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Station H-13

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"When you can't look back..."


About
Station H-13 is meant to be a new style of Warcraft 3 maps, relying on randomized gameplay goals, teamwork, and a few other things for you to discover. The game was created in November 2009, and has made progress towards its goal, and adding more goals.
Haumea was discovered late in 2011. It's solar system was hidden behind [space dust] (the actual object(s) had disappeared, but was assumed space dust). The planet was named after Haumea, a dwarf planet in the Kuiper Belt in the Sol solar system. The two planets shared many features, such as being classified as a dwarf planet, a more oval shape, 2 satellites, and some other things. The major difference was ~2 light years.

In 2104, the first spaceship traveled the distance to occupy the planet. The ship was owned by the SDI (Sol Defense Initiative), and was the first ship to travel ~2+ light years away from Sol. In early 2105, terraforming experiments were tried upon the planets surface (being an optimal location for an outpost, and optimal conditions for their theories of terraforming, as it has never been done before). By the end of 2107, the planet had enough atmosphere of oxygen and nitrogen that humans could breath with minimal difficulties. By 2108, the atmosphere had become equivalent to earths (after trees were imported, along with some animal species)

Haumea was the location of the Haumean War during the 2140's.

After the colonization of Haumea in 2104, the SDI decided to fund a massive space station project. The point of the project would be to advance space station technology to something as a mobile colony or research station, without relying on colonized planets for food and resources.

A total of 13 stations were created, 6 of which were destroyed, 5 landed by 2149. The basis of the project shifted when the SDI decided to work on mobile space station technology (MSST). Station H-11 and H-13 were the only surviving attempts of MSST.

After the Haumean War, only Station H-07 and Station H-13 survived. Station H-07 had automatically landed in 2150, after the war. Reasons unknown.

Station H-13 was launched early 2146. It was beyond the technology of its day. However, in the folowing month and a half, 4 alien species had came across Humans.

The Detruns, the first to be seen, came within the same week. They had contacted the SDI and set up a meeting. 1 day later, a peace treaty was signed and trade routes started to assemble.
The Detruns are very friendly creatures, unless threatened. They usually take the role of traders or merchants, but there are some organizations that can be considered pirates or raiders. Their culture is based on a hive mentality, where there are a bunch of workers for a queen, but in their current age, its more of spaceship captain acting as queen (though the queen can overrule). Their homeworld was very similar to earth, but different situation (no humanoid creatures). The Detruns are 4 legged creatures, but have 2 antenna with razor sharp scythes on them.

The Targens, the second to appear, came 2 and a half weeks later. They followed a Detrun trade ship. When the ship realized A: the Humans and B: they had been spotted, they hit the Detrun ship, and fled. Hours later, a small group of them appeared, and attacked the defenses. They died.
The Targens are hostile, but sneaky, creatures. Their homeworld was a massive toxic acid dump. The high levels of acid had effected the environment, and created mutated creatures. The Targens had developed acidic spit from the foods they ate. They had grown 2 arms in addition to their 4 legs due to the toxin mutations as well. They are based on tribe mentality, where tribes often are at war, but hardly ever fight. Its more of harassment and stealing rather then battles. With space age technology, a massive ship, or group of smaller ones, is considered a tribe, usually shown by a large symbol on the hull exterior. Though stealth is extremely difficult, their small ship-to-ship crafts are tiny and very difficult to spot.

The Netrux, the 3rd species, came on the breaking point of a month and a few days. Following it was a massive ship that looked like a pile of junk slapped together with massive cannons. The Netrux ship was heavily damaged, and proceeded to run by the planet. They fired on any vessel close to them, and hid, even from their own ships that came soon after.
The Netrux are very chain based. They all aid eachother, serve three [governments] (as we translate and try to figure out) and usually strive for a sole goal. However, any weakness in military strength will be terminated or killed (terminated is like being exiled, but you are banished, wounded, marked, and sometimes crippled). A wounded soldier will be left to die, or will be brought back to the colony to suffer. Very few "war heroes" are claimed, only 1 known that actually was awarded for running out into a battle after being "terminated". He saved the three governments by running head on into an invasion force, and single-handedly destroyed all assaulting machines by using bullets/spears to clog gears, cannons or anything that would cause an explosion. It was like 300, but only 1 crippled beast (details of the story were never uncovered).
Their planet has an unusual atmosphere. Its like a mirror (it intensifies the suns rays). Most life hides in shadows or lives at night. The Netrux survived by evolving reflective "armour", and becoming short, long four-legged beasts. The "armour" stopped the light from burning them to death, and actually can reflect bullets (not always, but when shot incorrectly). They also gained night vision through night life, and like the idea of scavenging while other species sleep.

