I'm looking forward to a serious critique by players, especially as to health and damage values, as well as Bounty/Advancement values.
Majickal Ghost-Ninja Space-Pirate Fantastic-Creature-PeopleTake it you still need a name?
words words words
In StarCraft there were the technology-based Humans, the buglike Zerg, and the tribal Protoss (who had MAGICAL MIND POWERZ). Basically technology vs. alienz vs. magicz (and some StarCraft nerd will come along and say that the comparison isn't perfect, but WHAT IS PERFECT, MR. IMAGINARY-STRAWMAN-STARCRAFT NERD). I just thought it was kinda funny that your suggestion almost fits the Protoss hole that Tremulous is lacking to be a StarCraft FPS.
Medic/Spy - Priestess (low damage short-ranged, and medium to heavy-damage melee, low armor value)
Spy/Scout - Nymph (Naiad: melee - spy, Nereid: melee medium w/short-ranged - scout)
Scout/Soldier - Evolute (advances from light to medium, mix of melee and medium to long-ranged)
Soldier/Heavy - Merfolk (Merman: melee light - soldier, Centaur: melee heavy w/short-ranged - heavy)
Scout/Heavy - Drunk Monk (no armor; rapidly increasing melee damage ability)
Engineer - Artificer (low to medium damage short-ranged, light to medium damage melee, low armor value)
Merfolk - Pyro/Sniper-Demomanlols what? Those have to be the three most different styles of fighting. Pleaseexplain how you are planning on mixing them into one unit.
Merman=Pyroman; Centaur, S1/S2=Sniper; Centaur, S3=Demoman :PMerfolk - Pyro/Sniper-Demomanlols what? Those have to be the three most different styles of fighting. Pleaseexplain how you are planning on mixing them into one unit.
Also, So they aren't going to have healers at S1 but not S2 (why?)? What about S3? So what will the preistess do at the stages w/o healing?I'm thinking of making it so only the Priestess and the Artificer can carry and use Phials (Health-Packs). During Stage 2, when neither can Heal others, and all players must return to Base to use the Apothecary, Evolutes and Centaurs have ranged weapons, to protect the Base more, and the Priestess and Artificer have Repair ability, so they can keep the base in good working order. So she helps to repair during the one Stage where she can't help to Heal. I may change that, but she can still perform flying attacks and defend against Jetpacks. :)
I think the Hierophant should have more health (500 maybe) and weaker attacks that have some affect to them, like a .5 second stun for instance. Bassically, aided by your visual description, I am picturing a ape like creature running down the hall, being unloaded into then mauling a people a few times until they die.Buffed the Hierophant health and re-nerfed Hierophant attacks. Let me know how you like the new values. I really like the idea of Stun or some other effect from the Hierophant attacks. I want them to be like special combo moves from Street Fighter/Mortal Combat/et al, where in addition to damage, there is a time-lapse before the attacked foe can recover and counter. I hadn't quite gotten there yet. Awesome. That will be next. You get co-creator credit for sure! Also, you have a good visual sense, as that is exactly what I was trying to convey, an apeman who fights like a drunken monk. Maybe some leg sweeps and kip-ups are going to be needed. 8) Thanks again, quite useful input and ideas. ;)
Im still a bit confused as to the logic behind why you are planning to take away S2 healing. Is it a method to promote base maintenance?Also, So they aren't going to have healers at S1 but not S2 (why?)? What about S3? So what will the preistess do at the stages w/o healing?I'm thinking of making it so only the Priestess and the Artificer can carry and use Phials (Health-Packs). During Stage 2, when neither can Heal others, and all players must return to Base to use the Apothecary, Evolutes and Centaurs have ranged weapons, to protect the Base more, and the Priestess and Artificer have Repair ability, so they can keep the base in good working order. So she helps to repair during the one Stage where she can't help to Heal. I may change that, but she can still perform flying attacks and defend against Jetpacks. :)
Evolute - Soldier (giant demon with club becomes tiny raccoon-dog war-wizard)We already have one big brute, Hierophant, wouldn't this be a little repetitive? Also, it doesn't quite fit in with the whole "Soldier" theme of the Evolute.
