Author Topic: The invasion begins!  (Read 8668 times)

Offline NIN-IceFox

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The invasion begins!
« on: August 08, 2012, 11:57:06 AM »
A new update is live on Whale!

An old enemy many of you marines and warriors may have fought before on the very soil of the hostile world of Stroggos has now returned and is stronger than ever! Shortly after the fall of the Makron, the Strogg were in disarray as was part of the major goals of operation Alien Overlord which became known to many. What was not so well known was after operation Alien Overlord was accomplished, there was an ambitious and very risky secret mission to actually take control of a large number of the Strogg by a mysterious alien force who's goal was to weaponize them for their own purposes and take advantage of the Strogg in disarray once earths forces had left!

Fellow warriors, you who fight each other across many dimensions, worlds and all around the universe in unbelievable places while utilizing fantastic weaponry of all types to hone yourselves in all combat skills, to harden yourselves against pain and fear of death itself, now have a powerful new ally provided to you by this mysterious entity that hosts these battles across the universe! The Strogg themselves are now at your disposal! But being in competitive arenas across all times and dimensions, you will also face this new ally as an enemy at times as well because your opponents have fair access to them just as much as you. Do not underestimate the Strogg of today and think they are as easy as they were before if you are a veteran of operation Alien Overlord! The mysterious space force that decided the Strogg had potential was initially rather unimpressed with their current state of technology, defenses and weaponry as they witnessed earth and Strogg forces clash while they watched from a far distance. These Strogg are being enhanced and will continue to be enhanced and re-engineered as time continues!

===How to use the strogg===

3 different Strogg are available each map ranging from tier I, tier II, and tier III in strength.

spawn class info see current rotation of monsters availalbe

spawn class 1 Tier 1 monsters at 15 credit cost
spawn class 2 Tier 2 monsters at 30 credit cost
spawn class 3 Tier 3 (Boss) monsters at 60 credit cost


===List of Monsters===

Tier I

Guard: Weapons, machinegun
   

Enforcer: Weapons, Chaingun, bash


Berserker: Weapons, Hammer, Spike
   

Parasite: Weapons, Tongue life drain
    

Flyer: Weapons, Blaster, Sharp wings
   

Mutant: Weapons, Slashing, Lunge
   

Brains: Weapons, Arm hooks, Tentacles 


Tier II

Iron Maiden: Weapons, Rocket launcher, Claws
   

Gunner: Weapons, Chaingun, Grenade launcher
   

Technician: Weapons, Blaster, Claw, Zapper
   

Icarus: Weapons, Blaster
   

Medic: Weapons, Blaster, Life drain, Healing (If shot by owner)
   

Gladiator: Weapons, Vice grip, Railgun


Tier III (Bosses)

     Tank: Weapons, Blaster, Chaingun, Rockets
         

Super Tank: Weapons, Chaingun, Rockets
   

Flying Guardian: Weapons, Chainguns, Rockets
   

Jorg: Weapons, Chainguns, BFG
   

Virus: Weapons, BFG, Railgun, Blaster, Deathray
       
« Last Edit: August 08, 2012, 12:03:03 PM by NIN-Kitsune »
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Offline NIN-IceFox

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Re: The invasion begins!
« Reply #1 on: August 08, 2012, 11:57:44 AM »
Here is the current rotation of monsters on Whale, the official WOD-X server, as each map begins a new rotation of monsters is available.

Rotation 1: Guard - Iron Maiden - Flying Guardian

Rotation 2: Enforcer - Gunner - Tank

Rotation 3: Berserker - Icarus - Boss Tracked Tank

Rotation 4: Flyer - Technician - Flying Guardian

Rotation 5: Mutant - Iron Maiden - Flying Guardian

Rotation 6: Brains - Gladiator - Jorg

Rotation 7: Parasite - Medic - Tank
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Offline PoRKcHoP

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Re: The invasion begins!
« Reply #2 on: August 08, 2012, 06:36:04 PM »
Good addition to the game.  I like them because they are smaller than that big fat bully shambler,  and fit better on the maps.
 :dohdohdoh:
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OINK!

Offline NIN-IceFox

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Re: The invasion begins!
« Reply #3 on: August 08, 2012, 08:40:55 PM »
It makes the action all that more dynamic now! Each map you are going to face off against a different batch of monsters so now it will never be the same old thing every time! Plus now those who always had a hard time getting enough credits for the usual cost of 40 before, now have better access to a large amount of spawns!

We also have fixed a bug where credits could be accumulated to crazy amounts like millions, now a player can only hold up to 300.



We also have gotten these animated gifs quickly and easily from a tool currently in the works that will help us construct even more monsters in the future! And when it's ready, anyone will be able to quickly and easily make gif images like these with any set of animations in Quake models and so much more!
« Last Edit: August 08, 2012, 08:48:05 PM by NIN-Kitsune »
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Offline NONJA

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Re: The invasion begins!
« Reply #4 on: September 13, 2012, 09:24:46 AM »
Awesome feature! Just to to throw something out there, it would be hilarious if monsters would randomly use different varieties of their class of weapons: the big flying tick could occasionally shoot speed/fire/ missles, gunners could randomly fire off an annhilator blast...  :evilgrin:

Also, tack "Fiend from Quake 1" to my wishlist. Imagine the time someone spamming explosives would have when one of these guys lunges at them. The mutant just ain't the same.

Also, it's great to hear that you've got an implimentation method nailed down for working with different models. I don't think there's any way a Mac guy can program entity behavior, but I'd be interested in trying to build some new monster and weapon models. Would you be interested in re-skins for the different weapon variations?
« Last Edit: September 13, 2012, 09:47:59 AM by NONJA »
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Offline r1

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Re: The invasion begins!
« Reply #5 on: October 08, 2012, 10:13:58 PM »
Awesome feature! Just to to throw something out there, it would be hilarious if monsters would randomly use different varieties of their class of weapons: the big flying tick could occasionally shoot speed/fire/ missles, gunners could randomly fire off an annhilator blast... 
Also, tack "Fiend from Quake 1" to my wishlist. Imagine the time someone spamming explosives would have when one of these guys lunges at them. The mutant just ain't the same.

Randomized weapon sets for monsters are on the todo list. Right now I've kept monsters kind of basic so players can get used to them, but that's the plan in the long run. They're also not very smart atm (i.e. standing in corners & facing walls etc), but with time you'll see their logic improve to the point where they can jump up on boxes and navigate map corridors rather elegantly.
I also like the Quake 1 monsters, and they'll be included as well in time, and yes this one too:




Also, it's great to hear that you've got an implimentation method nailed down for working with different models. I don't think there's any way a Mac guy can program entity behavior, but I'd be interested in trying to build some new monster and weapon models. Would you be interested in re-skins for the different weapon variations?

Sure! It'd be great if you could help us come up with new varieties of skins, features and behaviors once the system supports this gracefully.

Cheers,
Ruiner
« Last Edit: October 09, 2012, 02:25:09 AM by r1 »
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