Varine
And as the moon rises, we shall prepare for war
- Reaction score
- 805
The premise of the map is the outbreak of an airborne virus which infected the majority of the world's population before symptoms began to show. The virus's effects made those who did not have a natural immunity, 95% of the world, into light-sensitive demons.
The game takes place within a small city, where the players take the role of a team of Special Forces who are primarily looking for the anti-virus. The game is comprised of a series of waves of enemies. At the start of each wave, a mission is given. The game alternates between day and night, and each time the day comes the waves will, for the most part, stop for a short time, allowing you to re-coup before it starts again. Missions will be given periodically, there will maybe fifty all together, and the game ends once all are done, as opposed to surviving a hundred waves or whatever like many maps similar to this.
Now, I know someone will ask what's different about this map. Well, I'm working on making it totally interactive. All the buildings will be made with interiors, I will be making, or more likely try to find someone to make, a projectile system and physics system, so that if you shoot something it will be pushed around, making the map dynamic, forcing you to move around rather than sit on top of a wall thing all game.
I have made a somewhat working turret system, so you can have something like a heavy machine gun and use a bipod to fire at the enemies.
I have been working on a vehicle system for some time now, where it takes two people to actually operate most of them. One person would drive, while the other operates the turret (not sure if this is actually possible, I've had a ton of issues thus far) by making the body and turret of vehicles separate entities and syncing them together.
I am trying to use entirely custom models and textures.
I am also working on an airstrike system, and if it goes as planned it will affect the interiors of the buildings to some extent as well (for instance, if you firebomb a street, the buildings will catch on fire. Although I don't think I'm going to work on making them destructible, at least not yet, the buildings will burn for some time, lighting up the interiors while also burning you if you're inside).
I will be making a live enemy system, where during the day they don't just disappear, the enemies will retreat back into the buildings when the sun begins to come up and look for dark areas. Not entirely sure how I am going to do this just yet.
Real darkness, rather than just fade filters, using WindexIsBack's Real Darkness Model Pack (I believe that is the name, sorry if I got it wrong) and his Modern Wall packs, as well as my own models. I am working on a night vision system as well as a flashlight system, and I am going to have to work on making the transition from this to daylight as well.
Please post questions and feedback. Windex, no calling me a loser or I'll feel bad about myself. You know you say mean things.
I am also looking for some help with the projectile system since I'm terrible with doing those.
Screenshots:
http://img156.imageshack.us/gal.php?g=wc3scrnshot040409073444.jpg
All obviously taken in the WE when I first started. Will upload more as soon as I get done with the new textures. All models within are by WindexIsBack