- Joined
- Aug 16, 2007
- Messages
- 847
Latest Version
The somewhat anticipated version 0.2 is here!
It took me a while I know, but there were quite a few bugs to work out
And I am glad to say that unlike the first version I am confident that there are no problems with this one.
There are a bunch of new features so here are somethings I added that you might want to look out for:
- Experience Bars - Units will now gain experience and go up level to a maximum of 10,000
- Weapon and Armour Types - Units will now affect other units differently, attack wise based on custom weapon and armour types
- Larger Map - The map is more than twice are big
- Vehicles - Tanks, but you only control them when you have a unit garrisoned inside (every unit has a garrison ability), vehicles are disabled once they drop below 45% health
- Bounty - Units will now give resources when killed to keep the game going a bit longer, this also means you need to try and kill without taking casualties as if you do take casualties they get more units.
- Keep and eye out for the Bear
The map has been attached at the bottom of this post.
or if you don't have time or just don't want to try out the map you can read about it and offer any advice that you might have
Concept
Well this is a Modern Warfrare map, and what I wanted to do here is practically force people to use they're heads and strategize... now of course you don't have to but I've provided the tools to do just that.
Currently the map is not as large as it will be in the end, but that's because I didn't want to spend ages making a huge map and then never get it done. So I've made the map smaller at first with not as many units or modes or such. however I do plan on adding quite a few things as you can see in Coming Soon, and I will continue to expand it until I'm satisfied witht he diversity of unit, abilities, and terrain.
Units
This information is not currently accurate, but will be updated soon
For now there are 6 basic units, later I plan on adding tanks and other vehicles, but NO AIR. Air units are the epitomy of anti-strategy, they pretty much make planned strategies useless.
Mana is replaces with Supplies
Regular
Role: Rapid-fire Infantry
Equipment: Automatic Rifle, and Medium Steel Armour.
Statistics:
Health: 520
Damage: 6 - 90
Fire Speed: 1 shot/sec
Range: 1200
Cost: 10
Abilities: NoneDamage: 6 - 90
Fire Speed: 1 shot/sec
Range: 1200
Cost: 10
Rifleman
Role: Basic Infantry
Equipment: Slow-Firing Pulse Rifle, and Medium Steel Armour.
Statistics:
Health: 630
Damage: 12 - 282
Fire Speed: 0.36 shots/sec
Range: 1350
Cost: 12
Abilities:Damage: 12 - 282
Fire Speed: 0.36 shots/sec
Range: 1350
Cost: 12
Aim: The Rifleman takes an extra couple of seconds to aim his shot. Adds 80 bonus damage but reduces Fire Speed to 0.25 shots/sec
Combat Support Service Infantry (CSS Infantry)
Role: Medic
Equipment: Semi-Automatic Rifle, and Light Steel Armour.
Statistics:
Health: 410
Damage: 7 - 87
Fire Speed: 1 shot/sec
Range: 1150
Cost: 8
Abilities:Damage: 7 - 87
Fire Speed: 1 shot/sec
Range: 1150
Cost: 8
Barricade: Constructs a Barricade. Barricades provide cover to adjacent units. Costs 10 supplies.
First Aid: The CSS Infantry heals and disinfects a target unit. Heals 50 hitpoints and cures poison. Costs 5 supplies.
Repair: The CSS Infantry repairs a target unit. Costs 2 supplies.
First Aid: The CSS Infantry heals and disinfects a target unit. Heals 50 hitpoints and cures poison. Costs 5 supplies.
Repair: The CSS Infantry repairs a target unit. Costs 2 supplies.
Grenadier
Role: Artillery
Equipment: Rocket-Powered Grenade Launcher, and Thick Steel Armour.
Statistics:
Health: 650
Damage: 163 - 299
Fire Speed: 0.33 shots/sec
Range: 1250
Cost: 17
Abilities: NoneDamage: 163 - 299
Fire Speed: 0.33 shots/sec
Range: 1250
Cost: 17
Demolitionist
Role: Strategic Support
Equipment: Semi-Automatic Rifle, and Light Steel Armour.
Statistics:
Health: 410
Damage: 7 - 87
Fire Speed: 1 shot/sec
Range: 1150
Cost: 11
Abilities:Damage: 7 - 87
Fire Speed: 1 shot/sec
Range: 1150
Cost: 11
Land Mine: Lays a Land Mine at a target location. The land mine is triggered when an enemy approaches. Cost 5 supplies.
Gas Bomb: Lays a Poisonous Gas Bomb at a target location. The Bomb slowly leaks poisons intot he surrounding area. It is very dangerous and is often known to infect friendly troops, including those who lay the bomb. Costs 8 Supplies.
Minesweeper: Reveals nearby enemy mines.
Gas Bomb: Lays a Poisonous Gas Bomb at a target location. The Bomb slowly leaks poisons intot he surrounding area. It is very dangerous and is often known to infect friendly troops, including those who lay the bomb. Costs 8 Supplies.
Minesweeper: Reveals nearby enemy mines.
Sniper Team
Role: Long-Ranged Support Infantry
Equipment: High-Powered Precision Rifle, Binoculars and Light Steel Armour.
Statistics:
Health: 400
Damage: 81 - 411
Fire Speed: 0.14 shots/sec
Range: 2500
Cost: 18
Abilities:Damage: 81 - 411
Fire Speed: 0.14 shots/sec
Range: 2500
Cost: 18
Reveal: The Spotter uses his Binoculars to reveal a nearby location.
Critical Strike: Gives the Sniper a 20% chance of hitting a Cital Area and doing 5x normal damage.
Critical Strike: Gives the Sniper a 20% chance of hitting a Cital Area and doing 5x normal damage.
Captain
Role: Heavily Armoured Officer
Equipment: Automatic Rifle, and Thick Steel Armour.
Statistics:
Health: 610
Damage: 10 - 298
Fire Speed: 1.11 shots/sec
Range: 1500
Cost: 16
Maximum: 3 Officers
Abilities:Damage: 10 - 298
Fire Speed: 1.11 shots/sec
Range: 1500
Cost: 16
Maximum: 3 Officers
Aura of Command: The Captain exudes and Aura of Command over the battlefield. He grants a 15% damage bonus to nearby units.
Coming Soon
There are a quite a few things I plan to add, and quite a few more things I probably should add but I just haven't thought of yet, but here are the ones I've got so far:
So I'm very glad for any suggestions anyone might have.
And there are a few things that I already have planned for the next version
- More abilities
- Custom Cursor
- Custom Weapon and Armour Type Icons
- Larger Map
- More Players
- Team Mode
- Parachutes: Troops will parachute in instead of simply appearing
- Garrisonable Structures
Here are a few screenshots
I will post more tommorrow... if I have time.
so if you have an idea please speak up
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