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#1 |
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User
Join Date: Mar 2004
Posts: 731
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Okay, after a really freaking long time of development, I am ready to test Battle Royale Real with some other people.
here is the development thread http://wc3campaigns.net/showthread.php?t=85072 It contains all the features and such, but I suppose ill repost some of them, for those who won't look at the link. The Features: 10 players 20 Students(will increase to 40 in following versions) 2 students(lives) per player(will increase with more students) students are chosen for each player completely randomly, as are their weapons, and release times. fully detailed, wonderfully terrained island enterable buildings tons of aditional items/combinations to gain advantage over other students Stragetical fighting based on enviroment -Forbidden Zones- 100 potential forbidden zones every 6 hours 3 forbidden zones are called if a student is caught in a zone their collars are detonated(they die) zones add one more variable into the already dynamic fighting, sometimes forceing all students into one area. Respawns are random over the map, to prevent spawn camping -Weapons- (x) = in game so far an array of weapons and tools, randomly distributed: (Melee) Hatchet (x) Army Knife (x) Kitchen Knife (x) Diver's Knife (x) Katana (x) Sickle (x) Shovel (x) Hand Gernades (x) Bullet Proof Vest (x) GPS Radar (x) Baseball Bat (x) Telescoping Spring Baton (x) Ice Pick (x) Double Bladed Knife (x) Darts Fork Rusty Dagger Stick (x) Banjo Paper fan nunchucks Belt (Ranged) Magnum .357 PPK 9mm (x) Bow Gun S&W Revolver .38 Beretta M92F (x) Colt .45 (x) SIG-Sauer P230 9mm (x) Deringer .22 double high Standard S&W Military and Police .38 Browning High Power 9mm Czechoslovakian CZ75 S&W M59 Automatic Ingram M10 Remington M31 (x) Uzi 9mm Submachinegun As development increase I will add more weapons. Now to the more important part of this thread. I am looking for alpha testers that will play this map and report to me all bugs they find and any comments, critisism, and ideas they have. Originally I was planning on haveing a closed alpha test, but I feel that the map in it's current condition can brave the onslaught of tons of noobs. Therefore I am going to post it for all to play. So... here it is. I protected it for obvious reasons, as I do with all my maps. ![]() Last edited by [niro] : 09-06-2006 at 07:45 PM. |
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#2 |
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I love you all.
Join Date: May 2003
Posts: 1,915
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Ok, downloading, I responed to your PM.
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#3 |
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User
Join Date: Jan 2005
Posts: 497
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Okay:
__________________EXCELLENT! I loved it. Some things though: Odd bug, one guy was invulnerable. Probably related to the trigger that makes you fall over when you get really wounded and makes you invulnerable not working properly. This screwed the game over royally. Terrain is... Meh. It's better than 90% of BNet maps, but I wouldn't be happy with it myself. More line of sight blockers on the walls inside houses; you can see that outside they're sitting on a freaky little island, which slightly spoils things. Some weapons shouldn't be given to newly spawned players, like for example the shotgun. I killed a player in two shots from that, and it felt cheap. Finally: Bleeding is a bit poorly thought out. Once your health gets low enough, you'll bleed until you collapse, then your HP regenerates, you get up, stagger around, then collapse again and so on and so on. I suggest that if you're bleeding, you don't regenerate when you fall over, you just keep going down until you die. Other than that though... Whoa. Nice. I LOVE the ability to attack with a melee weapon and shoot at the same time; I wonder why more people haven't thought of it... |
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#4 |
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User
Join Date: Mar 2004
Posts: 731
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Hm, i'll check the triggers again, I never had that problem when I was testing it.
__________________I didn't go nuts on the terrain because i didn't feel I needed too, I will boost in some i suppose though. thank you for the feedback! oh yeah, and the reason for the fainting not eventually killing you, I did it so that you have a chance to escape if someone shoots you then gets preoccupied fighting someone else. Last edited by [niro] : 08-23-2006 at 04:35 PM. |
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#5 |
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User
Join Date: Jan 2005
Posts: 497
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Yes, I get that. It's just that if I'm only going to be able to get up, stagger along, then collapse again because I'm bleeding, I'd rather die.
__________________If I'm not wounded, fine, it's great as it is, but if I am, then I'd rather die. |
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#6 |
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Okay here my suggestion so far:
Maybe chooseable lives for short and long games. Some general hints for combinations like flares maybe some note-items like "do-it-youself-spiked trap for hunting" which can be found. So beginner get an idea while pro dosnt need em But cool map so far. Playes smooth and like BR movie :D |
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#7 |
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User
Join Date: Mar 2004
Posts: 731
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Alright, I've been working on the next version, I am calling them Alpha versions because they are still early in development, theres alot of pretty big game play things im still developing and finishing, when im done all that I will switch into either beta or a regular numbering phase.
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#8 |
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The Return - Story/Sound
Join Date: Jan 2004
Posts: 428
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Thanks for your PM. Unfortunly I don't have the asset of time to test this and it sounds awesome. Keep it up though.
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#9 |
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User
Join Date: Mar 2004
Posts: 731
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okay!
__________________New version is out, 2.1 Alpha. Go get it, its reposted in the first post! --2.1 Alpha Updates-- -added player 7 -added player 8 -Fixed several misc. bugs -added more forbidden zones -revamped weapon system -altered some terrain -added House with well -added makeshift flare -Fixed problem with invulnerability(Hyarion) -Added Crouch -Revamped kick(hero ability now) -Fixed medicine's unlimited charges -Added item recipes in the forms of stray documents(Godless) -Revamped weapon FX -Fixed flashlight issues with death -Fixed issue with player 2 triggers -Revamped Gun Sounds Last edited by [niro] : 09-06-2006 at 10:24 PM. |
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