War Evolution 1.7 - Page 2

War Evolution 1.7

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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

I think this could be a very fun idea. One thing I think would be needed though is to somehow make interaction and micro very heavy, maybe a Dgun style weapon that you have to target every shot.

I say this because you dont want to reach a stage where people are just making their robots fire at eachother and then telling it to run once its health gets low.
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Masse
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Post by Masse »

VERY HIGH POLY AND TEXTURE QUALITY UNITS NEEDED !
just wanted to scream that
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Optimus Prime
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Post by Optimus Prime »

Ishach wrote:I think this could be a very fun idea. One thing I think would be needed though is to somehow make interaction and micro very heavy, maybe a Dgun style weapon that you have to target every shot.

I say this because you dont want to reach a stage where people are just making their robots fire at eachother and then telling it to run once its health gets low.
there is a D-gun style weapon. Read the first thread... you can get a D-gun rocket launcher.
VERY HIGH POLY AND TEXTURE QUALITY UNITS NEEDED !

I know. My model is not very high, but a lot higher than for example a krogoth. Feel free, to make your own super high model :-)
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Guessmyname
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Post by Guessmyname »

I very nearly made a zombie mod, but it failed because melee in TA so damn hard to do

I might give it another shot...
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Ishach
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Post by Ishach »

Sorry for not seeing the part about the Dgun rocket launcher :(


Dont I look stupid.
Andreask
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Post by Andreask »

Well, its neat, but i dout it can stand up to a real FPS.

How do you want to make sure that the mod is fun to play once i have seen all 6 levels of the robots?

Units in spring move way to slow, aim bad, are too clumsy to make a good FPS experience.

Also, what will prevent the mod from being purely king-of-the-hill gameplay, scince you will most certainly win whenver you are on a hill and your enemy has to climb up.

Lastly, do the player robots have radar by themselves?
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Optimus Prime
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Post by Optimus Prime »

Andreask wrote:Well, its neat, but i dout it can stand up to a real FPS.

How do you want to make sure that the mod is fun to play once i have seen all 6 levels of the robots?

Units in spring move way to slow, aim bad, are too clumsy to make a good FPS experience.

Also, what will prevent the mod from being purely king-of-the-hill gameplay, scince you will most certainly win whenver you are on a hill and your enemy has to climb up.

Lastly, do the player robots have radar by themselves?
if you are on the hill, believe me you will fall hard :lol: . There are a lot weapons which have a high impact value, so you see often robots flying some meters. That looks sometimes a bit silly, but thats spring :(
Sure this mod will not be a real alternative to a fps, but its fun.
Yes robots have radar in one weapon mode, else cloaking would be too good. I m thinking of removing cloaking but increasing cloaking costs.
To the weapons: do you stop playing a fps when you have seen all weapons?
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rattle
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Post by rattle »

*cough* BATTLETECH *cough*
Ain't nothing meaner than a Marauder IIC :-)
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LOrDo
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Post by LOrDo »

Masse wrote:VERY HIGH POLY AND TEXTURE QUALITY UNITS NEEDED !
just wanted to scream that
QFT :o
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Heh. The crummyness makes it fun!

Also, Its good.

FIRE THE ASSMISSLES! FIRE FIRE FIRE!
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Drone_Fragger wrote:FIRE THE ASSMISSLES! FIRE FIRE FIRE!
Ive heard that from somewhere...i cant remember what...

I just remember that it was funny.

Anyway, GL with teh mod
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

How much experience do you need to become the max you can be (with all upgrades)? Also, you should put the link in the first post (unless the versions floating around the client are pirated! ;))

Played it today, pretty fun. One thing that could use work is retreating; it is never a viable option, as the mech will not swivel arounnd, or even sideways, content to fire the laser... this is probably more of an engine bug than mod issue, but I thought I'd say it here anyway.
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Optimus Prime
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Post by Optimus Prime »

the back"missiles" sometimes push an enemy very far away. Its a bit of luck, but possible. Perhaps i will increase their strength a bit.
Max experience will be reached at > 1.2.
To the pirated version: yes it is pirated :o I just wanted to make some testgames and publish it some days later, but now i decided to make more bots before publishing. At least:

- Engineer: weakest bot, medium speed, can build defensive structures
- Scout: moderate bot, medium speed, can cloak and is stealthed
- Pyro: strong bot, fast speed, only in close combat strong
- Demolition bot: moderate bot, slow speed, can mine areas and has grenade launcher for high range

i will take one or two of these possibilities untill i will public it. Will take me at least a full more week because i have a test on tuesday.
Hunter0000
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Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

I would just like to say Opty, that...






This mod pwns. It is fun. It is fast. It has lots of pretty explosions.

+10
CrowJuice
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Joined: 13 May 2005, 11:01

Post by CrowJuice »

Very fun mod! :-)
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KDR_11k
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Post by KDR_11k »

Those classes sound like this is turning into Team Fortress...
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Drone_Fragger
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Post by Drone_Fragger »

~Correct! which makes it good!
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SinbadEV
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Post by SinbadEV »

Been working on a bit of a DeathMatchMap:
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Optimus Prime
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Post by Optimus Prime »

looks great!
Can i ask the size of it? It shouldnt be bigger than 12 x 12. Something what would be awesome would be some features on it which arent reclamable, but destroyable, so you can shoot some things down (a lot of them!).
That would rock... for example some walls as high as the legs where you can search for some cover but if the enemy shoots lonmg enough on it, it should be destroyed.
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SinbadEV
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Post by SinbadEV »

10x10
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