Well; it should be good, can't wait for the private alpha test, as long as i get into it! The first movie broke the barriers on Stop-Time film shooting i believe.
Well, if you mean making everyone and their grandma know what to to call it when somebody stops in the middle of the air...
Its called "Bullet time". Its already in the map and done.
True, the first movie revolutionized the movie making industry. But on the last 2 they didn't really add anything new, they just went with the same special effects that they used in the first one.

except maybe the two semi's crashing into each other in slow motion.

Or with the ability of the two ghost twins appearing and disappearing, now that would be a nice effect!
Or the Fire vision when Neo was blind.
I'll try to incorperate all of these effects into it, as soon as I have ideas.
For the twins, I got a few ideas. As for neos fire vision, I dont know what to do there.
QUOTE
xcept maybe the two semi's crashing into each other in slow motion
Semi's? What movie was that?
In the video game and movie 2, the two semis crahing into each other occurs when the twins chase Trinity and Morpheus (or Ghost and Niobe by the game's standards) out of the Mervingonian's (sp?) mansion. Neo flies in and rescues the Keymaker and Morpheus off the two semis after Johnson (I think Johnson) tries to kill them both.
So, the video game makes it completely different? That is kinda, wierd isn't it?
Mike, will this have the option of following script or more open ended RP style?
QUOTE
Mike, will this have the option of following script or more open ended RP style?
Its going to follow the basic events that happen in all 3 movies, but at the same time allow the player to change events, find secerts and so on.
I dont have much experience in RP games, so its not what im aiming for.
i have an idea for fire vision.. use obs and fire bat attack sprites
Then you'll hear an attack and it'll look stupid. I'll leave it out

Hm...I Have an idea on how to make that "Wyrd" Fire vision...But it won't work...Something I thought...Yeah u shuld just skip it.
QUOTE(Yoshi da Sniper @ Jun 6 2004, 06:45 PM)
Then you'll hear an attack and it'll look stupid. I'll leave it out
Unless you have a wav loop while thats happening.
QUOTE(xXLordSlippyXx @ Jun 6 2004, 09:20 PM)
Unless you have a wav loop while thats happening.
Uhh wrong, you can definetly still hear sounds that occur during a wav. Your way just covers up, which would do a bad job creating lag. You can easily mute the game and unmute when the spell is over.
My bad

......yo Yoshi, you said their would be skyscrapers, and you could walk inside them and stuff. Well, if your just placing the terrain down, wouldent that mean that someone could just walk over them?
If not...could you please explain how you placed them so units couldent walk over them....and how you could walk inside them and still see your unit
QUOTE(xXLordSlippyXx @ Jun 6 2004, 09:43 PM)
My bad

......yo Yoshi, you said their would be skyscrapers, and you could walk inside them and stuff. Well, if your just placing the terrain down, wouldent that mean that someone could just walk over them?
If not...could you please explain how you placed them so units couldent walk over them....and how you could walk inside them and still see your unit
An advanced map maker would know that your unit would be sent to a diffrent area on the map, not the 'inside inside', but a diffrent area on the map.[/akwardness]
Pinecone, would you please not complain about everyone's listed map skill all the time?
Agreed, however he has a point, and although i know this is a large thread, try the first few pages, and it explains a lot of the terrain doings. Most of it afterwards it just, progress reports!
QUOTE(Pinecone @ Jun 6 2004, 11:00 PM)
An advanced map maker would know that your unit would be sent to a diffrent area on the map, not the 'inside inside', but a diffrent area on the map.[/akwardness]
He may of been thinking something totally different.
Oh well, if he wants advanced, fine, but its only there to help HIM.
Speaking of the insides of buildings, and forgive me for not reading back to the beginning of this thread... how are you going to handel them? Are you gonna do something like Rainbow 6 (or whatever that map was called) with non-iso terrain for hallways (but no vision-blocking terrain), or maze map style with vision block, or are you just going to use standard iso terrain hallways, or else are they going to be made out of units (like doors, buildings, etc.)? Just curious.
I think the best idea would be to have an area off the side, when you enter buildings of similar types, and have replacement triggers, so that it changes slightly, but is basic design, using Isometric terrain and terran blocks, or maybe just clever building placement.
I'm hoping I can find a terrain type that you can't see over and you cant walk on. Shouldn't be hard to find.
I'll try not to use buildings and units, because they take over my 1650 unit limit which I want to have an active city.