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Gulchwars VERSION 2
Posted: Wed Nov 12, 2003 8:28 pm
by GlasssJAw
Due to the Good Feedback I expanded ALOT.
Get Gulch Wars
http://www.student.smsu.edu/j/jam632s/Gulchwar.rar
I recieved good feed back from the last version of this mod, so I decided to expand And I have expanded A LOT. Most importantly I still kept the same fun gameplay. I tryed to keep it simple, while adding a lot. I'ts a lot of fun and try it with friends online.
#### FEATURES ####
- Completley re-textured Bloodgulch (Snow at Dusk)
- Retextured all of the vehicles
- Changed many of the projectiles
- Added Homing Rockets
- Lessoned Damage of rockets (No Thanks to Sirluke)
-It takes 3 to 4 rockets to kill.
-Added Turrets in place of the ghosts
-Added 4 more banshees in place of Scorpion
-Two platforms at opposite side of the maps with stationary turrets to counter attackbanshees.
-YOU KNOW LONGER DIE WHEN LEAVING PLATFORM
Note * * Most weapons use homing rocckets but the rockets cause less damage so it evens out.
Any input is GREATLY appreciated Thanks.
Email me at
[email protected] If you have any Questions Or: AIM - Drumenjohn
Posted: Wed Nov 12, 2003 9:06 pm
by Conner5
DAMNIT DAMNIT DAMNIT DAMNIT DAMNIT!!!
I just started on a sidewinder/bg mod today and it looks almost exactly like that.

still, it will be different. And that mod looks great.
Posted: Wed Nov 12, 2003 9:15 pm
by staticx57
damn that looks nice. i dont have the will power to make such nice textures. i just started learning meta. but your features are awsome.
nice ownage of sirluke

Posted: Wed Nov 12, 2003 11:18 pm
by Mulas
AWESOME!!!
Posted: Thu Nov 13, 2003 2:29 am
by mentalman
Nice!
Posted: Thu Nov 13, 2003 2:53 am
by Hivemind
very nice blend of textures, nothing too far out there, i have to say, gj
Posted: Thu Nov 13, 2003 3:32 am
by Ang88
that looks so cool i can't wait to get home and try it out
Posted: Thu Nov 13, 2003 5:21 am
by jce108
looks kool
Posted: Thu Nov 13, 2003 6:49 am
by GlasssJAw
Thanks, I'll have another version coming an a few days. Please any input is acceptd, so tell me ideas you guys have. AND Don't forget I want to play this online with as many people as possible so AIM = Drumenjohn. I wann play!!
Posted: Thu Nov 13, 2003 6:54 am
by Ang88
whats your ip?
Posted: Thu Nov 13, 2003 7:29 am
by GlasssJAw
Check for my server frequently My IP is:
146.7.222.173
- No Lag. . Im on a University Line 5Mbiy Uplaod.
Posted: Thu Nov 13, 2003 8:09 am
by -=]-[EX=-
That looks awesome but im still in fucking school so i cant play it... do any of you know how to dissable foll proof control on a shitty mac? i cant get on the sites i want to.....
Posted: Thu Nov 13, 2003 8:44 am
by jce108
GlasssJAw wrote:Thanks, I'll have another version coming an a few days. Please any input is acceptd, so tell me ideas you guys have. AND Don't forget I want to play this online with as many people as possible so AIM = Drumenjohn. I wann play!!
ill play it to email me whe u wanna play
[email protected]
Input
Posted: Thu Nov 13, 2003 10:39 am
by GlasssJAw
Any ideas on what to add in next version??
Posted: Thu Nov 13, 2003 11:23 am
by shrimp134
Wow, dude I love your mods, I just learned how to just switch some offsets with values and thats all, do you need to learn meta to add those cliffs ad so on....email me i will play with you on your server tonight
[email protected] thanks
What did I do?
Posted: Thu Nov 13, 2003 11:43 am
by GlasssJAw
I didn't use a great deal of meta, but I did use a little bit. I used meta to increas the 8x zoom on the sniper rifel to 16x, and to speed up the Banshees. The only meta I actually had to figure out myself (without looking on boards) Was changing the Damage of the rockets. I wanted to use rockets but didn't want a single shot to kill you, so I used meta in that case also. To get the platforms I just changed the offsets of the shrubs etc etc to Fallen Logs, and then moved them in SparkEdit. The Texturs were the biggest pain, espicailly the the ground texture. Note* All textures are not DXT1, some are DXT3 and ARGB. I had to figure that out, and mess with different formats. Keep the ideas coming.
Peace out, I'm Peacing, Peace.
P.S. I'll be playing a little bit tonigh. ADD ME TO AIM: Drumenjohn
Posted: Thu Nov 13, 2003 11:46 am
by Hivemind
since i havent done too much with textures yet, how did u get the textures to blend, or is there another texture that looks like the other two blending, or is that part of the map?
Blending
Posted: Thu Nov 13, 2003 12:12 pm
by GlasssJAw
Ok. There is 3 textures you need to edit when editing the ground. 1. Blood Gulch ground 2. Blood Gulch Detail Grass 3. Blood Gulch detail sand. Note that detail sand and detail grass are DXT1 Format, and the ground must be saved as DXT3 format. You cannot change were th grass ends, and were the sand(path) begins. Or you probably can I just dont know how. So to blend the texture I just did a really thorough job editing the Blood Gulch Ground texture and made sure it looked good to get the color variation. So the ground texture is pretty dull, but the grass, and sand textures sit on top of that and make the texture look good. I just turned the sand and grass textures white.
Posted: Thu Nov 13, 2003 12:15 pm
by Hivemind
ok, i was just curious if there was a seperate texture that needed to be edited to show where the grass ends.. aparently not, its made into the map using a paintbrush tool just like in unreal games.. very neat
Posted: Thu Nov 13, 2003 3:05 pm
by GlasssJAw
Im going to be hosting a game all night tonight. . . I have an extremely fast line (University) Please Everyone come play!! It will most likely be pretty late, and I should start it around 11:00 Central Time. PLEASE COME WITH MOD INSTALLED FOR FUN. . ..
Server Name: !GulchWars Forever
Password: Nizzle