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HL2 Mod: Battles Through Time (BTTMOD) | Locked | |
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Mar 8 2005 Anchor | |
THROUGH THE AGES FPS-RTS ON THE BATTLEFIELD 2 ENGINE YES, ON THE BATTLEFIELD 2 ENGINE. NOT HALF-LIFE 2 AS BEFORE. Overview: Basic Concept Version: 0.8 Next steps: Basic Features: *Through-the-ages combat and technology *RTS-esque maps *Selectively democratic play. *Era-based combat Three Infantry classes: - A light infantryman (good for ranged battles vs other infantry, bad vs cavalry, tanks, typically equipped with a Bow and Arrow or longrifle) , Four Cavalry/Tank classes - Ranged Cavalry (The fastest ground units, but have little HP and will not survive melee (hand-to-hand) combat. Engineer *Buildings *Power Zones *Extensive command options *Historical Play *Simple resource system *Nations Stricken Ideas: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I know this sounds like a huge undertaking - the number of models needed would be quite high. I could bring Weapon Modelling and mapping skills as well as general documentation to the mod. Any comments on this concept? Edited by (in order): sickre, sickre, sickre, sickre, sickre, sickre, sickre, sickre |
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Mar 8 2005 Anchor | ||
Im nearly sure that HL2 bsp maps aren't THAT flexible... -- |
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Mar 8 2005 Anchor | |
No, I was thinking not, the alternative of having many simple maps being assigned a seed number and then simply selecting the number at random would probably take up too much disk space anyway. |
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Mar 8 2005 Anchor | ||
If you want randomized maps, just create a program to do it, then have it compile to bsp for the map loads. Then HL2 just needs to cache it and then the server can load it. You'd want to make a faster-working rad and vis though. They take a while with HL2 lighting. (You need very good coders with extensive C++ skills for this) |
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Mar 10 2005 Anchor | |
Any other comments? Bad Ideas? Good ideas? |
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Mar 10 2005 Anchor | ||
You know, it's pretty hard to write a program that makes random maps, compiles, vises and lits them on air... also just imagine the loading times -- |
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Mar 10 2005 Anchor | |
i dont know how long you would want a game to last, but it will take some beta testing, but the way you have the resource system layed out i think it would move really fast, that might be what you want. also i might have missed it when reading but what is the final objective? what are we fighting for? to kill off everyone from the other team(s), so there would be no respawns, or capturing an object, first to a certain number of points. what is the point. For the ideas you have i think it could be fun to play. I know you said for the resources that you did it for immediate grasp, but personally id prefer it to be harder and take some learning and some skill to play. With how you wrote it all you have to be good at is killing. Best team to kill early gets the points and upgrades. i think of rts as having more strategy involved. just my thoughts. gl with the mod. |
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Mar 11 2005 Anchor | |
I have mentioned a headquarters in the buildings but you are correct that I have not explicitly stated the objective: to destroy the opposing team's Headquarters and Base. I guess this is quite simple really, as territorial victories and the such were possible in Rise of Nations etc. It could possibly change with further concept development.
I agree with you entirely. The resource system in-game would primarily be dealt with by Commanders and experienced players anyway, apart from players simply buying individual add-ons from buildings. The kill system would probably be sufficient for buying vehicles etc. Otherwise a seperate systems for ages and techs would be needed, yes. It is the long Weekend in Australia so I will post some conceptual images (tech tree, units, etc) soon. |
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Mar 13 2005 Anchor | |
These are simple unit lists. Flash-versions may come soon. Apologies for pushing the page out! Edited by: sickre |
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Mar 13 2005 Anchor | |
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Mar 13 2005 Anchor | |
Conceptual Tech Trees:
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Mar 13 2005 Anchor | |
An RTS with ragdoll...could be interesting. You ahve done your homework and made a pretty nice first impression, good luck with this. -- The smilie knows best. |
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Mar 13 2005 Anchor | ||
I thought the idea of Total War came into development with the US Civil War, when William Tecumseh Sherman and Ulysses S. Grant conducted such a maneuver with the South Conferedate states. -- "He who fights with monsters might take care lest he thereby become a monster." |
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Mar 13 2005 Anchor | |
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Mar 13 2005 Anchor | |
Apologies. I will replace those tables with some more hi-tech, eg. a Flash 7 document. |
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Mar 14 2005 Anchor | ||
ur mod idea is very interesting. i've always like to play the civ games. i think you should fix the title because when i read it i thought it was about battling through time as in going back forward and back changing the future and stuff. you said the maps are like RTS, but is the game itself going to be an RTS? this is a great idea, would involve a lotta hard work. a lotta of the physics in the HL2 engine would happen in this mod then would it? units wont be using the grav gun to shoot things around etc. problem is that the pace of the game is very slow. since you start out in the stone age and work your way up to the future. the gameplay will be slow. really nice idea. -- |_( hp )¯| p00nst3r |
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Mar 14 2005 Anchor | |
Yes, I was originally think of "Reign of Nations" or something that would be similar to existing RTS games.