The Toros, the final species, followed the Netrux ship. Upon losing the Netrux ship, they attacked any ship within the solar system. More ships came, and the battle became a war.
The Toros homeworld is the same as the Targens. Their massive strength and extreme violence has allowed them to rules half the planet, while being in a neutral state with the Targens (they don't believe in alliances). Their culture revolves around being war mongers. Their gods are more avatars, past heroes of war. When enraged, it is said they become empowered by the gods. The Toros are a force to be feared.
The Toros survived the acidic and toxic wasteland of the homeworld by evolving a large size encased in a tough skin, bone helmets (similar to the Triceratops, but lack the skin and triple the strength). Their thick skin allows their 4 legs to wade through mid-acidic acid pools, and survive the harsh toxin storms of their atmosphere. They stand roughly 1/5x taller then the average man.

The Detruns have stated that all species have their home worlds within close proximity. The Suns are within a weeks travel, and any object passing between them is burned. So all planets revolve at 50 degree angle, both suns having opposites. For about 2 months of their 18 month year, the planets are extremely close (the Toros have actually launched a missile from one to the other). Neither planet has moons, and these planets are the farthest (it is thought that everything farther, including moons, collided with something, and the asteroids burned).

After the Toros arrived, the Haumean War broke out. The Toros fought for the thrill and territory, but the Humans fought for their colony. There were 2 distinct sides: the Toros and the Humans/Detruns. The Netrux stayed away while the Targens fought anything that left the battle.
Within a month, the Toros began bombarding the planet, first with their warriors, but later with some machines, and finally orbital bombardments by the end of the war. The Humans did not have the support required to defend the planet against these, and were evacuated. The Toros didn't want the colony, so they fled the planet almost entirely. The Netrux and Targen took the planet and started whatever they wanted.
After 3 years of war (not always in combat, usually stalemate), the Humans realized the planet was being readied for mass production of war machines, from the Netrux and Targens. The Torors already noticed and headed down for more battles, but the Humans played it smarter (if that's what you call it).The mass population of warriors, and those slain, lead the Humans to launch a nuclear warhead at the surface, clearing away everything. With the distraction, the Humans escaped. Ever since the war, the Toros have been fighting the SDI (as they have not found the hideouts for other human organizations). The Netrux and Targens usually avoid combat, but they are still occupying the Human boarder worlds.


5 years after the Haumean War ended. The SDI have been searching for a planet with enough resources to fund their war with the other Human groups. Ever since the nuking of Haumea, resources became scarce and income plummeted. The trade routes with the Detruns can supply enough funds to hold their position, but to make progress, an actual income is required.
To get the resources, the SDI sent the Ensuer to report on the planets state. Before their destruction, a report was filed saying that Haumea was habitable, although radiation levels were high, and citizens would require suits. The SDI may send another ship to follow up with the Ensuer as command has not received any further transmissions (its not like they died or anything).


The Humans still war with eachother, but now on a larger scale. The Sol Defense Initiative was one of the first to get into space and destroy opposing satellites armed with WMD's.
Most notable are the Purg. An odd name, yes, but they are a large group of mercenaries that wish to control all colonized planets, starting with Sol. They have hideouts in many solar systems, and one has been found in No Man's Land (to avoid a whole new HIDDEN tag, another universe used for FTL drives).
The other group big enough to bother typing out are the Collective. They are a massive (I mean massive) corporation that seeks to own everything, because their "God" wants it. Their God is a God of money and power. Not much else is known. They are based on most colonized planets, though very few of them are hostile, and less can be considered a threat.


As a final story related note: 90% of the things involved with Station H-13 actually have a specific reason for being used, but may not seem realistic without any information on it. PM me if you want to know what something is.
Just as an example: The Warp Drone (heard of when fixing communications) is my replacement for creating FTL communication. It acts as a fast messenger, using other technology I created to warp it.


Gameplay
Station H-13 is not based of any other game I know of. It is a game of teamwork, tactics, and experience. The aim is not to make another game- with customizable characters- where you only pick the same items and all that, but to make a game where your strategies change depending on the games environment. This is highlighted by the random objectives.

