About:
Murderous is a tactical shooter that features realistic collisions, explosions, and projectiles. Players choose from different classes that have an assortment of abilities and their own unique weapon. Each weapon interacts with objects and the terrain differently. The Desecrator has a shrapnel based weapon which arcs into the air, and once it touches the ground bombards its victim with an array of shrapnel.
The projectiles bounce according to the terrain it collides with. If it hits on a ramp, the shrapnel will fly down the ramp. Thrown grenades can roll down ramps and ledges. Imagine tossing a grenade behind an abandoned vehicle causing it to slide and smash into an enemy. It creates a very dynamic battlefield.
The game can be a death match, capture the flag, or any other exciting mode.
The setting is a futuristic war-torn world. Each arena will be different from destroyed cities to desecrated temples. Cars, trucks, destructibles lay in the midst of the ruins, use them as cover but be weary of the possibility of them being used against you.
So far the first idea is to make a 5v5 or 6v6 team battle, but future endeavors could lead to zombie survivals or other fantastic maps.
Progress:
Physics Engine - Finished
Classes - Roughly created. A few more are being conceptualized.
Terrain - Only a test arena has been made, but it is fairly good.
Dialogue - Only a class selection has been made.
Weapons - Created classes have weapons made.
Upgrades - Not Yet Implemented
Items - Not Yet Implemented
Modes - Death Match and CTF not yet implemented. Infection mode is almost finished.
The Team:
Terrainer:
An excellent terrainer who can make beautiful terrain, but at the same time create dynamic arenas which maximize the capability of the physics engine. As particles will collide with the terrain and act accordingly the terrain has to be elegent, well thought, and creative.
Data Editor:
The data editor needs to know the basics and be well equipped for odd challenges that will arise around creating different particles, units, objects, all that will interact with each other.
Dialogue:
Since each player can choose an assortment of classes and weapons, a custom dialogue has to be made to give a stylish, simple, fast and easy control panel.
Artist:
The artist will be responsible for anything required in making the game look excellent graphic wise. The artist will also be able to make any sort of design that he wants for the game, and if it looks good, it's in!
Other:
If you're interested in this game for any other reason just send me a pm, tell me why you should be on the team and I'll definitely consider it!
Contact:
Interested? I hope so. This game has so much potential, being new and innovative.
Go ahead and send me a pm saying:
1. Who you are, why you want to join, etc.
2. What position you want to fill.
3. Possibly linked examples of your work.
4. How much time you have. This is very important.
Skype is necessary to set up team meetings. Video or sound is not necessary, just chat session.
If you would like to test this map, you should have 1.5 beta. My battle.net id is Juxtapoz.712
Pre-Alpha Video:
Here is a pre-alpha video. I really have no video making skills, so don't laugh. Note on a few things, units have no ability animations, and bad actors/models, etc. (data editor greatly needed!!!)
I also plan on adding another video of the capabilities of possible future items/weapons.
I'm very interested in helping with the terrains (I've already screwed around a lot with terrains in the editor). Other than that, I'm interested in helping conceptually, as in, presenting new ideas and helping with beta tests. Oh, and I'm decent at video editing / cinematics.
Haha of course Monkeh.
I think some of these classes came from your ideas in the very beginning too.
And a video showing the weapons/classes/items in more detail would be lots better.
I did see a terrain modification that allowed for more than the typical 3-4 terrain levels and allowed you to have more.
I can't find it again though, but that would definitely allow for arenas like TT to be made. Maybe for later in progress.
Guys, with all due respect, please, learn to present yourself. You have 2:20 movie with 0:36 + a few seconds on the end of NOTHING, that's 1/4 of just signs like "presents".
I understand that you're proud of it and you think that what you did is a great thing but I just turn off whatever I'm watching if I see that kind of practice because it's just a waste of my time. By the time I got to the real presentation of a mod I got bored. I watched it, because I wanted to know what is it all about but if I wasn't checking this link from this site, I'd just skip it.
The features which fly around the screen during gameplay could be white. Red is often dissapearing.
If you're going to send a portfolio in a future with that kind of ratio (signs/actual content) I guarantee you won't have much luck with it.
The best guys from Pixar just say to have like 2-3 seconds of information on the creator and then just pure, the best content.
With all due respect, this isn't a hollywood production. This isn't even an attempt to get people to play our game. This is a short clip of a pre-alpha stage of a game we're creating (I made this video in 2 hours). Sometimes, less is more. By keeping it brief, we highlight the great qualities of the game without making any of its temporary flaws obvious. It is meant to make people curious, not to inform them about every nook and cranny in our incomplete project. Perhaps, when our game is ready to be played, we will take your advice and create a high-quality promotional video for players.
