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Fight Club
Authors:
hdogg86 --Terrain, Bulk Triggers & Secondary Concepts,
muzacman --Initial Concept (inactive)
Prologue: The first rule of Fight Club is you do not talk about Fight Club. The second rule of Fight Club is you DO NOT talk about Fight Club. Third rule of Fight Club, someone yells Stop!, goes limp, taps out, the fight is over. Fourth rule, only two guys to a fight. Fifth rule, one fight at a time, fellas. Sixth rule, no shirt, no shoes. Seventh rule, fights will go on as long as they have to. And the eighth and final rule, if this is your first night at Fight Club, you have to fight.
Story: It's your first night at fight club and you are eager to punch some faces in and show your dirty tricks.
Players: Eight. The more the merrier!!!
Characters:
Color Coded By Strategic Difficulty/Possibilities from 1(simple/easy) to 6(complex/difficult): Spawning(1) Striking(2) Hit and Run(3) Attrition(4) Territorial(5) Stalling(6)
Construction Worker: invited to fight club by a co-worker who served in the war...
The unit with the most stationary spells, at its best fighting territorial attrition style , at its worst in slugfests. One of Two units with a healing ability.
Moves - Blow Torch
Bulldozer
Crane
Concrete Shelter
Creature: Freakish and barely human looking, this outcast follows a club owner into the cellar...
Primarily a spawner, spends most fights figuring out which large mass to use next.
Moves - Ticks
Army Ants
Locust
Insect Hive
Mobster: Co-owner of a popular club, follows a bunch of troublemakers into the cellar of a club...
A weaker spawner, usually tries to keep enemy units to a minimum while building enough to kill. Has a freezing spell.
Moves - Thugs
Mafia
Big Brother
The Don
Hit Man: Following a tip on the whereabouts of his target, he slips into the backdoor of a club...
Counters other specials very well with his own. A lack of countering enemy specials, or a stalemate-type match drastically decreases chances of a win, however.
Moves - Assassins
Ambush
Poison, RPG-7
Diversion
Terrorist: A sleeper cell in this city, is out clubbing one night and gets curious about a back room...
Fast-paced striking / Hit and Run tactics. This unit spends a match hitting when an enemy is vulnerable, or massing a special for a quick kill.
Moves - IED
Sniper
747
Fanatic
Biker: Hears about a brawl for tough guys, waits for club to close and enters...
Hit and Run / Territorial tactics. Will spend an entire match re-positioning for an advantage.
Moves - Biker Chick
Mine Trail
Biker Gang
Mine dropper
Scientist: A traitor to his nation, this man fights the demons of his past in the cellar of a club...
Most of his specials are outmatched by stronger more numerous ones. Will stall for a counter move, and powerful high end specials.
Moves - Laboratory
Technician
Robots
Nanobots
Veteran: Works a construction job by day, but deals with his PTSD with a dark secret...
Spawns the weakest units, spends time running while hitting the enemy, all the while stalling for a powerful high end special.
Moves - Soldiers
Artillery
Mechwarrior
Transport
Villain: Maybe a random evil-doer, maybe Tyler Durden himself...
NEW!!! Territorial, with a high end special. Spends time being aggressive to keep enemies at bay.
Moves - Henchmen
Bodygaurd
Minions
Chaos
Doppelganger: Looks like you, and not like you at the same time...
NEW!!! Attrition and Stalling Tactics. Has a weak high end special best used only for finishing off a weak opponent in a close match.
Moves - Mirage
Apparition
Illusion
Shadow
Authors:
hdogg86 --Terrain, Bulk Triggers & Secondary Concepts,
muzacman --Initial Concept (inactive)
Prologue: The first rule of Fight Club is you do not talk about Fight Club. The second rule of Fight Club is you DO NOT talk about Fight Club. Third rule of Fight Club, someone yells Stop!, goes limp, taps out, the fight is over. Fourth rule, only two guys to a fight. Fifth rule, one fight at a time, fellas. Sixth rule, no shirt, no shoes. Seventh rule, fights will go on as long as they have to. And the eighth and final rule, if this is your first night at Fight Club, you have to fight.
Story: It's your first night at fight club and you are eager to punch some faces in and show your dirty tricks.
Players: Eight. The more the merrier!!!
Characters:
Color Coded By Strategic Difficulty/Possibilities from 1(simple/easy) to 6(complex/difficult): Spawning(1) Striking(2) Hit and Run(3) Attrition(4) Territorial(5) Stalling(6)
Construction Worker: invited to fight club by a co-worker who served in the war...
