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sUk Stronghold 2, Progress Post

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Imp Hunter
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PostSubject: sUk Stronghold 2, Progress Post   Tue Apr 15, 2008 10:42 am

The other thread was getting too long for people to go through to find out what was done, heres a post that show cases updates on work done.

Le Celticant Posts:

Let me introduce to you the second version by IMP hunter of "sUk-Stronghold V2".
Here is an interview with the Author:

1- Does sUk-Stronghold 2 work on the same way like the first version of it (i mean door breakable, trapp system, interaction, sentry gun...)
Yes, all that and more

2- do you place this time the map in some special context? the first one was deSigned for marine vs alien and like hadley's hope or avp2 complex
As with the orginal the initial design will be for overrun with spin off for coop and sp on the cards. TDM too if people want it

3- last question, any words for your fans
I'll see you in game and teach you first hand how to use the map to your advantage, from either side (but aliens ftw)

First Screenshot of the map:



IMP:
just be sure to add this note: Still very early days and in needed of much refinement, not pictured sniper tower (doing now)

sUk-Stronghold_2 Coming soon Very Happy

============================================
Le Celticant posts:

New screenshot (update):







What can we say? FANTASTIC i want play it SH**

Thank you very much IMP Hunter for uploading all that Wink

============================================

Imp Hunter Posts:

Reduced Door Health
Yip, already on this one. The health of every door has been greatly reduced but still holds long enough to slow down the alien team.

Repairable Doors?
This might be tricky to do because most of the doors end in Tear Door Animations which cant be hidden or unhidden again once teared open, theres also a bug on damage hit count in door objects, once the specified amount of hits have been reached it will say hide the door and trigger a debris spawner.

Great sounds like we can set this up for an infinity loop of repair and break! Alas this is not the case, once x amount of Hits have been reached and once unhidden again the door only takes 1 hit to be destroyed again. It sucks i know, but avp2 is a beta release at best Neutral

I'll meet you half way on this one but, how about use the repair tool to put up some bars / make shift barricade at broken doors.

Multiple Hive Tunnels
Yip, this ones done Smile

More Simple barricades
Check, will add more of these, not big in health but every few seconds you put between the aliens and you count.

Oh and remember those Vent Doors? Updated version of those:



Updated to be mostly Tear Door Animations, basically they take a shorter time to get through Smile

=============================================

You've all been busy in my short break i see Smile

The radar system that was in the original versions command room im not too such about, add or dont im not sure at the moment but we'll leave it until the maps nearly done.

Preds are being spawned in a box of their own, one that kills on spawn. It was a pain in the ass when some cock jockey thought it would be great fun to run around plasma spamming all the aliens. Corps are being left in for the moment, this is open to discussion.

Mini missions are already in there, the fence one was the first to be added, im wondering if i should knock of the big lights out front and have it so someone needs to go and hack it to turn it on, keep the ideas coming on this one, would spice it up a bit. Its fairly easy to add these.

There will be no more instantly falling back to the end of the base, the doors that separate the sections are locked and can only be activated by certain events (not telling you what ones Razz) so that solves that problem, you NEED to defend well or basically your fucked.

Now to the update bit:

Main Hive Exit from cliff face



Hive exit in relation to the base (looky looky, sniper tower!)



And meet your new forward generator (aliens tear to knock out power)



==============================================

Don't like the idea of the control panel that controls every door, all it takes is one retard and the games over. There will have to be some sort of compromise with the preds corps and marines, we can call the final decision some time around beta testing but go ahead and put ideas up for that.

Some small updates for you:

The tunnels aliens can dig into the base (two exits)




Heres a good one that will get people involved, Music. I need some good music for events in the base (power down, door breaching etc) of course the orginal music will be in there somewhere too but go ahead and suggest some for this

===============================================

http://files.filefront.com/Hivedwmv/;9847562;/fileinfo.html

Theres a lot of Optimization to be done with terrain and lighting there thats why it looks a bit rough of course it will be fixed and looking sexy for the beta Wink

For the hive itself i wasn't planning anything too special, its just a place for the aliens to spawn really.

Chimera, go ahead and link me to some of your stuff, i'd love to hear it, a voice saying certain events have happened would be cool too, like an announcement that the "Front Doors have been breached"

PLEXI Send me a link for your stuff, more music the better

The Hive entrance will be closed at the start, it should only take 20-30 seconds to destroy it but will give the marines enough time to work out a game plan and deploy people and sentry's as need.

Adding the hived base bits is a little bit of extra work but as you say its all adding to the experience, from a technical don't of view it adds more polies but when you know what your doing with dedit there are ways to keep lag down.

==============================================

Small update for you folks:
http://files.filefront.com/airsupportwmv/;9903250;/fileinfo.html

You can download it for a higher quality version than the streamed one too.

==============================================

Small update again, still not finished but you get the idea of this bit, you can download it as well, its higher quality than the streamed one.

http://files.filefront.com/seweraccesswmv/;9973429;/fileinfo.html

==============================================
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Imp Hunter
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Joined : 07 Sep 2007
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PostSubject: Re: sUk Stronghold 2, Progress Post   Sat May 17, 2008 6:25 pm

Update, work in progress.

Contained Hive in the lab section, depending on if you defend the lab well you can stroll on through the tunnel, if your defense is crap you'll have to take a trip through it :O





And the just freshly started mess hall, lots to do there



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PostSubject: Re: sUk Stronghold 2, Progress Post   Mon Jun 09, 2008 10:09 pm

Small update again



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