Search found 8 matches

by FreeSlave
Tue Jun 13, 2017 6:26 pm UTC
Forum: Ideas & Suggestions
Topic: Singleplayer or cooperative modes
Replies: 7
Views: 11579

Re: Singleplayer or cooperative modes

Another reason why singleplayer/co-operative modes are important is the lack of competitiveness. It's not so irritating to lose against hordes of AI controlled monsters than constant loosing to pro players. Also in singleplayer and co-operative games you die less, so again less irritation. The one t...
by FreeSlave
Tue Jun 13, 2017 6:00 pm UTC
Forum: Ideas & Suggestions
Topic: Singleplayer or cooperative modes
Replies: 7
Views: 11579

Re: Singleplayer or cooperative modes

illwieckz wrote:

About missions, there was some experiments on tremulous age. There is for example that tremship map we can reuse if we fix the map the way bots will not stuck themselves

You mean they block each other? Just make them non-solid to each other.

by FreeSlave
Tue Jun 13, 2017 5:42 pm UTC
Forum: Ideas & Suggestions
Topic: Singleplayer or cooperative modes
Replies: 7
Views: 11579

Re: Singleplayer or cooperative modes

Clarification about Invasion mode: it does not feature buildables or feature them in very limited amounts. As I said it would be better to enforce players to constantly change their location on the level and the presence of buildables would make this task harder since players could just build the on...
by FreeSlave
Tue Jun 13, 2017 3:49 pm UTC
Forum: Ideas & Suggestions
Topic: Singleplayer or cooperative modes
Replies: 7
Views: 11579

Singleplayer or cooperative modes

The current problem with the game is lack of a sufficient number of players. It's team vs team game where some should be fighters/defenders and others should be builders. So for a comfortable and interesting game it requires 4 vs 4 players at minimum. And it's hard to get this number of players at t...
by FreeSlave
Sun Apr 16, 2017 12:47 pm UTC
Forum: Map Releases
Topic: Stalkyard
Replies: 5
Views: 19099

Re: Stalkyard

Cool, I had no idea that the map was played in places other than FServer. Note that there were two major versions, practically two different maps (stalkyard-b2 and stalkyard-b3). The first version is divided into three areas with only the one area available at the start (which is mostly rip-off of h...
by FreeSlave
Fri Apr 14, 2017 8:16 pm UTC
Forum: Map Releases
Topic: Stalkyard
Replies: 5
Views: 19099

Stalkyard

Remake of Half-Life stalkyard. Actually I made it about 3 years ago for Tremulous. Maybe some of you played it on FServer when it was still alive. Recently I've added more details and new rooms and now packaged it for Unvanquished. It's still just Tremulous map without any Unvanquished features. Pro...
by FreeSlave
Sun Jan 04, 2015 11:30 pm UTC
Forum: General Discussion
Topic: New website!
Replies: 5
Views: 6635

Re: New website!

Personally I don't like how tyrant pic changes its size when scrolling page down. First, it causes lags. Second, any motions (except for slideshow) on websites just annoy me.

by FreeSlave
Mon Dec 29, 2014 10:44 pm UTC
Forum: Level Design
Topic: Ideas, real world photos and art concepts to inspire mappers
Replies: 1
Views: 3836

Ideas, real world photos and art concepts to inspire mappers

In this topic I want to encourage you to share photos and concepts that would fit in Unvanquished universe and therefore inspire mappers. Post links to blogs, deviantart profiles or just single images. Ok, I'll be the first. Nice metro photos: http://russos.livejournal.com/583410.html and http://rus...