really like the M-100's subtle trail. :)
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Re: The Mass Effect Mod (build 20120203.1533)

Post by Cerfon Rournes »

Nice update, lovin' the new unit model and effects. :thumbs:
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Re: The Mass Effect Mod (build 20120203.1533)

Post by Marth8880 »

Thanks a lot, guys!

I completely reworked the audio bus hierarchy. Now, whenever the ordnance from the M-100 or the ML-77 explodes near you, all of the in-game sounds - music, weapon sounds, everything - fades into nearly full attenuation, or weakening, for a second.
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Re: The Mass Effect Mod (build 20120203.1533)

Post by Ninja »

The new effects look good, but could you please use more compressed images? (the screenshots took a few minutes to load with my slow internet)

EDIT:
Marth8880 wrote: I completely reworked the audio bus hierarchy. Now, whenever the ordnance from the M-100 or the ML-77 explodes near you, all of the in-game sounds - music, weapon sounds, everything - fades into nearly full attenuation, or weakening, for a second.
:thumbs: I have absolutely no idea how you did that.
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Re: The Mass Effect Mod (build 20120203.1533)

Post by Cerfon Rournes »

Marth8880 wrote: I completely reworked the audio bus hierarchy. Now, whenever the ordnance from the M-100 or the ML-77 explodes near you, all of the in-game sounds - music, weapon sounds, everything - fades into nearly full attenuation, or weakening, for a second.
Whoa, sweet... :shock:
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Re: The Mass Effect Mod (build 20120203.1533)

Post by kinetosimpetus »

How'd you do that? It could be useful in my mod
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Re: The Mass Effect Mod (build 20120203.1533)

Post by Marth8880 »

Thanks! I'll post a conceptual video sometime after I get it fully working. :)


EDIT:

I'll reveal it as soon as I create my Complete Sound Guide (TM). ;)


EDIT2:

Argh! I cannot seem to get the audio busses working the way I want them to, so I've decided I'll put that feature on hold for now...

In other news, I just invented space combat! :o


SPACE: OMEGA

Mode: Space Vehicle Conquest
N7 Space Combat Force vs. Blue Suns


***Note: Every weapon/starship below is made up.***
N7 SCF starship config wrote:N7 Assault Fighter
MVC-65 Assault Cannons
MVC-787 Particle Beam

N7 Interceptor
MVC-37 'High-Impact' Particle Blasters
MB-2 'Biotically-Charged' Stinger Missiles

N7 Bomber
MB-65 'Biotically-Charged' Slug Cannons
MB-10 Biotic Pulse Bombs
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