IchI
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- Aug 1, 2003
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Killzone (only a temp name)
Information and Purpose:
The main aim for this mod is to make it tactical in different forms. It will be like a game of chess mixed with blockbuster. It will be mainly a clan match type of game, I really think a game can get a very large user base when its possible for it to be played in competitions and situated in a very competative enviroment. The game will have many little nuances which will be hard to learn and will keep a player amursed into the game. People play games more if they think continued practice will pay off and give them an edge over the opposition. I have played counter-strike for over 3 years for the aformentioned reason and wish to apply this part of the game mechanic into my mod concept (nothing to do with the way cs players at all, its more about the mentality of the game).
Background:
The year is 2020, the World is united under a single goverment that has taken things into its own hands and created the 'Killzone'. This is the league of leagues, people enter the Killzone in teams. These teams have unique names and the objective is to become masters of the Killzone.
Basic setting:
Each match is held in a large arena. This arena is about the size of 2 football fields and has massive crouds cheering and shouting. The enviroment is overwelming and there tends to be dark levels with coloured lighting like a disco, but not as bad or as bright, so not really like a disco. Just not real time lighting. Each map has droids thats fly over the whole map with large screnes on them. They have scripted cameras that show the battle as it takes place. These droids have large amounts of power and are quiet noisy when overhead. They produce a lot of dust and are all run on waypoints. These waypoints are quiet simple and they follow along the same waypoint throughout the whole map
Weapons/Players:
The game work's on a class based system. You choose a class and will be given an oportunity to choose different weapons. These will consist of rifles, pistols, grenades, explosives etc.... Its like your every day class based system but has some more features which I am not saying atm.
Map strucutre:
The map looks like a diamond and is split up into approx 20/30 sections (this depends on how the game goes in play testing) These sections span across the whole map and each are capture points. There are different types of capture points and each is specially placed on the map to bring in tactical elements of gameplay. The strucutre of the whole level gives different types of gameplay constantly. What I mean by this is if your team is not very good at aiming you can take the tactical approach to things or alternatively If your team is gun hoe you can attack the team directly. These will be explained in later concept releases and I don't really want to go into too much depth. Here is an image of what the map structure could look like:
http://members.lycos.co.uk/st4tic/Map_Points.JPG
Captuing points and your objective:
Captured points all work in different ways. Normal capture points can simpley be triggered by running over them and 20 seconds later you will have that point (you do not have to stay at a point for it to be captured , to cancel it a opponent needs to run over the point) other points may requie certain types of classes to take them. When taking points towards your openents team you can use certain tactics to gain massive advantages, these are called flanking manovers and are shown on a picture bellow:
http://members.lycos.co.uk/st4tic/Map_Team1_Offense.JPG
As you can see from the image team 1 have moved down the bottom and team 2 moved along the top. Team 1 flanked team 2 and struck their points. If a player caputres there oppenents capture point they will cancel out the other points ahead of the point they just captured. There will be lock down times etc... on points once caputred to ensure a flow of gameplay and not getting stuck on one line. But these will be explained later.
They are many things I have not go into atm mainly because I have not got them all sorted out. I want to get a team together and get things together before I really start to get into the finer details of my idea. I am still toying with idea's like having the map in Hexagons. There are many bugs in my idea already. But The concept is only in ithe very early stages of development. I will be implomenting new idea's and cementing the main concept as development continues.
--------------------
This is a basic outline of my planand I am looking for 1 concept artists, 1 coder and 1 writer. This writer will not be a story writer but more of a person who understands my idea and my objective and can help me bring new ideas into the mod and help develope it. I am looking for only 3 people and we will be waiting until the SDK comes out before major production of anything. I am a modeller myself and most people have seen my work on these forums. Remember I am the only person on the team so far. I am looking for dedicated individuals who I will have strong communication with and can help develope this idea. If you are intrested contact me on IRC/email/PM/This thread.
Thanks, if you are not wanting to join can you please give me comments on my idea and mod concept. If you have any ideas for me to develope I will gladdly take them on board.
