[center]NitE : Brim of Escape[/center]
[center]Interactive Revolutionary Real-Time Combat Rpg[/center][center]Technical Information[/center]QUOTE
Players: 1
Game Type: Fixed (Twisted) Plot Action/Horror/Interactive Rpg
Period Set: Future (22nd Centuary)
Tileset: Badlands
Map Size: 256x256
Difficulty: Hard
Length of Gameplay: Medium
Brim of Escape Maps: 2 maps (2 parts)
Part 1 Levels: Maximum 7
Part 2 Levels: Maximum 5
Amount of NitE Series Maps: Unknown
Demo estimated release: May 2005
Demo Constructed Percentage: 1.2 % (Weapon system done, General HP system progress halted. Working on interactive system part 1 - barrel destroying, entering rooms etc, search corpse.)
Demo Expected File Size: 800 kb
[center]Construction Percentage[/center]Demo ConstructionQUOTE
Terrain
[progress]95[/progress] 95%
Engine Triggers
[progress]1[/progress] 1%
(However, around 400 triggers done)
Storyline/ Plot Triggers
[Progress]3[/progress] 3%
Special FX
[Progress]0[/progress] Not started
[center]Storyline[/center]QUOTE
The CNC (Colesce Nation Corporation) has brought the latest technology to the civilizations of the Earth, and they will not let go of a chance of them being the most famous and richest entity ever. With the Earth's population breaching an unsustainable amount in the 22nd Centuary, the CNC has discovered a alienetic planet which is believed to be life sustainable. They have mastered the power to open a portal to that dimension and set up a teleportation beacon. However it isn't as easy as it looks. Darus, the founder of CNC has promised to avoid any possible dangers delt to Earth so they decided to carry their portal tests on the largest space colony ever built, the Revelation X-300. When they practised testing the portals, they have disrupted the balance of the universe. They have plotted the universally correct coordinates, but not inter-universal. The portal opened them to a whole new dimension and these forces are overwhelming the space colony, now becomes the 50 by 50 km piece of metal junk floating in space, which is inhabited by 80,000 citizens. As everyday approaches, these citizens are massacred by an unknown species of creatures and turning into zombies. The control tower tried to contact the Earth, but signal transmitters has been blocked by an invisible barrier around the space colony. Whatever the technology these alien creatures possess, Darus will be standing in your way to leave this space colony, as if he wants the whole space colony to perish and suffer the failure of this experiment. Now you being a scientist who was rerecruited for this project after retired 2 years ago has bumped into a series of events that will influence your life forever. Removing your lab coat, with the ability to harness to most powerful technology and weapons at your disposal... you have to make it out of this terrorised city alone, being on the Brim of Escape.
[center]Systems[/center]QUOTE
Systems are a major key in this map, the core of the map in fact. Here are a few systems that will perhaps be a break through in map making.
* Interactive Selective system (as in qPirateKing's Interactive system) - More sophisticated, now you can choose more options.
* Primary Weapons and Secondary Weapons - A weapon system that contains weapons such as a Gravity Gun that can move barrels or orb balls or slow down incoming units, Bazooka or grenades that can deal devasting effects and Bug Baits that can lure bugs that is at your disposal. Each unit also have their own specials.
* Resources - Materials and Battery. Your weapons and other things you do drains materials and battery. Some weapons have large battery consumption and some have none. It all depends how you use them.
* Real Time Battle - Real time battle with aliens with a sophisticated virtual HP bar.
* Interactive Surroundings - Can destroy barrels, talk to civilians, drive vehicles, perhaps going into houses.
* Enemies - Enemies such as machine gunners (yes humans have arrived from the Earth in an attempt to destroy the entire space colony to eradicate evidence - this also means you) (Not really special, just saying it) Enemies also sometimes use their owne abilities, such as some bugs (broodlings) will immediately be moved to your unit as if they were jumping. I have other enemy specials written down. I know a lot of things are coming soon, but I just don't want to give out these ideas yet. >_<""
* AI system - The most advanced system I have thought about. You can instruct your ally comrades to cover for you, be aggressive or defensive and more. They will also get into formations and use trees (trees in the artificial environment of the space colony city), walls to their advantage and evaluate terrain. They will also occasionally talk to you about hearing incoming forces etc.
