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oc_28-seconds-later

Posted: Sun Feb 03, 2008 12:59 am
by Deathy
Okay, here it is, the first beta version of oc_28-seconds-later.
I'll add some pics later... (or just look in the WIP section, it a bit better now though).

You're team has the objective to protect the citizen, who run out of the building, because some people were infected and so they mutated to zombies.
Good luck out there sniper!

Download:

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Greetings Deathy

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(picture captured by fug4life)

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Posted: Sun Feb 03, 2008 1:02 am
by fug4life
Goodman downloading,
I'll play tomorrow if I can. gf won't be happy!

Posted: Sun Feb 03, 2008 10:35 am
by fug4life
I had a quick game, I like what I see, I have lots of feedback and suggestions. But I'll have to post them later tonight. But good work you done well! :D

A couple of screens for now, until Deathy gets some he likes up!
Deathy hope you didn't mind.

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Posted: Sun Feb 03, 2008 4:24 pm
by Hell-met
You let the citizens die!?

Sick bastard D:

Posted: Mon Feb 04, 2008 8:33 am
by Tysn
Just tried it out with worfox and sonic. It seemed there was some text that came up around when the music started that only showed up for worfox, I think you forgot to check the "all players" flag on the game_text.

As far as gameplay, it seemed to get rather monotonous. :? It was kinda neat being up on a building firing down on zombies, but the gameplay didn't go anywhere from there. Perhaps try to spice it up by having the players leave the the roof at some point? Or perhaps put more pressure on the protection of the civilians by using oc's on-screen timer and a death count of the citizens which if reaches a certain point the players lose the map. It's a decent concept but I think the gameplay could be either a bit more focused or more varied.

Posted: Mon Feb 04, 2008 1:37 pm
by Power-Mad
Agreed, also give us more to look at. For instance, let us see into a few of those buildings some like barricaded citizens of something. Would make a kool defence mode to defend people sniping through the windows of the building.

Posted: Mon Feb 04, 2008 1:44 pm
by Hell-met
Oh I thought for sure fug noclipped up there and watched the poor bastards get raped.

We actually get to shoot the undead from above?

Ouch.

Posted: Mon Feb 04, 2008 3:01 pm
by Deathy
Fire_cube wrote:Oh I thought for sure fug noclipped up there and watched the poor bastards get raped.

We actually get to shoot the undead from above?

Ouch.
Well you wouldn't go into the zombie crowd as a sniper, would you?

@Tysn: Yea i noticed both things during play with other palyers (the game_text and the monotonous gameplay).
I will try to get a fixed and more varied version until the next weekend.

Thanks for the comments.

Posted: Mon Feb 04, 2008 3:14 pm
by Gurluas
Add some hydras too maybe, in the outer corners?

Posted: Mon Feb 04, 2008 8:13 pm
by Deathy
Gurluas wrote:Add some hydras too maybe, in the outer corners?
Haha, that was funny... :D

Posted: Mon Feb 04, 2008 8:41 pm
by fug4life
Sorry it's a bit late.

Here's what feedback I have for now.

View to skybox needs blocking off with more highrise buildings. Basically so you can't see the skybox texture meet the floor.
Rikku released some skybox models, maybe use a couple of the better ones in the far distance. W0rf0x made two great towers for lobby with a combine metal texture amazingly!!!, maybe this could help for variation. in buildings.


Also a couple of moving search lights on one of the distance buildings scanning the skies?

Wouldn't mind getting my hands on a secret hidden crossbow.

You could make another platform to drop down to on one of the side the building, A 'window washing' platform or something with climbable rope /cables that lead back to spawn?

an external vent system could also lead you to another level /small platform/ledge.

Also could try and spawn fast zombies below players on a platform or ledge and have them climb to spawn and hassle the players every 4-5 minutes, a bit of close combat.

And yeah like tysn mentioned, timer or kill count systems would be cool, have a look at a decompiled noamz map for an example of a kill count system although I'm sure it'll need tweaking for co-op. And ending the game on a kill count would certainly make the map have a bit more zest!

I need to play more really.

Posted: Mon Feb 04, 2008 9:15 pm
by Shana
Gurluas wrote:Add some hydras too maybe, in the outer corners?
Yes, because it totally doesnt look out of place in that map :roll:

Posted: Mon Feb 04, 2008 11:03 pm
by Tono-Tako
someone answer me quick, is this fun or just boring?

Posted: Mon Feb 04, 2008 11:15 pm
by fug4life
Its different and its new therefore fun, for me. Some maps have more replay value than others but I like variation in co-op. IMO its a sniper fest agreed, but not a bad one, looks half decent and has nice usage of npcs.

Posted: Tue Feb 05, 2008 12:51 pm
by fug4life
Oh and also just populate the map a bit more with props, some nice tall lamp posts (dont have to be lighted) on the pavement down below near spawn end of map would be nice, some red and white wooden barricades.
And some more 'plant rooms' on rooftops to break skyline on the right hand side building. Add some glass bottles and cans for the eagle sniper to take shots at for light entertainment. Also some vip npcs can come running out like mossman, kleiner, barney whoever. maybe?