Singleplayer Story Mode - Ideas/Development [Spoilers!]

Developer discussion of experimental fixes, changes, and improvements.

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  • Hey people, if you are interested in helping attempt to generate some sort of singleplayer story campaign for Nexuiz this is the place to be. This thread will contain spoilers of any plot we come up with too so read carefully.

    So far we simply have a dream and a small section of plot outlined by Flying Steel.

    First things first, let us finish the plot. After that we can go on to figuring out other things such as:

    -Timeline - order of events, when, where, who, why
    -Characters - Who are they, what do they do etc.

    Once this these are done I feel we can move onto complexities such as:

    -Execution - How are we going to make this work?
    -Scope - How long do we want the campaign? 10 missions? 20?
    -What are we doing in each mission?
    -Level design

    We can alter this list later. Its just what springs to mind at the moment.
    Last edited by Sepelio on Wed Jul 15, 2009 4:01 pm, edited 3 times in total.
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Tue Jul 14, 2009 9:30 pm

  • I don't really know how I feel about this yet, other than I welcome all commitment to create content, under the right license of course! :) I would however like to leave this link to TV Tropes, which could be a tool for the creation of the story. A small warning though, spend some time on that site and it will change the way you look on fiction, besides the missed hours of sleep and so on. ;)
    Godspeed on the projects endeavours! :D
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Tue Jul 14, 2009 10:05 pm

  • propably the best thing is something like left 4 dead
    Aneurysm 4 the win !!!!! :D
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Wed Jul 15, 2009 8:56 am

  • I completly agree :D
    Morphed also made a zombie model iirc :>
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Wed Jul 15, 2009 1:44 pm

  • I think the plan was to have a plotline to follow as per quake, half-life etc. Not just waves of enemies to kill. Theres enough zombie games/mods around already.
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Wed Jul 15, 2009 2:49 pm

  • Heh, I agree with Sepelio, I'm not a big fan of zombie games really unless they are made really good. I've seen many zombie movies and played many zombie games, after a while it all is the same thing with different characters and settings. I'm especially fed up with that it's _always_ a damn virus that makes people zombies and that it's always one bit and you're infected crap. Enough of that (unoriginal damn people).

    However, despite my hatred for such games and movies I also honestly don't fell that Nexuiz is a zombie game. Thus, making a single player campaign zombiefied would make it really off, weird and bad IMO.
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Wed Jul 15, 2009 3:58 pm

  • Sepelio, could you edit your first post in this thread so that the title itself has a Spoiler Warning? I'm thinking that when this thread is over 5 pages long some people might skip to the end without reading the first post's caveat.

    Sepelio wrote:. . . Once these are done I feel we can move onto complexities such as:

    -Execution - How are we going to make this work?


    I agree with this insofar as we shouldn't have all the execution details worked out for the levels of the game before the plot is filled out.

    But execution is something to keep in the back of the mind and should have some influence over even the plot, I think. With this, I'm mostly talking about the KISS principle and the idea of a UT3 style campaign.

    I think the plan was to have a plotline to follow as per quake, half-life etc. Not just waves of enemies to kill. Theres enough zombie games/mods around already.


    I for one would be willing to consider something like John Carpenter's '82 version of The Thing for part of the campaign. But I would not want to make a "Zombie Game" where all you do the entire time is kill hordes of rabies victims either.
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Wed Jul 15, 2009 4:08 pm

  • Thread title changed :)

    I'd settle for a single level of something that style. The KISS priciple definately applies, but I feel ONS/Assault could definately be adapted to singleplayer considering the nature of spawn points etc.

    I don't want to just play endless DMs and what not. This is what bored me out of playing through the UT3 campaign personally.

    What would be nice to have is some proper singleplayer enemy ai. It sticks to one 'area' where it has been placed. It has only 1/2 weapons generally and doesn't take pickups.

