04-03-2010, 12:28 AM
(This post was last modified: 04-03-2010, 12:31 AM by RKDmitriyev.)
Not quite finished yet, but I thought I should show what I've got so far.
The Wilderness is loosely inspired by zombie missions that have an infinite respawn of enemies coming from all sides. This enemy needs no supernatural powers to kill you, though.
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Features:
-Up to 17 players
-Chaotic battle in the massive forest of central Occasus
-New enemies are spawned as old ones die according to a fixed constant (which I intend to make selectable in mission parameters).
-There's a similar infinite respawn of friendlies (not as many of them, though).
-New units always spawn out of sight of the players
-Units that have gotten too far from alive players are deleted to reduce lag
-Selectable difficulty parameters
-Locations of players' squads randomized, but visible during briefing
-Failsafes to ensure that mission ends once reasonable conditions are met
-A number of random players will begin the mission wounded
-Some magazines removed from players at start
-Every effort has been/will be made to optimize mission and reduce lag
-I also intend to add intermittent ambient radio chatter and maybe even a script that will make NPCs talk and scream
A debugging version with radio cheats and map markers showing what's going on is already up on the server. So far it seems to be doing great. I just hope that it won't be a lag bomb if more players play it.
If anyone wants to beta test with me, feel free to contact me. Or you can just beta test it yourself, but I didn't think to give detailed instructions on what's going on in this 80%-complete mission.
The Wilderness is loosely inspired by zombie missions that have an infinite respawn of enemies coming from all sides. This enemy needs no supernatural powers to kill you, though.
[table][tr]
  [td][/td]
  [td]
[/td]
  [td]
[/td]
[/tr][/table]
Features:
-Up to 17 players
-Chaotic battle in the massive forest of central Occasus
-New enemies are spawned as old ones die according to a fixed constant (which I intend to make selectable in mission parameters).
-There's a similar infinite respawn of friendlies (not as many of them, though).
-New units always spawn out of sight of the players
-Units that have gotten too far from alive players are deleted to reduce lag
-Selectable difficulty parameters
-Locations of players' squads randomized, but visible during briefing
-Failsafes to ensure that mission ends once reasonable conditions are met
-A number of random players will begin the mission wounded
-Some magazines removed from players at start
-Every effort has been/will be made to optimize mission and reduce lag
-I also intend to add intermittent ambient radio chatter and maybe even a script that will make NPCs talk and scream
A debugging version with radio cheats and map markers showing what's going on is already up on the server. So far it seems to be doing great. I just hope that it won't be a lag bomb if more players play it.
If anyone wants to beta test with me, feel free to contact me. Or you can just beta test it yourself, but I didn't think to give detailed instructions on what's going on in this 80%-complete mission.
R. Kurtz "Koortz" Dmitriyev
My methods have become "unsound."
My methods have become "unsound."