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1  Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests on: February 13, 2010, 07:41:47 PM
Yea, I agree with you there. I've played it some more in the free time I have, and it became rather obvious to me that you can't have a whole team spawning as fex every single time. At the same time, it feels incredibly frustrating to earn a lot of points in 1 good round, only to have them all thrown away in 1 life because you got spawn camped or because the next capture point was imbalanced to your species(like if you have to run over large open areas as a 'nid).
However, as you state, you could have a "check-point", that would allow you a choice between 2 classes per default. It makes it seem less off a loss when you die as a fex or something.

Also, tooltips for the special attacks. Much needed Smiley You can use the existing HL2 GUI set-up and change parameters to make tooltips pop-up depending on the class you've spawned as.
2  Exterminatus - Rival Species 2 / Open Testing / Re: Suggestions and Requests on: February 06, 2010, 10:09:59 AM
Hey guys! Tried out your mod this week and it has some potential Smiley The models are gorgeous and the concept is awesome. I know it's a beta, but it's still pretty rough. Here are my suggestions:

- New sounds: I hope I'm not offending the sound dude, but the sounds in the game need a general overhaul. Nid sounds are mostly ok, but marine sounds(especially gunsounds) are awful. It sounds like a HL1 mod at the moment - rough, low-quality, scratchy gunshots.

- Textures: This one's mostly for the mappers. In some maps, the textures are enlarged WAY too much, so you get a kind of blurred-out effect. Not cool. In other maps, the same texture is used extensively and without breaking it up, so you get the repetitive "square-effect". You can make decorative brushwork to break up the textures(beams in the ceiling, locked doors, grates, vents, etc.).

- Maps: Layouts are *mostly* good(the city map is weird in layout, with an exposed Nid spawn and a confusing objective, at least for a newb like me and the map in the mine has ceilings that are way too low - many nids must crouch to get around at all, which is definitely not fun). However, there is often a lack of decoration and details. Many rooms are simply cubicles, with no windows, vents, grates, whatever. Try to avoid the squarish look and get something that looks "realistic".

- Animation: You know this one. There's a guy on the moddb forums, IGuy, that does animation. I don't know if he's too busy or not, but it would be worth sending him a PM IMO. We don't have any tasks for him at the moment, at least.

- Miscellaneous:
 - The standard marine weapon should fire in full auto or bursts for added epicness. It's more satisfactory for the player and IMO it suits the Warhammer mood better. It can easily be balanced by an equivalent reduction in damage and a bit of tweaking from there.
 - Nid warrior needs to be more balanced. It's a question of flanking and closing in, I know, but their ranged weapon is a bit too useless at the moment.
 - The class system is confusing and restricting. You earn the right to evolve/upgrade through kills and can only maintain it killing x number of players each life, lest you lose it? That severely reduces the use of the specalized classes all around, which I personally think is a shame. If players get to keep their "rank", you'd see a more diverse and difficult battlefield as the battle progresses.
 - Ammo resupply is a must. As it is, it seems it's pointless to fight well because you're going to run out of ammo anyway, at which point you just need to die.
 - Ragdolls need to rest as soon as they've fallen to the ground. That twitching thing doesn't work Smiley

This huge wall of text was brought to you by:
NoX from Eternal Silence.
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