Basics:
Welcome to the future, 2151. Your ship has been destroyed, and your dropship is all that survived. You are now on your own.
If life has taught you anything, it is to prepare, and if it hasn't, get a life so it can teach you. Station H-13 starts off inside your safe dropship. Your AI shall alert you of your overall goal, first objective, enemy, and that you have successfully docked, in that order (all adds up to ~6 phrases, some of which you can ignore). Before doing this task you must gear up.

Gear Up:
Your arsenal aboard your spaceship gives you a choice of items for your mission. After you pick your item/abilities, you can reread the quest, do some planning, teach someone new, make a plan, or just get on with it like a man. Once you are ready, you can enter the station.
Items:
In the start, they serve as purchasable abilities. As soon as you enter the ship, your items become your abilities. Do take extra care in picking your abilities, as you can only get 3 (and if you pick something 2+ times, you only get it once). Having 2 people with the same healing ability is not wise.
Also note that each item costs gold, and you have 6 gold. The more powerful the ability, the more it costs. Then again, some good items are the cheapest, so don't ignore them.

Arrival:
The Station holds many different things. Among these things lies your objective. Heading into the station without knowing whats in there can be the cause of your death. Here is what you should expect:

Security Doors:
A massive space station does have security (especially since it was left in lockdown). For you to be able to wander the ship, you will have to deal with the security doors. The consoles controlling these doors lie throughout the station, but your AI will ping their locations. The consoles only open the same colored door, so the red console opens the red doors. There are the normal doors as well. They are motion activated, but do have a few bugs when more then 1 person is within its range.

Enemies:
The station has picked up some enemies. They will lurk in the halls of the station, inside rooms, and will attack you at will. Be prepared to defend yourself, and then die trying. While an attack-move command could work, it is unwise, as lots of health will be lost. Abilities will come of great use if chosen correctly (would "taunt" be a good idea for a single unit? or have "boots of speed" while facing slow enemies?)
There are 3 levels of enemies:
Grunts: The basic expendable warrior. You will run into them a lot.
Soldiers: A more evolved warrior. They are the backbone of the military force. Higher rank means less wandering.
Veterans: A highly evolved warrior. They are defenders, and are equipped to do some heavy defending. "Hallways are for workers".

Extra:
Don't forget, Station H-13 has been abandoned for 5 years. Its systems can only last so long until they fail. Your AI will alert you if anything lethal or really important fails. You will have to fix the issue yourself. Don't get to your location within seconds of the timer running out, some systems take some time to fully shut down or be fixed.
The station also carries some systems that may prove to help you. Your AI will ignore these non-essential systems, but you can fix them yourself if you please. These repairs will help you and your team.
Lastly, there are many things that are not logged in the Station H-13 files. If you find yourself bored and looking for something to do while your slow ally does something, search for these "secrets". These secrets are not "in-your-face", you must figure them out. However, a warning label should be placed on these "secrets": for the most part, they dramatically change the game, but not usually to your advantage (if any do).

Victory:
To achieve victory, you must follow your AI's instructions and complete your objective. As soon as you are assured rescue or an operational ship, you are victorious.
There currently is no defeat trigger (I have not determined the weapon system mechanics, and it may include replacing the units mid game), so anybody who dies will be like an observer, the difference being that you are blind to the map.
Station H-13 does not have set objectives and events when you start each game. When you start a game, there is a 90% chance that it is not the game you played before (unless you use the "test map" button twice).
Also, the game allows the player to choose abilities using items. Though this has probably been done before, choosing items in this game should be done with more care, so that your team does not waste an ability slot.

No.
There are a few similarities between the game and this, and the title may/may not have deceived you, but I assure you that this is not Dead Space in Warcraft 3. Whispers in the Dark by Grevious1 is a closer match.

New response: I don't want to redo everything in a new map, let alone a new editor (I've already switched maps, and it hasn't recovered 100%).

Station H-13 is created more as a RPG free roam game, where you have a world to explore. Of course you have the main objectives to complete the game, but you are not limited to a linear path, or some small branch from that path. Effectively, the world is "yours to discover".

