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| The Hive (Heavily Updated) | |
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| Tweet Topic Started: 11th April 2012 - 10:04 PM (610 Views) | |
| Pringles Man | 11th April 2012 - 10:04 PM Post #1 |
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The Chief Designer of the Ilolan Republic
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I decided to stick with the old Sentinels GUI for now. So you're going to have to look at the old scoreboard artwork for a while. Anyways, this map is called The Hive. It is a location which is very significant to the campaigns and the story. You'll get to read the history of this place when I finish writing out the campaign plot.I designed new explosions using the coffee stain effect in Gimp. I know it's cheap, but holy crap does it look good after everything's finished. Gameplay: Yellow battles green. Cruiser charges through the cave occasionally, roadkilling people and dropping power-ups. Terrain: The speciality of this map is that there is at least one pit per game which leads to death. Another new feature is that this map supports multileveled bunkers. Other than that, the terrain is very bumpy and there are many rifts and hills. There is also a cieling which I should put closer to the ground. Most of the pits are filled with water, and water constantly showers from holes in the cieling. Winning: The mud cave becomes unstable during the battle, and after ten minutes, a shower of mud coming from the cieling, burries the whole place, and everybody dies. The team which end up with the most points wins. Art: ![]() Poll Results: Spoiler: click to toggle
Edited by Blackout, 21st September 2016 - 05:45 PM.
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| Pringles Man | 11th April 2012 - 11:07 PM Post #2 |
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The Chief Designer of the Ilolan Republic
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New art's up. Basically fixed up the scoreboard to match the color theme, fixed the minimap, and tweaked the ground layers. Edited by Pringles Man, 11th April 2012 - 11:09 PM.
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| Mykrominer | 11th April 2012 - 11:11 PM Post #3 |
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Shadow Orber
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I don't think there should be a scroll bar for the scores; people either just want to see the team scores or all individual scores in one screen. Edit: Or their team's individual scores.
Edited by Mykrominer, 11th April 2012 - 11:14 PM.
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| Pringles Man | 11th April 2012 - 11:16 PM Post #4 |
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The Chief Designer of the Ilolan Republic
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I guess you're right. But I'm still trying to figure out how this new GUI format is going to work so consider the current scoreboard a test run. I know it's inconvenient but meh, I guess it'll get there sooner or later. |
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| 13055 King | 11th April 2012 - 11:20 PM Post #5 |
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Pun-maker 3000
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The map looks HUGE... and looks like it would be epic to play on. |
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| Pringles Man | 11th April 2012 - 11:28 PM Post #6 |
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The Chief Designer of the Ilolan Republic
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Yeah. :P I certainly hope it makes it into the game. I guess I'll shed a little light on why the cave is so large (imagine standing in it and looking at the cieling). Basically a secret underground network built under Ilolia made to transport massive battle cruisers under the ground. Then they deploy out into space through holes in the ground. Maybe it should even have cruisers occasionally speeding through it and roadkilling everyone if they don't hide low enough. |
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| 13055 King | 12th April 2012 - 12:18 AM Post #7 |
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Pun-maker 3000
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:O SUPPORT |
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| Sputnik | 12th April 2012 - 12:34 AM Post #8 |
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Lazy 3D model designer
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Looks like it. (:
11th Lord told me about something related to pod-ships. Wich according to her, are light ships for deploying, and these same ships are deployed from the fleet cruiser (I think). I remember a talk with Dan and Dylan and said there could be 2 types of ships, too. So well, it would be weird to have big ships underground, or smaller ships assembling sentinels, so I thought this 2 ship types stuff could work out here, too. I think 11th Lord pod-ship idea is a little small tho, but you get the idea. Anyhow, I look forward for this. Good work. :D |
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| Taicturn Nacht | 12th April 2012 - 03:36 AM Post #9 |
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Nacht
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THIS IS GOING TO BE EPIC I CANT WAIT FOR THIS *SCREAMS LIKE A ANNOYING FANGIRL* |
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| Dj | 12th April 2012 - 05:30 AM Post #10 |
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Forum Overlord
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Lost Caverns Lost caverns is a maze of caves underneath the surface of the lost world. The game mode within this option is a team death match just as lost is. This map has a randomly generated spawning system where players can spawn from walls, the roof or the floor, carried on a tunneling machine and spawned off it, allowing for a much hard spawn killing system this stage also feature stalactites and spikes to prevent someone from shooting across the map. another feature of this game is that it is pitch balck, as if every character is hidden by a waltron mirage device under a cave on lost, but they do not appear when they shoot, this adds to the difficulty of finding an opponent, each sentinel has a slight glow around them that only the player can see, you cannot see oppenent lights, but you can see ally lights. if equipped with a flash light (needs a real name) module this are of light is expanded by 3-4x its original sight range. Other Details: Light trails and explosion residue A 3 seconds trail of light every meter that follows any weapon that uses energy to be fired such as plasma, gauss, or lasers. Light residue of explosions is 5 second ball of light the size of the explosion after an explosion.) This was an idea I had back in 2010, I thought it similar. I found an old list of ideas that I had, I'm gonna be posting them, wooo. Edited by Dj, 12th April 2012 - 05:34 AM.
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| 13055 King | 12th April 2012 - 06:26 AM Post #11 |
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Pun-maker 3000
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Woah, light and darkness COULD be implemented. how come no one thought of that before? it would open up a whole new line of chassis/weapons/modules designed for dark games. (thermal vision?) |
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| 0_0Macarone | 12th April 2012 - 08:40 PM Post #12 |
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*gets edded to far left* dang. lower ceiling would make it even cooler and stop those flyers... but this is simply epic pringly.
Edited by 0_0Macarone, 12th April 2012 - 08:41 PM.
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| Definitely Not Spiral | 3rd July 2012 - 04:38 AM Post #13 |
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Professional Faggot (US Navy Sailor)
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support, however i also dislike the scroll for scores, why not put them in opposite corners
Edited by Definitely Not Spiral, 3rd July 2012 - 04:39 AM.
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| Cloud NiiNe | 11th August 2012 - 01:55 PM Post #14 |
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Turtle Trekker
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Bump. This is a great idea, could use a little work, as otherwise it would be the same as a lost game, with a lower cruiser however. I think as time passes by, the 1-(whatever the max pits are) should get bigger, maybe 1 cm each This would allow for a module that boosts performance in water/allows you to swim with a lower energy cost than thrusting, as well as one that enhances weapons underwater. Edited by Cloud NiiNe, 11th August 2012 - 02:01 PM.
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| Pringles Man | 30th August 2012 - 06:15 AM Post #15 |
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The Chief Designer of the Ilolan Republic
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UpDaTeS uPdAtEs UpDaTeS uPdAtEs !!!111!one!!1!eleven |
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