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Posted: Mon Aug 15, 2005 9:18 pm
by BlackHole
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.

Posted: Tue Aug 16, 2005 1:12 am
by Hunter
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!

heh

Posted: Tue Aug 16, 2005 5:05 am
by BlackHole
always here :)

....when i'm not busy as hell working on my mod. As is now. :razz:

Posted: Tue Aug 16, 2005 10:03 pm
by BlackHole
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:

Posted: Tue Aug 16, 2005 10:11 pm
by Hunter
You'll need to provide credit and a link to www.sectorgame.com/d3
in the readme.

Posted: Tue Aug 16, 2005 10:49 pm
by BlackHole
thats ALL you say? just give credits to you? No constructive comments? No "good idea"? Just "provide credit and a link to www.sectorgame.com/d3
in the readme."?!

Posted: Tue Aug 16, 2005 11:11 pm
by Hunter
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.

mod team leader

Posted: Tue Aug 16, 2005 11:48 pm
by BlackHole
meh, being a mod team leader, i know what you mean ;)

Posted: Sat Aug 20, 2005 12:30 pm
by Hunter
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

Posted: Sat Aug 20, 2005 4:30 pm
by Hippo
/me sees caldari ships in there :D

Specifically, the Ferox, Cormorant, and scorpion/ravem (can't tell them apart yet)...


Looking forward to it :)

Posted: Sat Aug 20, 2005 5:08 pm
by Hunter
Yep. Hyerspace came from a combo of ideas from Babylon 5, Battlestar Galactica and EVE :D With a few variations :)

Posted: Sat Aug 20, 2005 5:18 pm
by Hunter
A few more
Image

Posted: Sat Aug 20, 2005 6:28 pm
by Hippo
Moa! :D

Posted: Sat Aug 20, 2005 6:47 pm
by Hunter
Theres also a Scorpion, but I didn't post that one :D

Posted: Sat Aug 20, 2005 7:29 pm
by Hippo
/me wonders why you're a Gallente with big hair in game if you like Caldari ships so much :)