So, after myself and Zeragon finished our Evolves game we wanted to tackle another fun game from Starcraft 1, Rainbow Six. I always found it rather fun and it was really tough to play too, requiring lots of teamwork. So after brainstorming a whole bunch of stealth game ideas, I started working on the map. There will be lots of cool "gimmicks" like being ambushed on a train and blowing up an installation and escaping, but I don't want to give too much else away :) It will be played with 4 people playing as hero characters from the campaign. We're undecided on whether to make it so you require certain characters to progress through various stages (it, of course, brings issues unless people can revive. Saying that though, it would be nice if you could still make it through, it was just harder :) )
Here are some screenshots of some of the level (UI is very much WIP). Pretty chuffed with how it's come out so far.
Thanks, it's nice to see you respond since you're the person with the Evolves game that we'll never beat on the Europe server :( :P
As far as "lag" goes (I assume you mean frame rate issues), there are very few doodads around the map. They are sparsely placed around the very edge mostly (so to not affect gameplay). Water, however, will most likely cause a significant issue with the reflection on higher settings so I guess we might have to consider removing ;( Currently when we do 1v1s on it, I get a solid 60fps but I have a pretty hefty machine. I'm mostly concerned about the cpu side of things, so I did some things like make the massers have a fairly slow timer so not so much path finding has to go on and the game spawns units slower than most evolves games I've played.
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So, after myself and Zeragon finished our Evolves game we wanted to tackle another fun game from Starcraft 1, Rainbow Six. I always found it rather fun and it was really tough to play too, requiring lots of teamwork. So after brainstorming a whole bunch of stealth game ideas, I started working on the map. There will be lots of cool "gimmicks" like being ambushed on a train and blowing up an installation and escaping, but I don't want to give too much else away :) It will be played with 4 people playing as hero characters from the campaign. We're undecided on whether to make it so you require certain characters to progress through various stages (it, of course, brings issues unless people can revive. Saying that though, it would be nice if you could still make it through, it was just harder :) )
Here are some screenshots of some of the level (UI is very much WIP). Pretty chuffed with how it's come out so far.
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Hi, knighty here (the other map maker)
Thanks, it's nice to see you respond since you're the person with the Evolves game that we'll never beat on the Europe server :( :P
As far as "lag" goes (I assume you mean frame rate issues), there are very few doodads around the map. They are sparsely placed around the very edge mostly (so to not affect gameplay). Water, however, will most likely cause a significant issue with the reflection on higher settings so I guess we might have to consider removing ;( Currently when we do 1v1s on it, I get a solid 60fps but I have a pretty hefty machine. I'm mostly concerned about the cpu side of things, so I did some things like make the massers have a fairly slow timer so not so much path finding has to go on and the game spawns units slower than most evolves games I've played.