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

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Tank Tank Soldier
Blog RSS Feed Report abuse Latest News: Playtesting Match Success!

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:

  • No auto-aim or aim helper is used. Picking off a target at 500 yards is no easy task, but when the battle gets up close, bullets will shred through anything. We found this leads to many bullets skimming players. Getting a headshot was instant respect.
  • Underwater battles were amazing. Bullets speed by with trails were they just were, and with hundreds of bullets flying about, underwater matches become quite tense for a good marksman.
  • Maps had many neat hiding spots and side buildings to take cover in. Even with the maps barely finished, they were still quite fun.

Map: Quarter District. With underground passage ways, buildings for cover, and a bridge to control, this map quickly became a favorite.


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Crimson Crow Main Theme Draft

Crimson Crow Main Theme Draft

Apr 10, 2008 Music 2 comments

Main Theme draft made by Kiopo. This was a rough draft made sometime ago. Its currently one of our best tracks.

Mid-Age Mines Concept

Mid-Age Mines Concept

Nov 11, 2007 Music 2 comments

A neat soundtrack made by Kiopo. This one is actually quite spooky, and fits perfectly with many scenarios.

Comments  (70 - 80 of 95)
Ninjadave
Ninjadave Jan 5 2008, 4:15pm says:

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.

+1 vote     reply to comment
CubeDude89
CubeDude89 Jan 5 2008, 2:44pm says:

Any plans for normal/bump mapping? Or any type of shaders

+1 vote     reply to comment
CubeDude89
CubeDude89 Jan 5 2008, 2:52pm replied:

Oh I forgot to say, Things are looking great!

+1 vote     reply to comment
PCG
PCG Dec 31 2007, 10:02am says:

mm, thanks for the info. I know whatcha mean. Torque seems pretty versatile but at the same time... she's a mean mistress.

+2 votes     reply to comment
Ninjadave
Ninjadave Dec 29 2007, 8:09pm says:

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.

+1 vote     reply to comment
PCG
PCG Dec 28 2007, 2:50am says:

September?! Ah well... it looks fantastic. Any idea on the projected minimum system specs yet?

+1 vote     reply to comment
Ninjadave
Ninjadave Dec 9 2007, 10:02am says:

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!

+1 vote     reply to comment
Grievous77
Grievous77 Dec 1 2007, 2:09pm says:

looking great!

+2 votes     reply to comment
Ninjadave
Ninjadave Nov 25 2007, 9:33pm says:

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.

+1 vote     reply to comment
CubeDude89
CubeDude89 Nov 21 2007, 7:26am says:

will your levels support models and not just brush work?

Good progress so far though.

+1 vote     reply to comment
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Crimson Crow
Platforms
PC, Linux, Mac
Developer
Roundhouse
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Official Page
Ccforum.quickbb.net
Release Date
TBD
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Genre
Tactical Shooter
Theme
War
Players
Multiplayer
Project
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