Evolute: Starts out a big brute. End up a little warrior-mage.That idea sounds cool, in the beginning of the game I could start out as some sort of offensive-based brute so my weak team wouldn't get squashed so badly, then just like history itself, I evolve into a mage that turns from being offense to the defensive. Just remember that the starting brute shouldn't be crazy strong like the Tyrant, just atleast stronger then what you expect in S1, which should't be much.
Hierophant: Starts out as a slightly above-average naked Human, and advances to become an unarmored (and practically unarmed) one-man killing machine.First, naked human? If so, censor, umm, ahhh, you get the idea. Or you can change it a bit, like make it sort of half human/half cyborg so atleast theres a reason why those parts aren't there, and you could get a reason to make it look cooler. Or as a cyborg, as it evolves it becomes more cyborg then human, and finally it loses its humanity but in return it literally becomes a killing machine. Or ditch the naked human idea altogether, its your "mod".
Deus ExBtw, love that game. I got it for 4 bucks with Tomb raider, Cammondos 3 and Theif 2, which was the best deal in my life. You should play other RPG/FPS games, Like system Shock 1/2, BioShock, Morrowind/Oblivion or Vortex. :P
So, in your P.S., you say you are going to need to change the class-based style to fit it into Tremulous, what exactly do you mean, what would need to be changed?
QuoteEvolute: Starts out a big brute. End up a little warrior-mage.That idea sounds cool, in the beginning of the game I could start out as some sort of offensive-based brute so my weak team wouldn't get squashed so badly, then just like history itself, I evolve into a mage that turns from being offense to the defensive. Just remember that the starting brute shouldn't be crazy strong like the Tyrant, just atleast stronger then what you expect in S1, which should't be much.
QuoteHierophant: Starts out as a slightly above-average naked Human, and advances to become an unarmored (and practically unarmed) one-man killing machine.First, naked human? If so, censor, umm, ahhh, you get the idea. Or you can change it a bit, like make it sort of half human/half cyborg so atleast theres a reason why those parts aren't there, and you could get a reason to make it look cooler. Or as a cyborg, as it evolves it becomes more cyborg then human, and finally it loses its humanity but in return it literally becomes a killing machine. Or ditch the naked human idea altogether, its your "mod".
And the evolution of each class, how does that work? Does those characters evolves every stage into something different?
Offtopic:QuoteDeus Ex<3 DX
discussion of classes
I see...........MARALISK!!! Do we already have some concept art :DMeet Chessguy, he enjoys creating making 2D images for various things. I pmed him with this post's link and a brief description and asked him to pm me back if he was willing to create some concept art. I hope that post is equivalent to a pm.
I see...........MARALISK!!! Do we already have some concept art :DMeet Chessguy, he enjoys creating making 2D images for various things. I pmed him with this post's link and a brief description and asked him to pm me back if he was willing to create some concept art. I hope that post is equivalent to a pm.
Slightly varied Nymph - changed Transfer attributes to Latent. Priestess update largely completed. Artificer somewhat buffed. Merfolk, Evolute and Hierophant largely finalized.Good job! It's looking great :D
@chessdude
Access denied
You are not authorized to access this page.
gg @ linking an image that requires a login
Note: Drunk Monks cannot buy Weapons, and are armed only with Throwing Stars. Their attacks are all martial arts melee attacks, and they receive a stamina boost as well as a Special Attribute at each level of Advancement. Drunk Monks cannot buy or wear Armor.
*Spawnshield - Dedicant Drunk_Monk is invulnerable to attack for first 30 seconds after spawning, impervious to headshot damage multiplier for first 60s after spawning.
Drunk Monk
What is teamsee?
EDIT: ESD should be modified to allow people from a wiped-out team to join a playing one.
Make them not being able to join a team for some time f.e. three minutes.I fail to see the point in that. Instead, those who die should pop out near the rc/om with 1000 credits/5 evos or something, but the two minute rule works on them. I think the two minute rule should always work, even in sd or esd.
