HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Official Thread - Outbreak Pursuit

01-14-2006, 02:18 AM#1
FalconWest
Map Name: Outbreak Pursuit
Current Version: v0.65

Overview:
Outbreak Pursuit places up to 12 players inside a fast-paced, epic-scale police pursuit. Drive through up to 82 different lanes spread across 5 different neighborhoods, as well as underwater passages, highways and expressways, bridges and tunnels.

Key Features:
Customized Icons
Customized Models
Customized Loading/Preview Screens
Customized Looping 40sec Music
DynamicWeather™ Technology
MusicControl™ Technology
Customized Police Siren/Radio Sounds
Epic-Scale Terrain

Tactical Information:
There are 2 forces. The "Wanted Criminals" consists of 5 players, and these will play the role of the fugitives. The "Police Force" consists of 7 players, and these will play the role of the cops.

For as long as at least 1 fugitive remains on the run, the game won't end. In order for the game to end, all fugitives must be captured.

Fugitives can be captured by getting cop cars close to it. The more cop cars are near a fugitive's, the faster he'll be captured.

Every X minutes a fugitive remains on the run and not captured by the police force, he'll gain 1 level. Each level grants the fugitive 5 attribute points to intelligence, agility and strength.

Each strength point grants extra hitpoints to the fugitive, allowing him to resist longer to being arrested. Agility and intelligence points have no usage as of now and are still being worked on.

The higher the level of a fugitive, the longer he'll remain in jail. The goal of the cops is to capture the last of all fugitives, before the first/second/third/fourth makes his way out.

Multiple useless items can be found spread across all neighborhoods, and when you combine certain items, they might prove useful to a fugitive's escape, such as NOS, Oil Pool or Smoke Bombs. Cops cannot grab items.

Cool Stuff:
In the downtown area, fugitives can temporarily hide themselves from view by entering alleys.

Cops can trigger their sirens when in pursuit of a fugitive car, as well as make use of radios in order to communicate fugitive's position to other cops.

Each neighborhoods holds its own characteristic details and terrain types.

Technical Information:
Current Map Size: 1.8Mb
Physical Map Size: 192x192
Available Lanes: 82+
Available Neighborhoods: 5

Final Notes:
Currently looking for someone who could help me with animations.
Please post some feedback as of what you think about that map, how it looks and possible suggestions!

Attached Images
File type: jpgblackburnharbor0hm.jpg (401.5 KB)
File type: jpgMap Preview.jpg (100.1 KB)
File type: jpgnorthport5qc.jpg (425.4 KB)
File type: jpgStep2.jpg (167.3 KB)
01-14-2006, 04:23 AM#2
[niro]
Good idea! looks pretty awesome, the only obsticle I can see is that I don't know how you will get car speed higher than 522.
01-14-2006, 04:50 AM#3
FalconWest
Quote:
Originally Posted by [niro]
Good idea! looks pretty awesome, the only obsticle I can see is that I don't know how you will get car speed higher than 522.
It doesn't need to be. Depending on how things go I might change the original car speed a bit, but for now all cars have a speed of 400 stock. The value of 522 is already high enough, and I can use this extra room for item effects, such as NOS.
01-14-2006, 09:54 AM#4
FalconWest
Update:
- Each Agility point awarded to fugitive/cop will increase its movement speed by 1. Therefore higher level cops and fugitives will move slightly faster than lower-levels.

- Each Intelligence point awarded to a fugitive will increase its current mana pool. This is necessary so high level items cannot be used by low-level fugitives. Eg: NOS requires 100 mana in order to be cast (Each level gives 15 additional mana, starting at 0, therefore its required to be at level 7 or higher in order to use NOS).

- Each strength point awarded to a fugitive will increase its total amount of hitpoints, therefore increases its capability to resist further to being arrested.

Reminder: Cops cannot be killed thus cannot carry items, so they do not receive intelligence or strength points. Additionally, fugitives have a fixed mana regeneration rate; intelligence points do not increase the regeneration; hitpoints regenerate more quickly than mana points, but will drop drastically according to how many cops are near the fugitive - when a fugitive's car is destroyed he goes to jail. The fugitive's release countdown increases according to his current level.

Also - A few extra screenshots of the very muddy contruction site.
Attached Images
File type: jpgCS.jpg (331.2 KB)
File type: jpgCS2.jpg (375.8 KB)
01-14-2006, 04:25 PM#5
FalconWest
Update:
- Looking audio experts, and someone who could design a decent logo for the map.