Station H-13 has many features with more to come.
-1-4 players
-The ability to choose your abilities
-Randomized goals to victory
-A massive station with 3+ levels to explore
-Secrets that can screw you or your 'ex-team' over
-A zone based in space
-An airlock to get into space
-Random events that endanger your life
-A whole remake of the "alpha" terrain
And more...

Station H-13 is planned to be a large project. However, this will not, and cannot, be accomplished quickly. The project has many plans for its future.
-A large list of goals to complete for both scenarios, with a limit deciding how many you do
-Many more secrets that give different gameplay
-The secondary ability to get an item load-out instead of individual items
-Required items to pass through the airlock (such as a suit)
And more...



Want to help with the game?
Station H-13 is now hiring people to fill out the duties. The more crew, the faster the station is completed and the better it is.
Terrainer- Someone who can produce good and accurate terrain. With most of the outline for the map done, the most needed to be done is fill in with doodads, or edit the rooms. Not do the entire terrain from scratch.
Testers- As soon as the alpha is released, I will require people to test the map for glitches before the public beta is released. Must report glitches or errors found.
Balancer- Like a tester, but with more responsibility. They are to test the game (or receive testers input) to edit the balance of the map. If the enemies are too strong, then they weaken them. If an item is too helpful (like healing too much), then they lower the amount received.
Modeler/Artist- Same as before, someone who can produce models (or 2D art) for the map. This will improve the environment and/or UI.

Credits
Co-creator: HeftyOwl
Screen Table: Goldwolf
Orbital Terrain: inhuman89
MLRS: Illidan(evil)x
Containers: Illidan(evil)x
Coor/Console: The_Silent
Facotry Thingy: shamanyouranus
Headphone Icon: Devine
Marine Sounds: Unknown
Generators: Kitabatake
Release information Board:
Board

Beta Unannounced


Current progress:
Terrain: 36% (Complete Terrain Percentage)
Units: 60%
Triggers: 55%
Items: 56%

Total Progress until Release: 57

See post #13 for anything relating the alpha.
*The official progress box can be found in my signature! It is regularly updated*
 

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Ahh the terrain is very bad.
Import some futuristic custom tiles and another UI.
You should also use many custom models.

But the idea is very nice.
+rep

I realized the terrain was bad just about half way to where the game is now. I kept it just because of all the things included with moving things from one map to another, and it is functional (though not 'pretty'). Screenshots of the new terrain (new tileset, grabbing new models, making an actual floor plan...etc) will come up when it has something in it other then walls.
Again, the new terrain will be used for anything after the initial release (may be used for the first release, but relies on time management), when the new terrain is well underway.
Thanks for the comments though.
 
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*Bump*
This project is still underway, but the bulk of the work has shifted. Instead of working on the map, I'm finishing the new terrain. With luck, and a slight delay in the release, the newer terrain will be used instead of the current (crappy) one. Screenshots will follow shortly (most of the walls and doodads are made, but hardly any of the doodads are placed on the map).
 
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*Bump*
Project is definitely not dead, and is updated with new screenshots (and for those interested) story.
Models and/or modelers are still of high need. An experienced triggerer may be required soon (as I guarantee most of my triggers just work, and may leak...etc).
Released date still predicted for early July.
 
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Weekly Update: Update (and map progress) Delayed because of excessive power outages, release of RA3 Paradox stress and, well, heat.
The alpha is still to release early this month, unless both copies of it are ruined (one not being on my computer, I doubt this will occur).
As for status on the map, its mostly been trigger fixing and emplacement, while not so much scenery (and yes, my map needs both equally as much). Screenshots would probably not be so different.
 
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News'

I have great news, good news, bad news, and news news. Read in whatever order you wish.
I was aiming to release the map today, however, the map does not meet my standards of what the game should be like for the alpha (a decent representation of the game). It lacks in some areas, and needs extra triggers to fill out the map. I have delayed the map until next week, where the alpha will be whatever I have completed.

Most of the map is set for the alpha, though not all. More triggers are needed, a bit of balancing work (unless you want the feeling of invincibility or impossibility), doodads (I expect half the map to be empty by the alpha, sorry), and a couple more items/abilities. Units are 100% (save balancing which may be triggers or abilities), and all the concepts for the remaining items are 100% (they just need to be added).

