Here is the 2nd multiplayer map in the AC130k series.
The map itself is fairly like the the Waterworks map, but quite a few things have been improved.
Now we not only have Deathmatch and Team Deathmatch but also survival mode where you fight the mindless Zerg coming to eat your eyes. Survival is for 1-4 players. (There is going to be a L4D style version where you can play 4v4 (zerg vs terran).)
The movement have been improved, i have added a weapon system letting me define weapons in text form.
Weapon handling and aim-spread have also been worked out.
Im trying to implant a cover system, you can see it in the beginning of the video where i can duck however it does not help much against melee attackers.
If you missed the first map (Waterworks) you can see it here:
You should really get an animator to edit the marine animations so you can incorporate more stuff... Because modellers and animators are usually the two types that are needed the most in the mod industry.
Ye, as said its a bit rough around the edges.
But i'll wait for the retail version with the animations since we might see some new animation bits in the campaign that i can use.
If not there are a few things im going to add, like more aim levels (currently it only have 3, down, normal and up), run and gun (shoot while running), reload animations.
Im also going to remove the gun and use the attachment system for those instead, so i can make unique weapon models for each weapon.
Though i will need some help from Nintoxicated for the attachment point structure in the m3 format, also regarding lights.
I thought it would be cool to add a flashlight.
Other things like laser sights and custom helmets etc is always nice, and i have allready made some cool new shoulder pads.
@malu05: This looks very nice. I am just worried about the lag! I really hope blizzard fixes that! Because I would love to play muiti player TPS like this on sc.
On waterworks it was not a problem. Even with 8 players online. Only if i went FPS which it originally was. (the camera can't follow the unit if it lags too much).
I love all the little details.
The recoil of the gun that translates into camera movement...
The little cracks (bloot splats) that appear when you got hit...
The change of zoom when stopping/starting to move..
Nice work, really nice work!
One thing - the new animations.. you got them from the Ghost? The reload and kneel things kinda remind me of Ghosts anims..
Reloading (esp. shotgun) looks kind of strange D:
I love all the little details.
The recoil of the gun that translates into camera movement...
The little cracks (bloot splats) that appear when you got hit...
The change of zoom when stopping/starting to move..
Nice work, really nice work!
One thing - the new animations.. you got them from the Ghost? The reload and kneel things kinda remind me of Ghosts anims..
Reloading (esp. shotgun) looks kind of strange D:
Thanks.
The kneel thing is the one i use when you pick up ammo and new weapons lying on the ground. Im going to find a better one for duck.
And the reload animation is just placeholder animation till i get the real one in there. As you notice it uses the "pick weapon" animation for reloading.
On waterworks it was not a problem. Even with 8 players online. Only if i went FPS which it originally was. (the camera can't follow the unit if it lags too much).
This is nice but its system performance heavy. Drains lots of FPS :D .
Well the waterworks map was a bit of a polygon spree and this time around i have taken extra care of not spending too much.
So the performance in this map is alot better than the previous one. The use of fog and black sky also gives me the abbility to cut down on the far-clip quite a bit. So for thoes with less grapichs power this map should give a better experience.
Yeah man, this is pretty much incredible. The fluidity of the movement and aiming, and all the other details that dedicated FPS games have like fire spread, looking behind while running, etc. Well done mate!
Can't wait to play.
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Here is the 2nd multiplayer map in the AC130k series.
The map itself is fairly like the the Waterworks map, but quite a few things have been improved. Now we not only have Deathmatch and Team Deathmatch but also survival mode where you fight the mindless Zerg coming to eat your eyes. Survival is for 1-4 players. (There is going to be a L4D style version where you can play 4v4 (zerg vs terran).)
The movement have been improved, i have added a weapon system letting me define weapons in text form. Weapon handling and aim-spread have also been worked out. Im trying to implant a cover system, you can see it in the beginning of the video where i can duck however it does not help much against melee attackers.
If you missed the first map (Waterworks) you can see it here:
Can we play these. . .?
fixed the video...
You can play waterworks (the old one), but the new one is not out yet.
Can you please localize it?
You should really get an animator to edit the marine animations so you can incorporate more stuff... Because modellers and animators are usually the two types that are needed the most in the mod industry.
@dra6o0n: Go
Ye, as said its a bit rough around the edges. But i'll wait for the retail version with the animations since we might see some new animation bits in the campaign that i can use. If not there are a few things im going to add, like more aim levels (currently it only have 3, down, normal and up), run and gun (shoot while running), reload animations.
Im also going to remove the gun and use the attachment system for those instead, so i can make unique weapon models for each weapon. Though i will need some help from Nintoxicated for the attachment point structure in the m3 format, also regarding lights. I thought it would be cool to add a flashlight. Other things like laser sights and custom helmets etc is always nice, and i have allready made some cool new shoulder pads.
@malu05: This looks very nice. I am just worried about the lag!
I really hope blizzard fixes that! Because I would love to play muiti player TPS like this on sc.
@Ash4meD: Go
On waterworks it was not a problem. Even with 8 players online. Only if i went FPS which it originally was. (the camera can't follow the unit if it lags too much).
Great work and the level design looks great as well :)
This looks quite fun.
it is ^^
hey. i liked waterworks and looked at the gun system is this like that 1? cause last one was all messed up and couldnt understand it.
Also can i alpha / dev test :D
I love all the little details.
The recoil of the gun that translates into camera movement...
The little cracks (bloot splats) that appear when you got hit...
The change of zoom when stopping/starting to move..
Nice work, really nice work!
One thing - the new animations.. you got them from the Ghost? The reload and kneel things kinda remind me of Ghosts anims..
Reloading (esp. shotgun) looks kind of strange D:
Thanks.
The kneel thing is the one i use when you pick up ammo and new weapons lying on the ground. Im going to find a better one for duck. And the reload animation is just placeholder animation till i get the real one in there. As you notice it uses the "pick weapon" animation for reloading.
And no, its just the marine animations.
You think it wont lagg online ?
This is nice but its system performance heavy. Drains lots of FPS :D .
wow! looks awesome. Most impressive SC2 FPS I've seen so far.
Well the waterworks map was a bit of a polygon spree and this time around i have taken extra care of not spending too much. So the performance in this map is alot better than the previous one. The use of fog and black sky also gives me the abbility to cut down on the far-clip quite a bit. So for thoes with less grapichs power this map should give a better experience.
Yeah man, this is pretty much incredible. The fluidity of the movement and aiming, and all the other details that dedicated FPS games have like fire spread, looking behind while running, etc. Well done mate!
Can't wait to play.