Make them not being able to join a team for some time f.e. three minutes.I fail to see the point in that. Instead, those who die should pop out near the rc/om with 1000 credits/5 evos or something, but the two minute rule works on them. I think the two minute rule should always work, even in sd or esd.
Make them not being able to join a team for some time f.e. three minutes.I fail to see the point in that. Instead, those who die should pop out near the rc/om with 1000 credits/5 evos or something, but the two minute rule works on them. I think the two minute rule should always work, even in sd or esd.
What two minute rule are you talking about?
What two minute rule are you talking about?Well, I thought it was the two-minute rule. Every two minutes you get an evo/175 creds.
Also, if your team loses, I don't think you should get to restart with evos or creds. You should be as broke as someone who just joined the serverBut if I spawned just before esd, then I'd have 2000 creds/9 evos. And how will I kill a lucisuit/rant with a dretch/rifle so I can get better equipment/classes?
and have to wait a minute or three to continue, as a penalty for losing.I don't think punishing a game's players is a very smart idea, particularly with a game as obscure as trem.
What two minute rule are you talking about?Well, I thought it was the two-minute rule. Every two minutes you get an evo/175 creds.
Also, if your team loses, I don't think you should get to restart with evos or creds. You should be as broke as someone who just joined the serverBut if I spawned just before esd, then I'd have 2000 creds/9 evos. And how will I kill a lucisuit/rant with a dretch/rifle so I can get better equipment/classes?
and have to wait a minute or three to continue, as a penalty for losing.I don't think punishing a game's players is a very smart idea, particularly with a game as obscure as trem.
Let's get the major details finished first and save the minor things such as what will happen to the losers for later.
@chessguy I get how they spawn but I also really don't care about how. What I was saying is wouldn't that spawn structure have to be pretty big to allow the bigger players to fit through the gaps between the spikes? I was suggesting you make it thave only two or three spikes so that the gap all be bigger without the structure having to be bigger.
@player1 sure Id be up to editing the site where need be. I already have a gmail account, just let me lnow what to do.
@chessguy I get how they spawn but I also really don't care about how. What I was saying is wouldn't that spawn structure have to be pretty big to allow the bigger players to fit through the gaps between the spikes? I was suggesting you make it thave only two or three spikes so that the gap all be bigger without the structure having to be bigger.
looking at this project, i would be happy to make some of the structure models, but i cant do animations. If you want my help, just ask! :)Woohoo! 3D modeler! Thanks for joining the ever growing dev team :D We really appreciate it, can't wait to see your work!
I agree with heindrich. This appears to be the first concept to come this close to fruition, with the possible exception of the OTSP.Thats because we have player1 running it and the coding power of Amanieu backing him up :D
I'll start working on the new triangular atcs if i can get a .map version of the current atcs.Did you check SVN?
SVN?I'll start working on the new triangular atcs if i can get a .map version of the current atcs.Did you check SVN?
.....SVN?I'll start working on the new triangular atcs if i can get a .map version of the current atcs.Did you check SVN?
Actually, there needs to be a sticky around this site that explains the common terms and acronyms. Even if he googled it, and figured out that it meant Software Version Number, he'd still be stuck, and not realize what it means in Tremulous usage. Ditto such terms as: backport, UI, QVM, pk3, etc. For the people who are not either Quake people, mad googlers, or tech geeks.Me? I know what it means. I thought maybe there are .map files in the svn, if anywhere.