Thanks to Mc!, the cop car model has been finished and already put to test, here are a few new screens.
Attached Images
File type: jpgFederalPursuit.jpg (412.7 KB)
File type: jpgAlley.jpg (262.0 KB)
01-14-2006, 05:17 PM#6
SmileyJeff
Wow! nice! Hope you get to finnish this map soon :)
May i know more about the game play?
What do we use to control the car? Keyboard or Mouse?
Is there a physics system so that the car will slide if being hit by a police car or run into an obstacle?
01-14-2006, 06:51 PM#7
Fulla
Are the items/abilities gonig to be Nitro boost/Turbo boost/Injection etc. etc.?
01-14-2006, 06:54 PM#8
FalconWest
Quote:
Originally Posted by SmileyJeff
Wow! nice! Hope you get to finnish this map soon :)
May i know more about the game play?
What do we use to control the car? Keyboard or Mouse?
Is there a physics system so that the car will slide if being hit by a police car or run into an obstacle?
I'm glad you like it Jeff. I'll give you a little heads up:

The car will be controlled via the mouse. Keyboards are a good idea, but it involves a number of problems which simply make it not worth being implemented; the most annoying of them being, of course, the general response delay.

Physics system? Its possible yes, but not at the moment. If the map proves to be successful amongst the community and I gain support of experienced scripters I'll be sure to implement this. Though for now cops CAN make lines to block passages of fugitives by parking next to each other.

This map has potential, yes. There are many possibilities and ideas that could be implemented. For now we'll discuss in this topic how it should work primarily, later on we work on the small details.



Quote:
Originally Posted by Fulla
Are the items/abilities gonig to be Nitro boost/Turbo boost/Injection etc. etc.?
The big idea was to implement different item abilities. For example, a certain combination of items picked up could result in 3 charges of NOS (Increases your movement speed temporarily), others could result in a Smoke Bomb (Allows you to disappear for a few seconds, leaving behind a huge cloud of smoke), and so on.
01-15-2006, 07:27 AM#9
FalconWest
Update:
- Added jail zone. When a fugitive is captured, he is sent there.
- Reworked customized model textures, skins and buttons, now weighting 50% less in size.

- Looking for sound experts in order to produce/convert sound effects (Sirens, Radio transmissions).
- Reworked car movement physics.
- 2 new screenshots of actual gameplay footage (Alpha testing the terrain and models, attached below).
Attached Images
File type: jpgGF1.jpg (407.4 KB)
File type: jpgGF2.jpg (464.9 KB)
01-15-2006, 08:39 AM#10
xXm0rpH3usXx
if there is any room left for better tilesets, you should change them

resize the cars, cause they look tiny in realtion to the tilestes and walls
01-15-2006, 09:46 AM#11
HatewarE
and overally terrain doesn't look the best anyway. IF there's any more room left import some custom models of e.g. buildings or stuff. cliffs are just a bad exscuse ...
01-15-2006, 01:25 PM#12
FalconWest
Quote:
Originally Posted by xXm0rpH3usXx
if there is any room left for better tilesets, you should change them

resize the cars, cause they look tiny in realtion to the tilestes and walls
The cars have been sized perfectly. Those walls you see are worth 4 levels. Look at the jail's screenshot for a better perspective. About the tileset - I'm currently looking for additional cliff and ground tilesets, but for the time being I'll stick to this one, thanks for suggesting though.

Quote:
Originally Posted by HatewarE
and overally terrain doesn't look the best anyway. IF there's any more room left import some custom models of e.g. buildings or stuff. cliffs are just a bad exscuse ...
Currently available models of modern buildings are of unacceptable quality or don't fit well for this kind of map. Although if you do find something interested for me I'll be glad to add it.
01-15-2006, 01:37 PM#13
HatewarE
can't you do it yourself? I mean you did that car models yourself too, aye? Or did I get something wrong?
01-15-2006, 06:12 PM#14
FalconWest
Quote:
Originally Posted by HatewarE
can't you do it yourself? I mean you did that car models yourself too, aye? Or did I get something wrong?
Indeed, I could model a few structures myself, but I'm lacking support for this map. People are not expressing their thoughts about the map, and beggining to doubt if its worth all the work.
01-15-2006, 11:14 PM#15
Metal_Sonic64
What animation help do you need exactly?