[LLTA Reloaded] Version 1.0 beta (soon)

[LLTA Reloaded] Version 1.0 beta (soon)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

[LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

Image
Hello everyone,

now i release some information about this mod.
It´s based on CA (Complete Annihilation) but not the actually version, a older one. But it´s not the same anymore.
You got new units for land,air,water,hover and new buildings and a complete new techlevel.
You got many new ways how you attack and with what.

This it not all:
I added some new effects to it to make it better.
it got some new modoptions that was never in a mod before.

Modoptions:
-Normal Commanders
-Heavy Commanders
-Air Commanders
-Kill to Tech
-Bunker War

Heavy Commander: Arm and Core start with better coms they are bigger and better, this will make a game maybe more intresting.

Air Commander: Arm and Core start with a flying fortress. This comms are really slow and make the game more intresting.

Kill to Tech: You start with normal Commander and just can build the first techlevel. But when you kill 100 Units you can build techlevel 2, each level needs 100 kills. This option is really fun and new for everyone i hope :)

Bunker War:
******Bunker-War-Mode*******
This is a modoption for spring that never was created in spring before!
So the game changes to a funny minigame.

Now i explain you what it is:

You start with a Commanderbuilding and every 3 sec. a "AK(Unit)" get spawned near the Building.
After some minutes you got a big army to attack an enemy. But everyone still have the same unit count and so you should upgrade the units with health or weapons.
You can upgrade with you commanderbuilding but the upgrades cost metal and energy.
There are two ways to get some metal and energy:
1.
Every 30 sec. you get 20metal and 10energy points.(?xCommanderbuilding)
2.
When you kill a unit you will get 2metal and 1energy point.
If you kill a Commandbuilding or a herounit you get 50m and 25e.
In the Commanderbuilding you can upgrade and buy other buildings like Gattling turrets.
The one who kill all enemy Commanderbuildings will win the game.
You can play this mode on every map you want.

now some information to the buildings:

***Buildings***

Commanderbuilding:
Health: 150000 HP.
Weapons:
- A strong laser cannon that shoots really slow but can kill some units (500DMG)
- Second weapon you get with an upgrade. It´s a rocketlauncher, this one makes a bit more damage he shoots 5 rockets and every missile makes 200DMG with a little aoe damage.
- The last weapon you get too with an upgrade, is a Long range plasma cannon. This weapon got a unlimited firingrange. It shoots really slow and makes big damage,
5000dmg each shoot.
- Not a weapon but a special upgrade for a shield. This shield is small but will defend the commanderbuilding for every plasma weapons.

***Commmanderbuilding can Build***

--Gattling Turret lvl 1
--Gattling Turret lvl 2
--Gattling Turret lvl 3
--MiniNukeSilo (limit 1)
--AntiNukeSilo (limit 1)
--MegaNukeSilo (limit 1)
--NewComandCenter.

***More Info***

Commanderbuilding:
A new commanderbuilding with the same abilitys costs 4000energy points.

Gattling Turret lvl 1:
Health: 1500HP.
Damage: 10dmg each shoot.
info: Great defendturret at start and it only costs 250energy points.

Gattling Turret lvl 2:
Health: 4000HP.
Damage: 25dmg each shoot.
info: Better defendturret and it only costs 500energy points.

Gattling Turret lvl 3:
Health: 10000HP.
Damage: 60dmg each shoot.
info: A heavy defendturret and it only costs 1000energy points.

MiniNukeSilo:
Health: 3500HP
weapon: 1000dmg
Info:you can launch a small nuke with this building.The missile costs nothing and just needs 5 min to build. just the building costs 650e and is limited to 1.

AntiNukeSilo:
Health: 4500HP
weapon: Kills a mininuke or meganuke each shoot.
Info:you can launch a small antinuke with this building.The antimissile costs nothing and just needs 4 min to build. just the building costs 1250e and is limited to 1.

