Natural Selection Mod
Posted: 12 Apr 2006, 17:07
I plan (With unknown Worlds permission of course) to make a mod based on the popoular Half life one mod "Natual Selection". Natural selection is an Aliens Versus Marines FPRTS (First Person RTS). The Aliens are all powerful melee classes with Special abilities, While the marines are long range experts, specialising in guns to win.
Anyway. I need people to hepl me make this. I can just about model the structures for it, But i can't texture, Script or Animate things. If theres enough people willing to help, I'll write an email to Unknown Worlds Entertainment, Who made this mod, To ask if I can. (http://www.unknownworlds.com/ns/ The site has been broken for about half a year now after a hacking attempt. You are better off going to http://www.nsarmslab.com/ for screenies and suchglike. Or qa google search).
Anyway, I've already thoguht of a tech tree and Classes the top thing being what you start with :
Marine side:
Marine (builder and fighter class. Armed with an LMG)
Builds: Comand Console (Constructs buildings) Resource Tower
(Gathers metal)
Comand console builds:
Builds: Infantry portal (Factory) Armory (Constructs Advanced
buildings) Observatory (Radar) Turret Factory (builds
Turrets) And Arms Lab (Provides Energy)
Infantry Portal builds:
Marine.
Armory builds:
Advanced Turret Factory (Constructs Siege towers (Long range Base
destroyers) and Turrets) Adv. Infantry Portal (Advanced Factory),
Advanced Armory (Constructs Adv buildings)
Advanced Infantry Portal Builds:
Marine with HMG (Beefed up LMG), Welder and Grenade launcher
(Explosive Rocket type thing).
Marine With Welder Builds everything that the Command Console can Plus Adv Resource Tower
Advanced Armory Builds:
Prototype lab (Tech 3 factory) and Advanced Observatory (adv
Radar/Jammer)
ProtoLab Builds:
Heavy Armour (Marine With HMg with 3 times the HP) and Marine With
Jetpack (Flying marine with HMG)
Most of the models in that could be the same give or take a few bits. Mainly guns. Marines have Ammunition in the HL1 mod, So therefore, Energy is ammo. All weapons take 1 energy to fire, And armslabs generate some.
Alien Tech tree:
Gorge (support unit with ranged attack and nanolathe) builds:
Hive (Factory) Sensory chamber (Cloaked Radar) Resource tower
(Differant model but same as marine job) and Offence Chamber.
Hive Builds
Skulk (Basic melee attack lifeform) and Gorge 2 (Exactly the same,
But builds differant stuff)
Gorge 2 Builds:
Hive 2 (Exactly the same, But builds differant stuff) Movement
chamber (provides energy) and Offence Chamber and Sensory
chamber
Hive 2 builds:
Lerk (Flying lifeform with Spike-shooters, uses energy) Skulk 2, Fade
(Fast Melee lifeform with slashing claws, Uses energy) and Gorge 3
(Exactly the same, Butbuilds differant stuff)
Gorge 3 Builds:
Hive 3 (Exactly the same, But builds differant stuff), Defence Chamber
(A long range Anti-Buidling and Healing Structure) Movement chamber
Offence Chamber, Adv Resource tower and Adv Sensory chamber
(Radar/Jammer)
Hive 3 Builds:
Onos(A large melee lifeform with a Paralyser weapon and a Heavy
Melee attack. Uses energy). Fade 2, Lerk 2, Gorge and Skulk 3
Alien LKifeforms use energy to run, Which is provided by MCs. All hive and Gorge models are identical.
Alien Techs Add abilities:
Anything built from a hive one and upwards Gets a free clokaing abiliy with a large Decloak radius. This is becuase in the HL mod, Having a Sensory chamber allowed aliens to cloak.
Anything built from Hive 2 And upwards allowed Aliens To Move Quicker, Because having a movement chamber allowed Aliens to move quicker using an upgrade called Celerity.
And finally, Anything built form Hive 3 has all the abilites of hives 1 and 2 except that they auto heal as well, Because having a defence chamber meant aliens Autohealed.
Both teams use Metal to build things, But in differant ammounts.
So theres the basic layout of the mod if UW says yes. Which hopefully they will.
edit:
I forgot to mention, I need a skinner, modeller and Scripter if anyone can help. I can model, but i'm not too good at it, And I can get Screenies to show what everything looks like.
