Hello! I was actually trying to look for your channel to see if any of the videos are up, but unfortunately couldn't find much. Happy to see you around anyway. :)
Hello! I was actually trying to look for your channel to see if any of the videos are up, but unfortunately couldn't find much. Happy to see you around anyway. :)
Unfortunately not, can't host one myself at the moment. BUT a couple of people from my friends list are interested in playing the mod. If that works out I'm thinking of just getting people from Moddb interested in playing and hosting some "Play with the dev" session, where everyone can just bash me about bugs, imbalance and problems in the mod, until I've fixed them. :)
What do you mean? Something more besides the latest one?
I'm really glad you're liking it!
I should've actually just put it out ages ago, but there was also the thought that with some feature axing it could be released if only we got the proper art... either way, thankfully I did it in roughly 50% of Duke Nukem Forever development time. :)
Will be possible once I've finished the tutorials for both sides, THEN I believe we're gonna be helluva closer to some public releases. ;)
Fifteen at the moment, got one previously unseen I might be revealing in the newest gameplay, or might end up waiting till it's a bit less buggy. Deadly though ;)
Really sorry about the delays, been having some difficulties, especially since September/October. Still in works, recently been able to commit myself fully as before. It is indeed coming along, hoping to get some post as soon as I've got newest testing video. For a quick heads up - most of the traps are ready, mostly polishing them up as testing goes. What remains are aesthetics - models, textures, UI and stuff like that - as well as some weapon and the "boss fight" tweaks, which I'm doing right now. Hoping to get a testing this Saturday, whether I will be able to I am not sure. However, if not I'm aiming for the next week. :)
Will be looking for modellers/texturers/mappers as soon as I'm sure it's all polished up. Still, if I'm not mistaken it shouldn't take long to get all the features ready for some beta time.
Had that proposed during the testing a week ago or so, I am currently considering it although wanna experiment with different approaches, not necessarily use the outlines.
My best bet is late 2010/early 2011. The issue is that while I can easily finish the map, one/two more, coding and so on quite early the problem is that I've been quite lazy (I admit this!) when it comes to looking for people able to create (high quality) models and/or textures. Fortunately most of the coding has been done and all that remains are balance tweaks, weapons and some minor UI changes, not much compared to what had been done.
Yea, it actually feels like that every now and then, especially with those pesky players running around and trying to avoid your traps set up... at least you can burn them, blow them up, have a fridge eat them and so on. ;)
Out of curiosity, ROTC is Reserve Officers' Training Corps? That's the only thing that I found. :)
1. Varies, currently sometimes props are placed randomly in some area, in others they are the same, yet in others there is a way to use a module to push them around. Trying to find a more global solution to that though.
2. Not planned currently, currently the basic control lets you turn them off/on at will, they also disable themself by default if nobody is around thus not emitting any sounds and so on, thus hiding their presence and then enable automatically when somebody walks in range (can be done manually as well). You can also heal them, but currently there are no wiremod-style combinations available.
It's "she" ;)
And yes, pretty much like that, plus you got some map-placed traps you can use, even automatic and controlled sentry guns. The dynamic traps can be placed anywhere as long as they are not too close to the rebels (some have additional limitations - like player cannot be in radius when it's placed etc.). Hopefully there will be an Overlordess-based footage soon to highlight this.
Is it "pfff..." as "I'm not impressed" or "pfff..." as "Nice" or maybe "pfff..." as "I don't care"? ;)
Understandable, still I say it's far from ZM :P
Yea, but I'd rather bring up Dungeon Keeper here. Or Evil Genius. And the Trials maps from Synergy, those were the direct inspiration for the mod, but in the end it drifted and evolved in a different direction.
Nope, let me quote myself: "Well, if Zombie Master had suicidal pigeons, paralysing zombies, zombies that stick to you and explode after a while, zombies that disguise themselves as other entities etc. along with a final fight, ability to spawn anything anywhere etc. then yes, it's basically ZM :)
But to be honest - it's FAR from ZM, the inspiration for the mod were the Trials maps for Synergy, but it's strayed far away from that concept."
Not sure where people get the similarities, apart from the FPS/RTS (although I cannot say Ov is an RTS mod, but what the hell) combo, but it's been used in MANY games/mods (Savage 2 springs to my mind). I do advise watching gameplay footage first, because I fail to see the resemblance. :)
Something I don't get? ;)
Might be, I cannot say as I play neither CS nor CS:S.
No, no, generally every x seconds (depending on the map) the Overlordess gains 1 health, the point is that the longer you delay them the more health you have by the end - this also means that risking is worth it, as it might buy you some precious time when playing as a rebel, thus having a tad easier "final fight".
In a nutshell, it's a performance link between both phases (placement phase & the FPS one).
Thanks for your comment, happy you like it!
Precisely. Generally I prefer to finish every bit up before bringing in all the necessary visual overhauls, as otherwise it just might be pointless to do - some of the elements have changed so gradually that they'd need to be completely revamped graphics-wise. That's why you got the flames which are just simple flames, vortexes which are just "pulls blue orbs in" - simplistic nature only to inform about any possible dangers. :)
Well, stay tuned for a gameplay vid which I am going to have up in the next 24 hours. :)
Ov uses them up until the final phase, when it turns in a 1 vs all battle. They are also connected in as the longer the "trap phase" lasts the more health Ov will have by the end. It's hard, however, to specify how long the FPS part and the trap placing one last, as it's entirely dependent on the map.
With console gaming being not so popular in my area back in the times of PS1 I can't say that I've played it, but Wikipedia's description of the game reminds me of Spy vs Spy as well, or at least the PC ports/versions. So I get the idea. :)
I do realize that, but you do realize that you can screw around with word formation? ;)
Revendel
MichaĆ joined
I develop games & mods for the fun of it. Check out the "mods" tab for my Source modification, and don't hesitate to send me a message if you've got some questions or just wanna say hi! If you're interested in my professional experience check out my LinkedIn profile linked in the right hand panel.