I would further be very intersted in having The Me, Roanoke, and Hendrich help out in maintaining Chess Guy's site, and in reworking the current information, to get it to a beta state.Sure. Just gimme a way to edit it and explain what to change.
topic | ALIENS | HUMANS |
Appearance | ||
Race | insects, arthropodes | mammals, primates |
Forms | multiple forms; each fully equipped and unchangeable | single form; can combine armor, weapons and equipment |
Health | ||
Type | low-high, inverse to mobility | fixed, medium |
Self-regen | heavy use (auto, constant, fast) | heavy use (once, manual, medkit) |
Structure | light use (booster) | heavy use (medistation) |
Teammates | light use (rants) | none (light proposed: ckit) |
Shielding | none | heavy use (lessen dmg; armor equip) |
Mobility | ||
Jump | heavy use (most forms) | light use (exhaust stamina quick) |
Speed | heavy use (all; part of attack for some) | medium use (can always run) |
Fly | none | medium use (need jet, limits speed) |
Wall walk | medium use (lesser forms) | none |
Attacks | ||
Distance | light use (adv goon, adv granger) | heavy use (all) |
Zone | medium use (mara zap, rant+goon mass) | medium use (grenade, luci) |
Melee | heavy use (all) | light use (psaw) |
Persistent | poison (all, with booster); time limited effect and capability | none |
Ammo | light use; self-regen | Carries clips; free regen at structure |
Detection | range limited radar; enemies and enemy structs; permanent, built-in | range limited radar; enemy and friends; players and structs; only with helmet (s2) |
Structures | ||
Main | high HP, light self-defence | high HP, light self-defence |
Healing | self, builder (manual) | builder (manual) |
Build area | range (creep), sentience points limit | range (power), build point limit |
Spawns | eggs | telenodes |
Proxim def | tubes (essential) | tesla (occasional) |
Range def | swarms (seldom) | turrets (essential) |
Trapping def | trapper (medium) | none |
Health regen | booster (optional) | medistation (essential), armory |
Evolution | depends on overmind | depends on armory, reactor |
Ammo | N/A | armory, reactor, repeater |
Protection | hovel (seldom) | none |
Blocking | barricades (often) | none |
Special | booster (optional); gives limited poison | def computer (optional); improves turrets, required for teslas |
repeater (optional); extends build range |
I could setup a wiki if you want at some point or another.:grenade:
Actually I really like the unvanquished idea, because then there are 3 very distinc teams:
Aliens: Brute animal force
Humans: Science
Unvanquished: Magic
Seems very balanced to me.
What about my magic idea? It fundamentally changes a lot of things, so I'd like some feedback.Some of the classes have abilities which, even though they are not, could be labeled as "magical". And The Priestess, if she is doing her job, should provide "advantages" to teammates who stick around her. These "advantages" come from her abilities such as the bubble shield and her healing abilities.
Sorry for not posting for awhile, but my computer is acting wonky, kept shutting down and freezing up. I mainly fixed it except now when it overheats it loses space. This is probably because my computer is old, so I am looking at new computers. Ill post the pictures of the unfinished models tomarrow hopefully. :)Posted yesterday :/
So, the unified feeling of the race. The Unv feel like they're all over the place. I don't think that's a good thing. What can we do about it?At First, I agreed, then I realized that they are unified by their differences. Humans all look the same with that greenish/grey color skinny-ness and straight posture. Aliens are all thick, dark-purple/blue/red colored and walk on multiple legs. Pretty much, as long as we don't make any straight greenish/grey characters or thick dark-purple/blue/red characters, there should be no confusion.
How about uniforms? I'm reminded of Star Trek, where a lot of different species were united under the uniform of the Federation.
I agree on the team thing. I wanted to propose a third class for teams (alternative to fighting and building classes) that buffs people in it's area somehow. Anyway, area damage is an interesting idea. Even better would be area damage+magic :)
This could be done in a sort of crossover Oblivion/WoW style. You take the buff ideas from WoW (like stamina/health buffs, mana(magic) buffs, strength buffs) and execute them in an Oblivion style, ie. you shoot them out of your hands (in the case of the Unvanquished, at least) at team mates, and it buffs them.Yes, that is sort of what I envisioned. Except I envisioned it in a way that makes it your primary function, i.e. there's a class just for buffing.
It could look pretty sexy. Does anybody remember The Maxx? What do you think about one strong colors for the entire body, one or two stripes in equally strong colors (head, face), plus feathers?That looks awesome. I think it'd go pretty well.
we first need to know what icons are necessary, and what those respective objects will do.
