Currently looking for people who are willing to make a first person shooter work for multiplayer. I've been working on my engine for the past 6+ months and I am at a stage of just adding things to this map. Here's a demo video of my map, it is currently in alpha stage.
Gameplay
If you are familiar with counterstrike or shadowrun. Bascially everyone starts with a set amount of money and can buy weapons before each round starts. Players gain money as they get kills or win rounds. This map will be round based so each team will get equal chance to play the objective or play each side of the map. There will be 2 teams, the ghosts and the spectres. Both have the same stats its just how you build your character will be the difference.
4v4 online multiplayer
Select 3 perks per player from a variety of perks(Not sure about this)
Team Deathmatch, CTF, Objective(Plant bomb), Infestation(Zombies), other...
Select 1 Ability per player
Over 30+ weapons, gadgets, equipment, grenades
Select 1 attribute type (effects how weapons and abilites will effect your player)
4+ maps
X and Y accuracy
Different scopes for each weapon
Available Positions
Trigger - gamfvr
Data - gamfvr
Terrianer - Nebuli
Animator - Lance
Sounds - Need a person able to make weapon sounds or tweak them to match our animations.
Testers - Even if you're nooby at the editor you can still contribute by helping me test out the map and your feedback will be very important to me.
Others - If you have great sounds, images or anything you'd like to add, credit will be given where its due. thanks :)
Join channel StrikeCraft around 10pm-12pm EST on NA is usually when we do some testing.
Difference between this and other FPS maps
I've worked on my own custom traceline and it is far more impressive than any other shooter map i've seen on mapster. Able to detect headshots, able to have accuarcy in hit or miss relative to the recoil of the weapon and the accuarcy of the weapon and where you are firing. The crosshairs move as your character either moves or aims so accuarcy changes. Most tracelines have problems when firing on units on top of cliffs or when you are on a cliff and shootting at someone on the bottom or on a higher cliff. I have fixed all those problems. As well as the common problem of being able to shoot between the ground and a flying unit and not actually hitting the flying unit has all been fixed. Refer to the video posted above.
Hit marker detection relative to your camera facing.
Smooth first camera view. Many other shooters have a choppy camera view when moving.
Able to pick up weapons and drop them while keeping their ammo clips saved.
Instead of key events it is replaced by ability movements by command card. Lag is non-existing.
About the lag
Obviously there has been lots of complaining how WASD movement creates lag online. Now since I plan to have this up to 8 players I will have to make some scarfices for this to work. Currently I am using key events which is the main reason why WASD fails online. I was able to use this with a more older version of my engine and was still able to play the map with a less than .5 delay with 4 players. Since its a higher player count I plan to completely remove the key events and go with a 8 button movement instead of 4 button movement. You will be issueing orders by command card abilities. This will complete make lag a non-issue.
Unless there's a way to detect "key ups" without using key events then 4 way button movement will be possible.
I'll update this as we progress
Cheers
UPDATE 1
Auto pick-up system
Projectiles
Lobby Screen
Buy Menu
Round System
3D projectile collision
We have succuessfuly tested our movement system with the full 8 players in the game and we are please to say we there is really no lag. At most it might go up to .1 delay at times but nothing more.
We'll be working on on-screen weapon animations next.
UPDATE 2
Part 1:
Part 2:
More weapons
Scoreboard
Minimap
Still working on weapon animations and 3d death camera.
Since when you use abilities by command cards it will constantly cast that ability over and over as you hold the button. And since we are limited to be only to use one button at a time with the command card. I can't make you move foward and left without using a key up event inorder to recogize you are not holding down that button. We cant detect a key up in the data only in the triggers. Having even 1 key event in your map will make everything lag like hell. By using a 8 movement ability command card we can move all ways. Its only 1 downfall with FPS maps but I will make it up with the gameplay. It won't be hard to move. Just takes some time getting use to.
Bounty uses 8 way WASD movement in his shooters, and they don't lag at all. We just did some testing for him with a full lobby. About 0.5 second delay with keys, but no lag.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I think I'd be able to do your terrain :)
I know how to make things look pretty good in third person with the camera right up close behind the character, first person should be no different.
if you are talking about the battlefield 2 thing, i played it with 2 friends over battlenet to try it out and it was pretty good for an sc2 fps, but it was definitely laggy. I was basically impossibe to kill to other players because of the lag and health regeneration.