MegaNukeSilo:
Health: 12500HP
weapon: 25000dmg
Info:you can launch a meganuke with this building.The missile costs nothing and just needs 10 min to build. just the building costs 3500e and is limited to 1.

***Upgrades***


Health Upgrade lvl 1:
This upgrade gives your Ak´s a bonus on health (+ 25hp) it costs only 50metal points.

Health Upgrade lvl 2:
This upgrade gives your Ak´s a bonus on health (+ 100hp) it costs only 180metal points.

Health Upgrade lvl 3:
This upgrade gives your Ak´s a bonus on health (+ 500hp) it costs only 850metal points.

---

Damage Upgrade lvl 1:
With this upgrade your units get more damage to their laserweapons. (+ 2dmg) and it costs 50m.


Damage Upgrade lvl 2:
With this upgrade your units get more damage to their laserweapons. (+ 10dmg) and it costs 200m.


Damage Upgrade lvl 3:
With this upgrade your units get more damage to their laserweapons. (+ 50dmg) and it costs 900m.

---

Weaponupgrade lvl 1:
With this upgrade your units get a additional plasmaweapon that makes 125dmg each shot. it costs 2000metal points.


Weaponupgrade lvl 2:
With this upgrade your units get a additional rocketlauncher that makes 80dmg each rocket. it costs 1800metal points.


Weaponupgrade lvl 3:
With this upgrade your commanderbuilding get a additional rocketlauncher that makes 200dmg each rocket and it shoots 5 at once. it costs 800metal and 800energypoints.


Weaponupgrade lvl 4:
With this upgrade your commanderbuilding get a additional long range plasma cannon that makes 5000dmg each shot. it costs 4000metal and 2000energypoints.

Shieldupgrade lvl 1:
with this shield your units can block rockets and it costs 3000metal.

Shieldupgrade lvl 2:
with this shield your units can block plasma and it costs 4500metal.

Shieldupgrade lvl 3:
with this shield your commanderbuilding can block plasmaweapons and it costs 4500metal and 2000energy.

***Skills***

The commanderbuilding got a skill that you can use only 1 time. It makes 50000 damage and got a big area damage.
Use it when your base is under heavy fire.

*********

If you want to know more please quest me.
And yes hero units not in this list because they are secret in the moment.

---

Some pictures:
http://bildupload.sro.at/a/images/screen029.jpg
http://bildupload.sro.at/a/images/screen030.jpg
http://bildupload.sro.at/a/images/screen031.jpg
http://bildupload.sro.at/a/images/screen032.jpg
http://bildupload.sro.at/a/images/screen033.jpg
http://bildupload.sro.at/a/images/2-screen034.jpg
http://bildupload.sro.at/a/images/screen035.jpg
http://bildupload.sro.at/a/images/screen036.jpg
http://bildupload.sro.at/a/images/screen037.jpg
http://bildupload.sro.at/a/images/screen038.jpg
http://bildupload.sro.at/a/images/screen039.jpg
http://bildupload.sro.at/a/images/2-screen040.jpg
http://bildupload.sro.at/a/images/screen041.jpg
http://bildupload.sro.at/a/images/screen042.jpg
:)

-------------------------------
Now last things where i need help so i quest everyone who can help me.
The bunkerwar mode is not finished/in work gunblob will help me but i think this is maybe to much work for 1 person.
And i need really some help in testing and searching for bugs.
And for the balancing of the new units i need some help too.

So if someone intrested in this kind of mod, or can help me with that,
please say it or contact me.