Well, what spells do we have?
@Urscscumug: Well why can't they have the feeling of unity by having a common enemy? By having the same home? By there magical abilities? Why do the even need to feel like they all belong together? Who in the game is going to run away from their team because they don't all look the same. I honestly doubt there will be any de facto segregation going on among the team unless as a joke such as when you see a blaster rush or basi/granger rush. I like them all being different, it represents the variety of abilities among the classes. Also we don't want the new race to look and act like the Justice League, they can already fly and turn invisible. :PWell, that's a bit of a cop out, to have a team unified by diversity. It's like we didn't bother to actually think of something and stuck them all together.
For everyone who has just recently joined the project (Roanoke, Hendrich, Kaleo, and Urscscumug) I urge you to read every single page of this thread before you go any further.I already have =/ I started posting at page three.
Well, that's a bit of a cop out, to have a team unified by diversity. It's like we didn't bother to actually think of something and stuck them all together.Look at the dretch and the tyrant, they look nothing alike but everybody knows they are aliens. The only reason they look the slightest bit alike is because they are of the same evolutionary chain. And who honestly is going to think that we were to lazy to think of a simple unifying theme? We just created a mod and designed multiple classes completely unique from each other we made multiple maps, modeled, and coded it but everyone will look at it and think "omg those lazy a** mother f*****s were to lazy to even make a uniform for this race."
I already have =/ I started posting at page three.Well then you should know that page one has each class and its abilities/spells
So after some thinking, yea, its best to stay wit the "Tremulous style" of keeping the buff indicators at the Hud, but we still need to decide what icons should represent each spell/skill/etc and where on the Hud they should be located on.
Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv. I don't understand how more complicated it should get, yes some of the Unv classes is human/human hybrid/human-based but it doesn't mean they'll look human based on P1's representation of them. If its that big of an issue, maybe they can share some sort of symbol on their back representing the alliance they made that is struggling to bring the end of the human-alien war.
For the color of the unavaquished, I was thinking yellow. Its unique and it then covers all of the primary colors and repesents the battles. Also, you may notice that the structures have already natrually taken that color.Alien HUD is red, not magenta, so I believe it should be green by that logic (integrate forces of nature or something?). It is not hard to change the color of a 3d model, particularly at this stage.
Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv.Why not make them glow with a mana aura?
Basic, easy-to-understand icons, like a fist for strength, a crosshair for accuracy and a boot with wings for speed.Please realize we don't have buffs.
Alien HUD is red, not magenta, so I believe it should be green by that logic (integrate forces of nature or something?). It is not hard to change the color of a 3d model, particularly at this stage.Really? when people say the primary colors they say Red Blue and Yellow. They dont use the "correct" terms and say Magenta Cyan and Yellow. Either way, red is close enough to magenta and cyan to blue and the natural choice of the Unvanquished is yellow if we were to follow the primary colors. I personally prefer Yellow as it is very hard to confuse with red or blue and is not and combination of the two.
So after some thinking, yea, its best to stay with the "Tremulous style" of keeping the buff indicators at the Hud, but we still need to decide what icons should represent each spell/skill/etc and where on the Hud they should be located on.Thank you Hendrich. As for the humanoid Unv, as long as we make them look "beastly" enough then we should be fine, give them hair, hunch their back and don't give them a uniform
Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv. I don't understand how more complicated it should get, yes some of the Unv classes is human/human hybrid/human-based but it doesn't mean they'll look human based on P1's representation of them. If its that big of an issue, maybe they can share some sort of symbol on their back representing the alliance they made that is struggling to bring the end of the human-alien war.
Also, for the unifying of the characters, if it doesn't look human or doesn't have 8 legs, its a Unv.Why not make them glow with a mana aura?
Basic, easy-to-understand icons, like a fist for strength, a crosshair for accuracy and a boot with wings for speed.Please realize we don't have buffs.