    Anyway we can figure out this stuff a little later.
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Wed Jul 15, 2009 4:59 pm

  • ai wrote:However, despite my hatred for such games and movies I also honestly don't fell that Nexuiz is a zombie game. Thus, making a single player campaign zombiefied would make it really off, weird and bad IMO.


    i meant something like player work together against enemies i dont care what kind of and the player have to get from a to b
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Wed Jul 15, 2009 5:22 pm

  • cortez wrote:i meant something like player work together against enemies i dont care what kind of and the player have to get from a to b

    It's a single player campaign, so I don't think we can have players working together.
    A separate net campaign system, where players might be competing to finish a level first, might work though.
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Wed Jul 15, 2009 5:25 pm

  • Well there is always the potential of a simple co-op where more than 1 player plays the one campaign.
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Wed Jul 15, 2009 6:39 pm

  • Sepelio wrote:Thread title changed :)

    The KISS priciple definately applies, but I feel ONS/Assault could definately be adapted to singleplayer considering the nature of spawn points etc.


    Yes alot of levels can be built off of the many gametypes, the main difference between the two campaign styles is what happens to the player when he dies. In Onslaught and Assault you respawn without the battle losing any progress, in the traditional way it all goes back to a previous gamestate when you get killed.

    I don't want to just play endless DMs and what not. This is what bored me out of playing through the UT3 campaign personally.

    What would be nice to have is some proper singleplayer enemy ai. It sticks to one 'area' where it has been placed. It has only 1/2 weapons generally and doesn't take pickups.


    I'm thinking the best would be a combination of the two, where you have some AI with access to the entire map so it can hunt and flank you and some AI that camps and does some scripted things. Some levels would have all of one and some would have a little of both.

    Anyway we can figure out this stuff a little later.


    Yeah, I'm going to write out more of the plot I had started posting earlier and, with your approval, perhaps some draft implementations of your (desperate alliance) factions idea.
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Wed Jul 15, 2009 6:43 pm

  • Sure go ahead, I'm looking forward to seeing what you come up with.

    In the meantime I've been contemplating various ideas for bits of maps etc.
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Wed Jul 15, 2009 11:01 pm

  • A succhesfull story needs an arch enemy-the prime evil guy, who is really really difficult to beat ,and a good reason to beat him (not a mario princes...). I was thinking that the final battle could be in final_rage , an epic 1 vs 1 dm with a ultra skilled bot ,that bad guy. (that bot could spawn with crifle and have 4ex vampire dmg etc etc).

    I could not stop laughing, brainstorming the name of the evil emperor guy could be xasx (any similarities with real ppl is totally random ;) ) (with his sidekick nex-sniper-bot with 0 lag or wait named omega)
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Thu Jul 16, 2009 11:11 am

  • loool @ xasx :D and before the big fight he will shout: "I'M GONNA CRUSH YOU AHAHAHAHA))"
    And the winner title should be: "Very good massacre!"
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Thu Jul 16, 2009 6:15 pm

  • You need RLY big maps, at least Arahia like ones.
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Thu Jul 16, 2009 6:20 pm

  • --FraNcoTirAdoR-- wrote:loool @ xasx :D and before the big fight he will shout: "I'M GONNA CRUSH YOU AHAHAHAHA))"
    And the winner title should be: "Very good massacre!"

    and if you lose: GAY SUCK DICK))
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Thu Jul 16, 2009 6:42 pm

  • Fisume! wrote:You need RLY big maps, at least Arahia like ones.


    I'd like some to be like this certainly, especially if those vehicles get fully completed :D
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Fri Jul 17, 2009 2:27 am

  • Sepelio wrote:Sure go ahead, I'm looking forward to seeing what you come up with.


    Thanks.

    In the meantime I've been contemplating various ideas for bits of maps etc.


    When we get further along, we could coordinate on the maps, since you know NetRadiant well and I know Blender. Perhaps props could be made using the later to implement in the former.

    I think I'll be getting my semester tomorrow so then I can evaluate more on what I thought was good and bad on Flying Steels story. Haven't had much time recently.


    I appreciate it, thanks.
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Fri Jul 17, 2009 5:46 am

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    Last edited by NightRage on Thu Jul 23, 2009 3:27 am, edited 1 time in total.
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  • Sepelio wrote:First things first, let us finish the plot. After that we can go on to figuring out other things such as:

    -Timeline - order of events, when, where, who, why. . .


    I think I'm going to have to break these rules a bit and post the plotline in a timeline format (though minus the gory details which I'll save for later). I'm working my way forward from the ancient past at the moment, finished with the first section of the backstory of which there are three. In the meantime, here's a more detailed prelude from what I posted in the other thread. Forgive it if it's still rough in places, most of my recent thought has gone into the larger plot and universe:

    Prelude wrote:PRELUDE

    In the near to not so distant future, Humanity's sub-light space exploration uncovers on/around a nearby world, an ancient alien device of unknown purpose.