And in the future, I will keep in mind that some assholes will be comparing our video editing skills (which are very irrelevant to what we're presenting) to those of Pixar.
Seriously, though? If you care more about the presentation than the content, and can't sit through an introduction without getting bored, you're not the audience we're trying to attract with this video in the first place. We're looking for data editors & terrainers who can see this project's potential.
Haha yes it's stretched (opposite is compressed)! It's done to have a little more balance in player classes. Because the physics engine detects radial objects it seemed a little unfair to give one class a huge radius and another a smaller one. Plus I really wanted to use the marauder, it fits perfectly with its concept.
First of: Don't get excited, I know that you did it and you're going to defend it, but I didn't attack you. As Juxtapozition noticed - it's constructive criticism.
Second: Where did I compare that to Pixar? Hmm? Nowhere :)
I didn't expect you to make a full blown presentation. Short is fine with me. I recommend reading my previous post again (this time letting your emotions chill just a bit) and see just what I'm trying to convey there.
And how do you know if I'm not the audience you're trying to attract? :)
As I wrote on the end of my last post, so I do here <3 (this is heart, the symbol of love, meaning that you won't find hate here, maybe just a bit of sarcasm :D )
I wanted to make a project like this myself, but couldn't handle the physics. But I'd be interested in helping.
How open are you to changes and new ideas? For example I think it would be 100x better if you allowed ppl to select classes and then pick a weapon, 5each = 25 combinations. 100s of hours of experimentation :)
Lastly what sort of credits would someone get for assisting?
I think I'd be most useful in:
Designing levels/arenas
Designing game modes
Designing the interface.
Adding more ideas to expand it to an epic page 1 map.
I'm pretty open to ideas, except for the switching between weapons and classes. Future plans do include to allow an upgrade tree on the weapon, allowing them to be extremely unique making even the same class feel different. I think there would be balance issue, and I don't like ghost models shooting big shrapnel mortars. Perhaps each class could have a selection of weapons though and unlockable weapons as you progress.
Credit will most likely be divided up based on what everyone does, I want credit for what I did: Physics, initial idea, etc.
I wanted this to be more of a team map, than just mine. With possible future productions using the system if all goes well.
Sounds excellent though, we definitely need some help in arena design, modes, and interface. Ideas are always welcome.
PM me if you're still interested.
It's hard to say at this point, I would like someone who could take up a challenge if one arises.
So far for dialogs: A class selection, ability selection, weapon and upgrade tree, as well as an item shop. Also game modes.
These aren't too complicated, they just need to look well polished, have good flow and be intuitive so that even new players will understand.
Past that it's up to the dialog creator to make them as fancy as he wants.
I think the hardest things will be the upgrade trees, and shop. Possibly some kind of player dialog for scores and info.
These will involve managing data so that the player isn't intimidated by all the possibility and info.
Definitely PM if you're interested and up to the challenge.
I have good deas for ability/items/skill trees too. Regarding classes I think if you gave the option a chance or at least play tested you might see the light. When you allow players alot of leeway and creativity it's very enjoyable for them.
I understand ghost carrying a mortar being a bit weird. But with balancing anything is possible. In this example a light low health cloaking ghost would most definitely be the worst class to mix with a long range heavy mortar anyways? You'd want a class with a long sight radius, possible scan ability, bonus to damage/splash, able to jump onto cliffs, etc. etc. that sort of thing.
What I'm trying to get across, the less restrictions you put on players the better atleast IMO.
I do like the idea of an open idea thread, but maybe a better place would be the map suggestion area?
I don't think allowing players to choose any weapon for any class adds very much. I think that allowing a selection of weapons (say two to three) per class is a better option. I will allow most classes to have most weapons, but I don't see the Reaper (ghost) having a mortar. Just seems a little odd because the class units are built to specialize with their weapon choices.
There's going to be a lot of customizability as it is, and players will have a lot on their hands to choose from.
Would definitely like to hear your ideas for skills/abilities/upgrade tree.
Might open a thread in map suggestions for further ideas...
edit: In the Map Feedback section.
Still looking for a data editor and dialog editor.
