ATTENTION: This project has been postponed. Read in the posts below.
Heya. This thread is a persistent thread for the ICTX team to work on our map, "Starship Troopers: Whiskey Outpost". I figured it would be better for us to use the Mapster forums instead of our own. Anyone is free to contribute to this thread. So enjoy!
For one thing, I most definitely want anyone reading to know that I'm freaking sick of you billies who think a raised hill is whiskey outpost. If you love starship troopers, please, at least try next time ._.
Map
This map is going to be a very decorative map on the Planet-P, with the main play area in the upper corner of the map so the outpost can be set against a mountainside as it is in the movie. The game will hopefully include 3 different difficulty settings, that change the gameplay by some ammount, not just by health and such.
"Boot Camp" will be the easiest and will have functions that keep the Bugs from coming into the compound, allowing the game to be completed regardless.
"The Only Good Bug Is A Dead Bug" will be the normal setting, opening all the different abilities weapons etc for players and their units to use to try to stay alive as long as possible.
"The Ambush at Whiskey Outpost" will be the hardest setting, which is not completable. It will have very limited supplies and options, and will ultimately result in failure (even thought in the movie they do escape), and the goal is to survive as long as possible as apposed to the other modes which will be more like getting more points than the other players.
What is done so far
Terrain
Sound effects
Basic Units
Cameras+Intro
Problems & Future Work
Waves (Problem)
Abilities (Problem)
The randomized cameras are done, which looks fantastic. Now all I need to do is figure out what I want the enemies to be like, because right now they are just a constant stream, which would be best for "historical accuracy" but it's extremely difficult to keep up with. I was thinking random occasional enemies that will always come and then actual larger waves. Anyone have any ideas?
Once that is done, I just need to give the second unit you can use a properly balanced weapon. Then I'll release the map for a test and or make a demo video.
Again, anyone is free to contribute so go right ahead.
I still need to "program" the waves and then finish the variations of enemies and friendly units. I'd love to get started on upgrades, items, etc, but I have to design them first!
I've decided to postpone this project, as the ICTX team has thinned out over the break, and phase 2 has caused fatal errors in this map. It will require a fresh start, and not that it's a huge problem, but I do not feel up to the same thing again. I will re-start this map as soon as it is appropriate. I am starting a new project called B-Movie defense, or somethin', so go check it out.
ATTENTION: This project has been postponed. Read in the posts below.
Heya. This thread is a persistent thread for the ICTX team to work on our map, "Starship Troopers: Whiskey Outpost". I figured it would be better for us to use the Mapster forums instead of our own. Anyone is free to contribute to this thread. So enjoy!
For one thing, I most definitely want anyone reading to know that I'm freaking sick of you billies who think a raised hill is whiskey outpost. If you love starship troopers, please, at least try next time ._.
Map
This map is going to be a very decorative map on the Planet-P, with the main play area in the upper corner of the map so the outpost can be set against a mountainside as it is in the movie. The game will hopefully include 3 different difficulty settings, that change the gameplay by some ammount, not just by health and such.
What is done so far
Problems & Future Work
The randomized cameras are done, which looks fantastic. Now all I need to do is figure out what I want the enemies to be like, because right now they are just a constant stream, which would be best for "historical accuracy" but it's extremely difficult to keep up with. I was thinking random occasional enemies that will always come and then actual larger waves. Anyone have any ideas?
Once that is done, I just need to give the second unit you can use a properly balanced weapon. Then I'll release the map for a test and or make a demo video.
Again, anyone is free to contribute so go right ahead.
Updated, and yes I know the text is messed up, I'm trying to fix it.
Updated.
Updated, I need some feed back, so please, re-read.
Bumpage.
I still need to "program" the waves and then finish the variations of enemies and friendly units. I'd love to get started on upgrades, items, etc, but I have to design them first!
I've decided to postpone this project, as the ICTX team has thinned out over the break, and phase 2 has caused fatal errors in this map. It will require a fresh start, and not that it's a huge problem, but I do not feel up to the same thing again. I will re-start this map as soon as it is appropriate. I am starting a new project called B-Movie defense, or somethin', so go check it out.
Hello, I'm working on a similar map - And I'd be happy to help out with your wave system. Simply PM me so that we can get started.
~ IXS Productions