    The team of scientists sent to study this artifact activates it during one of their experiments and the device creates an anomaly nearby. Afterwards they learn from deciphering the microscopic runes that cover the surface of the artifact, that the anomaly is some kind of passage to somewhere near the core of the galaxy. Further study reveals that the artifact itself that created the anomaly is a simple beacon for whatever created and now maintains the passage. Such being the case, the passage cannot be closed locally.

    Faced with the sudden and very uncertain situation, the Military is sent in and takes over the site, and establishes Nightscape, a hardened compound surrounding the artifact. They launch Operation Night Cross, which sends a recon team of well equipped soldiers and scientists through the passage, now designated “The Tunnel”. But the team never returns. Plans are prepared for sending a second team, but with no proof travel through the Tunnel is even survivable, official authorization is never granted.

    Instead, a black operation is put in motion, Operation Night Raven. An entire squadron is assembled from mercenaries, rebel militias, test subjects, criminals and volunteers with no living relatives, and over the next few months trained in basic astronautics and various combat roles. Then equipped with the latest and most advanced gear and the promise of riches, pardons and glory upon their successful return, the squadron is sent through the portal.

    Their mission is to uncover the whereabouts of the first team, discover the source of the portal, but most of all return back with any reconnaissance at all.

    When Night Raven Squadron emerges from the Tunnel, they find themselves standing on the inner surface of a Dyson sphere of similar alien construction to the beacon artifact, surrounding a small star and a system of four terrestrial planets. Shortly afterwards, one of Night Raven’s rear fire support squads discovers that an unseen force radiating out from the local end of the Tunnel prevents them from approaching it by any means. It seems return will not be possible.

    CAMPAIGN BEGINS

    As the majority of Night Raven Squadron regroups around the Tunnel and sets up a field base, several squads are sent on point to a large wall structure two kilometers away. One of these is the forward control squad Crow (the player’s squad). Shortly after reaching the summit, the squads begin absorbing what appear at first to be lightning strikes until it becomes clear they are coming down with too deadly a precision from nearby towers. The teams take cover, but a spotter sees some kind of force advancing on them from the towers. Crow Squad’s commanding Lieutenant orders a fallback of all the forward recon squads and radios back to Night Raven OCS of the hostile advance in progress. Their hurried retreat loses their attackers, who do not pursue them past the wall. But then as they approach base camp, now on high alert, the ground begins vibrating violently as numerous hatches in the floor surfaces open and thousands of strange creatures. Without hesitation Night Raven opens fire on the emerging things, but it is largely ineffective against the speed and quantity at which they then come, launching salvos from some kind of particle weapons as they closed the distance and then slashing with devastating luminous strikes at point blank.

    The attack swamps the camp and soon kills the Colonel in command of Night Raven. In the chaos, all the surviving squads scatter and escape anyway they can. Crow Squad seeks cover down a nearby, winding trench until they find themselves trapped at what would be a dead end, save for a drainage opening down to a wide, dark, sewer-like liquiduct with fast moving rapids of coolant flowing inside. The rumble of their pursuers getting louder and no other options left, they jump. Along with the current they slide down a steep slope that ends in a now unavoidable waterfall. The player drops down it, fade to black.

    The player character (or at least the character the player was currently playing as) was rendered nearly unconscious by the fall and instinctive fight to the surface. When he comes to, he finds himself alone in a large dark chamber a distance away from the falls. Activating his tracker, he picks up the signal from his squad and takes a passage through the chamber wall in pursuit of it. But in the passage, he finds evidence of the first team, Night Cross. It is a message chip left behind for any rescue team that might have been sent, to lead them down the path they had taken. He decides to follow their trail.
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Fri Jul 24, 2009 3:54 am

  • Warning: Major Spoilers Ahead!

    Okay I have finished the universe backstory, which when combined with what I posted above (which starts right where this ends) basically forms the game's plot. So if there are no objections, I think next I will begin work on the campaign(s) story flow. Then it is time to fill in all of the little details that will be needed to make this work.