* Weapon System - The weapon system possesses bullets for each weapon - how much is deducted per kill for each weapon, and you have to use them correctly in your environment. There is also a raising death counter when you kill something and increases the likelihood of your weapon breaking (your weapon then is removed from your univentory). Some weapons are easy to retrieve back such as a machine gun (just kill a soldier) and bazookas are harder.
* Items - Such as flashlights (a flashlight system), flare bombs, potions, or beeping boxes (disrupts soldier's attention) that can be used to reach your unit's full potential
* Character Statuses - Your character will get paralysed, burnt or poisoned etc. There are also bars showing your unit's oxygen level, body temperature, toxic level, fire/water resistance and impact levels. (Perhaps more) All these statuses will effect your character.
* Speech - Your character can sometimes accept or decline someone says. Units will also talk to you regularly. In the middle of the game, you will obtain a equipment that allows you to read the minds of specific people.
More systems developing in progress.
[center]Features[/center]QUOTE
In addition to the above here are some more:
* Cinematics - occasional cinematics that allow you to get into the depth of the story.
* Terrain - Although not the best terrainer, I will try my best to build and convey the atmosphere that is intended with terrain.
* Side Quests MAY be available. However, it may not be incorporated due to some restrictions.
* Trying to develop uniqe boss fights.
[center]Log[/center]QUOTE
19/ 3/ 05
- Started thread
- Finished default Primary and Secondary weapon switching
- Finished Menu List
- Layed out 90% of ideas.
20/ 3/ 05
- Did 150 triggers on General HP system/ Damage sytem
- Did some terrain
- Added two screenshots
- Layed out transport triggers on notepad
- Thought of 4 level concepts
21/ 3/ 05
- Did 80 triggers on General HP system/ Damage sytem
- Did more terrain than 20/03
- Added two screenshots (terrain)
[center]Screenshots[/center]QUOTE
Organising and Commenting Soon
[center]Terrain[/center]QUOTE
Organising and Commenting Soon
[center]Order of Levels and Sidequests[/center]QUOTE
Organising and Commenting Soon
[center]Playing tips/ Guide - If you're totally stuck [/center]QUOTE
Organising and Commenting Soon
[center]Map Making Detailed Information[/center][center]Weapon Information[/center]CODE
]Primary Weapons:[
1 (Melee): Gravity Gun
2 (Handgun): Magnum
3 (Rapid Fire Gun): Acid Gun
4 (Concentrated Shots): Shotgun
5 (Mass destruction): Bazooka
6 (Other): Bug Bait
CODE
]Secondary Weapon:[
1 (Melee): Crobar
2 (Handgun): None
3 (Rapid Fire Gun): Machine Gun
4 (Concentrated Shots): Pistol
5 (Mass destruction): Grenadier
6 (Other): Flashlight
QUOTE
[center]
Primary Weapons[/center]
Gravity Gun: Damage - None
Ammo - N/A
Reload time - N/A
Description - Developed to grab hold of toxic materials in science labs or remove land mines in war, now with this new gun, you can be able to control flamable gases and chuck them at enemies. If you aim your Gravity Gun at an enemy, they slow down - which is effective if you are chased by around 3 or 4 zerglings and have low HP. You can only slow down a maximum of 3 units at a time.
Abilities- Wormhole: attracts close enemies towards you and killing them when contact.
Magnum: Damage - High
Ammo - 6
Reload Time - 5 seconds
Description - The closet you can get with the shotgun, except with higher travelling speed. Effective against zombies, gota love it when you give them a headshot!
Abilities - Headshot: instantly kills a zombie.
Acid Gun: Damage - Medium
Ammo - 40
Reload Time - 6 seconds
Description - Firstly devloped by the CNC to use against potentially dangerous biological creatures, now you have it in your hands, melting down the surface of any material that has contact with it..
