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New Project (name pending)

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Level 6
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Game Type: Unit Arena
Major Game Features: Accuracy system || complex environments || Extremely customizable units|| 5 customizable game modes || Up to 10-15 different levels (In 1 map)

The main features explained:

Accuracy System:
A powerful system made by Stealth_Of_King will allow me to use burst rate or full auto, clip size, fire rate, damage, accuracy, reload time, and other smaller options. It also reacts with terrain and certain destructible, giving it to run into houses and trees. The objects that effect the bullets are choose able and a simple yes/no in the actual object.

Complex Environments:
Everything from detailed houses on a beach to lush forests and dense urban warfare offer tactical advantages. You can climb onto houses to give you a good firing position, to using a wall to sneak up closer to your enemy without them knowing it. Objects that would normally block you site do in this game.

Extremely Customizable Units:
9 weapons, 3 armor types, 4 ammo amounts, and 7 secondary weapons. Each unit is equipped with all 4 of those groups, and each group is fully customizable. The bigger the armor; the slower you’re going to move. The bigger the ammo, the slower you’re going to turn. Secondary weapons slow you down, but once again depend on what kind they are. There are around 3.5k different customization options you can do for this game. These objects are explained better below.

6 Customizable Modes:
Free for all, Team Mode, Capture the Flag, King of the hill, Attack/Defend, and Assault. When the game starts, the host (or red) chooses what game mode, what levels, and how many rounds per level there will be. If the host wants to, he can choose a custom amount of rounds per arena, such as 3 for this one, and 5 for that one. I am toying around with another possible game mode, ‘Survival’.

The map is 256x256 and units are on a .30 scale size. That gives me a lot of room to make arenas. Each arena is unique in it’s own way, from coastal villages, to fighting on top of a battleship and aircraft carrier, possibly even inside of them!



Weapons:
There are 10 weapons in the game. These weapons are broken down into 5 groups.
Carbine(2): This weapon group is fairly inaccurate and provide little extra accuracy for crouching, but doesn’t slow your speed and turn rate down. It deals low damage, but high rate of fire. They have an average amount of ammo per clip.

Assault(3): This weapon group is useful for close to medium range firefights, though they slightly decrease speed. It does not have a large increase in accuracy when crouching. It deals medium damage at a fast rate. They have a small amount of ammo per clip, though their short reload time compared to other weapons makes up for it.

Battle Rifle(2): Battler rifles are useful for long range firefights, due to their high accuracy and high damage, but they have a slow fire rate. Battle rifles have a medium amount of ammo per clip, and with their slow rate of fire they rarely run out of ammo. They have a fairly increased accuracy when crouching. Battle rifles decreases the turn rate by a large amount, but does little to your unit’s speed.

Machine Guns(2): Machine guns are generally the fastest firing weapon in the game. Depending on the machine gun you choose, they are useful for anywhere from close to long range. They are only fire able in crouching position. Machine guns greatly slow you down and decrease turning rate.

Sniper Rifle[1]: Sniper rifles are the most accurate weapon in the game. They deal medium damage at a slow rate of fire, and they have a low amount of bullets per clip. In order to fire, they must be crouched, and sniper rifles greatly slow down your unit and decreases turn speed.


Body Armor
There are 3 body armor types in the game. The more defense your armor provides, the more you are slowed down.
No Armor: As the name states, this gives your unit no armor. Obviously it does not slow you down or decrease your turn rate.

Light Armor: Light armor is a major step from no armor. They slow your unit down slightly and decreases turn rate however.

Heavy Armor: Heavy armor provides excellent protection against those pesky bullets that are often found during a battle. It’s weight however slows the unit down greatly, but has the same reduced turn rate as light armor has.


Ammo:
Ammo is broken into 4 categories.
Ammo Pouch: Holding a whopping 5 ammo points, the ammo pouch is lightweight and easy to carry.
Ammo Bag: 3 times larger than the pouch, the ammo bag holds up to 15 ammo points while providing little slowdown.
Light Ammo Box: Holding an amazing 50 ammo points, the light ammo box is able to supply nearby troops with new ammo. It’s heavy weight slows down the unit however.
Heavy Ammo Box(I’m so good with names): A large, heavy ammo box offers up to 100 ammo points. Like the light ammo box, this ammo box can also resupply troops with much needed ammunition. But due to it’s heavy size, it greatly reduces your units running speed and turn rate.


