Crimson Crow Main Theme Draft
Apr 10, 2008 Music 2 commentsMain Theme draft made by Kiopo. This was a rough draft made sometime ago. Its currently one of our best tracks.
As a RTS-FPS-RPG hybrid, Crimson Crow is based in a Science Fiction future.
Welcome to Crimson Crow! Using a unique mission system, every map you play will be different than the last time you played it.
Choosing a side mission can change the entire flow of the map, or you might save part of your team.
RTS Commanders shape the ways of war. Building Tank Depots, Bunkers, and Barricades, Commanders can dramatically shape the battlezone.
Players will have access to buying upgraded weaponry, different classes, and stats. Theres a lot to do before, during, and after a battle.
Even if you can pilot any vehicle, the only thing you can't buy is teamwork. With 100 (More or less) player matches, you should never have a problem finding teammates.
4 comments by Ninjadave on Oct 22nd, 2007 digg this super bookmark
We've been working hard developing multiplayer maps before Oct 31th.
This is our newest map: Quarter District
Its a CTF style multiplayer map with many fully accessible buildings and an underground sewer system.
Though its still in its early stages, we hope you like what you see!
We hope to finish enough maps to try a playtesting match on Holloween.
We're working on our goal, but for now see what we've worked so hard on.
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Main Theme draft made by Kiopo. This was a rough draft made sometime ago. Its currently one of our best tracks.
A neat soundtrack made by Kiopo. This one is actually quite spooky, and fits perfectly with many scenarios.
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Cool. Looking forward for more media :)
Thanks for the help, but actually we just got a modeler, and I'm still drawing up a very unique type of grenade.
Just wait till you see it in action. =)
I'm also drawing up a new type of melee weapon, since a classic katana makes no sense...
Also, you'll just have to wait to see it!
New and exciting melee weapon? Maybe something like the energy knife from Tribes: Vengeance?
What kind of grenade do you need? Polylimit?
I might be able to put something together for you as long as you agree to let me use it in my mod also. :)
Yup, but right now all the core stuff such as that is in rough coding.
I don't know what will work, what won't, or whats worth spending extra time on to make it work.
I've never coded something such as bump mapping before, I barely know where to begin...
I did, however, finish grenade throwing. The problem: We don't have a model of a grenade.
As a result, the mapper might have to double up as the team modeler too.
Any plans for normal/bump mapping? Or any type of shaders
Oh I forgot to say, Things are looking great!
mm, thanks for the info. I know whatcha mean. Torque seems pretty versatile but at the same time... she's a mean mistress.
Processor: 1.2 GHz Processor
OS: Windows, 2000/XP/Me/98, Linux
Graphic card: DirectX 6 level graphics card
Hard Drive: 150 MB
Memory: 256 MB RAM
We got around these results when we first played the alpha. Its almost laughable, but you won't have framerate problems anytime soon. But we've made some big graphical leaps since then. We even deleted all the older screenshots, since it looked nothing like our current up-to-date in-game.
I'm sure the finished result will require more than 256 MB RAM. :) Especially with how we're using Torque.
September?! Ah well... it looks fantastic. Any idea on the projected minimum system specs yet?