[MOD] Ww2
Price
Join Date: 2003-09-27 Member: 21247Members
<div class="IPBDescription">i know what you think...</div>There are a lot of WW2 games, but i am sure you never saw a RTS/Shooter WW2 game...on the ns2 engine :p
<img src="http://i43.tinypic.com/qxlxtk.jpg" border="0" class="linked-image" />
Anyway the FAQ of NS2 tells us:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Furthermore, because we are writing 100% of our game in Lua script, you'll be able to add your own weapons, gameplay modes and entirely new games with relative ease.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had moded a bit with garry mod and <a href="http://www.moddb.com/mods/frontline-soldiers/images" target="_blank">farcry</a>.
I had a great but small team for farcry, we stop it because it was to much done, anyway i am alone but this is only a idea.
So here is the Idea/concept:
<b>Time:</b>
World War 2
<b>Genre:</b>
RTS / Shooter (like NS1/2)
The Point is to destroy the enemy Headquarter, for that you can choose diffrent ways:
1.) shoot with bazooka (e.g. 10 Shots)
2.) Tank kill it (like automatic siege from NS2)
<b>Axis (germans):</b>
Spawn as :
Soldier
Default weapon if you spawn is:
Walther P 38 (Pistol)
<b>Axis Can "buy":</b>
Maschinenpistole 40 [SMG]
Mauser Karabiner 43 [Rifle]
Stielhandgranate (max 1) [grenade]
<b>Allies:</b>
Spawn as :
Soldier
Default weapon if you spawn is:
Colt 1911 (Pistol)
<b>Allies Can "buy":</b>
Thompson M1
M1 Garand
Mark II Pineapple Fragmentation Grenade (max 1)
<b>-------------</b>
<b>"Weapon Tech Tree?":</b>
[Every weapon here need to be researched by the commander but first he need to build the "depot with weapon blueprints" ]
Axis Weapons:
Sturmgewehr 44
K98K mit Zielfernrohr [Sniper Rifle]
Maschinengewehr 42 [MG]
Flammenwerfer [Flamethrower] (maybe not, if its to strong)
Panzerfaust (bazooka like)
Allies Weapons:
Browning Automatic Rifle (BAR)
Springfield 1903 [Sniper Rifle]
Browning M1919A4 [MG]
Flamethrower (maybe not, if its to strong)
Bazooka
<b>-------------</b>
<b>"Stuff Tech Tree":</b>
- Wrench (to repair the "buildings")
- Dressing material (med-kit item)
- Anti-personnel mine
<b>-------------</b>
<b>"Tank Tech Tree":</b>
- Tank
Building Tech Tree:
1.)Headquarter (command chair) can't be build again! [->]
Build: [then you can build ->]
2.)Sandbag (cover)
2.)Barbwire
2.)(Munitions)Ammodepot (get resources) [->]
2.)Barracks (spawn) // or you spawn in the headquarter.
2.)Bunker (turret defence?)
2.)Antitank obstacle
3.)arms depot (soldiers can buy weapons)[->]
4.)Depot with weapon Blueprints (weapon/stuff research*)[->]
5.)Depot with tank Blueprints (tank research*)[->]
6.)*Tank (destroy enemy Headquarter | drive automatic to enemy HQ, can only be stopped by bazooka or grenades)
Resource Tower are now Munitions (dump) you need for weapons and to research.
To win you need to destroy the enemy's Headquarter.
[P.S. just an ill-conceived idea!]
<img src="http://i43.tinypic.com/qxlxtk.jpg" border="0" class="linked-image" />
Anyway the FAQ of NS2 tells us:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Furthermore, because we are writing 100% of our game in Lua script, you'll be able to add your own weapons, gameplay modes and entirely new games with relative ease.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had moded a bit with garry mod and <a href="http://www.moddb.com/mods/frontline-soldiers/images" target="_blank">farcry</a>.
I had a great but small team for farcry, we stop it because it was to much done, anyway i am alone but this is only a idea.
