Designer @ Red Storm Entertainment; Neotokyo level designer
I have enjoyed playing AOC since it first released and saw it improve thru several releases. It may have never reached it's full potential but I still had a great time with it for what it was and am eagerly awaiting the next iteration on the unreal engine. Lord Catapult signing off! (I love them catapults)
*edit* P.S. I would love to offer my services and help test the next game
Our forums are back online for those who are interested.
We will be rolling out a server side update that addresses many issues such as autobalance as well as many other things that have come up since release very very soon.
It has been considered, we played neotokyo with faster speeds like I said. We want a more rainbow 6 feel to the game, not corner jumping assaults/supports scoring headshots etc. You can't have every class be a speed demon, and recon's do not dominate (in my public viewing) and should not. Neotokyo is not for everyone and we accept that, but we do not want to change the pacing, it just is not gonna happen. The only thing I can offer you is that we will likely come out with a respawning gametype in the future, perhaps that will ease some of your frustration?
@Unaco Generally speaking, you share the similar opinions regarding the cs feel comment. Officially, we wanted to keep the game accessible to first time players like cs, but our game mechanics are nothing like cs. I'm sure you played on a server where nobody was really working together as intended which is typical of a public server. If that is the case I recommend you find a server where teamplay is actually used, because in competetive play is where capture the ghost really shines.
We will not be speeding up the classes, there are plenty of other games out there with faster movmement speeds, we want to keep it slower because it fits in better with how we want the game to play. If you speed things up (and we used to have a much faster movement speed for all classes) it gets to be more of a run and gun game which was NOT what we wanted.
You people need to stop listening to milkbaron ffs.
First from everyone on team Radi-8, we want to thank everyone for the tremendous support, and for playing our mod. We are currently working to get our forums back online (on a better provider to handle all the traffic) and we are also working on our first patch (details coming later). We still have some work to do, but we just want to say thanks to all our fans for the support, and Valve for giving us a mention.
Suggesting deathmatch is a pretty bad suggestion considering there is no respawning in capture the ghost, if you dont cap the ghost you win by eliminating the other team (tdm). Fyi we already support tdm in the fgd we just chose not to realease any tdm maps this first go.
Soundtrack is included, you get half the songs, check your NeotokyoSource/soundtrack directory, the only thing we didn't do was hook up an ingame player but we will in a future update. You can use winamp or whatever to play them, we even included a playlist.
Links are about to go live
It's not late, we said EASTERN timezone on July 3rd, we are not late.
Part of the reason why it has taken this long before we release, we are essentially skipping public betas and releasing version 1. First impressions are always the most important.
Not outright, we have around 20 maps to release first, the fgd will not be released before we release all of the official maps. The reason for this is...
1) We don't want bad nt_iceworld_gg floating around and having first time players thinking it is an official map.
2) After 4+ years of working on all the content we are releasing for free, we think it is fair that we get a little limelight and have vanilla servers the only servers so people experience neotokyo as it is intended.
After we release our levels, we will put together a testmap and instructions for people who want to create their own maps. Again this will not happen immediately, but don't expect to wait a year or anything.
I'm a little confused by your question/suggestion. Neotokyo has 3 classes, all of which have different movement speeds, and abilities. Recon for example has a special charged jump to reach special areas the other classes cannot.
"No, we will not be sharing our content or intellectual property."
Martin, I suggest in the future if you have a problem with a moddb staff member you send them a private message instead of filling up our news comments with a completely offtopic discussion. You are suggesting "other mods" deserve just as much attention, why don't you recommend some to Stenchy via pm if you feel so strongly. Please refrain from using our news updades as your complaint/suggestion box in the future, thanks.
If you are not running a DX9 card, your frames are going to be **** with or without vision modes, there is no point. Nt is an expensive mod to run, almost every texture is normal mapped, levels are detailed, making our shaders dx8 compatible is not going to make it any better for players not running dx9, I'm just being honest.
Your thinking in terms of these being human, they are cyborgs, anyways we are not going for realism here, and fading something like that over a longer period of time only eats up more memory.
You can bind vision mode (same button for every vision mode since it's class dependant) to whatever key you want.
No, its a shader *motion vision*, any color correction in the level is completely independant of what you are seeing here.
Uh, you don't need to post this question over and over.
He's a cyborg, the goggles are essentially wired directly to their cyber brains.
Valve, wake up already and give Ryell some credit and a steamworks account.
They would all break if we ported *wink wink* And have to recode them *wink wink* Grey I'm sure does not want to do that *wink wink* hehe
Yeap, NT uses several custom shaders which would all break if we ported to orange box, just not worth it this late in the game. Besides I think everyone would agree NT looks and plays great as is on EP1 engine.
This image is well, you'll see when the mod comes out :)
Funny you should say that. Grey actually wrote a comic book shader which you can enable in the console to create your own manga. We'll show that in a bit.
Half life has always had a good reputation of supporting mods, not to say unreal does not, but Source showed more promise in demo's, the engine just seemed more impressive than what the 2k4 engine was capable of at that time.