Also, Theres some stuff missing from the tech tree because it doesn't fit in with the Spring engine.
Anyway. I need people to hepl me make this. I can just about model the structures for it, But i can't texture, Script or Animate things. If theres enough people willing to help, I'll write an email to Unknown Worlds Entertainment, Who made this mod, To ask if I can. (http://www.unknownworlds.com/ns/ The site has been broken for about half a year now after a hacking attempt. You are better off going to http://www.nsarmslab.com/ for screenies and suchglike. Or qa google search).
Anyway, I've already thoguht of a tech tree and Classes the top thing being what you start with :
Marine side:
Marine (builder and fighter class. Armed with an LMG)
Builds: Comand Console (Constructs buildings) Resource Tower
(Gathers metal)
Comand console builds:
Builds: Infantry portal (Factory) Armory (Constructs Advanced
buildings) Observatory (Radar) Turret Factory (builds
Turrets) And Arms Lab (Provides Energy)
Infantry Portal builds:
Marine.
Armory builds:
Advanced Turret Factory (Constructs Siege towers (Long range Base
destroyers) and Turrets) Adv. Infantry Portal (Advanced Factory),
Advanced Armory (Constructs Adv buildings)
Advanced Infantry Portal Builds:
Marine with HMG (Beefed up LMG), Welder and Grenade launcher
(Explosive Rocket type thing).
Marine With Welder Builds everything that the Command Console can Plus Adv Resource Tower
Advanced Armory Builds:
Prototype lab (Tech 3 factory) and Advanced Observatory (adv
Radar/Jammer)
ProtoLab Builds:
Heavy Armour (Marine With HMg with 3 times the HP) and Marine With
Jetpack (Flying marine with HMG)
Most of the models in that could be the same give or take a few bits. Mainly guns. Marines have Ammunition in the HL1 mod, So therefore, Energy is ammo. All weapons take 1 energy to fire, And armslabs generate some.
Alien Tech tree:
Gorge (support unit with ranged attack and nanolathe) builds:
Hive (Factory) Sensory chamber (Cloaked Radar) Resource tower
(Differant model but same as marine job) and Offence Chamber.
Hive Builds
Skulk (Basic melee attack lifeform) and Gorge 2 (Exactly the same,
But builds differant stuff)
Gorge 2 Builds:
Hive 2 (Exactly the same, But builds differant stuff) Movement
chamber (provides energy) and Offence Chamber and Sensory
chamber
Hive 2 builds:
Lerk (Flying lifeform with Spike-shooters, uses energy) Skulk 2, Fade
(Fast Melee lifeform with slashing claws, Uses energy) and Gorge 3
(Exactly the same, Butbuilds differant stuff)
Gorge 3 Builds:
Hive 3 (Exactly the same, But builds differant stuff), Defence Chamber
(A long range Anti-Buidling and Healing Structure) Movement chamber
Offence Chamber, Adv Resource tower and Adv Sensory chamber
(Radar/Jammer)
Hive 3 Builds:
Onos(A large melee lifeform with a Paralyser weapon and a Heavy
Melee attack. Uses energy). Fade 2, Lerk 2, Gorge and Skulk 3
Alien LKifeforms use energy to run, Which is provided by MCs. All hive and Gorge models are identical.
Alien Techs Add abilities:
Anything built from a hive one and upwards Gets a free clokaing abiliy with a large Decloak radius. This is becuase in the HL mod, Having a Sensory chamber allowed aliens to cloak.
Anything built from Hive 2 And upwards allowed Aliens To Move Quicker, Because having a movement chamber allowed Aliens to move quicker using an upgrade called Celerity.
And finally, Anything built form Hive 3 has all the abilites of hives 1 and 2 except that they auto heal as well, Because having a defence chamber meant aliens Autohealed.
Both teams use Metal to build things, But in differant ammounts.
So theres the basic layout of the mod if UW says yes. Which hopefully they will.
edit:
I forgot to mention, I need a skinner, modeller and Scripter if anyone can help. I can model, but i'm not too good at it, And I can get Screenies to show what everything looks like.
Also, Theres some stuff missing from the tech tree because it doesn't fit in with the Spring engine.