Eternal Death, rpg
Post #1 TF- Jan 21 2012, 7:29 am
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Classical Restraint
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" "Type: RPG Players: 1-3 (singleplayer recommended) Map Size: 256x256 Tileset: Installation Plot A large research facility trapped all its personnel deep underground after an incident in the upper levels made escape impossible, with no rescue arriving for reasons unknown. In the coming years, the survivors face increasing difficulties as the facility breaks down at an accelerating rate and something few even knew about started making its way up from the lower levels. The latest development is the facility's damaged reactor entering a cycle of dysfunction and periodically blasting the area with extremely high-powered ionizing radiation. Several of the security personnel hope to deal with the facility's denizens and restore the reactor if they are to have any future. ![]() ![]() System 1. Reactor Every once in a while the reactor goes critical, changing the ambient sound and shortly after, instantly killing any living thing that isn't hiding. To avoid it you must enter a protected area where you can't hear the reactor anymore. NPCs react to blowouts. 2. Interiors The main purpose of interiors is avoiding reactor blowouts, but not all interiors are safe, some are exposed to the reactor through gaping holes through which you can hear the reactor. A safe interior will always play its own ambient. Some are entered by Using an entrance while others can be simply walked into. You can find random items, enemies and rarely vehicles on your first visit in them. Don't leave behind items or vehicles in interiors as they will be lost. 3. Randomization Most interiors are randomized when the map begins, which means: - safe/unsafe shelters are rearranged each time - merchants and computer terminals can be located in different places Items and vehicles are also randomized, some essential tools can be found when searching interiors while others must be traded from merchants, nevertheless the map is nearly always winnable. Classes 1. Marine: good average class, has stim 2. Firebat: increased HP and armor, strong splash but vulnerable to infested terrans and rows of gun turrets, stim 3. Ghost: expert option, can cloak (except against gun turrets and mines) but is vulnerable and very slow without stim, can pass through tight spots unlike any other class 4. Medic: hardest option, has lots of HP and can blind enemies but no attack, can heal teammates in multiplayer Tools 1. Consumables Medpack - restore health of infantry unit Repair Pack - restore health of vehicle unit Energy Pack - restore energy of Medic or Ghost Spidermine - can be placed with the Minelayer tool 2. Tools Hack Tool - can hack nearby gun turrets to gain control of them, when hacking blue text is scrolling down the screen and you must stay still or break the hack Effraction Tool - enter and exit vehicles with it, vehicles must be neutral Minelayer Tool - place spidermines you've disarmed or acquired from sellers, blows up both enemies and some debris barriers 3. Vehicles SCV - reasonably fast and durable but weak attack, can repair with minerals, unaffected by mines Vulture - fast but vulnerable, not for fighting, unaffected by mines Goliath - good vehicle but slow, lacks siege capability Tank - slowest but has no fear of fortifications Interface 1. Starport The Starport's basic functions are: a) Wraith: Use Generic action, enter interiors that have entrances, disarm spidermines, pick up items, talk to NPCs, etc. b) Dropship: Look Provides hints in some spots. c) Science Vessel: Use Tool Lets you use any special tools you've acquired. d) Battlecruiser: Heal Uses a Medpack if you're not driving a vehicle and a Repair Pack if you are. e) Valkyrie: Energy Uses an Energy Pack. 2. Dark Archon Use his Mind Control on the neutral gun turrets to verify various notes that will appear in his area (keycodes, minimap locations etc) 3. Engineering Bay / Armory You can use upgrade points (gas) to boost your weapons and armor here, get upgrade points from the Engineer in the starting area Basic Guide Move carefully from shelter to shelter, gather all items you can find and sell the ones you don't use at the Bar or at the random merchants, generally avoid fights unless cornered, save often. Check the large map image in the archive. Multiplayer Guide When an entrance or the Tram are used, all players get moved. Don't hug walls when using entrances, alternatively you can hug walls but always let the player with the biggest radius use entrances first. Don't let Player 1 die. You can still save and resume even in multiplayer, use this function often as it doesn't break anything in the game. DL: http://www.mediafire.com/download.php?630bx3hpqjk9g9l This post was edited 17 times, last edit by TF-: Feb 19 2013, 2:45 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8
Jack[RCDF
Mar 21 2012, 2:51 am
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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This is rather hard...I still haven't totally worked out which sound is the reactor about to blow, I wish the sounds were a little more obvious ;0
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #9 TF- Mar 21 2012, 4:08 am
Post #12
Jack[RCDF
Mar 21 2012, 5:19 am
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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Just so you know, for the judging I'll have to still use the older version, although I'll play the newer version when playing for fun.
