ESF is a fast paced, 3rd person fighter based on the hit anime, Dragonball Z. Select your favorite character and fly, power up, transform, melee, and beam your enemies into pulp. Each character is given signature moves and abilities to compliment different style of play. Some are stronger in hand to hand combat, others are better with energy attacks. Play in three different game modes, deathmatch, team deathmatch, and capture the dragonballs. There is a learning curve so newbies beware. This is not your normal Half-life mod.

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Media RSS Feed Report media Picture of the Week: September 22, 2013 (view original)
Picture of the Week: September 22, 2013
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vol4ok Sep 22 2013 says:

Palm trees looks like they been cut out from paper with scissors by me.

-1 votes     reply to comment
WarlockSyno Sep 22 2013 replied:

Probably because it needs more AA.

+5 votes     reply to comment
StegoSigma Sep 23 2013 says:

God it looks like the source engine haha.

+3 votes     reply to comment
XaviorTrikiri Sep 23 2013 replied:

Not quite...

-3 votes     reply to comment
Guest Sep 23 2013 says:

Cool but i guess what skin color a bit pale...

+1 vote     reply to comment
Twillypop Sep 23 2013 says:

All it needs is some AA......

+2 votes     reply to comment
Grega Creator
Grega Sep 23 2013 replied:

Ryo doesnt use AA and its his pic ^^

And personally im in no need for the stuff myself. Guess im kinda imune to needing it, growing up with games made out of squares ^^

+3 votes   reply to comment
Cheebameister Sep 26 2013 replied:

But this pictures looks bit crappy compared to the others. (graphics)

0 votes     reply to comment
Grega Creator
Grega Sep 26 2013 replied:

Its AA. It smothens out the edges.

+1 vote   reply to comment
Nightscout Sep 23 2013 says:

I'd like to know:

Are there going to be "dynamic" wounds such as a gaping hole in your chest after being hit by a Special Beam Cannon?

+2 votes     reply to comment
Grega Creator
Grega Sep 24 2013 replied:

No. That would be kind of hard, since small beams are about as big as the characters chest ^^

+2 votes   reply to comment
Nightscout Sep 24 2013 replied:

Oh I'm sure that there's no question that it would be hard for much bigger reasons.

But will damage be shown on the character models? It would definitely authenticate the experience and push it even closer to the show if those familiar lines of blood leading from their mouths appeared after taking some abuse! :D Not to mention the moments when a gut punch sent a splat of blood out of the receiver's throat.

Of course the game's already fantastic. :3

+1 vote     reply to comment
Grega Creator
Grega Sep 25 2013 replied:

Nah. We wont be doing battle damage. Since ever the perfectionist that DT is, he would want "hurt" animations in there, and thats one time delay we can not afford. Not to mention rerigging the damaged clothes. ^^

We will have people spitting blood as part of the melee animations though ^^

+2 votes   reply to comment
KarrdeKNR Sep 26 2013 replied:

Implementing dynamic destruction on the maps is going to be hard enough XD

+1 vote     reply to comment
Grega Creator
Grega Sep 26 2013 replied:

Nah its just to time consuming. All we would need is HP checks that forcechange the models once they go below a certain amount.

ECX uses that as a possible transform parameter. The real issue is the extra load on the model/animation side of that idea.

+1 vote   reply to comment
Nightscout Sep 29 2013 replied:


+1 vote     reply to comment
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Sep 22nd, 2013
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