It's very dependent on who is playing, and thier connection speed. Every time you hit a key, you need to communicate with the server and then it needs to communicate with everybody else. Whenever you hit a key. So slow connection on one person = deadly.
I think I'd be able to do your terrain :)
I know how to make things look pretty good in third person with the camera right up close behind the character, first person should be no different.
I recommend this guy, OP. Nebuli can put down some seriously bad-ass terrain. Has my [Mozared's stamp of Approval].
Ugh I cringe every time I see "lagless" input. No amount of data/trigger editor trickery is going to get rid of the latency between client -> server -> client. You must have read into programmer's lagless data input thread to discover it is not lagless? I love the FPS ideas and kudos for the work that the guys put into it but as it stands this type of game cannot work on SC2's battle.net. Perhaps you have a good connection to the server but for those of us with a latency over the 200ms mark (and that makes up a surprising amount of the b.net population) these games become completely unplayable.
We tested with 8 players and NONE said there was any lag. We did this like 15 times all with different players. I've spent the past 6 months figuring out this system and I finally got it lagless. I don't care what you say you have to see it to believe it.
Ugh I cringe every time I see "lagless" input. No amount of data/trigger editor trickery is going to get rid of the latency between client -> server -> client. You must have read into programmer's lagless data input thread to discover it is not lagless? I love the FPS ideas and kudos for the work that the guys put into it but as it stands this type of game cannot work on SC2's battle.net. Perhaps you have a good connection to the server but for those of us with a latency over the 200ms mark (and that makes up a surprising amount of the b.net population) these games become completely unplayable.
didn't say i had to bypass hard code, there are other ways to input key strokes to the server that ppl havn't figured out yet. Instead of jumping on the lag bandwagon.
Uhhhh u guys dont' believe me but you will soon see the truth.
Guys, he's not kidding. The movement system is a bit awkward, but there is literally NO lag. If there is lag, then it is too small to be noticed at all.
Lag is entirely dependent on the person playing the game. I hope you aren't developing the map under the belief that you will have client side responsiveness as this is 100% impossible with the editor we have at the moment. Correctly implemented trigger based movement systems are just as responsive as a data driven method. There is one simple truth and that is that all commands issued by the client have to travel to battle.net, and the result travels back. It is THIS travel time that is unalterable, uncontrollable, unavoidable and will result in every single movement system having some form of delay which in turn makes any sort of serious attempt at an FPS control scheme impossible.
Currently looking for people who are willing to make a first person shooter work for multiplayer. I've been working on my engine for the past 6+ months and I am at a stage of just adding things to this map. Here's a demo video of my map, it is currently in alpha stage.
Gameplay
If you are familiar with counterstrike or shadowrun. Bascially everyone starts with a set amount of money and can buy weapons before each round starts. Players gain money as they get kills or win rounds. This map will be round based so each team will get equal chance to play the objective or play each side of the map. There will be 2 teams, the ghosts and the spectres. Both have the same stats its just how you build your character will be the difference.
Available Positions
Join channel StrikeCraft around 10pm-12pm EST on NA is usually when we do some testing.
Difference between this and other FPS maps
I've worked on my own custom traceline and it is far more impressive than any other shooter map i've seen on mapster. Able to detect headshots, able to have accuarcy in hit or miss relative to the recoil of the weapon and the accuarcy of the weapon and where you are firing. The crosshairs move as your character either moves or aims so accuarcy changes. Most tracelines have problems when firing on units on top of cliffs or when you are on a cliff and shootting at someone on the bottom or on a higher cliff. I have fixed all those problems. As well as the common problem of being able to shoot between the ground and a flying unit and not actually hitting the flying unit has all been fixed. Refer to the video posted above.
Hit marker detection relative to your camera facing.
Smooth first camera view. Many other shooters have a choppy camera view when moving.
Able to pick up weapons and drop them while keeping their ammo clips saved.
Instead of key events it is replaced by ability movements by command card. Lag is non-existing.
About the lag
Obviously there has been lots of complaining how WASD movement creates lag online. Now since I plan to have this up to 8 players I will have to make some scarfices for this to work. Currently I am using key events which is the main reason why WASD fails online. I was able to use this with a more older version of my engine and was still able to play the map with a less than .5 delay with 4 players. Since its a higher player count I plan to completely remove the key events and go with a 8 button movement instead of 4 button movement. You will be issueing orders by command card abilities. This will complete make lag a non-issue.
