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SECRET PROJECT 1! Revealed with 10% Complete Map!

08-20-2003, 02:03 AM#46
Mech-Sheep
Quote:
Originally posted by Mech_1000

-Suggestions-
Well, 2 players would be the limit i suppose to how many players can play. But... You can increase the map size(this will be a pain in the @$$ if you did do it, but would also be fun. Double the map, maybe even tripple the map. So its 2v2v2. Players dont fight each other, they are all in their own little team worlds, hence, time crises, teams trying to be faster then the other teams, scoreing more points based on who beat the level first, which team took less hits, killed least hostages, or shot, justso that you could compete with other players to try to see if your fastter, more efficient, just to compete. (would be fun ^^)
You need new weapons that you can get. Maybe a gun with more ammo for a period of time, or something. You could also put a delay on the shooting trigger(maybe like .25-.5 seconds, nothing much), so that you could add a machine gun, which has zero cooldown to use.
If you want anymore ideas, im always open to help out.
GL!


HOLY CRAP! That's a pain in the butt! Maybe on a next map, or someone else could make it....
08-20-2003, 07:49 AM#47
Ant
As for the "firing" thing, just make a little rifleman beside that fires at nothing. Set cooldown to zero, blahblah. Of course, it's just for sound. You may want to make the rifleman actually ATTACK something so you can modify damage as you feel like it.
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08-20-2003, 05:16 PM#48
Mech_1000
I knew my idea of teams racing teams would be a pain in butt, but worth suggesting :)
08-20-2003, 11:23 PM#49
desty
have a chance to miss and a chance to critical strike, which improves with the number of kills you get =), that would be cool.

you could also have (for later) some skills, like sharpshooter, which would make you slower, but more precise(less miss) or another skill where you could shoot faster.

desty
08-20-2003, 11:34 PM#50
Mech-Sheep
I've added an Invincibility mode Barrel, which is obvious... You kill that barrel, you get invincibility :D

Also, I could EASILY add a Health Barrel, which adds 2-4 health (haven't decided).

There is going to be later skills you can obtain by beating a boss, and sometimes you can only kill certain enemies with it. I can't tell you though :D

BTW:

Player 2 Information:

-Player 2 is a sorceress named Kiri (another of my cinematic characters).

-Kiri does 2 damage per hit, but only 6 attacks (not bullets, this girl has magic :D) are allowed before she has to recharge.

-She also only has 6 life, meaning she is fragile. However, Zephyr does get way more hits than Kiri, so it's nothing really. It's just hard to fend off Melee characters.

UPDATE:

-I've added Ninjas, which will appear somewhere first stage.

-Revamped the stage 1. Once I finish Stage 2 and Stage 3 for Player 2, I'm releasing a new version.

-You are considered dead at 2 hitpoints, as for trigger reasons.

-Scorpio Tanks now does 2 damage again and nothing else changed.

-Militias have a slightly faster attack.

-Added an airplane, which is another "danger" feature for unexpected people.

-Heavy Tank now shoots 2 missiles at the same time. 9 bullets was just too much considering the difficulty of Heavy Tank.
08-21-2003, 01:18 AM#51
JaNa
Can't wait for your next version. Keep it up. :D
08-22-2003, 11:31 PM#52
Raptor--
hey, i'm gonna post a prelim version of my map in this thread, its basically like mech's, but works under different mechanics

notes before trying it:
1: i only spent only one day on this map so far, so theres problems with enemy riflemen staying behind the rocks and shooting you from there (emphasis on one, so there is probably bugs)
2: i never tested it with multiple players (the menu would likely bug out if you tried it multiplayer, but if it didn't (aka you chose different positions), it should work)
3: the rifleman has limited view, so you'd be shot at from guys you couldn't see (suppose to be support character)
4: since u use right-mouse button, it is possible to miss (you'll see the bullet spark), and its also possible to headshot (double damage), though the actual mechanics of headshots are scetchy (basically really close enemies and still enemies will get headshotted (you'll see blood come outta their head instead of body))
5: pistol guys have trouble hitting the gryphon when its far away
6: theres no continues or lives really, it tells u u lost a life, but it means nothing
7: lumber = ammo in clip, food = life left
8: only 1 level is done (up to the death of the gryphon)
9: blue enemies are regular, green are tough, yellow are snipers (do 2 damage instead of 1)
10: enemies turn red right before they do a damaging attack, they randomly fire too, but unless they turn red they're not gonna hit u
11: HOLD DOWN TO DUCK, tap down to reload without ducking
08-23-2003, 12:57 AM#53
Mech-Sheep
I love the new style, but maybe make the red flash faster, 'cause it's quite slow.

And I think it's a lot more bloodier to be a Time Crisis map. When I have time, I'm not adding blood to shots. I'm just going to make a star flash thingy.
08-23-2003, 02:51 AM#54
Raptor--
well its not time crisis, so i'm not worried about the blood... they are being shot with bullets after all

you really think they should go red faster on level one?
08-23-2003, 03:21 AM#55
Mech-Sheep
Yes, 'cause right now, even a baby knows when to hide. I mean, I buffed up my projectile speeds 'cause I know I want game speed to be faster. I think it would be better if you did made it a bit faster slightly. Or, you can change the red-flash speed for different units, such as a tank being hella fast, and rifleman being like right now.
08-23-2003, 03:54 AM#56
Raptor--
the flash speed is already customized kinda, snipers take about 8 seconds to turn full red, while riflemen take about 1 second

i think i'll probably increase the speed once u get to higher levels, cause u don't want everyone dying off on level 1