    So as follows is the nexuiz universe backstory first draft. Feedback is appreciated. :)

    Alert: Near Total Spoilage Past This Point!


    Primordial Era

    Over 2,500,000 years ago a now extinct, powerful spacefaring alien civilization called the Primordial created the largest and most advanced construct of the galaxy, a place that would eventually be known only as Nexuiz. A colossal dyson sphere encompassing a small solar system, Nexuiz used the constant flow of energy from the local solar emissions collected from the intermediate surfaces between its poles and equator to power its equatorial array of vastly faster than light one-way passageways that dotted its “Habitation Belt”. Controlling these passages, or “Tunnels”, and the direction of their one-way “Flow” were the Nexus Matrixes within moon-sized sensor complexes called Poles, which likewise resided at the poles of Nexuiz. Working together, the Poles could create a “Convergence Point” almost anywhere in the galaxy that would establish the other end of a Tunnel.

    But the power of Nexuiz allowed the Primordial to reach into space too much farther than they could see and somewhere in the darkness beyond the galaxy they pulled in something even they were unprepared for. The “Intruder” at first attacked the Primordial and then their technology, expanding quickly and stealthily as it did so. For centuries they fought it while it scattered through the sphere until its adversary was spread too sparsely to subdue it any longer and then it parted itself in two and rushed at once for both of the Poles. Taken by surprise the Primordial were too many steps behind to fully counter, so they concentrated on the Northern Pole and held it, then annihilated the attacking force and all that remained in the equatorial Habitation Belt. But the Southern Pole was lost and could not be retaken, so the Primordial locked it down and severed its energy connections to the southern hemisphere and it eventually went dark and the remains of the Intruder along with it.

    The loss of the Southern Pole control center ultimately meant the end of the Primordial’s galactic civilization, since without it continued expansion and long term maintenance of the Tunnels would not be realistically feasible, and many of the Tunnels had already been shut down to avoid the risk of the Intruder spreading beyond Nexuiz. As one last effort to restore the system, the Primordial launched an enormous fleet of “Beacons” to their disconnected colony worlds in the hope that they could hold out over the vast timeframe it would take for the Beacons to arrive at their distant destinations and reactivate the Tunnels. But the Primordial were too optimistic, long before almost any of the Beacons arrived, their civilization collapsed under its own weight, their many xenoformed worlds eventually returned to their naturally uninhabitable states and the crippled power of Nexuiz was forsaken.


    Rediscovery Era

    Millions of years after the demise of the Primordial galactic civilization, an aggressive and intelligent exotic species, called the Crusilex, evolved on the first world from Nexuiz’ sun. After an unsteady period of technological development, they finally achieved interplanetary spaceflight, which culminated with their discovery of “the edge of the universe”, the inward surface of Nexuiz.

    They made landfall first on the equatorial Habitation Belt, a frigid wasteland by their standards especially, infested with innumerable swarms of an intelligent but still relatively slow minded species, the Hallurchin, that were much better adapted to the local environment and that wielded weapons and other technologies the sub-surface factories of Nexuiz continued to manufacture autonomously. Early attempts at colonization of this region usually failed and those that succeeded proved unrewarding. Then the Poles were discovered, and while no entry to the Southern Pole was ever located, they were eventually able to penetrate the Northern Pole all the way to its Nexus Matrix. There they slowly came to understand how to command its intermediate level functions well enough that they could reform the Pole’s internal life support into the much hotter, sulfur-centric environment they were comfortable with, as well as raising the Habitation Belt surface temperature to the maximum the safety regulators would allow (240º K). Then they applied the advanced polar infrastructure to industrial purposes, harnessing for themselves power orders of magnitude beyond the combined output of their fledgling intra system empire. Eventually their capital was moved from their world of origin to the northern pole of Nexuiz.


    Encounter Era

    With no route for further expansion, little changed for millennia afterwards until strange activity was noticed at a few locations along the equatorial Habitation Belt. The Tunnels were beginning to become active again, triggered from around the galaxy by encounters between the ancient and forgotten Beacons and newly emerging intelligent species. Each provided its opener with unlimited entry to Nexuiz, but no direct access back. The first waves of trapped alien travelers only clashed with the local Hallurchin, which did not capture the attention of the Crusilex.

