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Re: Games Complex - theITfactor's next map

Posted: Sat May 30, 2009 11:07 am
by Fiodis
And I hope that's not the actual map you're planning to release them on. That ground texture really disagrees with me. As does the "House on a Hill, flat all 'round" setup.

Re: Games Complex - theITfactor's next map

Posted: Sat May 30, 2009 5:22 pm
by theITfactor
Fiodis wrote:And I hope that's not the actual map you're planning to release them on. That ground texture really disagrees with me. As does the "House on a Hill, flat all 'round" setup.
All videos Rancor posts are to demonstrate current progress with his sides. All environments, terrain, and objects in the videos he posts are his own and will not be appearing in the map. As such, only pay attention to the sides in his videos, everything else will not be appearing in the map.

Re: Games Complex - theITfactor's next map

Posted: Sat Jun 06, 2009 4:10 pm
by MetalcoreRancor
http://files.filefront.com/zombie+alpha ... einfo.html

Link to the ALPHA version of the zombie wave mode, with a disclaimer THIS IS NOT THE MAP IT WILL BE ON.

This is a rough draft with nothing really substantial to be kept in the new map save the zombies and the wave style.

The weapon models are provided by Elfie, coding base for the wave provided by Mav, and the zombies provided by Duck.

A lot more to be mentioned when I can remember, but you know who you are who helped!

Re: Games Complex - theITfactor's next map

Posted: Sat Jun 13, 2009 5:42 pm
by MileHighGuy
it was fun but the veteran cant fire his weapon

Re: Games Complex - theITfactor's next map

Posted: Sat Jun 13, 2009 5:52 pm
by MetalcoreRancor
Someone finally spoke up! :D

You have to hold the fire button for the duration of the weapon.

Its a 2 second delay to begin firing.

Currently I am continueing to change and add more waves, and make additions/changes to weapons and zombies.

Image

Image

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 10:54 am
by Fiodis
You know, if you added a first person geometry for the players then it wouldn't look like the weapons were floating in midair. But I understand first person isn't the highlight of these previews.

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 12:21 pm
by MetalcoreRancor
I've never been good at that, and will get to it very soon actually, to try it.

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 12:37 pm
by Fiodis
It's very simple; you just need to make sure to copy over first person reqs as well as mshs and tgas. I got it working with my first try (normally I screw things up horribly) so you ought to have no problem with it.

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 2:24 pm
by MetalcoreRancor
Image

Image

Image

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 3:06 pm
by destructo_bot
sometimes simple things make a massive difference :wink:

lookin' awesome as always!

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 3:12 pm
by Par3210
Wha ---? Is this map out?! :P :yes: :faint:

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 3:17 pm
by DarthD.U.C.K.
no, rancor just released a wavemode-concept map

Re: Games Complex - theITfactor's next map

Posted: Sun Jun 14, 2009 4:18 pm
by Fiodis
Wait, he's released this already?

Good job on the first-person, too. Told yah it was easy. :wink:

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 15, 2009 12:16 pm
by MetalcoreRancor
I'm pleased to unveil the only screenshot you'll ever see of this zombie.

He is nicknamed "Big Red", and will be one of several random bosses that I will be placing into critical spots of the waves.

Image

Take a good look at him.

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 15, 2009 12:24 pm
by 501st_commander
he is a ghost? because his "arms" are in the objects..

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 15, 2009 12:25 pm
by MetalcoreRancor
No, it's an awkward screen where he's pressing into the building trying to attack me.

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 15, 2009 3:23 pm
by destructo_bot
Yipes, creepy. And you were defeated on your own map? :wink:

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 15, 2009 4:23 pm
by MetalcoreRancor
Several times.

In fact, this guy is by far the most difficult thing to fight, probably in the history of swbf2 maps, I make no joke.

300,000 health, stronger deflection rates then the other zombies, and a boss-like behaviour pattern. Relying on the fact that ai abuse sabre throw, Ive given the Sabre catch state a overhaul so that he leaps into the air to grab the sabre(a thrown skull). Then he procedes to lunge towards you in midair. And when he lands, he unleashes an explosion that has powerful shake, which will render your screen momentarily useless while you fly in the air.

And when your finally oriented, you'll come to realize the boss has awakened from the Play dead he gets into when he explodes, and he will come after you.

So in order to beat him, one has to bait him while another shoots him when he plays dead. Shotgun works best on him, but it takes a lot of work and time to kill him because he has 300000 health.

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 15, 2009 5:10 pm
by Taivyx
MetalcoreRancor wrote:Several times.

In fact, this guy is by far the most difficult thing to fight, probably in the history of swbf2 maps, I make no joke.

300,000 health, stronger deflection rates then the other zombies, and a boss-like behaviour pattern. Relying on the fact that ai abuse sabre throw, Ive given the Sabre catch state a overhaul so that he leaps into the air to grab the sabre(a thrown skull). Then he procedes to lunge towards you in midair. And when he lands, he unleashes an explosion that has powerful shake, which will render your screen momentarily useless while you fly in the air.

And when your finally oriented, you'll come to realize the boss has awakened from the Play dead he gets into when he explodes, and he will come after you.

So in order to beat him, one has to bait him while another shoots him when he plays dead. Shotgun works best on him, but it takes a lot of work and time to kill him because he has 300000 health.
While your claim that this is hardest thing to fight in Battlefront ever made seems valid, just make sure that it still retains a significant amount of fun-factor.

To quote one of my programming instructors:
"Sure, they could make the Counter Strike Bots in Condition Zero have flawless aim, x-ray vision to see through walls, a Machine Gun that shoots rockets, and super omfg health, but would that be fun to play? Hell no, we customers want some victory."

Make sure he's got some sort of weakness that can be exploited; some level of playability.

What's makes good game boss isn't its "OMGWTFBBQ THIS IS IMPOSSIBLE" -ness.
It's its ability to challenge the player, mentally and physically (you know what I mean), while presenting the player with different ways to beat him/her/it.

Simply running around, distracting and/or shooting, can get pretty darn monotonous after a while, if you ask me.

Re: Games Complex - theITfactor's next map

Posted: Mon Jun 15, 2009 6:26 pm
by Fluffy_the_ic
Yeah, I'd make sure that there are exploding barrels and the like that take out a good chunk of his health. You lure it to an explosive canister and BAM. Shoot the canister, it blows up on the guy, takes a good (but not overly large) chunk of health away, as well as stuns him so that you can attack him. So kinda like a cross of Ganondorf from LoZ: OoT and the Rancor from LSW2.