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Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 7:38 am
by Taivyx
=AOX=Durge wrote:Ill throw for SubWay. This looks really good. You should put a health recharge in the resraunt.
Heh, once you do that people will be lobbing grenades into the restaurant every time they pass by it to see if they can get some poor guy recharging inside :P

Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 7:43 am
by =AOX=Durge
Taivyx wrote:
=AOX=Durge wrote:Ill throw for SubWay. This looks really good. You should put a health recharge in the resraunt.
Heh, once you do that people will be lobbing grenades into the restaurant every time they pass by it to see if they can get some poor guy recharging inside :P


"I'd like a medium cheesbruger with small fries, you know what, supersiz-*Boom*

Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 10:42 am
by Xavious
=AOX=Durge wrote:You should put a health recharge in the resraunt.
Soda machines = health recharge.

Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 3:09 pm
by JPI Dictator4life
Oooh, very good!

Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 4:54 pm
by Caleb1117
How about a restaurant called the "Drive Thr(o)u(gh)"?
Yankovic style.

Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 5:38 pm
by Delta 47
Caleb1117 wrote:How about a restaurant called the "Drive Thr(o)u(gh)"?
Yankovic style.
Than you would need cars :P Speaking of cars are you gonna have them in this map?

Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 8:57 pm
by Caleb1117
Yes, he will, 2 or 3 kinds.

Re: *WIP* Earth: Town

Posted: Sat Apr 19, 2008 8:58 pm
by JPI Dictator4life
FragMe!s editing them for him.

Re: *WIP* Earth: Town

Posted: Sat Apr 26, 2008 12:54 pm
by Xavious
W.I.P. KotOR Sides Layout

As it is Work in Progress, anything posted here is subject to change.

The custom sides set-up I created for the KotOR characters revolves around three "base" classes; the soldier, the defender, and the reconaissance. There are four additional classes that are unlockable by attaining a certain amount of points, as well as the heroes, who fall under the basic hero unlock rules.

So, without further ado, my KotOR sides layout.

Soldier Class - Republic Soldier / Sith Trooper
Equipment: Blaster Rifle, Blaster Pistol, Grenades(x2)

Pretty much your standard rifleman. Has about the same stats as the game's default soldier class.

Defender Class - Republic Defense Specialist / Sith Defender
Equipment: Shotgun, Heavy Blaster Pistol, Mines(x3), Grenades(x2)

These guys are significantly slower than any of the other classes, but they pack a lot of punch. The shotgun and mines are ideal for dealing with any close-quarters defensive situation, while the heavy blaster pistol and grenades can help you deal with more distant threats.

Reconaissance Class - Republic Reconaissance / Sith Assassin
Equipment: Sniper Rifle, Blaster Pistol, Stealth Field Generator

The ideal long-range specialist. Find a safe rooftop, take your shot, then engage stealth and make an escape. You can also use the stealth abilities and zoom function of the sniper rifle to spy on your enemies.

Assault Class (4 Pounts to Unlock) - Republic Heavy Arms Soldier / Sith Assault Trooper
Equipment: Rocket Launcher, Heavy Blaster Pistol, Grenades(x2), Time Bombs(x3)

Enemy vehicles holding you down? Got a choke point you want cleared fast? The assault trooper is your man. His arsenal is chock full of some of the most explosive and dangerous weapons you can find. He may be slow, but he makes up for it with his power.

Support Class (8 Points to Unlock) - Republic Infantry Support / Sith Support Unit
Equipment: Support Rifle, Blaster Pistol, Fusion Cutter, Health/Ammo Dispenser

This unit is just as the name implies. He wields a support rifle, which is basicly a buffed version of the standard rifle carried by soldiers, as well as a fusion cutter to build turrets and effect vehicle repairs, and health/ammo dispensers to keep his comrades up in fighting shape.

Commando Class (12 Points to Unlock) - Republic Spec Ops / Sith Commando
Equipment: Burst Rifle, Heavy Blaster Pistol, Sniper Rifle, Grenades(x4)

The commando is essentially a buffed soldier unit. He carries a burst rifle, which is capable of firing high-powered rifle shots in quick bursts, as well as a heavy blaster pistol as a back up to his rifle, and a sniper rifle for long range combat. The commando unit's diverse weapons layout allows him to quickly adapt to any battle situation.

Officer Class (16 Points to Unlock) - Republic Field Commander / Sith Commander
Equipment: Heavy Blaster Pistol, Inspire Allies(Health Regen), Grenades(x4), Orbital Strike Droid(x1)

While he himself may not pack the most offensive power, he can use his Inspire Allies ability to buff his allies, and his grenades to quickly eliminate clustered groups of enemies. But perhaps the one thing that sets him apart from other classes is his ability to call in an orbital strike. When used correctly, you can clear an entire street of enemies in mere seconds.