Abilities - Poison: Gives units to a neutral player temporarily so wont attack and possess less of a threat. (Also has irradiate ability from science vessel)
Shotgun: Damage - Extremely High
Ammo - 8
Reload Time - 8 seconds
Description - One of the oldest weapons used in combat. Although your unit progresses at extremely low speed, it can wield a good defence when stanced and blasting in coming zombies. Unlike other weapons, this weapon reloads one at a time so you can still attack when you are reloading
Ability - Explosion: A add-on made by CNC for this weapon is the auto target explosion. Extremely effective when blasting a pack of zombies. (Also with storm ability)
Bazooka: Damage - Hyper High
Ammo - 2
Reload Time - 12 seconds
Description - This weapon has been patched by the CNC with a advanced energy emitter. Ranging from tanks to humans or obstructions. You name it. Obliterating is the task of this baby.
Ability - Blast: Generates Forcefield with the emitter that avoids all enemies from getting close. Useful when reloading, however the forcefield is not wide enough to hold off high ranged units such as snipers.
Bugbait: Damage - None
Ammo - N/A (Limited)
Reload Time - N/A
Description - Orginally used as a balanced nutrient source for biological creatures in the space colony labratory, using this - you can summon zerglings from the ground and call them in combat with you. Note however, they sometimes will not listen to you if you confront another human enemy with a bugbait.
Ability - Summon: Summons more efficient bugs to your side. Also creates lurkers beneath your character temporarily to deal spread damage to enemies.
[center]AI features (what I'm planning you can do - not how it works)[/center]QUOTE
* Agressive - Allies respond ferociously to enemies.
* Defensive - Allies avoid enemies
* Follow - Allies follow you around
* Disable Follow - What it says
* Freelance Mode - Units go patrolling around the place and when they step on certain ' locations ' something happens. Useful when scouting or trying to find something.
* Defensive Positions - Sometimes usable, sometimes not. Usually effective when large forces are coming and terrain is efficient to use.
* Cover - Units surround your character in an attempt to shield you from attacks. (If you want the actual covering you like in CS, just disable 'follow' your allies on a cliff and they'll watch over u:))
* Retreat - Yes a retreat, my sysytem should work, but it should screw up too >_< (Not too often though, unless you play so many times and find out how the system worked and started screwing with it)
There will be more, just can't remember all I thought about when I was planning.
Additional to that, the allies evaluate terrain and respond to the forces that are in coming, or say that he hear footsteps around the corner or tells you to reload
Occasionally, allies may supply you with med kits.
CODE
These are the main idea of the map :P .
[center]Assistance[/center]QUOTE
- Thanks 007Torrasque for helping with some text colour tab problems!
- Thanks for Dark2004 who is on msn all the time motivating me behind the scenes and listening to my ideas.
[center]Announcements[/center]QUOTE
* Terrain Screenshots on Level "Dig into the Past" Added!
* Looking for Internal Demo Testers in around 4 weeks, details posted below
* Introduction Wave added. Check bottom of this page.
* Looking for more suitable waves
* Working my ass off on 5 day Easter Break this week
* Trying to save as much strings and locations as possible
[center]Testers Requirements : Invite start on sometime in April.[/center]QUOTE
* I ask quite for a bit about map testers so here it is
:
* You will be invited by me to test my map. You can immediately accept or decline with no offence taken
* If you really want to test the map, you can PM me, but usually I will say no.. please don't feel I have anything against you. And notice I don't just choose my best friends, I ask people who have experience and have interest in this map.
* You need to have commitment that you will support me to the end of this
* Have shown that you have understanding of map making, and perhaps skill in the real time combat rpg genre
* Ready to contribute
* You have to realise the tests will have bugs, and isn't just given to testers to play and have fun. They should be able to give bug reports, suggestions.
* No versions in internal beta test is to be distributed in anyway, even if protected. Unless it is between other testers or with my authorization.
* All testers will be given credit in the map
I may sound like I'm asking for quite a bit, but more then half of those would be what someone would expect their testers to do
Enjoy, and feedback is highly appreciated and definitely accepted.