It would be similar to Savage:Battle for Newerth of even Natural Selection gameplay. Basically no Single Player RTS.
The mod would use physics similar in the way that CS:Source uses them, eg. explosions basically. The collapse of buildings could be pretty cool in Source though!
I disagree. Each age has a complete set of units and weapons to use, however fighting for command of one resource will be too simple and slow-paced. In games like CivIII, players must fight for resources like oil, coal, rubber and horses to be able to build horsemen, tanks etc. What do you guys think of weapon selection similar to Counter-Strike:Source? There wouldn't be a huge selection for each age, just simple daggers etc. as sidearms, bows, swords etc. for each age. The amount of resources under the team's control dictates which weapons a player can buy, and they could do this during respawn time. This is becoming almost too complex to explain via text. Luckily I have 60mb of Webspace storage lying around. However, complexity could easily be handled by this mod due to the role of commanders. I would imagine a good game to have approximately 32-40 players in the server, Source can support many more though. I will definitely get some concept flash MX work going to better explain selectable weapons, resource points, map layout and buildings, amongst others. Expect this within the week. Edited by: sickre |
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Mar 14 2005 Anchor | ||
on average, how long will the games take? -- |_( hp )¯| p00nst3r |
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Mar 14 2005 Anchor | |
About 32-40 players in the game, plus some AI soldiers (which can be limited by the server) The Source engine can handle more players, the only restriction would be the server. A future adn earlier age would be a very definite option. Researchable technologies that expand the HUD and communications throughout all ages could also be very important. The establishment of an officer class (4 or so players on each team) to coordinate a team in-game rather than over a map display would be interesting also. Weapons and models for each age would be almost equal to other mods alltogether, so approximately 30 minutes per age = 2-3 hours from begginning to end. It would be important for players to have fun no matter what age they join the server in. Any suggestions thus far? |
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Mar 14 2005 Anchor | |
lol you expect people to be able to run 40 players + bots on their pcs? |
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Mar 14 2005 Anchor | ||
since the games will take long, players will just come and go, and they won't know the outcome. it's not a bad thing, they'll have fun and own ppl during the time age they join, just that they wont know the outcome of the war. personally, i prefer modern to future style fighting, could servers be able to choose what age they start in? -- |_( hp )¯| p00nst3r |
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Mar 14 2005 Anchor | |
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Mar 14 2005 Anchor | |
People can't run 40 player CS:Source?
One team could defeat another within one age. Getting from the earliest age to the latest age would take 2-3 hours. Just like a MMORPG, a player should be able to join a game no matter whether the opponent is about to be completely destroyed, and still enjoy themselves. There would be some kind of mega-tech at the last age, and whoever builds it first can unleash total destruction on the opposing team and win the game. However, an organised team could send in groups of catapults in the Classical age, and destroy the other team's base and win the round. This may lead to the problem of games never advancing past the first few ages to one team's domination. A solution may be to advance both teams to the next age after a finished round.
Yes. The aim would be for all ages to be self contained. |
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Mar 15 2005 Anchor | ||
this will turn out to be a great mod if it is made. -- |_( hp )¯| p00nst3r |
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Mar 15 2005 Anchor | |
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