    But then came the ancient Cephidarian, the only species since the Primordials to independently achieve faster than light travel and that subsequently possessed a far spanning interstellar empire in their distant corner of the galaxy. As more of them emerged from their Tunnel, their presence became more obvious, with their shroudships taking and consuming lone Crusilex transports and more and more of their probes scouting the Northern Pole. A naturally aggressive species already, the Crusilex were now preparing for war, but first they needed to know where to take their fight. Using the two species’ mutual knowledge of Nexuiz’ basic interface as a bridge across the thick language barrier, the Crusilex made contact with and then established a war pact with the Hallurchin. The Crusilex provided military support against Tunnel openings, while the Hallurchin reported Tunnel openings as well as fighting as Auxiliaries. Thus the Crusilex were able to locate the Tunnel of the Cephidarian and from the Nexus Matrix they reversed its Flow, so that no further reinforcements could arrive. The Crusilex armada then crushed then the local Cephidarian, but seeing no reason to stop there, proceeded through their Tunnel and with the infrastructure of Nexuiz behind their war machine, proceeded to subjugate nearly the entire Cephidarian interstellar empire. To prevent further advances against them, the Cephidarian established a constant flow of tribute in the forms of resources and Auxiliaries.

    From then forward, whenever the Crusilex received intelligence from the Hallurchin of a Tunnel opening, they reversed its Flow and sent through an armada to secure and conquer the other side, using the local Beacon to signal when they were ready to return. In this way any who activated a Beacon artifact, were subjugated into the Crusilex empire, even capable and clever species like the Arthrolid were not able to hold out for more than a few years.


    Trial Era

    After millennia of expansion, the Crusilex empire was reaching a breaking point. The Crusilex now managed more interstellar provinces and their rebellious inhabitants than they could dominate and were taking on still more. An orderly means of downscaling their empire was needed, so on the second world orbiting Nexuiz’ sun, the Arena was created. Here all subjugates were to send their greatest examples of technological and martial prowess, to try out for and maintain their positions as Auxiliaries. Those who refused or who failed the trials were entirely crushed militarily into a pre-civilized state. The Arena solved the problem.

    Over the next millennium the game became more competitive with fewer and fewer remaining Auxiliaries, until only three remained- the Hallurchin, Cephadarian and Arthrolid. With each of these now very battle-hardened species positioned over sizeable swathes of the Habitation Belt and no longer kept in check by the diplomatic complexity created by their crushed competition, the Arthrolid and Cephadarian began a revolution against the Crusilex and their only remaining Auxiliaries, the Hallurchin.

    The Arthrolid and Cephadarian each took almost total control over about a sixth of the Habitation Belt around each of their Tunnels, as well as the upper surface of another third of it and fought the Crusilex for supremacy of the vacuum above/within it. Then they assailed the Northern Pole by siege to try to break the deadlock, but were repulsed. At the same time, attempts by the Crusilex to change the balance of power in their own favor by acquiring new Auxiliaries were buried by the chaos and suppressive action taken by the Arthrolid and Cephadarian on the Habitation Belt, including the destruction of anything that emerged from newly opened Tunnels as well as all nearby Hallurchin that could have witnessed the opening.
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Fri Jul 24, 2009 2:18 pm

  • Are we going to use new playermodels for the Hsllurchins and Crusilax?
    Or are we going to use old ones?
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Fri Jul 24, 2009 2:28 pm

  • KillaGrunt wrote:Are we going to use new playermodels for the Hallurchins and Crusilax?
    Or are we going to use old ones?


    Yes and I am working on models for them in Blender.

    All of the aliens will look like "really aliens". Like as different looking from us as the advanced combat Flood Forms introduced in Halo 3.
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Fri Jul 24, 2009 2:33 pm

  • That sounds cool.
    Could you show screenshots?
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Fri Jul 24, 2009 4:55 pm

Fri Jul 24, 2009 7:35 pm

  • Sepelio wrote:Excellent work Flying Steel. Very gritty and epic.


    Thanks, very glad to hear you like it. :)

    KillaGrunt wrote:That sounds cool.
    Could you show screenshots?


    Well of the aliens, only the Arthrolid model is really ready for show. So to supplement, I'll throw in a shot of the Terran side's Ranger UGV (armed with the Mortar).

    Keep in mind that both of these things are as tall as a human.

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Fri Jul 24, 2009 8:38 pm

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