Information and Purpose:
The main aim for this mod is to make it tactical in different forms. It will be like a game of chess mixed with blockbuster. It will be mainly a clan match type of game, I really think a game can get a very large user base when its possible for it to be played in competitions and situated in a very competative enviroment. The game will have many little nuances which will be hard to learn and will keep a player amursed into the game. People play games more if they think continued practice will pay off and give them an edge over the opposition. I have played counter-strike for over 3 years for the aformentioned reason and wish to apply this part of the game mechanic into my mod concept (nothing to do with the way cs players at all, its more about the mentality of the game).
Background:
The year is 2020, the World is united under a single goverment that has taken things into its own hands and created the 'Killzone'. This is the league of leagues, people enter the Killzone in teams. These teams have unique names and the objective is to become masters of the Killzone.
Basic setting:
Each match is held in a large arena. This arena is about the size of 2 football fields and has massive crouds cheering and shouting. The enviroment is overwelming and there tends to be dark levels with coloured lighting like a disco, but not as bad or as bright, so not really like a disco. Just not real time lighting. Each map has droids thats fly over the whole map with large screnes on them. They have scripted cameras that show the battle as it takes place. These droids have large amounts of power and are quiet noisy when overhead. They produce a lot of dust and are all run on waypoints. These waypoints are quiet simple and they follow along the same waypoint throughout the whole map
Weapons/Players:
The game work's on a class based system. You choose a class and will be given an oportunity to choose different weapons. These will consist of rifles, pistols, grenades, explosives etc.... Its like your every day class based system but has some more features which I am not saying atm.
Map strucutre:
The map looks like a diamond and is split up into approx 20/30 sections (this depends on how the game goes in play testing) These sections span across the whole map and each are capture points. There are different types of capture points and each is specially placed on the map to bring in tactical elements of gameplay. The strucutre of the whole level gives different types of gameplay constantly. What I mean by this is if your team is not very good at aiming you can take the tactical approach to things or alternatively If your team is gun hoe you can attack the team directly. These will be explained in later concept releases and I don't really want to go into too much depth. Here is an image of what the map structure could look like:
http://members.lycos.co.uk/st4tic/Map_Points.JPG
Captuing points and your objective:
Captured points all work in different ways. Normal capture points can simpley be triggered by running over them and 20 seconds later you will have that point (you do not have to stay at a point for it to be captured , to cancel it a opponent needs to run over the point) other points may requie certain types of classes to take them. When taking points towards your openents team you can use certain tactics to gain massive advantages, these are called flanking manovers and are shown on a picture bellow:
http://members.lycos.co.uk/st4tic/Map_Team1_Offense.JPG
As you can see from the image team 1 have moved down the bottom and team 2 moved along the top. Team 1 flanked team 2 and struck their points. If a player caputres there oppenents capture point they will cancel out the other points ahead of the point they just captured. There will be lock down times etc... on points once caputred to ensure a flow of gameplay and not getting stuck on one line. But these will be explained later.
They are many things I have not go into atm mainly because I have not got them all sorted out. I want to get a team together and get things together before I really start to get into the finer details of my idea. I am still toying with idea's like having the map in Hexagons. There are many bugs in my idea already. But The concept is only in ithe very early stages of development. I will be implomenting new idea's and cementing the main concept as development continues.
--------------------
This is a basic outline of my planand I am looking for 1 concept artists, 1 coder and 1 writer. This writer will not be a story writer but more of a person who understands my idea and my objective and can help me bring new ideas into the mod and help develope it. I am looking for only 3 people and we will be waiting until the SDK comes out before major production of anything. I am a modeller myself and most people have seen my work on these forums. Remember I am the only person on the team so far. I am looking for dedicated individuals who I will have strong communication with and can help develope this idea. If you are intrested contact me on IRC/email/PM/This thread.
Thanks, if you are not wanting to join can you please give me comments on my idea and mod concept. If you have any ideas for me to develope I will gladdly take them on board.