I'm not saying we will never have buffs, I am just saying that we shouldn't be making HUD's for things that don't exist yet. lets keep this organized, propose and idea and discuss it. Tell us why it should be added, what you see the benefits are and which class you think should get it. That goes for every one.Well, maybe we do now. You're being incredibly closed off to new ideas. Try opening your mind.Basic, easy-to-understand icons, like a fist for strength, a crosshair for accuracy and a boot with wings for speed.Please realize we don't have buffs.
Really? when people say the primary colors they say Red Blue and Yellow. They dont use the "correct" terms and say Magenta Cyan and Yellow. Either way, red is close enough to magenta and cyan to blue and the natural choice of the Unvanquished is yellow if we were to follow the primary colors. I personally prefer Yellow as it is very hard to confuse with red or blue and is not and combination of the two.Those would be the primary colors of pigments, not light. Two separate things. Magenta is an intense pink, basically.
I know what magenta is. I am just wondering why you are so opposed to yellow?Really? when people say the primary colors they say Red Blue and Yellow. They dont use the "correct" terms and say Magenta Cyan and Yellow. Either way, red is close enough to magenta and cyan to blue and the natural choice of the Unvanquished is yellow if we were to follow the primary colors. I personally prefer Yellow as it is very hard to confuse with red or blue and is not and combination of the two.Those would be the primary colors of pigments, not light. Two separate things. Magenta is an intense pink, basically.
Um.... holy shit dude.I am assuming that this quote was directed at player1,and I do hope he replies to it, but I would like to say a few things. I am glad that you are as pleased with the classes and abilities as much as I am but I don't think there is any possi me chance of this becoming a commercial project and actually makig money.
I did not know this existed prior to today. This is awesome, although to be honest I haven't read any of the comments other than that beginning cluster that you posted. This may seem a little bit innapropriate to post here, but:
Fuck Tremulous, have you considered trying to launch an MMORPG? You clearly have enough classes / stats / weapons planned out, and if you have a few coders at your disposal, why not use your idea to make some money?
The ideas you have here are way too shiny to just put into something that's already just a forgotten Quake3 (obsolete) mod. It just feels like it wouldn't do them justice.
-Kaine
cyan/amber/magenta = secondaries of lightNo, cyan/yellow/magenta.
(or cyan and megenta, if you feel the need to be pedantic).My point is exactly that the aliens are red, humans are blue, both primary colors of light, therefore unv needs to be green.
Sounds like green is the favorite so far, just make sure it doesn't blend into the grass on certain maps.Alien HUD is seen fine despite the blood splatters on transit. I do not expect this to be a problem.
@Kaleo: Feel like making a first draft of the Unvanquished default HUD? I think you could do it justice. It would be a first working sketch. Also, anybody know someone who can sub for Chess Guy? He seems to have gone AWOL. We may need another 2d guy. Everybody needs to PM + OPTIMUS +, and tell him to join us!
Hendrich, can you continue to help The Me to keep the conversation on track?*Hendrich gives The Me a cookie*
It might even be good for someone to go back and grab all the class and structure info, and repost it in a smaller and more concentrated form, right here on this page, so we can see what we are talking about.Due to P1's request, I'll just stick the following information down so we all know what the hell we're dealing with here based on the Uns (aka, the Unvanquished, lets try to use the "Un" acronym for easy reference like Rant, Om, etc.) I'll just copy what P! previously said and warp them a bit.
The Unvanquished are a Confedation of Omniversal Sentients who have become embroiled in the Human-Alien Conflict of the 41st Century. They have been shocked and outraged at the war-mongering ways of both species, and have decided to put an end to the conflict by annihilating these outsiders and restoring peace to the Worldlets of the Peaceable Starfolk.In layman's terms, the Uns are a bunch of aliens/humanoids/etc that got pissed by the humans and the aliens fucking with each other so long, so they joined each other to shut them up. This makes sense but the new race does break new ground for Tremulous which we are aiming to be a good thing. We want this new race to be balanced, fun to play as and to make sense into the universe of Tremulous.
