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Author Topic: Deadlock Media Release  (Read 17854 times)
aRny
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« Reply #60 on: July 25, 2009, 04:16:50 PM »
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exactly, who wants an exact 1:1 port of tacticalops? Otherwise just continue playing AoT.
I've always said, i'd love to see a perfect representation of AoT on a new engine with new features, new ideas and better graphics.

This should be an evolution of the series, retaining many key facts of the previous generations but enchanced to look better, feel better.. and open the player base to a wider audiance.

keep it up TA
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« Reply #61 on: July 25, 2009, 07:51:12 PM »
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exactly, who wants an exact 1:1 port of tacticalops? Otherwise just continue playing AoT.
I've always said, i'd love to see a perfect representation of AoT on a new engine with new features, new ideas and better graphics.

This should be an evolution of the series, retaining many key facts of the previous generations but enchanced to look better, feel better.. and open the player base to a wider audiance.

keep it up TA

exactly what im thinking, keep doing your job guys
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Aaron
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« Reply #62 on: July 26, 2009, 03:00:39 AM »
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Objectives will be 2 fold (Depending on gameplay features released)

1. Find the missing blackbox and retrieve the intelligence
2. Free the injured hostages

Is there any news on which scenarios will be available? cos retrieving the blackbox sounds cool i think it will be nice to break away from the standard planting the bomb, hacking and hossie rescuing that are in TO
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Deeps
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« Reply #63 on: July 26, 2009, 05:14:55 AM »
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Deadlock will feature gameplay that will move away from the the classic bomb/ hostage extraction scenario hence why I stated "gameplay permitting". Finding the blackbox is the option at the moment which ties in nicely to the storyline but ideally I would like to move towards an assault type scenario.. the special ops to destroy an enemy compound / ammo dump or the Guerilla's to destroy a special ops chopper which has been grounded.. This could open up new gameplay elements not seen in TO. Either way players will find the map an evolution of TO in all departments. Deadlock should allow players to use a greater range of movement and skill as opposed to the original TO which was primarily fast paced run and gun. In Deadlock players will be able to use the environment to their advantage and disadvantage of course Smiley This does not mean heavy use of cover as most of the time players will be exposed and kept on their toes. The name Deadlock derives from the type of gameplay featured in this map which should capture Guerialla warfare.. a stalemate. In war there are no winners.

Deeps
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« Reply #64 on: July 26, 2009, 10:27:10 PM »
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Deadlock will feature gameplay that will move away from the the classic bomb/ hostage extraction scenario hence why I stated "gameplay permitting". Finding the blackbox is the option at the moment which ties in nicely to the storyline but ideally I would like to move towards an assault type scenario.. the special ops to destroy an enemy compound / ammo dump or the Guerilla's to destroy a special ops chopper which has been grounded.. This could open up new gameplay elements not seen in TO. Either way players will find the map an evolution of TO in all departments. Deadlock should allow players to use a greater range of movement and skill as opposed to the original TO which was primarily fast paced run and gun. In Deadlock players will be able to use the environment to their advantage and disadvantage of course Smiley This does not mean heavy use of cover as most of the time players will be exposed and kept on their toes. The name Deadlock derives from the type of gameplay featured in this map which should capture Guerialla warfare.. a stalemate. In war there are no winners.

Deeps

disclaimer - noone has talked about any new gametypes / assault gametypes with me just yet Wink

objective based maps will be in existance from the first release. (hack the panel, crack the safe, etc)
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« Reply #65 on: July 27, 2009, 02:02:44 PM »
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Jungle maps fit TO, but the old ut engine didnt allow the design of such maps.
I beg to differ.
http://www.ut99.org/utr/kamah-dm.html
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« Reply #66 on: July 27, 2009, 02:04:28 PM »
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But i bet it was laggy as hell Smiley
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« Reply #67 on: July 27, 2009, 02:13:03 PM »
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Only in one area with over 800 polys in offline-mode and it wasn't the jungle part. Most areas have a reasonable poly/node count, for modern PC's running UT99 (~300 polygons)
It also seems to be running on a server but i haven't tried it yet.  Smiley

Edit\\ Ok, it might be unplayable on servers, due to the massiv use of meshes, particle systems and other custom content.  Also map optimization is very tricky for big open maps like that. 20k polys and 60k nodes for one zone :O 3:1 ratio (still ok actually) and highest occlusion was ~30 >.<
After playing it with 9 bots I realised that there are two more areas that kill the frame rate. Something I hadn't noticed, since I only ghost flown over it. Well 75MB for a UT99 map is a little bit hardcore I guess. ^^
But still, maps like that can be designed with the old unreal engine. They are just unplayable at some point xD
« Last Edit: July 27, 2009, 02:44:37 PM by Officer D » Logged

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« Reply #68 on: July 27, 2009, 09:22:39 PM »
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Quote
The Special Forces have been involved in deadly Guerilla warrare against a separatist group in an unknown location East Asia. The Gueriilla's have setup camp in an abandoned walled city in a jungle/rain forest.. A heicopter has been shot down killing most of the crew?
..Delta team is sent in to investigate. Guerilla warfare!