Since I attempted it, spawning an undefined amount of undefined units individually at random points in undefined regions, for X regions seemed too complicated for triggers (its as complicated as it sounds, and I don't do pure JASS). Recently, I created a system that does just this (though it took some time). About 25% of the map was depending on this one system, and now a whole chunk of the map just completed itself. For any release after the alpha, there is a high chance of more then 1 enemy type that may spawn, creating new strategies for the players.

Because of the current state of the map, I am searching for people interested in working on the map. They include:
Terrainer- Someone who can produce good and accurate terrain. With most of the outline for the map done, the most needed to be done is fill in with doodads, or edit the rooms. Not do the entire terrain from scratch.
Testers- As soon as the alpha is released, I will require people to test the map for glitches before the public beta is released. Must report glitches or errors found.
Balancer- Like a tester, but with more responsibility. They are to test the game (or receive testers input) to edit the balance of the map. If the enemies are too strong, then they weaken them. If an item is too helpful (like healing too much), then they lower the amount received.
Modeler/Artist- Same as before, someone who can produce models (or 2D art) for the map. This will improve the environment and/or UI.

Comments are welcomed, as well as ideas.
 
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Alpha Release News

Some news, screenshots and an alpha release:

News:
Yes, the alpha is out, but its far from complete. We need people to help complete this. Hopefully, with this alpha, some people will step up and help out.
Also, there are many credits due, and they can be found in 2 places so far:
1: In the first post
2: As one of the trigger comments when opened in the editor
Only 1 person is unnamed because I do not know who originally made the file. If you think you know, post proof and a name, and I will fix this (if it turns out to be correct).

01.png
02.png
03.png
04.png
05.png
06.png
07.png
08.png
09.png
10.png
11.png
As seen in the last couple screenshots, players who play alone die fast. This is why the game includes a system that gives player 1 (red) another unit and 6 extra gold (when the screenshots where taken, the extra gold wasn't given). So when playing alone BE RED or you will die quickly, and say the game is unbalanced in solo.


What you should know about the actual game-play:
Currently, it will be a lot of searching, but later in development, I have some things to help with this (of course they wont be given to you right at the start). Here is a small guide on how to play (for those who don't enjoy the "figure-it-out-yourself" style):
-You will start by picking items (unless you want to die)
-You will then proceed to open all the security doors (recommended so you can access all rooms)
-You will search rooms for items and complete the quests given to you
-You will then win
-Then you will play again using any secret you may have found
-You will then screw up any new players in that game

As a final note, one that is extremely important: DO NOT USED THE TEST MAP BUTTON. I have no idea why, but whenever you use the "test map" button in the editor, the game calculates every variable the same way, no matter how many times you restart the editor (I'm not quite sure if hitting the "restart mission" after using the test map button works).

Please report any bugs/glitches/errors found during gameplay. Enjoy.
 

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YAY first alpha tester!!!

LOL SC MARINE SOUNDSET!

Man, for some strange factor i can just walk the map and some units will only keep facing me without attacking. Just by micro i almost passed through a lot of creatures directly to a unactivated security console.

I saw the aquisition range of the enemys for 400, so i really don't know, 400 should do the job fine considering the corridors are tight. I also saw you don't have any trigger ordering the units to attack me ;/

And well, as an alpha stage map, you could just add some crappy AI system. Playing alone is almost impossible and not everyone will join you if you invite them for map testing. I couldn't go far on my own. Altough here on the hive i think it will not be hard to find 4 on-line testers.

Also, in-game, there should be something to say to the players there is a shop before entering hot zone. Not everyone who will play the map will have access to this thread. When playing on b.net for example, the players will only count with map preview descript, loading screen and in-game tips.

You're planning to use those rocks for giving the effect of a destroyed wall on the bottom as it is now? They would look great with another cliff, but this cliff have another style other than wc3 (a bit cartoony, maybe). Try retexturing the rock's, it would look better. Actually almost of the original dodaads of wc3 will not fit a space map

Other than that i liked the story line, the triggers looks very fine. Be carefull not to shrink the players in a very tight space that often. There have to be some times with a bit more space.

I strongly suggest, as chilla_killa said, using a custom UI. Wc3 UIs just like the rest doesn't match space maps.

As my last suggestion/advice i say you could try not using zergling, ghouls models for the enemies. There are already space-themed maps and most of them uses that models. Your storyline is good and somekind different from the others, so it's a good idea trying to make the map look unique over the others. Be creative!