Secondary Weapon: More on this later.




Game Modes:
There are 6 different game modes (possibly 5) that use 2 different groups of maps. FFA maps, and Assault maps.
FFA maps are often square maps.
Assault maps are often thin, long maps.

Free For All: (uses FFA maps) As the name suggests, you’re on your own to kill all the other players. Units are customized before the round starts, and when a unit dies, it stays dead.

Team Mode:
(uses FFA maps) You are put onto 2 or 3 teams (optional). As like Free For All, the last team standing is the winner. Units are customized before the round starts, and when a unit dies, it stays dead.

Capture The Flag (uses both FFA and Assault maps) Once again, you are put onto 2-3 teams(optional. If 3 teams than you may not play assault maps). Each team must capture the flag in the center of the map (all teams are equal distance from the flag) and bring the flag back to your starting position. If a unit grabs the flag, it must wait 4 seconds before it can move again, that unit will also have reduced speed. The winning team of the previous round must wait 3 seconds at the beginning of the next round before they can move. If they win that round again, another second is added onto that wait. They do not have to wait if they lose the previous round. Units are customized before and during the round, and when a unit dies it comes back to life after 5-10 seconds (unchoosen as of right now)

Attack and Defend(assault maps): As the name suggests, players are broken down into 2 different teams. One team is defending an object, the other team is trying to destroy this object. The defending team often has an advantage and a disadvantage. An example of this would be on the level: Convoy. The defending team must protect armored vehicles passing through an area, while the attacking team must destroy these vehicles. The defending team would have 1 less unit per player than the attacking team, but are able to use the vehicles to attack back. Units are customized before and during the round, and when a unit dies, it will respawn depending on what arena it is and what side you are on.

Assault( Assault map)
Players are broken down into 2 different teams. Each team has something they must protect, and something on the other team they must destroy. Units are customized before and during the round, and when a unit dies it will come back depending how far their advance is.
In assault mode, there is a glowing orb in the center of the arena. This orb has no tactical advantage whatsoever at all. But depending how far your units are (as in how close they are to the enemy base, or how close the enemy is to your base) the ball will move forward or backward. Taking a quick look at how fast the ball is moving and which direction it’s moving gives you an indication on what tactics you should do.

Survival (Assault/FFA) Players either work together, or are put onto 2-3 teams (optional. If 3 teams than it must be an FFA map). Each team must defend themselves from waves of incoming monsters with everything they got. The team that lasts the longest wins the round. Each wave of monsters slowly become stronger and stronger. Units are customized before and during the round, and if a unit dies it comes back to life after 20-40 seconds.

Check the next post out for Tactical Assets you can use!

Pictures will come within a few days. I have to re-do the island due to some problems (me and a doodad got in a fight)

Questions? Comments? Suggestions? Critism? Complaints?
 
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Level 4
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Jun 16, 2007
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sounds interesting, it will be a lot like counterstrike, yes? (the warcraft 3 game) counterstrike also features a range thing, on a close-range weapon, the bullets will stray quickly once out of their range, making it inacurrate at ranges above close
 
Level 6
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Tactical Assets
Tactical Assets range from surveillance, to heavy artillery attacks. These are useful for spotting enemies and destroying camping enemies.

There are 2 different types of Asset Points. Round points are used before Game Points, allowing you to save your game points but use the round points.
1: Game Points: These points stay with you the entire game, in and out of rounds until you use them/exit the game.
2: Round Points: These points are gained during the round by killing enemies, but do not carry onto the next round.

There are 4 ways you can earn Asset Points.
1: Each round you gain an extra asset point. This point is saved from round to round, allowing you to save these points.
2: Every 10 minutes (probably 15 minutes, haven’t decided yet) you gain an extra Asset Point. This point is saved from round to round, allowing you to store these for use in a later round.
3: Every 10 kills in a round you gain an additional Asset Point, but this point Does not carry onto the next round.
4: Every 3 rounds you win (not in any order) gives you an additional Asset Point, this point is saved from round to round, allowing you to store these for use in a later round.


