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Thread: Schism

  1. #41
    Looking for his home. Apoc4lypse's Avatar
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    Re: Schism

    Wow I'm liking this idea... so your aiming for in terms of gameplay and weapon working more realism. Like the shields making it hard to actually damage people, then being completely vulnerable once there gone.

    I have a suggestion for gameplay, aside from the planning and such, I'd reccomend having betas, and try to looks for things like where people end up having to walk. (IE ur ship gets shots down and like only one of u survive, and ur in the middle of no where, with no one to fight, its bound to happen on a big map) to counter that figure out what areas this happens in the most, try to either use more cover or enviromental options to fix the problem first, if that doesnt work, then use teleporters.

    idk, its probably common sense but just figured I throw that up there.

    I'd also love to help with the modeling but I'm not sure what you need, if you'd consider me skilled enough, and how much you would want me doing, I'd be interested in terrain modeling... mostly with detailing though.



    e: http://www.modacity.net/forums/showp...&postcount=278 put fire bombs in :O
    Last edited by Apoc4lypse; November 6th, 2008 at 03:43 PM.
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  2. #42
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Schism

    Any chance the charged PP could disable vehicles like in H3? That would make it an interesting weapon to have around.
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  3. #43
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Schism

    Quote Originally Posted by n00b1n8R View Post
    Any chance the charged PP could disable vehicles like in H3? That would make it an interesting weapon to have around.
    Yeah, I've always wondered that too. What could cause that effect though, like a massively numbered stun effect?
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  4. #44
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: Schism

    The electromagnetic field containing the plasma bolt (to stop it disapating) overloads the circuitry on the vehicle causing it to have to re-start.How's that sound?
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  5. #45
    It Isn't Easy Being Green DarkHalo003's Avatar
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    Re: Schism

    Quote Originally Posted by n00b1n8R View Post
    The electromagnetic field containing the plasma bolt (to stop it disapating) overloads the circuitry on the vehicle causing it to have to re-start.How's that sound?
    No I'm saying how will that work in CE tagging? I know there is stun feature in CE, so would that have any ability for the Plasma Pistol to stun vehicles?
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  6. #46
    am I an oldfag yet? Heathen's Avatar
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    Re: Schism

    I heard it was impossible.

    I know with cheat_omnipotent it kills something and you cant get in it, but would that work in any way if you could get it back on?
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  7. #47
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Schism

    I think the location/time might change to bring it into line with H3's story - plus give it a more stunning setting. The map will take place on the Ark. The Elites have landed somewhere else looking for some objective or other, and run headlong into the few of their own kind who are still strung along by the lies of Truth.

    I've come up with a (very) early overhead:



    1 is the main path, a wide, hilly canyon which all vehicles can fit through. It's also lined with stationary guns and sniper positions set into the rockfaces all the way up its length, with very little cover for any vehicles moving along the ground. Infantry fare a little better, as there may be a downed Scarab at its widest point, slumped against a cliff and providing not only a visual point of interest but also quite good cover during an ambush, a minor resupply position, or a place to simply camp in and report back whether the way is clear or not. This path is the quickest and the easiest in terms of terrain, but also the most dangerous against an organised enemy.

    2 is a narrow, rock-strewn side path which dumps you the furthest from the Loyalist base, but in this position you are on its extreme left flank. A Warthog or two through here (the cliffs here overhang the path, so flying vehicles are more hindrance than help) in coordination with a strong push up the centre (actually a very strong feint) can ensure surprise caps while the Loyalists are looking towards the centre - the only remaining problem being that of a safe return.

    3 is the moderate path. It's a bit hilly and there are rockslides and small groves of trees here and there, but it's comparatively short. Smaller aircraft and light vehicles can use this path effectively, though dropships and tanks may run into problems. 'T' marks the temple entrance, which leads down to a tunnel (7) under the canyons that, after passing through a large chamber bridging a chasm, ends in a tall spiral ramp; finally putting you out in a small, well-concealed nest in the cliffs. This is an ideal position for snipers or spotters to pick off high-priority targets or report on the strength of base defences. The large mesa that divides this path will probably be replaced with a downed dropship or single ship, creating a fairly major resupply point which the other paths largely lack. Most heavy weaponry will be found here, so any heavy-intensive assault will need to stop by this site.

    4 is another flanking path, but its base is so cluttered with rocks, ruins, and vegetation that the only way through is on foot or in a light aircraft.

    5 is a tunnel between routes 3 and 4, allowing small aircraft to move easily between the two; light vehicles like Ghosts will also be able to use it to bypass the thickest of the vegetation, though the way will still be rough.

    6 is a natural rock arch, allowing free passage between routes 1 and 3.

    The structure on the left of the Loyalist base is another Forerunner structure, with the usual above-ground spire but also with a face extending deep into the cliff. Partway down is what can only be described as a hangar; this is where the Loyalist team's aircraft will spawn.

    The seaward map border and flight ceiling will, if possible, be enforced by a gameplay mechanic other than invisible walls. Sandtrap's bouncing betty mines are the sort of thing I'm thinking of, except instead of mines, automated AA fire would be the thing to watch out for.

    e/

    There's definitely room left for some additional Forerunner structures... the 'coffee cup' will be seen somewhere down the Separatist end, and then there's the tunnels, temple interior, hangar, etc. to add.
    Last edited by rossmum; November 6th, 2008 at 09:02 PM.
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  8. #48
    Tking care of prego wife. Scooby Doo's Avatar
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    Re: Schism

    i just *SCHISMED* my pants...LOL.

    this looks pretty interesting. wish you a bit of work already completed for it rossy boy...


    ~Scoob
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  9. #49
    Chasing Meteors Sever's Avatar
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    Re: Schism

    I have to say that I'm actually not impressed with the layout. It doesn't have much depth to it honestly.

    I've spent considerable amounts of time examining all of the stock multiplayer maps from all games (and a good deal of custom maps) and I have to say that it lacks centralization and enough interaction between the different paths.

    I can help you with getting a good layout that allows you to employ all styles of combat interaction, yet still requires strong player cooperation for success. I've got a few layout ideas of my own floating around that might be worthy. If any of them don't work, I can definitely help brainstorm for more. Hit me up on AIM.

    I like having a main path through the middle definitely, but you should try having another path cross over or under that one with infantry-only access between the two. Let me get a quick sketch up.
    Last edited by Sever; November 6th, 2008 at 11:00 PM.
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  10. #50
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: Schism

    That's the reason it's not final - it's not perfect, it was just a quick idea I threw together to try and get a firmer idea of what is and isn't going to fit. If you'd care to make some more specific criticisms, I'd be glad to listen.

    e/

    Crossing paths would actually really help the vertical feeling on this, although perhaps for more than just infantry (given the scale of the map) - a second 'layer' of bridges and tunnels weaving across the various routes would actually be a really good idea, definitely one to incorporate. Paths will also run intermittently along the faces of the wider canyons.
    Last edited by rossmum; November 6th, 2008 at 11:22 PM.
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