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 90+ player matches, you should never have a problem finding teammates.
Features:
+ Intense Tactical FPS
+ Expansive RTS system that can change the flow of battle
+ Persistent stat and Rank system
+ Customizable Weaponry
+ 90+ Players online
+ Vehicular Combat on the ground and in the air
+ Large variety of maps ranging from deep forests to real places
+ Integrated Mission System that leaves battles co-ordinated and well planned
+ Personal Computer TEOS system that assists you through warzones
+ 3 Game Modes including World Domination mode (To be announced...)
+ Free to play
3 comments by Ninjadave on Nov 9th, 2007 digg this super bookmark
We're doing well with our Crimson Crow project.
Though its the roughest of the rough, we have a much better idea of what should be done, and what should be improved. Heres a few things we've discovered:
Map: Quarter District. With underground passage ways, buildings for cover, and a bridge to control, this map quickly became a favorite.
To Crimson Crow: Moddb.com
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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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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?
Alright, we're expecting the beta by September at most.
I've got about 12% done of all there is to program.
We're getting there!
looking great!
Yes, but most of the models are under development.
I'll try and get some more model work in later screenshots, and hopefully get some working AI too.
will your levels support models and not just brush work?
Good progress so far though.