So here is the Idea/concept:
<b>Time:</b>
World War 2
<b>Genre:</b>
RTS / Shooter (like NS1/2)
The Point is to destroy the enemy Headquarter, for that you can choose diffrent ways:
1.) shoot with bazooka (e.g. 10 Shots)
2.) Tank kill it (like automatic siege from NS2)
<b>Axis (germans):</b>
Spawn as :
Soldier
Default weapon if you spawn is:
Walther P 38 (Pistol)
<b>Axis Can "buy":</b>
Maschinenpistole 40 [SMG]
Mauser Karabiner 43 [Rifle]
Stielhandgranate (max 1) [grenade]
<b>Allies:</b>
Spawn as :
Soldier
Default weapon if you spawn is:
Colt 1911 (Pistol)
<b>Allies Can "buy":</b>
Thompson M1
M1 Garand
Mark II Pineapple Fragmentation Grenade (max 1)
<b>-------------</b>
<b>"Weapon Tech Tree?":</b>
[Every weapon here need to be researched by the commander but first he need to build the "depot with weapon blueprints" ]
Axis Weapons:
Sturmgewehr 44
K98K mit Zielfernrohr [Sniper Rifle]
Maschinengewehr 42 [MG]
Flammenwerfer [Flamethrower] (maybe not, if its to strong)
Panzerfaust (bazooka like)
Allies Weapons:
Browning Automatic Rifle (BAR)
Springfield 1903 [Sniper Rifle]
Browning M1919A4 [MG]
Flamethrower (maybe not, if its to strong)
Bazooka
<b>-------------</b>
<b>"Stuff Tech Tree":</b>
- Wrench (to repair the "buildings")
- Dressing material (med-kit item)
- Anti-personnel mine
<b>-------------</b>
<b>"Tank Tech Tree":</b>
- Tank
Building Tech Tree:
1.)Headquarter (command chair) can't be build again! [->]
Build: [then you can build ->]
2.)Sandbag (cover)
2.)Barbwire
2.)(Munitions)Ammodepot (get resources) [->]
2.)Barracks (spawn) // or you spawn in the headquarter.
2.)Bunker (turret defence?)
2.)Antitank obstacle
3.)arms depot (soldiers can buy weapons)[->]
4.)Depot with weapon Blueprints (weapon/stuff research*)[->]
5.)Depot with tank Blueprints (tank research*)[->]
6.)*Tank (destroy enemy Headquarter | drive automatic to enemy HQ, can only be stopped by bazooka or grenades)
Resource Tower are now Munitions (dump) you need for weapons and to research.
To win you need to destroy the enemy's Headquarter.
[P.S. just an ill-conceived idea!]
Comments
Do you need any help? I have some limited modeling experience (just started working with 3D max now) and I could help with some textures.
Here's a sample of my work, both 2D and 3D images are mine:
<a href="http://www.moddb.com/mods/the-invasion1/images/media-update-2-or-is-it-33" target="_blank">http://www.moddb.com/mods/the-invasion1/im...e-2-or-is-it-33</a>
Do you need any help? I have some limited modeling experience (just started working with 3D max now) and I could help with some textures.
Here's a sample of my work, both 2D and 3D images are mine:
<a href="http://www.moddb.com/mods/the-invasion1/images/media-update-2-or-is-it-33" target="_blank">http://www.moddb.com/mods/the-invasion1/im...e-2-or-is-it-33</a><!--QuoteEnd--></div><!--QuoteEEnd-->
Thats would be great.
Yea loads of work... But if you get it going im sure that you'd pull off Mod of the Year no problem. That would be a crazy amazing game.
i worked with FarCry,Unreal and Half-Life2 engine i know what you mean but
do you know day of defeat (source)?
Its a ww2 Game and it uses the quake-engine (hl2 engine) and it has "fake" outdoor maps.
I am sure with the NS2 engine it can be done the same way like dod, because you just play as infantry, no giant outdoor maps needed for that like in crysis and stuff, i orient to day of defeat maps or medal of honor, call of duty and stuff.
Next weeks i will done my concept of a example map, i will show you.
WW2 mod would be cool, if you made it epic. 64v64 YEAH BOI.
lol. won't happen.
WW2 mod would be cool, if you made it epic. 64v64 YEAH BOI.
lol. won't happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe its something to do with how it calculates visibility. It's designed for indoor environments, so it wouldn't work as well outdoors. Thats not to say you can't have outdoor maps, they just need to be designed.. like indoor maps.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Will there be any outdoor environments?
We'll probably be saving any significant outdoor environments for a future expansion or game so that we have the time and resources to do it right.<!--QuoteEnd--></div><!--QuoteEEnd-->
But there are not big outdoor maps needed, i will show you later a first concept.
@Harimau
no...