Having a slight amount of experience in sound design, may I have permission to start working on some concept sounds for this project? It looks amazingly cool, in my humble opinion, and I'd love to see what I can come up with to give these things voices!
I don't really think making new maps should be a priority at the moment. We should just make some new layouts for existing maps.Maps take a while to make so it's good to start them now, if we finish them early then we can have them air until we are ready to test the Mod.
Hi,
We're currently seeking 2d and 3d artists, modelers, animators, mappers, sound techs, tutors, coders and any others who would like to help us create a Three-team or Third Race mod for Tremulous. If you have such skills, and are interested in helping us create such a mod, take a look below, and PM me, or join the discussion at The Unvanquished (http://tremulous.net/forum/index.php?topic=9805.0), A Third Race Mod [Concept] Proposal for Tremulous.
Cheers!
plug/blurb/one-respondent-wrote:Actually I really like the Unvanquished idea, because then there are 3 very distinct teams:
Aliens: Brute animal force
Humans: Science
Unvanquished: Magic
Seems very balanced to me.
Off Topic: In Theatrical Lighting, it's Amber.Ah, but that is light. In pigment, it is cyan, magenta, and yellow (Think printer ink cartridges.).
Take two PAR cans, @ 1kW ea. Put a primary red gel on one. Put a primary green gel on the other. Now blend the two sources together, piling one on top of the other, shining them on a white surface, like a wall or front-projection screen. Because of transmission differences, one might need to be slightly dimmed. The resulting color on the wall will be Amber. Yellow is a slightly greener color. In lighting, that is. In pigments, you are right. The colors for, say four-color press, are usually CMYK: cyan, magenta, yellow, and black, like when you print comic books.Hm, odd. Anyway, my main point was that pigments are CMYK and light is RGB.
And finally, back to the classes etc. Do we want the evo/credits/upgrade system to work like either of the existing races?I would prefer so for balance reasons.
And finally, back to the classes etc. Do we want the evo/credits/upgrade system to work like either of the existing races? I was thinkin that maybe an entirely new approch could be good. You don't aquire credits or evos like the other races. Instead, after X amount of damage done to the enemy, you are awarded with an upgrade. This upgrade is a spawn upgrade, meaning you can use it at any time, since you spawn with it. I was thinking that perhaps class trees could be avaliable, like in BF2142, so when you unlock the first upgrade in, say, the healing tree, a second one becomes avaliable. The first upgrade may be somthing like an incresed range in your healing aura, and the second may be a heal-on-touch ability.I was considering a RTS-like technology tree system, but as another idea separate from this mod. Since I'm going to rewrite half of the game anyways, why not add it now (for all 3 races)?
I would probably need a larger post to explain this in greater detail, so if you want I could do just that.
This obviously has taken a lot of thought. The extraordinary amount of detail is quite astonishing. I would definitely play a mod like this. Only play-testing could tell if it was anything close to being balanced, but it would be fun nevertheless.
Seems like green is the favored color and I like it well.
I'm putting together my analysis, will bring it forth in a day or two.
@player1
Are the "Unv." rather "sinister/ruthless" -> agressive, brutal, Barbarian, "well spoken/highly educated/moraly advanced" -> Elves, High Elves, Greek or "fragile/light tuned/ghostly" -> Faery/Wood Elves/Spirits?
Those are the three main features/directions which influence Artwork, Sound and many other things.
Don't take it too hard, "Your Face." Some of the Mercenaries Guild guys are bit elitest, but I don't think they even realize how they sound some of the time. As for it being spam (http://tremulous.net/forum/index.php?topic=10292.msg155782#msg155782), we know better.
OK my good friend mexel has said he will help me with the hud and menus.
MEXEL IF YOU'RE READING THIS WELCOME TO UNVANQUISHED :D
Voidofdeity.net has so generously offered the unvanquished mod webspace i'll get a proper forum and site up within the next day or so.Thanks, once it is up, if you make me a moderator, I will transfer over all the posts.
Thank you anni, and ozzy.
