#16
you won't? ........then what the heck will you be using? a custom one? Ya know, if there's any way to get a .max file into a .oof or .orf then maybe one of my bored m0delers could make some m0dels for you. Some of them are just sitting there :razz:

Actually, *I* could probably make some rooms for you. What i'm not good at is texturing and eye candy.
Erik McClure

#17
No it'll be mainly dallas powered. It won't use Assault because the code interferes with deployables.

Naw, I have to do it all myself because it's all pre-designed and has certain requirements etc... It's not that I don't have time, just no will. But it's not like theres a major rush. I tend to develop it in pieces. There is perhaps some models I won't do, we'll see.

Thanks for the offer though!
The Expanse. Watch it!

#19
i've begun work on a new level: Speed

Its an interesting level concept, where there is a main ring with 4 tunnels leading to a small inner sphere (where you can see out into space, of which i'll be borrowing Hyperspace: Apotheosis's background, sorry hunter :wink: ). The twist? The ring has wind that keeps you racing around at high speeds :badgrin: even the tunnels that lead to the inner sphere have wind. Now you know why its called "Speed" :razz: :lol:

In actuality, the main difficulty will be getting the wind speed and direction juuuuuust right. The ring is just 1 room replicated many times. Which is why i spend hours upon hours fine tuning that room, trying to make it work, and make it look cool. The tunnels? easy. Sphere? tad difficult because of some interesting things i'm going to be doing there... heh :wink: Currently i'm struggling with getting that god**** ring piece juuuust right. I did solve my lighting problem, thanks to that 5 month old post by Material Defender :D Unfortunatly, the lights don't stand out as much as i want them too, and since the level is going to look cool because of lighting, i have to make sure it looks perfect.

I will modify the weapons slightly, making them all good for high-speed combat.

Thoughts? Criticism? Accusations of insanity? :razz:
Erik McClure

#22
I've never been good at constructive comments. Thats why I never beta test anything, because everything is "Its alright!" to me.

Even if you asked me "How did you do that" I probably wouldn't remember ;)

Edit: Also understand I've seen about one thousand posts like the one you made, so they just kinda blur together for me. I can't count how many projects I've known small or large that just disappear without a word.
The Expanse. Watch it!

#24
Here be a list of every structure/ship planned to be included. Not everything may be included with the release, as it may come in stage patches.

* Command Outpost
* Shield Generator
* Maitenance Hanger
* Storage Facility
* Beacon
* Stargate
* Tracking Platform
* Small Blaster Sentry
* Large Blaster Sentry
* Beam Platform
* Missile Battery
* Maltu Orion Legion Hawk Interceptor
* Maltu Orion Legion Merlin Interceptor
* Maltu Orion Legion Stork Bomber
* Maltu Orion Legion Hunter Cruiser
* Maltu Orion Legion Inferno Cruiser
* Maltu Orion Legion Munin Battleship
* Maltu Orion Legion Destroyer
* Maltu Orion Legion Outpost
* Maltu Orion Legion Sentry
* Maltu Orion Legion Silo
* Earth Alliance Pegasus Fighter MK2
* Earth Alliance Deimos
* Earth Alliance Deep Space Outpost
* Earth Alliance Sentry Platform
* Gemini Syndicate Escort
* Gemini Syndicate Barrager
* Abandoned Mining Outpost
* Omega Carrier Debris Field
* Inactive Ancient Stargate
* Ancient Temple Ruins
* Mercenary Federation Zealot
* Mercenary Federation Wasp
* Mercenary Federation Blackbird

The last three are also player ships, but the robots will have their own reskinned versions. I've given them different names because thats how they will be grouped, different types of weapons and colours for each "faction".

The general idea is you won't see all this at once anyway. The big bad guys will only appear every so often at certain locations. There will be (hopefully) preset respawn timers for each robot ship. The game is mainly about Red Base vs Blue Base, but inbetween the route to each base are pirates (as seen in Apotheosis), and sometimes you just have to explore yourself to find them.

As for weapons, well it'll be a bit different this time. There won't be that many weapons, but there will be lots of variations - Mainly about ten weapons in total, but there will about ten variation weapons that you only pickup from dead pirate ships. This is to make things more interesting.

"Basewars" - The project name, is a level about strategy more than outright combat. As told in the initial post, you'll have to keep your base alive and handle certain logistical tasks to avoid losing it such as deploying platforms. The base will have no defenses of its own! It'll be entirely up to the players to deploy them.

As for how much is done - Well about 50% of the models (untextured) and 100% of the sounds. The environment, interiors, scripting and pretty much everything in the tables hasn't been done yet.

Here are some untextured models, they are NOT to scale in this image. From left to right: Player Outpost, Pirate Carrier, Pirate Fighter, Pirate Cruiser, Pirate Interceptor and Pirate Destroyer.
Image
Oh, and this is the kind of music I was thinking of using. Since theres the option of exploring and generally going about the level solo without bothering with objectives, the overall feel is geared toward atmosphere as opposed to combat. Music Clip #1
The Expanse. Watch it!
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