List is incomplete, there will be more tactical assets as I think of them.

Attacks:

Direct Artillery[2]:
A semi-accurate artillery shell. Very heavy damage, though small splash.

Precise Artillery[4]: A very accurate artillery shell. Heavy damage, and slightly larger splash than Direct Artillery

Aircraft Minigun Strafe[4]:
Calls in a low flying place to strafe an area with it’s powerful miniguns. Fairly inaccurate, but can seriously maim an enemy. Very useful out in the open, but nearly useless in a dense city setting.

ReSupply/Logistics

Supply Crate[2]:
Calls in an aircraft to drop a supply crate near your preferred point. This can be used by any player though. It slowly heals your units (very slowly) and replenishes ammo back to your units. Can heal 600 points, and resupply 400 points.

Smoke Screen[2]: A passing aircraft drops heavy smoke grenades in a straight line where you specified. This gives your enemies a difficult time seeing through them, giving a way to surprise them.

Not Dead Yet[3]: Instantly revives one of your dead soldiers, making him useable for the rest of the round. He is revived where he died, you can not pick where he respawn.

Surveillance

Civilian Inteligence[1]:
Pings and creates a false soldier at a position where an enemy soldier might be. This is correct 70% of the time, though 30% of the time it will give an incorrect position of an enemy.


Aerial Surveillance[4]: Calls in a high flying aircraft to take a picture of a portion of the battlefield, allowing you to see your enemies position of when the picture was taken. It takes 10 seconds before you can see it though. (This is done by making 1 infantry unit, though it will actually be a building. This unit is naturally invisible, but will flash for the player who originally called in the aerial surveillance. The ending effect is seeing a paused unit that is masked in the fog war. Unit is destroyed after flashing)

UAV[5]: Calls in an un-manned aerial vehicle, useful giving you tactical vision over the battlefield where the uav is patrolling. It can destroyed by most rockets though, due to slow speed and low flying height.
 
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Level 3
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May 30, 2007
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The accuracy system does some equations based on how far away from your enemy you are. It isn't
You are at 200 range. You have 10% chance to hit enemy.
You are at 299 range. You have 10% chance to hit enemy.
You ar at 300 range, you have 20% chance to hit enemy.

sounds good and yeah instead doing 299 10 300 20 , try and use
set *variable* dist to target (dist to taget)
set chance to hit (variable) (variable) dist to target /15

( means instead of jumping up acuracys its all nice and slidey, theres no fiexed points ,its all loosey goosey, no nasty players getting guns with 1 better rangea nd pooning pples by standing at precise distances)

oh yeah btw vv good , i cud NEVER get that acurate with descriptions, my map alien ress. its like its a gun ... with bullets ... ummmm yeah
 
Level 6
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The accuracy trigger already does the distance, and than does an equation with the distance variable, and the weapon-accuracy variable. It than damages an area where the weapon 'hits'

Right now I am working on a penumbra mod, and I can only work on this on the weekends.
 
Level 6
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There will be some new pictures today of the unfinished island arena.
The island arena is a ffa,tm,ctf game mode. There are 6 houses on it, providing cover support, there are several lines of walls also providing cover. The houses have been abonned for several years, and rock slides have broken parts of the walls and provide ways to get top of houses.
The other part of the island (closest to the water) has many barricades, though little sight protection from the other team if they advance down the hills.

It's mainly a fairly open map, but there's ways to surprise your enemies. Long range dominates the beaches, while short range will love being able to use the walls to sneak closer to an enemy.

Along with that, assault mode might use both 2 and 3 teams. An aditional asset:
Barricade[2]: Creates a barricade going from point A to point B. This barricade gives you no tactical advantage besides being able to trap a retreating enemy. The walls offer no cover and can be destroyed with normal gunfire.

Updated first and second post.
First post contains info on map, along with weapon types and game modes.
Second post contains tactical assets that will be used in the game.
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