Based on the classic Amiga game Zeewolf II, this map will put you in control of a helicopter gunship (Banshee) using classic arcade controls.
The aim of the game is still te be decided on, and although currently the idea is an arena-style environment where you have to accumulate a certain amount of points by destroying computer units and other players in the form of mini missions, im leaning more to redoing the map and turn it into a team fortress kind of thing. Perhaps both.
I watched the video and I Think it looks like a great Project, fun to play, even though the targeting system can be inproved (that last battlecruiserfight where you lost the aim several times as you flew around it). But I Think there are many fun weapons you can add and make some sort of PvP of it.
When you landed the Banshee the first time, I almost though you would have someone come out of it and go on foot. :)
I haven't played Zeewolf II though, so I have nothing to rely onto but it looks promising and I Think you should continue working on it.
(I like how the battlecruisers and the Banshee are rebuilt and come up from the ground, looks cool)
Thanks for your reply/input. The landing is only intended for collecting captives or dropping off marines, but I see what you mean =)
The targeting as it is, is using a 'scanning' region going out from the ship using the ships angle, so keeping something locked requires skill, especially in pvp. Ofcourse, guided missiles will keep a lock once fired. While this mechanism puts it very close to the original game, I do agree it's not perfect and can still be improved on. Changing the radius of the seeking region is about the only thing I can tweak with, but I don't want to make it too big either for obvious reasons.
If people are interested in working on this project as well, send me a pm.
Ever played that helicopter strike game called Blackhawk Striker 2?
I was thinking that you could do the missions in the form of that:
Those would be missions, which will basically lock the camera and movement to that area and you then defeat some sort of boss.
You could make great use of the new "moving" cliffs from HotS.
Then when you finish the mission, you could go back into free-roam mode where enemy bases will attack you if you fly over. You could get Credits or similar for doing missions/killing enemies, then purchase upgrades/new ship models from your base.
(Just Suggesting)
The helicopter physics was copied from an asteroids map, then adjusted somewhat. While that works well, I'd like it to be more true to the original zeewolf, only I have no clue what math and physics formulas I should apply or how. Can anyone assist in that area?
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Based on the classic Amiga game Zeewolf II, this map will put you in control of a helicopter gunship (Banshee) using classic arcade controls. The aim of the game is still te be decided on, and although currently the idea is an arena-style environment where you have to accumulate a certain amount of points by destroying computer units and other players in the form of mini missions, im leaning more to redoing the map and turn it into a team fortress kind of thing. Perhaps both.
Feedback is much appreciated.
I watched the video and I Think it looks like a great Project, fun to play, even though the targeting system can be inproved (that last battlecruiserfight where you lost the aim several times as you flew around it). But I Think there are many fun weapons you can add and make some sort of PvP of it.
When you landed the Banshee the first time, I almost though you would have someone come out of it and go on foot. :)
I haven't played Zeewolf II though, so I have nothing to rely onto but it looks promising and I Think you should continue working on it.
(I like how the battlecruisers and the Banshee are rebuilt and come up from the ground, looks cool)
Thanks for your reply/input. The landing is only intended for collecting captives or dropping off marines, but I see what you mean =) The targeting as it is, is using a 'scanning' region going out from the ship using the ships angle, so keeping something locked requires skill, especially in pvp. Ofcourse, guided missiles will keep a lock once fired. While this mechanism puts it very close to the original game, I do agree it's not perfect and can still be improved on. Changing the radius of the seeking region is about the only thing I can tweak with, but I don't want to make it too big either for obvious reasons.
If people are interested in working on this project as well, send me a pm.
Ever played that helicopter strike game called Blackhawk Striker 2?
I was thinking that you could do the missions in the form of that:
Those would be missions, which will basically lock the camera and movement to that area and you then defeat some sort of boss. You could make great use of the new "moving" cliffs from HotS.
Then when you finish the mission, you could go back into free-roam mode where enemy bases will attack you if you fly over. You could get Credits or similar for doing missions/killing enemies, then purchase upgrades/new ship models from your base. (Just Suggesting)
The helicopter physics was copied from an asteroids map, then adjusted somewhat. While that works well, I'd like it to be more true to the original zeewolf, only I have no clue what math and physics formulas I should apply or how. Can anyone assist in that area?