The unit with the most stationary spells, at its best fighting territorial attrition style , at its worst in slugfests. One of Two units with a healing ability.
Moves - Blow Torch
Bulldozer
Crane
Concrete Shelter
Creature: Freakish and barely human looking, this outcast follows a club owner into the cellar...
Primarily a spawner, spends most fights figuring out which large mass to use next.
Moves - Ticks
Army Ants
Locust
Insect Hive
Mobster: Co-owner of a popular club, follows a bunch of troublemakers into the cellar of a club...
A weaker spawner, usually tries to keep enemy units to a minimum while building enough to kill. Has a freezing spell.
Moves - Thugs
Mafia
Big Brother
The Don
Hit Man: Following a tip on the whereabouts of his target, he slips into the backdoor of a club...
Counters other specials very well with his own. A lack of countering enemy specials, or a stalemate-type match drastically decreases chances of a win, however.
Moves - Assassins
Ambush
Poison, RPG-7
Diversion
Terrorist: A sleeper cell in this city, is out clubbing one night and gets curious about a back room...
Fast-paced striking / Hit and Run tactics. This unit spends a match hitting when an enemy is vulnerable, or massing a special for a quick kill.
Moves - IED
Sniper
747
Fanatic
Biker: Hears about a brawl for tough guys, waits for club to close and enters...
Hit and Run / Territorial tactics. Will spend an entire match re-positioning for an advantage.
Moves - Biker Chick
Mine Trail
Biker Gang
Mine dropper
Scientist: A traitor to his nation, this man fights the demons of his past in the cellar of a club...
Most of his specials are outmatched by stronger more numerous ones. Will stall for a counter move, and powerful high end specials.
Moves - Laboratory
Technician
Robots
Nanobots
Veteran: Works a construction job by day, but deals with his PTSD with a dark secret...
Spawns the weakest units, spends time running while hitting the enemy, all the while stalling for a powerful high end special.
Moves - Soldiers
Artillery
Mechwarrior
Transport
Villain: Maybe a random evil-doer, maybe Tyler Durden himself...
NEW!!! Territorial, with a high end special. Spends time being aggressive to keep enemies at bay.
Moves - Henchmen
Bodygaurd
Minions
Chaos
Doppelganger: Looks like you, and not like you at the same time...
NEW!!! Attrition and Stalling Tactics. Has a weak high end special best used only for finishing off a weak opponent in a close match.
Moves - Mirage
Apparition
Illusion
Shadow
Progress:
Units accounted for: 100%
(avoided having two units that spawn ghosts, rines, etc.)
Polishing: 40%
(Intro, Lag Banner, Multiple Arenas, Game Modes)
(haven't started on the lag banner or anything past it, but the important stuff is finished)
Terrain: 99%
(space left for multiple arenas, triggers working and stats counted in current space)
Special moves: 100%
(10 units, each with 4 unique special moves to choose from. 40 different specials total)
Tournament Style Progression: 100%
(First to 2 fight club soap bars wins!)
Balancing: 30%
(the tedious part. create a pubbie game. seperate noob whining from genuine inbalance. rebalance. rinse. repeat.)
(i could use some help with this, see redtext below)
Units accounted for: 100%
(avoided having two units that spawn ghosts, rines, etc.)
Polishing: 40%
(Intro, Lag Banner, Multiple Arenas, Game Modes)
(haven't started on the lag banner or anything past it, but the important stuff is finished)
Terrain: 99%
(space left for multiple arenas, triggers working and stats counted in current space)
Special moves: 100%
(10 units, each with 4 unique special moves to choose from. 40 different specials total)
Tournament Style Progression: 100%
(First to 2 fight club soap bars wins!)
Balancing: 30%
(the tedious part. create a pubbie game. seperate noob whining from genuine inbalance. rebalance. rinse. repeat.)
(i could use some help with this, see redtext below)
i know i promised the beta, but i actually need some balance testing done on each character, if you are interested please post here, what time you will be on
my username is hdogg86@USEast im usually on between 1800 and 2200 Central US Time (GMT -5 i believe)
my username is hdogg86@USEast im usually on between 1800 and 2200 Central US Time (GMT -5 i believe)
These options will be considered when i have finished balancing the map:
2v2v2v2 tourney/team battles
multiple fighting arenas
2v2v2v2 tourney/team battles
multiple fighting arenas
PMS: hdogg86@USEast
Updated!!! Screenshot AND Beta:
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Post has been edited 45 time(s), last time on Sep 1 2008, 5:46 pm by hdogg86.
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