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
Post #14
Azrael
Mar 21 2012, 6:01 am
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It isn't right now but I was considering that, I'll make a final decision later I think. I was just asking because, so far, my most memorable experience was entering an interior while the reactor wasn't going critical, and a minute later going outside without thinking too much about it. I started to leave but heard the critical sound going off, and when I turned around to run back inside, it was already too late I think not knowing what is going on outside the interior adds to the atmosphere, and makes you more afraid of having to leave again. People should probably save frequently anyways, and I found doing it right before stepping out of the interior to be the perfect time. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #15 TF- Mar 22 2012, 9:59 am
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Classical Restraint
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I made a mistake in the new quest so there's a new version already, also threw in an option at game start that disables warning text and the new danger indicator. This new option will help with the atmosphere but you'll want to save often if you're not familiar with all the dangerous areas yet.
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Post #17
UnholyUrine
Apr 17 2012, 5:58 pm
Post #18
Azrael
Apr 17 2012, 11:27 pm
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I made a mistake in the new quest so there's a new version already, also threw in an option at game start that disables warning text and the new danger indicator. This new option will help with the atmosphere but you'll want to save often if you're not familiar with all the dangerous areas yet. I think the danger indicator is a good idea, because it is sometimes difficult to hear the warning (depending on your volume, I guess). Some people I played with found it impossible to hear. Having the indicator visible is definitely an improvement, I just question whether it should be functioning while in the safe areas. I thought the idea was that they are soundproof, and thus you can't tell what is going on outside of them. It's sort of scary, and makes you dread having to leave if you spend too long inside. With the indicator being on during safe rooms, it seems like some of the atmosphere is lost. That's how the new version felt to me, at least. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Post #19 TF- Apr 18 2012, 12:21 am
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Classical Restraint
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Will try!! looks good! I'm glad you're still updating it. Thanks, you tried it before then? Let me know how far you got. I made a mistake in the new quest so there's a new version already, also threw in an option at game start that disables warning text and the new danger indicator. This new option will help with the atmosphere but you'll want to save often if you're not familiar with all the dangerous areas yet. I think the danger indicator is a good idea, because it is sometimes difficult to hear the warning (depending on your volume, I guess). Some people I played with found it impossible to hear. Having the indicator visible is definitely an improvement, I just question whether it should be functioning while in the safe areas. I thought the idea was that they are soundproof, and thus you can't tell what is going on outside of them. It's sort of scary, and makes you dread having to leave if you spend too long inside. With the indicator being on during safe rooms, it seems like some of the atmosphere is lost. That's how the new version felt to me, at least. Yeah I agree, but this is a decent compromise I think, once you're familiar with the map you can choose "don't display warnings" and not have an indicator at all. I'm doing it this way because I feel people are turned off by a massive amount of deaths from blowouts. (since everyone knows how to micro around hydralisks and lings by now) ![]() ![]() ![]() ![]() ![]() ![]() |
Post #20 TF- Jan 31 2013, 9:03 pm
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Classical Restraint
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Map updated to 2.0, roughly everything is improved, gameplay, quests, atmosphere etc. but most notably there's two modes of play: a lenient 'normal mode' and a 'hardcore mode' that plays more like the old map.
Also if you run it with EUD Enabler on, the speed will always be set to Fastest in singleplayer. A video tutorial is a distinct possibility. This post was edited 1 time, last edit by TF-: Jan 31 2013, 9:19 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
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