| 01-14-2006, 02:18 AM | #1 |
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! ![]() |
| 01-14-2006, 04:23 AM | #2 |
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 | |
Quote:
|
| 01-14-2006, 09:54 AM | #4 |
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. ![]() |
| 01-14-2006, 04:25 PM | #5 |
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. |
| 01-14-2006, 05:17 PM | #6 |
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 |
Are the items/abilities gonig to be Nitro boost/Turbo boost/Injection etc. etc.? |
| 01-14-2006, 06:54 PM | #8 | ||
Quote:
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:
|
| 01-15-2006, 07:27 AM | #9 |
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). |
| 01-15-2006, 08:39 AM | #10 |
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 |
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 | ||
Quote:
Quote:
|
| 01-15-2006, 01:37 PM | #13 |
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 | |
Quote:
|
| 01-15-2006, 11:14 PM | #15 |
What animation help do you need exactly? |