About: Murderous is a tactical shooter that features realistic collisions, explosions, and projectiles. Players choose from different classes that have an assortment of abilities and their own unique weapon. Each weapon interacts with objects and the terrain differently. The Desecrator has a shrapnel based weapon which arcs into the air, and once it touches the ground bombards its victim with an array of shrapnel.
The projectiles bounce according to the terrain it collides with. If it hits on a ramp, the shrapnel will fly down the ramp. Thrown grenades can roll down ramps and ledges. Imagine tossing a grenade behind an abandoned vehicle causing it to slide and smash into an enemy. It creates a very dynamic battlefield.
The game can be a death match, capture the flag, or any other exciting mode.
The setting is a futuristic war-torn world. Each arena will be different from destroyed cities to desecrated temples. Cars, trucks, destructibles lay in the midst of the ruins, use them as cover but be weary of the possibility of them being used against you.
So far the first idea is to make a 5v5 or 6v6 team battle, but future endeavors could lead to zombie survivals or other fantastic maps.
Progress:
The Team:
Contact: Interested? I hope so. This game has so much potential, being new and innovative.
Go ahead and send me a pm saying:
1. Who you are, why you want to join, etc.
2. What position you want to fill.
3. Possibly linked examples of your work.
4. How much time you have. This is very important.
Skype is necessary to set up team meetings. Video or sound is not necessary, just chat session.
If you would like to test this map, you should have 1.5 beta. My battle.net id is Juxtapoz.712
Pre-Alpha Video: Here is a pre-alpha video. I really have no video making skills, so don't laugh. Note on a few things, units have no ability animations, and bad actors/models, etc. (data editor greatly needed!!!)
I also plan on adding another video of the capabilities of possible future items/weapons.
This video is a test on zombies for fun.
Feel free to comment!
You already know who I am :D
I'm very interested in helping with the terrains (I've already screwed around a lot with terrains in the editor). Other than that, I'm interested in helping conceptually, as in, presenting new ideas and helping with beta tests. Oh, and I'm decent at video editing / cinematics.
And I have a shitload of time.
And we're already friends on skype. lols
Haha of course Monkeh.
I think some of these classes came from your ideas in the very beginning too.
And a video showing the weapons/classes/items in more detail would be lots better.
I did see a terrain modification that allowed for more than the typical 3-4 terrain levels and allowed you to have more.
I can't find it again though, but that would definitely allow for arenas like TT to be made. Maybe for later in progress.
New Video! Thanks to Monkeh!
That's an interesting marauder model... Or maybe it just seems that way because it's stretched... Or... What's the opposite of stretched again?
Guys, with all due respect, please, learn to present yourself. You have 2:20 movie with 0:36 + a few seconds on the end of NOTHING, that's 1/4 of just signs like "presents".
I understand that you're proud of it and you think that what you did is a great thing but I just turn off whatever I'm watching if I see that kind of practice because it's just a waste of my time. By the time I got to the real presentation of a mod I got bored. I watched it, because I wanted to know what is it all about but if I wasn't checking this link from this site, I'd just skip it.
The features which fly around the screen during gameplay could be white. Red is often dissapearing.
If you're going to send a portfolio in a future with that kind of ratio (signs/actual content) I guarantee you won't have much luck with it. The best guys from Pixar just say to have like 2-3 seconds of information on the creator and then just pure, the best content.
<3
@Leruster: Go
With all due respect, this isn't a hollywood production. This isn't even an attempt to get people to play our game. This is a short clip of a pre-alpha stage of a game we're creating (I made this video in 2 hours). Sometimes, less is more. By keeping it brief, we highlight the great qualities of the game without making any of its temporary flaws obvious. It is meant to make people curious, not to inform them about every nook and cranny in our incomplete project. Perhaps, when our game is ready to be played, we will take your advice and create a high-quality promotional video for players.
And in the future, I will keep in mind that some assholes will be comparing our video editing skills (which are very irrelevant to what we're presenting) to those of Pixar.
Seriously, though? If you care more about the presentation than the content, and can't sit through an introduction without getting bored, you're not the audience we're trying to attract with this video in the first place. We're looking for data editors & terrainers who can see this project's potential.
@Doubleclick123: Go
Haha yes it's stretched (opposite is compressed)! It's done to have a little more balance in player classes. Because the physics engine detects radial objects it seemed a little unfair to give one class a huge radius and another a smaller one. Plus I really wanted to use the marauder, it fits perfectly with its concept.
@Leruster: Go
Thanks for the constructive criticism . I'm surprised you didn't mention the debug data on the left haha.
Still looking for a data editor, terrain editor and a dialog editor.
