Showing posts with label teleporter. Show all posts
Showing posts with label teleporter. Show all posts

July 24, 2009

teleporter model sketches


Update to my OA todolist. Time is short so do not expect a lot to be finished soon.
Two new sketches (concept) for two upcoming teleporter models which hopefully will replace my former one and will look way better.

ctf_inyard:
* replace teleporter model with a better one
* playtesting?
* new flag textures
* check for less camping possibilities

ctf_compromise:
* weapon balancing
* replace teleporter model
* lighting improvements
* rename fog shader due deploying issues
* playtesting!

ctf_gate1:
* weapon balancing seems to be bad. Put chaingun to a different spot?
* better: remove nailgun and replace it with chaingun. :)
* Weapon balancing!
* put GL to the sides
* replace Chaingun with LG
* Remove Nailgun from Domination gametypes
* put Domination Points to different locations

oa_koth2:
* new asset flag textures
* 1 additional rocket ammo in outer area
* check TDM gameplay
* smoother outer stonewalls

oa_koth1:
* retexture most of the crappy textures as it was intended originally
* add domination support
* replace teleporter model
* ask for player feedback

oa_black:
* finish cave brushwork
* do rough item placement
* release first gameplay alpha

slimefac:
* put respawn time for Haste to 120s
* remove randomized respawn times of items
* have Invisibility teamed up with Haste so they spawn in turns
* remove two staircases and alter lower rooms to have one additional big room
* put LG in new room
* move shortgun to where the large health powerup is located
* add megahealth to former LG position
* lava should not be a trap/thread anymore and be eyecandy only


playermodels:
* leather skin for beret
* ghost skin for assassin (like Q3A Bones)
* better Team skin for grism/sarge


powerups:
* model missing powerups and the ones schlorri created new 2D artwork

April 15, 2009

Invasion Mod on OA?

Invasion is a mod for Q3A inspired by the Alien movies. Two fractions (marines and aliens) fight against each other and try to accomplish a certain goal, which for the marines can be destroying all alien eggs or grabbing an egg and getting to a teleporter. As players can chose among various marine types (armor and weapons) and alien races (different abilities) it's interesting if cooperative play is possible. All human players can join one team and bots will fill the opposing one, but don't expect a clever AI behind it. It works and that's important. Especially the aliens respawn all together, which leads into an aggressive bunch of foes approaching into the crowd of egg searching marines who cannot respawn.
Olivier asked me after reading my HUNT post if there is an option to get Invasion running on Open Arena. Besides the missing textures, which will hopefully be only a matter of time, exact replacements of Q3A playermodels won't be created. Unlike HUNT in Invasion, playermodels are fixed to the chosen armor class or alien race and are hard coded into the game logic.
On Open Arena it runs actually with default models at least if you enable cg_forcemodel and only the missing textures are a problem. If you are really into getting it working just get the sourcecode from the Invasion website and change the playermodels yourself. You will just miss a few nice skins for Orbb, Klesk and others.

Comparing its coop qualities I enjoy the fast gameplay, a nice HUD, and great weapons (no Q3A guns are used). A real Alien feeling emerges when playing Xenomorph and running across the ceiling, being the death from above. Too bad the places where eggs have to be destroyed are always the same so provided maps, which are great, get pretty repetitive. Anyway for me it is entertaining and I would prefer it over HUNT "Save the Universe". On the other hand the latter offers tons of randomized stuff you can never predict and especially "Escape from Hell" is my favourite, when it comes to coop.

Olivier did you check Tremolous and an Invasion mod for it? Maybe you will get what you are looking for. I have not tried any of these yet but I remember I had good times playing AvP1+2 multiplayer a long time ago.

February 11, 2009

Stone Monolith



What's the ideal teleporter in a first person shooter?
A plain tube with a fancy texture applied to it?
The usual doorframe floating in the middle of the room?
Some scifi device that looks suspicious?

This is a draft. Two 'magical' monoliths which spawn a portal in between. A few red glowing runes would be nice.

Blender md3 exporter still is not as good as it could be regarding to two materials on one model.