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Metro, Starcraft CoD

Creator: samsizzle!
Time: Sep 28 2010, 3:33 am

Post #21     m.0.n.3.y Jun 2 2011, 11:51 pm

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SO WHERE IS THE DOWNLOAD LINK!?!?!?!

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Post #22     SmE(Raitaki Jun 3 2011, 12:19 am

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Quote from m.0.n.3.y
SO WHERE IS THE DOWNLOAD LINK!?!?!?!
It's under development, son.

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Post #23     samsizzle! Jun 3 2011, 2:56 am

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Quote from SmE(Raitaki
Quote from m.0.n.3.y
SO WHERE IS THE DOWNLOAD LINK!?!?!?!
It's under development, son.
Updated original post, things that have changed: It's now called Metro, changed the terrain. Also made some huge changes to the triggers.. got some help with some serious bugs... its pretty much easy sailing once I start working on this again. But have a video:


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Post #24     Wormer Jun 3 2011, 6:03 am

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Hey, I thought that if you have an attack ability you might want to have a block attack ability. You attack with ordering hydra and you block with burrowing hydra. Block may also produce a nice effect of protoss shields above the marine (have a bunch of observers attacked by corsairs in the corner and move one to marine and back when the ability is activated).

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Post #25     FaZ- Jun 3 2011, 6:37 am

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Pretty cool, I'm skeptical of how well newbs will be able to pick that design up, but if you've got a bunch of different weapons and abilities I could see it being really fun.

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Post #26     samsizzle! Jun 3 2011, 6:37 pm

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Hey, I thought that if you have an attack ability you might want to have a block attack ability. You attack with ordering hydra and you block with burrowing hydra. Block may also produce a nice effect of protoss shields above the marine (have a bunch of observers attacked by corsairs in the corner and move one to marine and back when the ability is activated).
That would be a bit weird seeing as its a shooter game. You shoot someone, they get hit. There will be different things you can do with the units orders. For example: you'll be able to use patrol to knife nearby enemies.

Quote from FaZ-
Pretty cool, I'm skeptical of how well newbs will be able to pick that design up, but if you've got a bunch of different weapons and abilities I could see it being really fun.
That's the plan. I figure it'll be a bit like TS in that there'll always be noobs but if the majority know the design, everyone'll eventually learn if they're interested.

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Post #27     Wormer Jun 3 2011, 7:47 pm

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Just throwing another set of random ideas.

I'm concerned about the mechanic of the battle. Since people have met each other, the outcome of the battle only depends on players accuracy skills. What I want to say that there is a lack of a strategic decision.

But well, here is another idea. Marines still may have shields. The amount of shields is shown as a score or as a mineral amount. The effect when shields are hit is the same cloaked observer. Then, when shields are down the effect changes into blood. When player has no shields you may have a chance of a critical strike. When critically wounded the player may receive different penalties, like: bleeding (hp constantly goes down until you find some item to stop bleed like bandages), broken leg (movement speed is reduced), stunning (the hydra is deselected once). You may have an ammo reloading with hydra burrow to limit too much meaningless clicking. The items may include ammo for weapons, medkits to heal HP and bandages to stop bleeding. Shields may just restore on their own. And then you can have a way (not sure if you already have this) to escape the battle using stim packs (detect via unit HP) for a decent amount of HP penalty for example. Then, knife attacks may bypass the shield and have a greater chance of a critical hit.

Don't do much weapons. As far as I understand you can have 3 attack types (movement, patrol and attack orders). That way you can have the following weapons: knife, pistol, submachine gun and a shotgun. Player owns a knife and a pistol with several ammo clips at respawn. The good sides of the knife are that it doesn't use ammo, bypasses shields and has a better chance of a critical strike. Pistol is the simple ranged weapon with small clips, but you own it from the very start. Let's say these 2 weapons are binded to attack and patrol. Then you can find a submachine gun and a shotgun which displace each other (so you must choose only one of them to carry). Submachine gun has the larger clips but pretty the same damage as pistol. The shotgun has even smaller clips than pistol but considerably better damage.

And finally you may have several siege tanks in siege mode to be controlled by players over the map.
This post was edited 2 times, last edit by Wormer: Jun 3 2011, 7:53 pm.

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Post #28     samsizzle! Jun 4 2011, 9:27 pm

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Quote from Wormer
Just throwing another set of random ideas.