Whew, i know it's only the alpha, but improvement is never too much. Good luck and keep up the good work :)
 
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YAY first alpha tester!!!

1: LOL SC MARINE SOUNDSET!

2: Man, for some strange factor i can just walk the map and some units will only keep facing me without attacking. Just by micro i almost passed through a lot of creatures directly to a unactivated security console.

3: I saw the aquisition range of the enemys for 400, so i really don't know, 400 should do the job fine considering the corridors are tight. I also saw you don't have any trigger ordering the units to attack me ;/

4: And well, as an alpha stage map, you could just add some crappy AI system. Playing alone is almost impossible and not everyone will join you if you invite them for map testing. I couldn't go far on my own. Altough here on the hive i think it will not be hard to find 4 on-line testers.

5: Also, in-game, there should be something to say to the players there is a shop before entering hot zone. Not everyone who will play the map will have access to this thread. When playing on b.net for example, the players will only count with map preview descript, loading screen and in-game tips.

6: You're planning to use those rocks for giving the effect of a destroyed wall on the bottom as it is now? They would look great with another cliff, but this cliff have another style other than wc3 (a bit cartoony, maybe). Try retexturing the rock's, it would look better. Actually almost of the original dodaads of wc3 will not fit a space map

7: Other than that i liked the story line, the triggers looks very fine. Be carefull not to shrink the players in a very tight space that often. There have to be some times with a bit more space.

8: I strongly suggest, as chilla_killa said, using a custom UI. Wc3 UIs just like the rest doesn't match space maps.

9: As my last suggestion/advice i say you could try not using zergling, ghouls models for the enemies. There are already space-themed maps and most of them uses that models. Your storyline is good and somekind different from the others, so it's a good idea trying to make the map look unique over the others. Be creative!

Whew, i know it's only the alpha, but improvement is never too much. Good luck and keep up the good work :)

1: I decided to not use the overused rifleman sound. Sure I had to find it, but it works.

2: Never happened to me. What abilities did you have on you?

3: Woops, never changed the acquisition range. As for the triggers, the enemies are only supposed to wander around, though I may include small groups that spawn and attack you.

4: I could try and deal with an AI system, but I never really found that single player was difficult, it just forces you to pick better abilities (although, your first experience will probably be difficult).

5: Good point. It would probably be made worse if I ever changed the vaults model.

6: The issue with me and texuring is that I am not too good (although I did manage to pull of the new box textures). And this is also why I am searching for a texture artist (will probably set up a thread in the "Project Recruitment" place soon).

7: Space was/is/may stay an issue. However, when the terrain is complete, I hope to have 3 pretty open areas (the top of the station, the cargo, and the space underneath) along with some lesser open areas (the more major rooms and some ruined places). However, depending on where the player goes, you may just stay in hallways or tiny rooms :bored:
As far as the story goes, I've probably got enough to create a game series :razz:

8: Yeah, but most of the UI's here don't really match (I might just go back and look them back over).

9: Model artists would be good here. Some of the races that will be featured here are somewhat based off the Starcraft ones. For example, the Detruns (the current enemies) are based off the Zergling (which is why it is used once). The ghoul is used mostly as a placeholder because its the only thing that slightly resembles the spider or zergling models (I'm trying to get an evolution feel to them). They should get a new texture either way, but this brings me back to texture artists.

Thanks for the feedback. Rep'd
 
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It's past weekly update time...
I've got things on my plate to finish up, but nothing worth noting has changed. I blame Minecraft. I've got an idea of where I will pick up and what I will do for the next update. Don't lose hope yet.
 
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Feedback

It's been long since I visited The Hive Workshop, last time was January this year. When I was here before, back in 2009 and 2008, I helped some people with their projects, one of them is Landmine's 'Deserted Island'. I intend to continue helping from now on.

Well Landmine, I have read most about this project now, and have even tested it a little, and I must say, storyline and features look very impressive. Terrain needs to be finished a bit, with more details, and I can help you with it. I can be a terrainer, triggerer (if you need help with triggering), and a bit of a balancer.
Hopefully this project won't die, like many do.:thumbs_up:
 
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Yet another late weekly update, but with some news!
The load-outs are about to be implemented. That means instead of picking 3 individual abilities, you pick a set of 3 specific ones. But you will be stuck with these 3 items throughout the game (will only make a difference when you can get new abilities throughout the game).
The Toros, the powerful but few enemies, are also underway. This will mean that the items you have come to pick no matter what may become utterly useless.
Lastly, the second set of objectives may grow. This depends on how the triggers work with me as I think I found some new tactics for objectives.
I still have no screenshots, but I should have some for the next update (hopefully on Wednesday). Sorry.