Einstein said he is going to help :D(Amazing codder, was a in FMSTrem)whooo!
Einstein said he is going to help :D(Amazing codder, was a in FMSTrem)whooo!
I have been using crome on my laptop for a wile and i really like it. Its fast efferent and i really like the one bar for everything. I like how you can drag out tabs unto new windows to.
I had an idea this afternoon.
What if the unvanquished were all manner of mythological creatures?
If not, Egyptian.
I had an idea this afternoon.
What if the unvanquished were all manner of mythological creatures?
If not, Egyptian.
@Kaleo: Please explain in more detail. I'm not quite sure what you mean.
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe.
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe.
Eldar (http://en.wikipedia.org/wiki/Eldar_(Warhammer_40,000)).
Makes plenty of sense.
A race of elves and crap from planet UBER 1337 doesn't make any sense in the tremulous universe.
Eldar (http://en.wikipedia.org/wiki/Eldar_(Warhammer_40,000)).
Makes plenty of sense.
What I ment to say is this is a bad Idea.
Still doesn't make any sense. How does a monkey get to planet eldar thousands of years ago? ( you know what I mean, the animals that came before humans)? A: He doesn't. Thats why I don't like It, Its not really what I consider science fiction or mildly possible fiction. Its fantasy. Impossible tales of unicorns and kidneys (referance if you don't get it). And besisdes people have allready done this idea so it is subjected erntiermention.
See SNB, we're not copying off Eldars entirely, Kaleo was suggesting that we should take note of Elders for being futuristic but having a touch of mythology to their appearance (Or atleast thats what I think he was trying to show).
Unvanquished seems to be going on a similar route; Futuristic yet embracing the mythical past that made things like magic legendary- and feared. We're not saying that the Uns were monkeys that landed on a random planet and developed technology superior to humans, that would be a kick ass class though, nobody can mess with Space Monkeys. :police:
The story plot is still sketchy and up for re-writes, but in time we'll make sure that the plot and it's characters stay true to the spirit of Tremulous, yet distinct as its own.
Hopefully if theres no more questions (and if what I said made sense), lets get back to the Unvanquished. Any word from Chessguy on more concept art?
He he ;D trying to hide spam in side a relevant package. TROJAN FTW
You'll have to think about how you're going to show low-hp buildables: Humans have smoke and aliens have some acid dripping. If you're going to have smoke on this, then you're going to have to think of something else for the low hp effect.
Current models
Structures:
The Icon:
(http://i231.photobucket.com/albums/ee138/2xG/shot0020.jpg)
Prior versions:
1st-idol (http://i231.photobucket.com/albums/ee138/2xG/shot0017.jpg)
2nd-idol (http://i231.photobucket.com/albums/ee138/2xG/shot0018.jpg)
Weapons:
The Dreadnaught Sword: (aka The BFS)
(http://i231.photobucket.com/albums/ee138/2xG/shot0021.jpg)
Prior versions
dreadnaught sword (unskinned) (http://imn2rc.einsteinbennyboy.com/unv/dreadnaught-unskinned.jpg)
The Wakizashi: (aka The dagger)
(http://i231.photobucket.com/albums/ee138/2xG/shot0022.jpg)
prior versions
wakizashi-unskinned (http://imn2rc.einsteinbennyboy.com/unv/wakizashi-unskinned.jpg)
Other:
A Yokai:
(http://photos-c.ak.fbcdn.net/photos-ak-snc1/v2110/28/13/615799403/n615799403_1198554_7135.jpg)
Awesomeness
Science fiction (http://en.wiktionary.org/wiki/Science_fiction) - Fiction in which advanced technology and/or science is a key element; Technology which, while theoretically possible, is not yet practical.
Fantasy is fiction.
When the fuck did we start talking about thousand-year-old monkeys going off to warhammer planets? O.o)
einstein murdered them :(stabstabstabstab
einstein murdered them :(stabstabstabstab
Where did the mod's forums go? ???
Thanks a lot. I had to share it again.Hi s-bot.
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