I'm concerned about the mechanic of the battle. Since people have met each other, the outcome of the battle only depends on players accuracy skills. What I want to say that there is a lack of a strategic decision.

But well, here is another idea. Marines still may have shields. The amount of shields is shown as a score or as a mineral amount. The effect when shields are hit is the same cloaked observer. Then, when shields are down the effect changes into blood. When player has no shields you may have a chance of a critical strike. When critically wounded the player may receive different penalties, like: bleeding (hp constantly goes down until you find some item to stop bleed like bandages), broken leg (movement speed is reduced), stunning (the hydra is deselected once). You may have an ammo reloading with hydra burrow to limit too much meaningless clicking. The items may include ammo for weapons, medkits to heal HP and bandages to stop bleeding. Shields may just restore on their own. And then you can have a way (not sure if you already have this) to escape the battle using stim packs (detect via unit HP) for a decent amount of HP penalty for example. Then, knife attacks may bypass the shield and have a greater chance of a critical hit.

Don't do much weapons. As far as I understand you can have 3 attack types (movement, patrol and attack orders). That way you can have the following weapons: knife, pistol, submachine gun and a shotgun. Player owns a knife and a pistol with several ammo clips at respawn. The good sides of the knife are that it doesn't use ammo, bypasses shields and has a better chance of a critical strike. Pistol is the simple ranged weapon with small clips, but you own it from the very start. Let's say these 2 weapons are binded to attack and patrol. Then you can find a submachine gun and a shotgun which displace each other (so you must choose only one of them to carry). Submachine gun has the larger clips but pretty the same damage as pistol. The shotgun has even smaller clips than pistol but considerably better damage.

And finally you may have several siege tanks in siege mode to be controlled by players over the map.
This is kind of straying from the whole urban Call of Duty warfare thing. I'm trying to make the map in a way that you can pick it up real fast and have fun right away without learning very specific things like knives doing critical hits and bypassing shields and such... The fact that its so simple and straightforward means I can add things to it without having to change the whole map, and without people getting all angry about the gameplay changing. Shoot people=they die. There will still be lots of strategy but it won't have much to do with the actual combat system. It'll be more like: how can I capture this flag without getting murdered by those guys over there.

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Post #30     samsizzle! Jun 9 2011, 9:59 pm

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How it's going samsizzle? I would love to see it finished.
I haven't been working on this lately, the 2011 rpg contest project is my biggest priority right now... But I'll try to finish something ASAP.

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Post #31     IcY Oct 17 2011, 5:45 pm

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Good work keep it up! I would love to play this it'd be a favorite of mine.

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Post #32     Tempz Oct 28 2011, 12:17 am

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Great use of eud triggers... the only worry for me is that you'd have to explain to people how to use the shoot function.

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Post #33     samsizzle! Oct 30 2011, 1:03 am

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Great use of eud triggers... the only worry for me is that you'd have to explain to people how to use the shoot function.
The people I've tested with catch on fairly quickly. In the finished version you would have to shoot something before the game starts.

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Post #34     Dizzy Dec 2 2011, 5:10 am

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Here's some Terrain I'm working on for Metro [v.2.0] since Sam has postponed this project I'm rather vexed about it.

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Post #35     samsizzle! Dec 2 2011, 5:35 am

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Here's some Terrain I'm working on for Metro [v.2.0] since Sam has postponed this project I'm rather vexed about it.
lulwtf you talkin bout? You havent even spoken to me about working on metro, and I'm still working on version 1.0.

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Post #36     Dizzy Dec 2 2011, 5:49 am

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nun just waitin fo yo ass to get online yall the only mofos i know will sit still for an hour without a word and its a just a concept I feel I would get tired of shooting outside and also having a shootout inside a mall would be epic in proportion.

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Post #37     samsizzle! Dec 2 2011, 7:12 am

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I have plans for multiple play-fields, a mall is a definite possibility for one of em.

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[03:16 am]
SmE(Raitaki -- ........................lolk.
[03:15 am]
Roy -- Man, I'm a literary genius.
[03:15 am]
SmE(Raitaki -- If we did the narrator
[03:15 am]
Roy -- "I'd imagine if someone were to watch these events unfold before them, this is what they would have to say: <paragraph from book>."
[03:15 am]
SmE(Raitaki -- Bitch muttered something about it being too ez
[03:15 am]
SmE(Raitaki -- Naw
[03:15 am]
SmE(Raitaki -- Then problem #4, narrator is both the protagonist and a kid, which is totally not the forementioned guy.
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