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Re: Games Complex - theITfactor's next map

Posted: Sun Jun 28, 2009 8:39 am
by MetalcoreRancor
Looking forward to it ^_^

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 29, 2009 6:59 pm
by theITfactor
Here's something I asked DarthD.U.C.K. to model, I've finished texturing it :)

I give you: Majora's Mask
Hidden/Spoiler:
Image
I'll have a video up later today of the current Mario Party minigame. :wink:

EDIT:

Vidjeos!

Majora's Mask (not scaled yet, and not in The Lost Woods/Woods of Mystery, thanks DarthD.U.C.K!)
http://www.xfire.com/video/e1ef3/

Mario Party: The Next Generation :o
http://www.xfire.com/video/e1f5f/

Miniature Vehicle Test (thanks obiboba3po!)
http://www.xfire.com/video/e1f59/

Re: Games Complex - theITfactor's next map - update p12

Posted: Mon Jun 29, 2009 11:24 pm
by MetalcoreRancor
REAL Nice!

Re: Games Complex - theITfactor's next map - update p12

Posted: Tue Jun 30, 2009 12:43 am
by Maveritchell
What is the incentive to stay on the hexagons? Before you would have died from a drop into a deathregion, now it looks like you're just slightly submerged.

Re: Games Complex - theITfactor's next map - update p12

Posted: Tue Jun 30, 2009 1:32 am
by theITfactor
Maveritchell wrote:What is the incentive to stay on the hexagons? Before you would have died from a drop into a deathregion, now it looks like you're just slightly submerged.
If you touch the water you die instantly, just like in the real Mushroom Mix-Up Mario Party minigame (although you don't die in that, you just lose)

The deathregion is still there :wink:

Re: Games Complex - theITfactor's next map - update p12

Posted: Tue Jun 30, 2009 2:08 am
by Nova Hawk
Lol, that itty bitty vehicle make big explosion! Dude, that's awesome! Will there be any other vehicles?? Like YT-1300s, X-wings, TIEs, A-wings, etc...

"Kinda like the itty bitty energized devil from hell, huh?" -Transformers

Re: Games Complex - theITfactor's next map - update p12

Posted: Tue Jun 30, 2009 9:45 am
by kooster
The mini vehicles are awesome. you should make other mini vehicles too.
what nova said.
pretty funny, the missiles are practically the same size of the ship!

Re: Games Complex - theITfactor's next map - update p12

Posted: Fri Jul 03, 2009 7:33 pm
by MetalcoreRancor
Some progress has happened on the Improved Hero Assault era for this map.

Force Destruction, charged up
http://www.xfire.com/video/e5ea6/

Explosive Combo
http://www.xfire.com/video/e5eed/

Double Sabre combo
http://www.xfire.com/video/e5eea/

Dual Sabre combo
http://www.xfire.com/video/e5ef1/

I have also made Force Distortion, for the Light side of the force. At first, and in singleplayer, this power serves very little use, as it does basically no damage, and simply brightens up the area with a blue-ish cloud of white.

But in reality, this invisible force move heatseeks its opponent, and gives a very small explosion radius, that has tremendous shake. It will render any online human villain in complete disorientation for a small amount of time, kind of like a flash bomb. The victim can still move and attack, but won't have a sweet clue of whats going on.

It can be used as a mental "stun" that can buy the Jedi enough time to escape, heal other jedi, or take advantage of the foe.

Re: Games Complex - theITfactor's next map - update p12

Posted: Fri Jul 03, 2009 7:38 pm
by mswf
Nice progress on those combos. The lightning flashes of force destruction seem to be coming from nowhere, I'd suggest maybe curving the upper part a bit?

Re: Games Complex - theITfactor's next map - update p12

Posted: Fri Jul 03, 2009 7:41 pm
by MetalcoreRancor
Well, it's meant to be a 360 spread of lightning, and it continues after the original hit because of the cooldown built into the weapon, but if their hovering off the ground, they are Force afterall. I'll touch it up a bit. But ideally the weapon is meant to be the strongest force power, and it has a 8.0 radius of pretty strong damage, plus a secondary ordnance lightning ray.

