Obviously this will lag exactly as much as all the other maps lag, no more and no less. I assume mouse-look is clientside and independent of lag though? That would be the real dealbreaker. Input lag on movement and firing will probably be manageable when Battle.net isn't just horribly laggy all the time.
It appears you have the same issue that I did with my semi-WoW map... You can either set far clip really far away and see the sky... or do as we did... set the far clip close to prevent lag; but then you get that ugly black wall in the distance :(
Tried using fog.. but: fog is not view-based, it's just oriented for top-down viewing; Doesn't go over far-clip..
It appears you have the same issue that I did with my semi-WoW map... You can either set far clip really far away and see the sky... or do as we did... set the far clip close to prevent lag; but then you get that ugly black wall in the distance :(
Tried using fog.. but: fog is not view-based, it's just oriented for top-down viewing; Doesn't go over far-clip..
You found any solutions to this malu05?
Since they got some serious problems with the sky depthtest code in the beta client i believe that this will be fixed for launch.
Wow this looks amazing, what are your future plans? How many more weapons are you planning to add?
Its not in that state yet, but i assume the usuall suspects.
-Melee (of some sort)
-Hand Gun
-Shot Gun
-Assault Rifle
-Rocket Launcher (or some sort of energy weapon with AOE damage)
-Sniper (the prismo rifle in the video just with much slower fire rate and scope zoom.)
-and then some frag grenates.
I also plan to add powerups, however im not sure how i should award players with these (drop or points?)
Things like limited time radars, deployable sentry guns etc.
The idea is that you start with a basic load out. Maybe 2 weapons.
Then as you defeat weaves of monsters, ammo and weapons will spawn at random locations in the map.
This will force players to move around and not just camp a single spot the intire game through.
The problem is offcause then how the ammo should spawn (unlimited ammo but timed?) to avoid some people just stealing it all.
Wow, this is the best map so far I've ever seen.
I mean, putting FPS and RTS together is just awesome!
Really appreciate your job, and I am pretty sure if you put this map for sale, let's say $2, you will gain profit.
I will definetly buy it.
Currently enjoying WaterWorks!
@Dumorah: Go
The idea is that you start with a basic load out. Maybe 2 weapons. Then as you defeat weaves of monsters, ammo and weapons will spawn at random locations in the map. This will force players to move around and not just camp a single spot the intire game through. The problem is offcause then how the ammo should spawn (unlimited ammo but timed?) to avoid some people just stealing it all.
For ammo drops why dont you use the Mule spawn actor and spawn a crate or something? IT would simulate an ammo/weapon drop from drop ships in space. It would enforce the feeling of trying to hold out in an area swarmed by enemies? And with these drops you could design it to be like a weapon locker where it has X amount of weaposn (maybe duplicates so there is enough guns for everyone) and X amount of magazines per gun. OR possibly make it so players can request certain drops from a command ship and then move out towards the random location where it drops. The possibilities are endless really lol
For ammo drops why dont you use the Mule spawn actor and spawn a crate or something? IT would simulate an ammo/weapon drop from drop ships in space. It would enforce the feeling of trying to hold out in an area swarmed by enemies? And with these drops you could design it to be like a weapon locker where it has X amount of weaposn (maybe duplicates so there is enough guns for everyone) and X amount of magazines per gun. OR possibly make it so players can request certain drops from a command ship and then move out towards the random location where it drops. The possibilities are endless really lol
I love the idea of using a dropship for the ammo. Thanks alot for that one.
I was kind thinking of doing it quake style where it just apears with a sound, but i can see that the dropship idea is much better.
Hey Malu05, since the beta is to resume sometime in the next few weeks i was just wondering what the plans actualy are for AC130K, is it to be a single player, mulitiplayer (if multiplayer how many players can it handle), and also if its multiplayer what are your plans to reduce the amoutn of lag for the game? (What will be included in its first release)
This map looks amazing. Unfortunately the Waterworks map doesn't work for me due to Blizzard's patches since beta ended. Anyway, do you have an estimated time that you'll be releasing this, or at least a demo? It sounds awesome!