This project is advancing extremely quickly.
@GrizzlyMonKeH: Go
Oh! I think I hit a sweet spot there huh? ;)
First of: Don't get excited, I know that you did it and you're going to defend it, but I didn't attack you. As Juxtapozition noticed - it's constructive criticism. Second: Where did I compare that to Pixar? Hmm? Nowhere :)
I didn't expect you to make a full blown presentation. Short is fine with me. I recommend reading my previous post again (this time letting your emotions chill just a bit) and see just what I'm trying to convey there.
And how do you know if I'm not the audience you're trying to attract? :)
As I wrote on the end of my last post, so I do here <3 (this is heart, the symbol of love, meaning that you won't find hate here, maybe just a bit of sarcasm :D )
I smelll a flammmee warrr
Edit: Again.
I wanted to make a project like this myself, but couldn't handle the physics. But I'd be interested in helping.
How open are you to changes and new ideas? For example I think it would be 100x better if you allowed ppl to select classes and then pick a weapon, 5each = 25 combinations. 100s of hours of experimentation :)
Lastly what sort of credits would someone get for assisting?
I think I'd be most useful in:
@Fullachain: Go
I'm pretty open to ideas, except for the switching between weapons and classes. Future plans do include to allow an upgrade tree on the weapon, allowing them to be extremely unique making even the same class feel different. I think there would be balance issue, and I don't like ghost models shooting big shrapnel mortars. Perhaps each class could have a selection of weapons though and unlockable weapons as you progress.
Credit will most likely be divided up based on what everyone does, I want credit for what I did: Physics, initial idea, etc.
I wanted this to be more of a team map, than just mine. With possible future productions using the system if all goes well.
Sounds excellent though, we definitely need some help in arena design, modes, and interface. Ideas are always welcome.
PM me if you're still interested.
How much skill and experience are you looking for in a dialog editor? I'd love to join, but I can't brag about LOADS of experience with dialogs.
@Neonsz: Go
It's hard to say at this point, I would like someone who could take up a challenge if one arises.
So far for dialogs: A class selection, ability selection, weapon and upgrade tree, as well as an item shop. Also game modes.
These aren't too complicated, they just need to look well polished, have good flow and be intuitive so that even new players will understand.
Past that it's up to the dialog creator to make them as fancy as he wants.
I think the hardest things will be the upgrade trees, and shop. Possibly some kind of player dialog for scores and info.
These will involve managing data so that the player isn't intimidated by all the possibility and info.
Definitely PM if you're interested and up to the challenge.
Also, still looking for a data editor.
Would you prefer I pm'd then?
I have good deas for ability/items/skill trees too. Regarding classes I think if you gave the option a chance or at least play tested you might see the light. When you allow players alot of leeway and creativity it's very enjoyable for them.
I understand ghost carrying a mortar being a bit weird. But with balancing anything is possible. In this example a light low health cloaking ghost would most definitely be the worst class to mix with a long range heavy mortar anyways? You'd want a class with a long sight radius, possible scan ability, bonus to damage/splash, able to jump onto cliffs, etc. etc. that sort of thing.
What I'm trying to get across, the less restrictions you put on players the better atleast IMO.
A reaper with a scan ability?
@Fullachain: Go
I do like the idea of an open idea thread, but maybe a better place would be the map suggestion area?
I don't think allowing players to choose any weapon for any class adds very much. I think that allowing a selection of weapons (say two to three) per class is a better option. I will allow most classes to have most weapons, but I don't see the Reaper (ghost) having a mortar. Just seems a little odd because the class units are built to specialize with their weapon choices.
There's going to be a lot of customizability as it is, and players will have a lot on their hands to choose from.
Would definitely like to hear your ideas for skills/abilities/upgrade tree.
Might open a thread in map suggestions for further ideas...
edit: In the Map Feedback section.
Still looking for a data editor and dialog editor.
Where are the protoss! they should be the easiest to create classes for because they are elemental adepts!!!!!
@michaelknives: Go
There's really no plan to add in protoss at this point, they don't fit well.
edit: Scratch that, I can see protoss in the finished version of the game, but not in normal PvP modes, maybe juggernauts can be protoss;)
Hey jux what do you think of maybe joining projects together. It seems like i've got most of what your looking for with dialogs, terrain, and triggers while you've got the weapon systems im looking for. My recruitment post is here that shows come ingame pics http://www.sc2mapster.com/forums/general/team-recruitment/34492-starfront-recruiting/#p2