Hero Class (Unlock Status Determined by Game Options) - Revan(Light Side), Darth Malak
Equipment: Lightsaber, Saber Throw(Revan Only), Force Lightning(Malak Only), Force Wave(Both)

Your standard Jedi Hero class. Not much more I need to say about this.



Comments? Suggestions? Post 'em. :P

Re: *WIP* Earth: Town

Posted: Sat Apr 26, 2008 12:59 pm
by JPI Dictator4life
Sounds neat, but why not use Danns new bike model for the map? If he'll let you use it.

Re: *WIP* Earth: Town

Posted: Sat Apr 26, 2008 1:58 pm
by Grev
Im pretty sure there weren't any bikes in KotOR!

Re: *WIP* Earth: Town

Posted: Sat Apr 26, 2008 2:53 pm
by JPI Dictator4life
Lol, to fit in with the town theme. Not for KotOR.

Re: *WIP* Earth: Town

Posted: Sat Apr 26, 2008 3:52 pm
by Caleb1117
Those sides sound great, I love all this Kotor, warms the soul.

The bike would be great, if FragMe and or Dann would let you use it, most likely they wouldn't mind.

Re: *WIP* Earth: Town

Posted: Sat May 03, 2008 12:25 pm
by Xavious
I'm wrapping up the KotOR end of the map, side-wise, and I'm going to start moving into Clone Wars. I'd like some input on this, so read the poll question and vote. If you've got any other suggestions or comments, feel free to post them here.

Re: *WIP* Earth: Town

Posted: Sat May 03, 2008 1:04 pm
by JPI Dictator4life
Xavious wrote:I'm wrapping up the KotOR end of the map, side-wise, and I'm going to start moving into Clone Wars. I'd like some input on this, so read the poll question and vote. If you've got any other suggestions or comments, feel free to post them here.
I forget, is there going to be a mode where theres just people and stuff?

Re: *WIP* Earth: Town

Posted: Sat May 03, 2008 3:00 pm
by Xavious
Like Earth people? Yeah, there's cops and robbers.

EDIT: Just to clear it up, custom sides with the KotOR sides layout would be Clone Wars characters with the side layout I posted for my KotOR sides.

Re: *WIP* Earth: Town

Posted: Sat May 03, 2008 5:19 pm
by JPI Dictator4life
K, thanks. Cant wait for this!

Re: *WIP* Earth: Town

Posted: Sat May 03, 2008 5:32 pm
by Sky_216
Map looks good. Side layout looks good.

Wait, thats a lie. Map looks :runaway: :eek: :runaway:

Re: *WIP* Earth: Town

Posted: Fri Jun 13, 2008 2:41 pm
by Xavious
Introducing a new game mode: Zombie Apocalypse!

Don't worry, this mode loads a seperate world file in order to achieve the dark, stormy look. The other game modes still look bright and sunny.

Image

There are two different factions; The Zombie Horde and The Resistance. The Zombie Horde is comprised of mainly melee-based units, including wampas, gammorreans, and wookiees. The wookiee zombies make up the majority of the Horde, and they are also the weakest of the three. The gammorrean zombies have slightly more health and power, but they appear in smaller numbers. Then there's the wampas. These guys are much larger than the previous two zombie types, and they are at least three times stronger than the wookiee. Luckily, they are very rare. The Zombie Horde's power lies primarily in sheer numbers. When faced with a group of these guys in a narrow street, chances of survival are slim to none. The zombies have three main spawn points surrounding the city.

The Resistance, on the other hand, has three spawn points within the city. They rely on powerful, rapid-fire ranged weapons to take down the zombies. The power of their weapons ranges from class to class, with more powerful weapons requiring more points to unlock. Some of the higher classes have more useful anti-zombie weapons, such as mines. The numbers of The Resistance are few, so while The Zombie Horde simply throws everything at them, The Resistance needs to play more strategically. Using rooftops and entering buildings can make it harder for the enemies to get to you, as well as placing mines in the roads leading into the city.

Even though I'm still working out bugs, this mode is loads of fun to play. Since visibility is rather low, it gets to be a little freaky seeing zombies appearing out of the fog in front of you. It' even worse when they come up behind you just when you think you found a safe place to hide. As I said before, this is still work-in-progress. I'm planning on adding some more classes and weapons to make it more fun and interesting.

Ok, I think that's everything. Here's a couple more screens for you guys to drool over. :P
Hidden/Spoiler:
Fighting the Horde. You can't really see it, but there's an explosive barrel in there. There are actually many of these scattered throughout the map, and they're VERY useful for blowing up zombies.
Image
Hidden/Spoiler:
Hmm... someone isn't watching their back very well!
Image
Hidden/Spoiler:
Hiding out in a military bunker. Securing a building with mines like this is a very effective tactic.
Image
Comments, questions, and suggestions are always welcome.

Re: *WIP* Earth: Town

Posted: Fri Jun 13, 2008 2:46 pm
by FOOLIS
I like this new mode !
keep it up :D