This map looks amazing. Unfortunately the Waterworks map doesn't work for me due to Blizzard's patches since beta ended. Anyway, do you have an estimated time that you'll be releasing this, or at least a demo? It sounds awesome!
Gah, I can't wait to play this! I have been checking back on this since it was posted! I just wish I had the beta so I could play the waterworks one, which apparently doesn't work on the current patch? Good job mate.
Acturally i might rename this to "ruins" instead of "temple".. I mean... that does match the setting a bit better.
Obviously this will lag exactly as much as all the other maps lag, no more and no less. I assume mouse-look is clientside and independent of lag though? That would be the real dealbreaker. Input lag on movement and firing will probably be manageable when Battle.net isn't just horribly laggy all the time.
It appears you have the same issue that I did with my semi-WoW map... You can either set far clip really far away and see the sky... or do as we did... set the far clip close to prevent lag; but then you get that ugly black wall in the distance :(
Tried using fog.. but: fog is not view-based, it's just oriented for top-down viewing; Doesn't go over far-clip..
You found any solutions to this malu05?
@OneTwoSC: Go
Wow this looks amazing, what are your future plans? How many more weapons are you planning to add?
Since they got some serious problems with the sky depthtest code in the beta client i believe that this will be fixed for launch.
Its not in that state yet, but i assume the usuall suspects.
-Melee (of some sort) -Hand Gun -Shot Gun -Assault Rifle -Rocket Launcher (or some sort of energy weapon with AOE damage) -Sniper (the prismo rifle in the video just with much slower fire rate and scope zoom.) -and then some frag grenates.
I also plan to add powerups, however im not sure how i should award players with these (drop or points?) Things like limited time radars, deployable sentry guns etc.
The idea is that you start with a basic load out. Maybe 2 weapons. Then as you defeat weaves of monsters, ammo and weapons will spawn at random locations in the map. This will force players to move around and not just camp a single spot the intire game through. The problem is offcause then how the ammo should spawn (unlimited ammo but timed?) to avoid some people just stealing it all.
Wow, this is the best map so far I've ever seen. I mean, putting FPS and RTS together is just awesome! Really appreciate your job, and I am pretty sure if you put this map for sale, let's say $2, you will gain profit. I will definetly buy it. Currently enjoying WaterWorks!
Looks great Malu. Small issue, but have you considered an invert mouse toggle?
Do you script in the trigger editor or .galaxy? Great work again :)
For ammo drops why dont you use the Mule spawn actor and spawn a crate or something? IT would simulate an ammo/weapon drop from drop ships in space. It would enforce the feeling of trying to hold out in an area swarmed by enemies? And with these drops you could design it to be like a weapon locker where it has X amount of weaposn (maybe duplicates so there is enough guns for everyone) and X amount of magazines per gun. OR possibly make it so players can request certain drops from a command ship and then move out towards the random location where it drops. The possibilities are endless really lol
I love the idea of using a dropship for the ammo. Thanks alot for that one. I was kind thinking of doing it quake style where it just apears with a sound, but i can see that the dropship idea is much better.
Is there no where to download this and try this yet? This looks fantastic, and I couldnt find a link if you have released anything yet
This is so much win! :D
Reminded me little about UT99
wait, is there a download link provided? I see people posting experiences. O.O
How will this work online with all the lag that goes with "Key pressed" or "Mouse button clicked" events?
This is very impressive. How did you do the cross hairs?
dialogs...
@malu05: Go
Hey Malu05, since the beta is to resume sometime in the next few weeks i was just wondering what the plans actualy are for AC130K, is it to be a single player, mulitiplayer (if multiplayer how many players can it handle), and also if its multiplayer what are your plans to reduce the amoutn of lag for the game? (What will be included in its first release)
This map looks amazing. Unfortunately the Waterworks map doesn't work for me due to Blizzard's patches since beta ended. Anyway, do you have an estimated time that you'll be releasing this, or at least a demo? It sounds awesome!
soon... like.. really soon...
Gah, I can't wait to play this! I have been checking back on this since it was posted! I just wish I had the beta so I could play the waterworks one, which apparently doesn't work on the current patch? Good job mate.