Objectives will be 2 fold (Depending on gameplay features released)

1. Find the missing blackbox and retrieve the intelligence
2. Free the injured hostages

Sounds verry good Smiley
Can the Dev's please say something about how the SF spawnpoint looks/is going to look ?
Is it located at a chopper, a boat, parachutes ? :p Or is it a secret ?

I think it can't do any harm to try something new like the use of foliage/jungle. In a urban area map, it can be even harder to play i think. It just depends on the construction of the map.
With the right Tacs and teamplay SF/Terr must be able to handle the jungle.

With a difference in map styles, mayb more people are attracted to try TA, because there are always a few maps that will suit u in play style and map style. I hope there will be a few TO/AOT/TO:C maps too in TA.
Screenies of maps witch a lot of eyecandy can attract people playing populair games. When they experience how nice the TO gameplay is they might get addicted and try the more oldschool TO style maps too.
« Last Edit: July 29, 2009, 04:43:44 PM by AngryPenguin » Logged

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« Reply #69 on: July 28, 2009, 09:15:07 AM »
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The Special Forces have been involved in deadly Guerilla warrare against a separatist group in an unknown location East Asia. The Gueriilla's have setup camp in an abandoned walled city in a jungle/rain forest.. A heicopter has been shot down killing most of the crew?
..Delta team is sent in to investigate. Guerilla warfare!

Objectives will be 2 fold (Depending on gameplay features released)

1. Find the missing blackbox and retrieve the intelligence
2. Free the injured hostages

Sounds verry good Smiley
Can the Dev's please say something about how the SF spawnpoint looks/is going to look ?
Is it located at a chopper, a boat, parachutes ? :p Or is it a secret ?

I think it can't do any harm to try something new like the use of foliage/jungle. In a urban area map, it can be even harder to play i think. It just depends on the construction of the map.
With the right Tacs and teamplay SF/Terr must be able to handle the jungle.

With a difference in map styles, mayb more people are attracted to try TA, because there are always a few maps that will suit u in play style and map style. I hope there will be a few TO/AOT/TO:C maps too in TA.
Screenies of maps witch a lot of eyecandy can attract people playing populair games. When they experience how nice the TO gameplay is they might get addicted and try the more oldschool TO style maps too.

a chopper would be a nice especially with a parachute, but thats more battlefield 2 style.
altough the spawn can make the map alot better after you get the hostages getting them inside the chopper and flying away would be cool too while shooting the terro.. i mean mercenaries that are chasing you ! =D
« Last Edit: July 29, 2009, 04:44:02 PM by AngryPenguin » Logged

Deeps
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« Reply #70 on: July 30, 2009, 01:26:52 AM »
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Its clear that with the UT3 engine you can do alot more with outdoor areas. I am trying to keep foilage to a minimum in playable areas but still allow access to cover points. In making Deadlock it has been an interesting journey of exploring the possibilities of the engine for producing jungle / foilage style maps. Depending on wether Deadlock is a success my next idea may well just focus around the Deadlock inspired style.  Its good to have different and consistent themes running through the level designs for TA.

Deeps
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« Reply #71 on: July 30, 2009, 03:55:59 AM »
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especially with a parachute, but thats more battlefield 2 style

I mean not landing with a parachuted, but used parachutes laying on the ground @ the sf team spawnpoint.
The fallrope in spynet was really nice.
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Teifi
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« Reply #72 on: July 30, 2009, 04:25:30 AM »
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especially with a parachute, but thats more battlefield 2 style

I mean not landing with a parachuted, but used parachutes laying on the ground @ the sf team spawnpoint.
The fallrope in spynet was really nice.

You sure that was spynet? I don't remember fallropes on that map...
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« Reply #73 on: July 30, 2009, 10:44:06 AM »
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especially with a parachute, but thats more battlefield 2 style

I mean not landing with a parachuted, but used parachutes laying on the ground @ the sf team spawnpoint.
The fallrope in spynet was really nice.

You sure that was spynet? I don't remember fallropes on that map...

yes that was Ressurection, the egyptian styled map. it was a rope with an low gravity zone around it.
nicely thought of.

Quote
especially with a parachute, but thats more battlefield 2 style

I mean not landing with a parachuted, but used parachutes laying on the ground @ the sf team spawnpoint.
The fallrope in spynet was really nice.

landing would be cool too =/
however extraction with a helicopter would make sense then =]
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Laky`
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« Reply #74 on: July 30, 2009, 10:44:33 AM »
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fall ropes :S? Don't you mean ressurection? lol that's the only to map with a fall rope i belive.

I think in SF base adding some parachutes that was bundled up that looked used would be interesting.
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