Unless there's a way to detect "key ups" without using key events then 4 way button movement will be possible.
I'll update this as we progress
Cheers
UPDATE 1
We have succuessfuly tested our movement system with the full 8 players in the game and we are please to say we there is really no lag. At most it might go up to .1 delay at times but nothing more.
We'll be working on on-screen weapon animations next.
UPDATE 2
Part 1:
Part 2:
Still working on weapon animations and 3d death camera.
Sounds great. But why would adding 4 more buttons (to make 8 way movement) reduce lag? Waiting to see the video :D
@zeldarules28: Go
Since when you use abilities by command cards it will constantly cast that ability over and over as you hold the button. And since we are limited to be only to use one button at a time with the command card. I can't make you move foward and left without using a key up event inorder to recogize you are not holding down that button. We cant detect a key up in the data only in the triggers. Having even 1 key event in your map will make everything lag like hell. By using a 8 movement ability command card we can move all ways. Its only 1 downfall with FPS maps but I will make it up with the gameplay. It won't be hard to move. Just takes some time getting use to.
Refer to programmer's lagless WASD movement topic
@gamfvr: Go
Bounty uses 8 way WASD movement in his shooters, and they don't lag at all. We just did some testing for him with a full lobby. About 0.5 second delay with keys, but no lag.
@gamfvr: Go
I think I'd be able to do your terrain :)
I know how to make things look pretty good in third person with the camera right up close behind the character, first person should be no different.
@zeldarules28: Go
if you are talking about the battlefield 2 thing, i played it with 2 friends over battlenet to try it out and it was pretty good for an sc2 fps, but it was definitely laggy. I was basically impossibe to kill to other players because of the lag and health regeneration.
@drummerboy1151: Go
Battlefield Egypt 2 doesn't actually lag very much. Zelda and I played it with 6 people and there wasn't much lag at all.
@Nebuli2: Go
It's very dependent on who is playing, and thier connection speed. Every time you hit a key, you need to communicate with the server and then it needs to communicate with everybody else. Whenever you hit a key. So slow connection on one person = deadly.
Also, I stuck you in the news queue.
New video updated :)
I recommend this guy, OP. Nebuli can put down some seriously bad-ass terrain. Has my [Mozared's stamp of Approval].
@Mozared: Go
Already got him on the team, thanks
I figured I may have been a tad late, just wanted to put it down there. Good luck on your project :)
@Mozared: Go
Thanks :D
@gamfvr: Go
Ugh I cringe every time I see "lagless" input. No amount of data/trigger editor trickery is going to get rid of the latency between client -> server -> client. You must have read into programmer's lagless data input thread to discover it is not lagless? I love the FPS ideas and kudos for the work that the guys put into it but as it stands this type of game cannot work on SC2's battle.net. Perhaps you have a good connection to the server but for those of us with a latency over the 200ms mark (and that makes up a surprising amount of the b.net population) these games become completely unplayable.
@Kalekin: Go
Ur wrong!
We tested with 8 players and NONE said there was any lag. We did this like 15 times all with different players. I've spent the past 6 months figuring out this system and I finally got it lagless. I don't care what you say you have to see it to believe it.
^ This, you cant bypass hardcoded.
@gamfvr: Go
hah living the dream...
@Dustin374: Go
didn't say i had to bypass hard code, there are other ways to input key strokes to the server that ppl havn't figured out yet. Instead of jumping on the lag bandwagon.
Uhhhh u guys dont' believe me but you will soon see the truth.
Guys, he's not kidding. The movement system is a bit awkward, but there is literally NO lag. If there is lag, then it is too small to be noticed at all.
@gamfvr: Go
Lag is entirely dependent on the person playing the game. I hope you aren't developing the map under the belief that you will have client side responsiveness as this is 100% impossible with the editor we have at the moment. Correctly implemented trigger based movement systems are just as responsive as a data driven method. There is one simple truth and that is that all commands issued by the client have to travel to battle.net, and the result travels back. It is THIS travel time that is unalterable, uncontrollable, unavoidable and will result in every single movement system having some form of delay which in turn makes any sort of serious attempt at an FPS control scheme impossible.