Re: Games Complex - theITfactor's next map - update p12

Posted: Fri Jul 03, 2009 8:54 pm
by Smug
The color of the lightning in force destruction should be darker, in my opinion.

Re: Games Complex - theITfactor's next map - update p12

Posted: Thu Jul 09, 2009 1:48 pm
by MetalcoreRancor
new video, showing Force Distortion
http://www.xfire.com/video/e8e0c/



Edit edit:

New updated skins and 2 videos
http://www.xfire.com/video/eba43/
http://www.xfire.com/video/eba48/

Image
Hidden/Spoiler:
Image
Image
Image

Re: Games Complex - theITfactor's next map - update p12

Posted: Thu Jul 09, 2009 2:50 pm
by Nova Hawk
Whoaw, giant Wookie! He's gonna own...

Re: Games Complex - theITfactor's next map - update p12

Posted: Sat Jul 11, 2009 1:01 am
by MetalcoreRancor
I am releasing the following alpha of the Jedi for 2 main reasons.

I want a public opinion of how the jedi combos are, and the force powers. Whether or not you like the models is irrelevant as they could be changed the next day. Balance, canon accuracy, creativity, among other catagories is what I'm looking to here critiques/opinions on.

A disclaimer: The Clone wars era conquest mode included is not intended to be critiqued or enjoyed, it was a simple test I preformed to see if the amount of Combos I had would overload or not.

Force powers are not clearly marked with localization so it may be a tougher learning curve in decyphering what is going on so I will place a layout here of the current powers. I will leave the combos for you to discover how to use.

Light_push is a more potent push than the stalk version but is nonetheless basic. The ai will use this often.

Force_light is a bright stationary effect that illuminates the user in a large glow, accompanied by damage in the immediate area of its use. It is not too much useful from far away, except to make you dissapear behind the light barrier.

Force_distortion may look like a mobile version of Force light, but its actually an invisible ordnance that will heatseek and strike any villain your pointing at when you fire. The ordnance upon impact will slightly wound the villain, and knock out his vision for 3 seconds. The steep energy drain is put in to keep you from spamming this attack.

Force_wave_push is a 360 high-yield push that will knock everyone far enough for you to escape.

Force_pull is pretty much like the stalk version, but more power and can be used to yank allies out of harms way now, as well.

Force_heal works only when near an allied Hero unit, and heals all on your team nearby, for 3 seconds with a large health burst. It is useless if you are alone.

Force_defence works the same as Heal, but has increased defence buff and a much longer, but smaller health burst. It will heal you from any attack that doesnt 1-hit kill you, for the duration of the Defence effects.


The Dark side has more aggressive attacks, designed to deal as much damage as it can.

Force_dark_push is a power-filled push, which works at a shorter distance than the light side version, but deals damage and a greater push on impact.

Force_choke works much the same as its predecessor, except this time around it chokes more enemies, drains less energy per second, but makes you move slower. Use it in combination with other moves to defeat your opponent, but make sure you do it fast as the heros could heal your targets.

Force_rockpile and Force_rockvolley are pretty much the same, but Force_rockpile sends smaller rocks that heat seek and move faster, rockvolley sends slower and stronger rocks.

Force_hate works on the premise of Lord Vader in the Shadows of the Empire. He worked to focus his hate and it healed his body temperarily. Force_hate works exactly like Force_defence but with even less health increasing over the time of its effects. It will heal all villains enshrouded in its warming hate fires.

Force_depression and Force_mallace are the Dark side's answer to the Light side's healing capabilities. Force_depression, with its experimental coding, is "suppose" to remove any buff effects and make the opponent weaker, with this code:
BuffOffenseTimer = "15.0"
BuffOffenseMult = "-50.0"
BuffDefenseTimer "15.0"
BuffDefenseMult = "-50.0"
But since that doesnt exactly seem to do the job, Force Depression will deal 50 damage every second for 5 seconds. It is an overall debuff of an enemy.

Force_mallace is a pure-damage over time weapon, dealing 100 damage every second for 10 seconds. A heal is required to survive this evil force power in most cases.

Force_destruction is the strongest force power available. Right from use it fires a claw-like burst of lightning bolts, accompanied by harmless verticle sprays of bolts which make it look all the more terrifying. The longer you charge the weapon, the stronger it becomes, but a single first shot is enough to burn through most jedi.

