[MOD] Genocide

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Sparky
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[MOD] Genocide

Post by Sparky » Sat Apr 03, 2010 2:32 pm

Genocide is a twist to the Silent Cartographer single player map. In this "quickie" mod, each weapon can only damage a certain species. I've also added a greater variety of weapons to the map :D.

I'll leave it up to you to discover which weapon damages which species. (highlight below text to cheat :P )

I recommend playing on legendary mode.

Download


warthog machine gun -> elite energy shield
wraith gravity rifle -> grunt
assault rifle -> jackal
flamethrower -> all shields and armor
frag grenades -> 2x force, no effect on shields or armor
fuel rod gun -> 1.5x force, cyborg energy shield
needler -> skips shields
pistol -> armor piercing rounds only (1/2 damage on unarmored targets, no effect on shields)
plasma grenades -> elite, cyborg energy shield, unarmored humans
plasma pistol bolt -> cyborg, elite
plasma pistol charged bolt -> grunt, humans, jackals
plasma rifle -> grunt, elite, jackal, cyborg health, humans
plasma cannon -> no damage, very explosive (high force)
rocket launcher -> 2x force, elite, hunter, flood, cyborg health, human
shotgun -> all unarmored and unshielded targets
sniper -> skips shields, either no damage or instagib, slight force
Either you are groping for answers, or you are asking God and listening to Jesus.

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Re: [MOD] Genocide

Post by Løki » Sun Apr 04, 2010 9:30 pm

I love your mod ideas Sparky.
They're so original, but so impractical.
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Moxus
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Re: [MOD] Genocide

Post by Moxus » Mon Apr 05, 2010 2:43 am

Løki wrote:I love your mod ideas Sparky.
They're so original, but so impractical.
You hit it right on the head.

-=Moxus=-
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Re: [MOD] Genocide

Post by 2310 » Mon Apr 05, 2010 9:48 am

Moxus wrote:
Løki wrote:I love your mod ideas Sparky.
They're so original, but so impractical.
You hit it right on the head.

-=Moxus=-
Some of Sparky's latest mods seem rather realistic. Like those really huge maps. :P

Also, impractical as in impractical to play, right?

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Re: [MOD] Genocide

Post by Noodle » Mon Apr 05, 2010 10:08 am

2310 wrote: impractical as in impractical to play, right?
What the hell else? -.-

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Re: [MOD] Genocide

Post by 2310 » Mon Apr 05, 2010 7:38 pm

Seafire wrote:
2310 wrote: impractical as in impractical to play, right?
What the hell else? -.-
Just checking... :P

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Re: [MOD] Genocide

Post by Sparky » Tue Apr 06, 2010 11:07 am

It's only impractical if it makes you not play itself.
Either you are groping for answers, or you are asking God and listening to Jesus.

Dirk

Re: [MOD] Genocide

Post by Dirk » Tue Apr 06, 2010 11:31 am

Sparky wrote:It's only impractical if it makes you not play itself.
eg: the majority of your mods so far.

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Re: [MOD] Genocide

Post by 2310 » Tue Apr 06, 2010 6:26 pm

I liked Desert Multigulch.

Sparky
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Re: [MOD] Genocide

Post by Sparky » Tue Apr 06, 2010 10:50 pm

Dirk wrote:
Sparky wrote:It's only impractical if it makes you not play itself.
eg: the majority of your mods so far.
Which of my 37 released mods is impractical? \ :) /
2310 wrote:I liked Desert Multigulch.
Thanks, I'm constantly reminded of my fans every time I play Halo Demo online or check my e-mail.
..."they're everywhere!!!"
Either you are groping for answers, or you are asking God and listening to Jesus.

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Moxus
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Re: [MOD] Genocide

Post by Moxus » Wed Apr 07, 2010 1:49 am

Sparky wrote:
Dirk wrote:
Sparky wrote:It's only impractical if it makes you not play itself.
eg: the majority of your mods so far.
Which of my 37 released mods is impractical? \ :) /
  • • Genocide.
    • 20 CE Vehicles.
    • Air Tutorial.
    • Chainspawning.
    • Covenant Turret Mod.
    • Desert Multigulch.
    • Flat Gulch.
    • Flying Spartans.
    • Forest Bases.
    • Galaxy Wars - Rising Doom.
    • Galaxy Wars -Outpost Omega.
    • Ice Gulch (It's been done too many times before, many of which have been better versions).
    • Imbalance.
    • The Island Trifecta,
    • Matrix.
    • Pelican Gulch.
    • Periscope.
    • Proximity and Inversion.
    • Random Starting Weapons 2.
    • Random Starting Weapons: Proximity and Inversion.
    • Ricocheting Bullets.
    • Scorpion Sniper.
    • Sentinel Laser Mod.
    • Sniper Laser Rifle.
    • Spew.
    • Teleporter Paradise.
    • Ultimate Blood Gulch.
    • Ultimate Icefields.
Most of these mods have good ideas, but you didn't take them anywhere. Like, Ricocheting Bullets could've been an interesting feature in a mod, but as a standalone map, it sucks. The Periscope could've been a really stellar asset, but by itself, it's just awkward.

-=Moxus=-
Last edited by Moxus on Wed Apr 07, 2010 4:08 am, edited 1 time in total.
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Re: [MOD] Genocide

Post by Monoman » Wed Apr 07, 2010 2:05 am

I always view Sparky's mods as template mods to build on or concept mods where he implements some feature and leaves it to the community to use the concept or the mod in their own mods.
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Re: [MOD] Genocide

Post by Sugarlumps » Wed Apr 07, 2010 2:07 am

Or when everything is combined...
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Click!

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Moxus
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Re: [MOD] Genocide

Post by Moxus » Wed Apr 07, 2010 4:01 am

Monoman wrote:I always view Sparky's mods as template mods to build on or concept mods where he implements some feature and leaves it to the community to use the concept or the mod in their own mods.
This is true; as templates, many of these would make for interesting experiments and canvases for features. But they're not published as templates, but rather as standalone mods. Therefore, when it comes to critiquing each mod, they have to be judged in the role they are given. And as standalone mods, then, many of them fail to achieve which is what is expected of any playable, standalone mod: to be practical and functional in and of themselves.

I'm not trying to harp on this, but the question was asked.

-=Moxus=-
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Kayar wrote:The Collective: Spamming its way to a better tomorrow.
Many thanks to the people who have made my years on MGM and on Halo Demo so memorable.

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Re: [MOD] Genocide

Post by Fortune » Wed Apr 07, 2010 9:29 am

weeeee! seems like a good way to kill time! heh is there a weapon that kills time?
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