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	<title>Blog RSS feed &#45; matthewdryden - Mod DB</title>
	<description>Subscribe to the Mod DB matthewdryden blog feed, and get the latest updates as they are posted.</description>
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	<pubDate>Mon, 30 Nov 2009 00:37:16 -0600</pubDate>
	<copyright>Copyright 2009, DesuraNET Pty Ltd</copyright>
	<category>Articles</category>
	<ttl>180</ttl>
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		<title>Changing Minds</title>
		<link>http://www.moddb.com/members/matthewdryden/blog/changing-minds</link>
		<pubDate>Fri, 12 Jun 2009 15:38:10 -0500</pubDate>
		<description>The &lt;strong&gt;Mod Fidelity&lt;/strong&gt; team is growing by leaps and bounds. I&#39;m so excited to start discussing the next version of the mod and planning it out &#45; but we still have lots of things to do to fix up our current version.

It&#39;s much more important to me to create a good playing enviroment than anything else. Rather than have my community wait another month or so until our next release, we&#39;ve decided to try to address the concerns of the players as quickly as possible &#45; while still adding new content and keeping the mod interesting.

There are so many things about Modular Combat that could be amazing &#45; and will be very soon. I can&#39;t talk too much about this stuff, but I will definitely start releading some information, and very soon.</description>
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		<title>v1.74 footage</title>
		<link>http://www.moddb.com/members/matthewdryden/blog/v174-footage</link>
		<pubDate>Sat, 30 May 2009 23:48:58 -0500</pubDate>
		<description>I&#39;ve obtained permission to distribute dm_tech and dm_cloudcity by Filip &quot;MisterBlister&quot; Coulianos. I&#39;m very excited at this new development, as it means that Modular Combat is FINALLY get some new maps &#45;and ones of a VERY, VERY high quality at that. I&#39;ve been messing around in both his maps for awhile now.

&quot;Tech&quot; is a very small arena&#45;flavored map that boosts hyperconnectivity. For the layman, that means you can get anywhere in the map in a matter of seconds. What makes it interesting is that Filip has designed the map so that you don&#39;t always have to take the same way twice. You can still fake left and go right, so to speak.

&quot;Cloud City&quot; is my new favorite Modular Combat map. This map is the complete antithesis of Tech is the fact that it&#39;s huge and has a very RP&#45;flavored sensibility. I&#39;m very, very impressed with how this map plays on Modular Combat and even more so at the sheer detail mixed in with wonderful architecture. Although this map is nearly four years old (or older?), it still looks fantastic (even better in the OB engine), and it also make it very easy to put in &quot;teleport blockers&quot;.

Teleport blockers help us to stop people from exploiting the maps by teleporting into areas they&#39;re not supposed to get to in the first place. As I&#39;ve been searching and searching for custom maps to include with Modular Combat, the architexture was riddled with exploits that made it nearly impossible for it to be a MC map...which sucks as most of these maps would be AMAZING.

We&#39;ve added a bunch of cool new features and are currently in the beta&#45;testing stages for v1.74 (if we continue having problems like we are, we&#39;re just going to roll it all into one release and call it v1.75).

See you next week!</description>
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		<title>Modular Combat v1.72 Release</title>
		<link>http://www.moddb.com/members/matthewdryden/blog/modular-combat-v172-release</link>
		<pubDate>Mon, 18 May 2009 16:30:35 -0500</pubDate>
		<description>Well, the latest release of Modular Combat seems to have gone over very well &#45; though it has only been a day or so and feedback is still coming back at us. I&#39;m taking to making use of all the features Mod DB has to offer and I have to say: I&#39;m very, very impressed with just how much different avenues of PR they offer. There&#39;s just so much you can do this and I don&#39;t think many people are making good use of it yet.

These blogs can be used for so many different things, and I can&#39;t wait to see what benefits they may have. Our players have been especially awesome &#45; and I can&#39;t imagine wanting to continue developing this mod if it wasn&#39;t for them. I love being in the game and listening to new players discover different modules and different combinations. I can&#39;t wait to see even more modules in there!

Well, if you&#39;re reading this, thanks! And so you know, we have already started planning the next release of Modular Combat &#45; and we already have clear goals in mind! Here&#39;s just a sneak peak at our list of updates:

&lt;strong&gt;* Se&lt;/strong&gt;&lt;strong&gt;ntry Guns&lt;/strong&gt;. Active. Spawn up to 2 sentry guns that will fire at your enemies. Sentry guns cannot be knocked over or moved by anyone else other than the owner.
&lt;strong&gt;* Ru&lt;/strong&gt;&lt;strong&gt;nning Man&lt;/strong&gt;. Passive. Increase your sprinting speed by 5...50.
&lt;strong&gt;* Au&lt;/strong&gt;&lt;strong&gt;x Power Tank&lt;/strong&gt;. Passive. Increase the size of your Aux Power tank.
&lt;strong&gt;* Cli&lt;/strong&gt;&lt;strong&gt;p Size&lt;/strong&gt;. Passive. Increase your clip size in guns.

These are the four new modules that will be coming your way with the v1.75 update! Based some player feedback, we&#39;re also looking into a new &quot;Zoning&quot; gamemode for PVM &#45; in which higher level monsters are spawned in certain zones for high&#45;level players. This should make it easlier for new players and more challenging for high level players who need to fight monsters their own level.

So thanks for reading up &#45; and stay tuned to my blog to get some more insight into the world of Modular Combat!</description>
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