Without further ado...

http://www.filefront.com/14014041/Epic-Hero-Assault.7z/

Enjoy this preview.. And if you download this, PLEASE post here to say your comments after playing a round in singleplayer.

I have not tested this for online stability yet, but I hope it does work. If you crash, itll probably be the Force Destruction power, but I hope Ive fixed that online issue.

Re: Games Complex - theITfactor's next map - update p12

Posted: Sat Jul 11, 2009 11:32 am
by Par3210
first of all, why is it in 7z format? How do I load it if it's like that?
Anyway thanks for releasing this, I'm going to test it now, replying if anything is wrong.
Thanks anyway and good work so far,

Re: Games Complex - theITfactor's next map - update p12

Posted: Sat Jul 11, 2009 11:37 am
by Xavious
Par3210 wrote:first of all, why is it in 7z format? How do I load it if it's like that?
You can use WinRAR or 7-Zip to open it.

:google:

Re: Games Complex - theITfactor's next map - update p12

Posted: Sat Jul 11, 2009 11:44 am
by Par3210
ok done that, I've tested the map.
Works on singleplayer but the zombie mode has a few problems. When you play as the spirit or whatever it is with the spear, it keeps crouching like a hero does when it dies. I can't move as this char because of that. Same with the character below that. Otherwise singleplayer is good.
Proceeding to test multiplayer now. Replying back after.
--------
Multiplayer works, Force Destruction didn't crash it for me. I'll have to work with some other person to see if it crashes then.
Comments:
Same as above. Obviously fake console would crash other players as it is not the same sides pandemic made. Love the attacks, they're awesome. Another thing, the giant wookie's feet stands in the ground when he stands for a short while.
It feels a bit unbalanced to tell the truth as all the attacks pwn you in about a minute. But still, doesn't stop me loving the sides :thumbs: you did a great job about that.
Light_push is a more potent push than the stalk version but is nonetheless basic. The ai will use this often.
This is true, the AI kept pushing me.
When I used the dark_force_choke move I could not hold the right button down, I had to keep clicking to make it work. Could you get this fixed as it is annoying clicking your mouse to use it?
Another thing, I think the dark force push is way too far a push. I personally think you should make it a bit shorter, but not TOO much. Still, it is your map and you can do what you want with it. I'm very happy with the progress. :D
Summary:
9/10
A few bugs to iron out but when they are finished I will be downloading this as soon as it comes out. Great job.
--------
I hope I did a good job testing, and if you want more comments I can share them with you.

:wink:

Re: Games Complex - theITfactor's next map - update p12

Posted: Sat Jul 11, 2009 12:18 pm
by MetalcoreRancor
Thank you for testing it ^_^

As I had said, the Zombie conquest mode is not the highlight of this test, and the gameplay of the zombies is designed with restrictions so that the ai will use them properly in the Zombie mode. The constant crouch in one position is the boss's downtime.

The Wookiee fett is something I intended to look into, but haven't had the chance yet.

As far as the quick kills, I recently made every sabre attack deal enough damage to always kill you unless your the wookiee, he has twice the health so 2 hits on him.

If you watch the ai score points, through the whole round, you'll notice that if you subtract your kills, it almost always plays through with even points, and at one point I saw an ai have even 16 kills and deaths.

How much more fun and insane it will be with real humans controlling these jedi.

But as far as adding more goes, the only jedi that will be added on will have no force powers and will share the same combo, as they will be padawans.

Re: Games Complex - theITfactor's next map - update p12

Posted: Sat Jul 11, 2009 12:54 pm
by Par3210
Kay. I think you've done a great job with the sides, I'd NEVER be able to make something like that. Well done :thumbs:
Ownage
Another thing: will these jedi and sith be the only ones to choose from or will there be more? Also, the texture on the guard with the yellow saber's face looks really white, maybe you could change that (or was it intentional?). If it was then don't mind me :lol:

Re: Games Complex - theITfactor's next map - update p12

Posted: Sun Jul 12, 2009 4:54 am
by Broken_box
do I just put this into my addon?