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Post Posted: 18 Apr 2013, 23:46
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Post Posted: 19 Apr 2013, 08:49
Mister_Prophet wrote:Interesting idea. It's got that Horde element, but the first thing that came to mind was that multiplayer level in the 1999 Aliens Versus Predator game where you and your buddies could try to hold out in that little safehouse at the end of that canyon map with the endlessly spawning aliens coming at you from all directions. But they always get in.I'd like to think the non-coop version might have some more story-structured elements to it, but I suppose there's only so much that could be done. Survivor stories just kinda appeal to me.
Post Posted: 19 Apr 2013, 09:10
Post Posted: 19 Apr 2013, 09:40
Post Posted: 20 Apr 2013, 03:13
I'm wondering if I should have a distant ruined city visible in the skybox.
The sky is going to be yellowish, something to look like being in a polluted wasteland.
Post Posted: 20 Apr 2013, 03:23
Delacroix wrote:2. Also, I believe Proph's suggestion is grand: make more stuff destroyable. Walls, windows... give the monsters option to try breaking into the house, to make the feel complete.
Delacroix wrote:3. I think that for SP version you could use friendly marines from RySpak (I think they're from there at least) - it'd be fun to have marines as bot pals, dunno why I feel this way (just fan of the UMS overall I think). You mentioned an smarine playerpawn of yours - the player could use it for the full feel. Player marine, supporters also marines. Grand.
Delacroix wrote:a ruin, even in the distance, would ruin (sic!) the feel of "middle of nowhere"; i1f you have distinct landmarks even in distance, it ain't the middle of nowhere anymore.
Delacroix wrote:What makes you think polluted wasteland has yellowish sky? Sky of a polluted wasteland would be exactly that - dark. Why? Because most forms of pollution shit stuff into the atmosphere making light less easy to come by and thus everything darker.
Post Posted: 25 Apr 2013, 04:27
Post Posted: 25 Apr 2013, 04:54
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