Will the game be super-interactive like The Forgotten Story ?
Oh you know :D
Theres interactiveness everywhere, just gotta find it. Such as the inventorys, shops, maybe some of the missions. Who knows. Frogotten Story does have its parts though ;o
ADDITION:
I am now hosting a TeamSpeak 2 server for Clan CheF now, and if you would like to talk with me about my map, feel free to connect to 68.219.163.166 if you have teamspeak.
If not download it from teamspeak.org or just google it.
You could say today was my day off, not much done, but expect a lot more tommorow.
ADDITION:
Now its 68.211.24.128. ;o
You can get more info at that team speak.
68.211.24.128
Btw, wats progress on ur map?
Working on the third shop, where you can upgrade HP max, buy upgrade points, and backpack upgrades
Backpack upgrade?
A second dropship?
1 ~ 4 dropships depending on how much you upgrade. But the upgrade cost for it is HIGH. Starting at a whopping 10, then 25, then 45, then 70.
Why not 25 50 75 100
Seems more logical
I thought people usually make a y=(x[sup]2[/sup])/n, where the y is the cost and the x is the number of the upgrade. Or increase the n if they don't want the upgrade costs to be so harsh...
Well hey, I'm in algebra II, but I don't want a complex equation xD
BUT WAIT, I made a small mistake XD
You don't buy 4 pack upgrades, you only buy 3. So lets make it simple.
Add 5 to get the first number, 5. Add 10 now to get the 3rd upgrade, making 15 the cost. Then add 15 to that 15 and get 30 for the final. 30 is a rather lot of upgrade points.
for missions, how about chasing down a zombie(i'll leave the storyline bit up to you) that's taken a valuable item. it'd probly work best in a highrise building, with each room absolutely infested zombies. the 'time limit' on the mission would simply be how much ammo you have.
Hey... that seems pretty fun rofl
QUOTE(Zeratul_101 @ Oct 26 2006, 05:51 AM)
for missions, how about chasing down a zombie(i'll leave the storyline bit up to you) that's taken a valuable item. it'd probly work best in a highrise building, with each room absolutely infested zombies. the 'time limit' on the mission would simply be how much ammo you have.
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And how will this zombie be different from all the othe zombies? It can't be another type of a zealot - that's too obvious, and if it's not different at all then the mission is just a luck contest.
QUOTE(Jammed @ Oct 26 2006, 01:03 AM)
And how will this zombie be different from all the othe zombies? It can't be another type of a zealot - that's too obvious, and if it's not different at all then the mission is just a luck contest.
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i was thinking it would be like some sort of commando guy(UBCS?) that got BOWed and you're just trying to get what he was carrying in his backpack. so 'dressed' in a military uniform, he would be quite visible. the difficulty is getting past the hordes of zombies between you and him, not finding him in a crowd. they would either force you to fight or try to be quick and run past them. if you weren't fast enough, you'd get surrounded and subsequently eaten alive, and if you spent too much time fighting, you'd run out of ammo eventually and die.
something cool to put in here(just for this level) would be a chaingun. the unit for this would be the marine. you'd have stimpack enabled and only when the stimpack was working could you attack. to achieve this, every few fractions of a second(you'd have to calibrate that yourself), you'd heal all the enemy units. the basis of this is that the marine's attack rate is too slow to be able to kill a unit before it is healed. however, it will be able to kill units once its attack speed is increased(with stimpack). of course, each type of enemy will require different times. As for the speed, you could use velocity detection and thne use burrowed units to slow it down, as necessary.
Id rather just have a scourge targeting system and give it 400 rounds of ammo. But hey! Not a bad idea :D
So far I've compiled up 6 missions though. When you complete the first of the first 3 set, you unlock that one in the next set. So if you do mission 1.2, you unlock mission 2.2.
1.1 - Find a part in a nearby car dealership to put into a van to help the survivors in the library escape.
1.2 - Fix the Generator in a powerstation to survive the night with lights.
1.3 - Activate a radio tower to get in contact with other bases and the UBCS alpha team (You being the beta team)
2.1 - Go back to that dealership and get motorcycles, to ride to the Local PD to deliver a message. (Yes you must make haste :O)
2.2 - Go upstairs in the powerstation, to help a group of stranded civilians.
2.3 - Go to a local warehouse to look for supplies, however what waits for you to go in is a mystery (Survive 5:00 till men from the local area can assist your escape)
More to come :D
Oh Maw Gaw! You can ride motorcycles!?
Sounds complex. I like complex maps; I look forward to trying it.
And don't forget to make the viechles crush zombies realistically.
Wouldn't you walk slower if you had three backpacks on? Especially if they where full of clay pots and MG ammu...
Lol P**ZN*R. Its a game, it wouldnt matter much ;o
Well as much as that sounds like a good idea, Capcom and their team of idiots never made ya slow no matter who you played.
Infact, the gal in outbreak with the pack goes faster than most chars XD
Dont put anything of slowing down units. That would suck big time :/
ya, slowing down should never be part of a fast-paced action game. they're more appropiate for RPGs, where storyline and realism are more important.
actually, this would fall more accurately under a FPS description. Which is still essentially an rpg, but much more action oriented, fast-paced and relatively less story-driven.
Maybe speed it up?
Or we got patched again?