In "The Hidden", players choose the role of either a near invisible killer, Subject 617, or one member of an Intercept squad who have to capture him, I.R.I.S. In the simple but challenging gameplay of an 'one against all'? mode, Subject 617 creeps/sneaks through the maps armed only with a knife and three pipe bombs. The IRIS team carry a selection of weaponry, fully customisable at round start, from F2000 assault rifles through to shotguns or sub machine guns as well as a pistol as a secondary weapon. However, they can hardly see Subject 617 as, just like the 'Predator', only the outline of his silhouette is visible. On top of that the Hidden also moves a little faster and has many abilites such as pouncing, wall grabbing, corpse pinning and the fatal pigsticker attack. Therefore co-operation is necessary for I.R.I.S. if they wish to prevail (if they dont want to become the prey/victim themselves). This leads to an outstanding gaming experience on public servers:...
And lo, the clamouring of the community for marine renders has been answered! What we've got here my friends is a prime example of alabama blacksnake... Or possible some new renders... We're showing off the new variations for the marines, now, when you choose a class you're given a standard
Posted by Qwertyz on May 21st, 2005
And lo, the clamouring of the community for marine renders has been answered! What we've got here my friends is a prime example of alabama blacksnake... Or possible some new renders...
We're showing off the new variations for the marines, now, when you choose a class you're given a standard torso, but the heads and textures are randomised to give the IRIS team a bit more character and less of a "clone wars" feel.
We also have some shots from another NiceGuyEddie map, Train Depot. Which plays mighty nicely, though is still undergoing tweaking as we play test it. Check out the media page for the shots.
In other news, the code is storming along, I've solved the major issues we had - the spawn, multiple hiddens and dedicated server "say" issues. There's some minor things that I'd like to get fixed up, lack of client side blood is the major one. It's a bit strange, every other client can see blood spray except for the person firing, I'll get that cracked down on shortly though.
Once that's dealth with, it's major in-house testing for a week or so, depending on problems found, then we'll be ready for a release - the current timeframe is within the next 2 weeks, but as ever, no promises!