Thanks LordLemmi

*Credits are in the modfile and will shown later.
Last edited by LordLemmi on 24 Feb 2008, 17:46, edited 1 time in total.
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by quantum »

Nice weapon effects!
Can't wait to try bunker mode. Kill to tech sounds fun :)
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by KDR_11k »

I'd sugges to make Bunker mode a separate mod, probably more fitting since it doesn't sound like it uses LLTA at all. I don't think it's too much for one person, can't be much more code than Fibre.
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

KDR_11k wrote:I'd sugges to make Bunker mode a separate mod, probably more fitting since it doesn't sound like it uses LLTA at all. I don't think it's too much for one person, can't be much more code than Fibre.
Good Idea, i will made a second .sd7 with just the stuff you need for that ^^, and add it as a extra download :) so you can play this modoption without llta reloaded ^^ good idea KDR ^^
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Gota
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Joined: 11 Jan 2008, 16:55

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by Gota »

Bunker mod sounds awsome.
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by Crayfish »

Looking forward to seeing it! :D
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

Thank you all Here is a teaser of the new Heavy Commanders
*only set with option*
Arm Heavy Commander:
Image
and
Core Heavy Commander:
Image

Weapons not final (Core Comm shots 1 Laser Each Finger ;))
Comments welcome !
udm
Posts: 47
Joined: 24 Jan 2007, 01:38

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by udm »

w00t commanders finally look badass!

Well aside from Gundam, which is the only other mod with badass commanders
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by Google_Frog »

Are you suggesting Footman Frenzy for spring?
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

It´s not the same, it´s more like the Bunkerwar mod for Starcraft Broodwar :)
But anyway it´s a bit better, i hope ! :)
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

I added now New Groundtextures to every Building :)

Pics:
Image

Image

Image

Image

Like it ? :)
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by rattle »

Looks decent. I'd limit it to major buildings only. I don't think a windmill needs a baseplate for example.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by SirArtturi »

Looks nice. Although, As i said you should make then not so rectangular. Some angles and edges. And i agree rattle. Windmills and most of the building wont need that groundbase texture. it just looks silly under them...
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Gota
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Joined: 11 Jan 2008, 16:55

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by Gota »

What you really need is a texture of concrete that fades away and is a few times bigger than the building it is under.also it must merge nicely wiht others of its kind so that a few textures underneath buildings that stand clsoe to each other wil create seemngly one big texture that will look nice.

For that i tihnk ull need a concrete texture or a metal texture that doesnt have rough edges but fades into the texture of the ground.
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

what about the idea adding concrete around the existing texture ? :)
would be coo to i think ^^
Like that idea ? i added a new texture to the other buildings , just Buildings that build units or Explode heavy got a stripe around ! :) later i can post a image.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by [Krogoth86] »

Well I think only "important" buildings should get a special groundtexture. They just should be for specific buildings to make them easier to spot and to point out buildings with some "interaction capabilities". With that said you might think of giving labs a texture on their own and then another one for things like Silos and maybe even a texture of its own for "dangerous" buildings like Advanced Fusions...
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

Gota wrote:What you really need is a texture of concrete that fades away and is a few times bigger than the building it is under.also it must merge nicely wiht others of its kind so that a few textures underneath buildings that stand clsoe to each other wil create seemngly one big texture that will look nice.

For that i tihnk ull need a concrete texture or a metal texture that doesnt have rough edges but fades into the texture of the ground.
Hmm tested it, looks crappy... :/
Because:
If i build 2 buildings really near each other, they eating the textures O.o
and thats looking wired, i hope you understand me ^^
I worked it as before.

And yes Krogoth86,
That was my idea =)
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by LordLemmi »

Image

Sorry for double post.

The Normal Buildings like a Light Laser Tower or a Mex have a grey Groundtexture.
The Buildings that can build units got a orange/yellow warningstripe around them.
And the Buildings that can explode heavy got a red warningstripe around them.

I hope you like the idea :)

so far LordLemmi
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smoth
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Joined: 13 Jan 2005, 00:46

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by smoth »

cool, I like it. it would be neat if rather then orange they had a red and white dashed line around them but that is fine also. it is good to know what buildings are explosive.
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: [LLTA Reloaded] Version 1.0 beta (soon)

Post by Crayfish »

Hmm, not keen on this. I think buildings look better just on the ground, this makes everything look too square and blocky. Only my opinion though.
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