As for Drakic, welcome aboard.
 
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Weekly update:
The load-outs/builds are working for the most part, and are already in-game. There are some icon issues with the ability versions, but they shall be fixed ASAP.

001.png
002.png

Ignore the corpse. It was from a Toros that isn't there in the editor.
Also notice that the Engineer Build isn't the classic guy who builds things. I wanted to make them out-of-the-normal in terms of abilities (though the medic is pretty unavoidable). As a secondary feature, you can't have a load-out and another item (well, there are glitches). The empty slots come with the builds (which all cost 6 gold).

The enemies have also been modified to be more aggressive (larger acquisition ranges), and the Toros are still in the early stages of being placed. A nice variety of death should be available in the next update (which I plan to be before the Beta is released).

Comments are welcome!
 
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Weekly update:
Right now work is being done on the new enemy, the Toros. They shall dramatically change the gameplay, forcing you to prepare with a lot more care. How will this happen:
-Numbers:
Currently the enemy (the Detruns) are large in number, but lacking in damage (a single medic can handle one guy). The Toros are the opposite. They will be much fewer in number, but the weakest one can kill you with a few hits. Fighting 5 of them at once is suicide
-Health:
With the Toros being so few, their health will be higher then the current enemy. Offensive abilities would be required to aid in slaying these beasts. The strongest unit may as well be a mini-boss
-Weakness:
Right now, the Detruns are weak against force, and are killed if you are paying attention. This will not be the case with these guys, as pure force will probably leave your units with low health, even with a medic.
-Strategy:
As most have probably realized, attack moves are effective. Strategy will be paramount when facing numerous Toros. No attack moves, but using your abilities effectively.

That pretty much sums up the work done.
 
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No update last week because I was on holidays for 7 days. This weeks update contains a couple of things: new enemy enhancements and terrain updates.
To start off, I've thought of an idea that will increase the difficulty and make each enemy more unique: special abilities. These will be abilities that shall aid the enemy defeat you. The abilities are unique to the enemy types.
Secondly, the Toros have been fully implemented in the maps triggers. Here is the result of the first test:
In-game Toros.png
I can say they work, and are pretty powerful, but their damage might need to go higher if their numbers are going to lower.
Lastly, I've updated some bits of the terrain. Here are some changes, some big some small:
Research Lab.png
Oxygen Room.png
Ship Top.png
Fuel Room.png
These will be added to the first post, along with a couple updates.
 
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Ok, so school has started, and it has taken up most of my week. Unfortunately, I have gotten little work done on Station H-13 since it started. However, I do bring you this image, scanned directly from my sketch book (its still being worked on, even though I can now call it complete).
Station H-13.jpg
For those who don't understand, its supposed to be a movie poster (think L4D) for Station H-13. No, this does not mean Station H-13 will get zombies or anything. The image is supposed to be partly off the page and on an angle.

Now onto the map itself. Out of the little work done on it, I have managed to plan out a new puzzle in the game. A screenshot is kind of pointless right now, as it is just 7 different obelisks (temporarily colored the same). I have no idea what the puzzle type is called, but I can explain it.
Untitled Puzzle :\

You have 7 obelisks, each one of 2 colors, placed in a certain order:

R R G G R R G
*This is not the pattern I'm using*

Your goal is to get them all the same color:

R R R R R R R

When you click one of the obelisks, it will change color along with the 2 beside it. So:

Original: R R [G] G R R G
Step #1: R [G R R] R R G

In this example, the 1st G obelisk on the left was clicked, changing the 3 obelisks (the second R on the left, and the first 2 G's on the left). The end obelisks do not loop over, so don't worry about it. Try this example to see how difficult this kind of puzzle is.
I the end, I might just make it so that if all the obelisks are the wrong color, you fail (just for difficulty).
In-game, only 1 person can do the puzzle at a time, but you have 2 minutes to do it before you are kicked from the position (say someone is being a jerk, or AFK, they can only stop you for 2 minutes).
Other then this, the things that have changed are just minor things (spawn counts, a few doodads here and there, some new models for the map...etc).
 
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