Yeah, it would be really neat to see a Predator hero with special skills and shit.Lord_Xerxes wrote:actually, there needs to be an attack aerial unit too. Something like the Mutalisk.anarchistbunny wrote:I was meaning for the spitters. Or maybe some other units that would balance out the Xenomorphs. I have to agree, while I don't know about a ranged unit solving it, I definately think that the Xenomorphs are lacking something.DPDarkPrimus wrote:I really want to track down some of the collections of the earlier Alien comics, but I don't want to base the storyline off of it, as that might lead to messy legal situations.
And there is a definite need for a ranged unit.
edit: Another question, will you still be using the Hero system?
Alien vs Predator: Warcraft (WC3 mod in the works)
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Back when this was still a StarCraft TC, Utsanomiko did have an air Xeno unit (kind of like a wasp), but he scrapped it along with a buch of other silly stuff.
Seriously, when you talk to him about it in person, you see that the Xeno's don't NEED air/ranged units.
EDIT: I think I remember him talking about heros, but I can't recall what exactly. Maybe for the Predators something based on the number of kills.
EDIT EDIT: And keep in mind that this TC isn't just some bloody cakewalk, and that it's supposed to be a little challenging.
Seriously, when you talk to him about it in person, you see that the Xeno's don't NEED air/ranged units.
EDIT: I think I remember him talking about heros, but I can't recall what exactly. Maybe for the Predators something based on the number of kills.
EDIT EDIT: And keep in mind that this TC isn't just some bloody cakewalk, and that it's supposed to be a little challenging.
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We will have heros, but they will be more like Starcraft heros: no items, no leveling up, unbuildable.Lord_Xerxes wrote: Another question, will you still be using the Hero system?
As for ariel Aliens... I know I saw an action figure of a "Flying Queen" before...
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)Alien vs Predator: Warcraft is using a bit more simplified gameplay than SC or WC3. There will not be any WC-style heroes (unless it's possible to give all units some hero properties: a small-scale leveling system and inventory, for example. So it'll either be all or none). The unit cap is roughly 75, and there is only one resoruce, though it isn't gathered in the simplistic "5=best" system that WC3 uses. The major reason Aliens don't have an attack air unit is because none of them do. Each has a shuttle unit, which are simply used as high-mobility deployment of ground units a bit later in the game. Each Species has 1-3 anti-air attacks to hinder these kinds of attacks. I should also mention that since the building trees are significantly smaller, starting points need less space, meaning each map could hold numerous resourse outposts, chokepoints, and strategic areas; you could be running 3-4 outposts the same size as your main base, possibly, but i'd have to see how economics play out in testing.
I discarded the ideas for a big SC-esque battle royalle with gunships, Space transports, powersuits, flying aliens, and Predators armed with jet packs, plasma mini-guns, and rocket-launching robots a looooong time ago, so don't expect that, 'casue it certainly isn't mentioned in the design document.
Come to think of it, While it's not the most effective strategy, The Xenomorph Transport's Crash ability could work against significantly large base defences, since the damage will be pretty high for their cost. It won't take them out, but it'll certainly soften them up for a balanced team of over a dozen or so Soldiers and upgraded Warriors. In AvP:WC, sinse buildings are less numerous, sieging is more difficult. The main factor in siege effectiveness is total attack damage, so as long as you've got some Explosive-type attacks or high-level Armor Piercing, you shouldn't have too much trouble. Also, turtling will probably end up being a dumber strategy in this game than in WC3, unless you play as the Xenomorphs, which have numerous abilities that make defense easer for them.
Oh and Tycho, considering most Predators already have 2 types of weapons and 3-4 skills in each mode, what kind of 'special skills' are you talking about?
EDIT: To answer Spanky's hazy memory (at least I know he listens sometimes. That's right, buddy; if I die early, you have to make my games. ), I was considering adding a Predator ability, in case they needed a non-statisic/cost boost to be more effective, was an ability, similar to the Orc's "Pillage", where they would gain a % of resources for every unit they killed. It sounded interesting, and i'll definitely consider adding it during the beta (and no, I'm not making a lazy 'do it later' excuse; considering just how many research options Blizzard created and put in WC3 only after the closed beta started, I'm currently on a good track. At least I don't have Corpse Explosion, Ancestral Guardian, Barkskin, Pig Farms, Mage Towers, or Bear Dens crammed into my pre-beta. )
I discarded the ideas for a big SC-esque battle royalle with gunships, Space transports, powersuits, flying aliens, and Predators armed with jet packs, plasma mini-guns, and rocket-launching robots a looooong time ago, so don't expect that, 'casue it certainly isn't mentioned in the design document.
Come to think of it, While it's not the most effective strategy, The Xenomorph Transport's Crash ability could work against significantly large base defences, since the damage will be pretty high for their cost. It won't take them out, but it'll certainly soften them up for a balanced team of over a dozen or so Soldiers and upgraded Warriors. In AvP:WC, sinse buildings are less numerous, sieging is more difficult. The main factor in siege effectiveness is total attack damage, so as long as you've got some Explosive-type attacks or high-level Armor Piercing, you shouldn't have too much trouble. Also, turtling will probably end up being a dumber strategy in this game than in WC3, unless you play as the Xenomorphs, which have numerous abilities that make defense easer for them.
Oh and Tycho, considering most Predators already have 2 types of weapons and 3-4 skills in each mode, what kind of 'special skills' are you talking about?
EDIT: To answer Spanky's hazy memory (at least I know he listens sometimes. That's right, buddy; if I die early, you have to make my games. ), I was considering adding a Predator ability, in case they needed a non-statisic/cost boost to be more effective, was an ability, similar to the Orc's "Pillage", where they would gain a % of resources for every unit they killed. It sounded interesting, and i'll definitely consider adding it during the beta (and no, I'm not making a lazy 'do it later' excuse; considering just how many research options Blizzard created and put in WC3 only after the closed beta started, I'm currently on a good track. At least I don't have Corpse Explosion, Ancestral Guardian, Barkskin, Pig Farms, Mage Towers, or Bear Dens crammed into my pre-beta. )
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I'm talking about the ability to rip out a man's spine and use it as a trophy.
Hey..
Maybe there could be Predator hunting, and each kill your warriors make they get a slight stat boost, like heroes but much more simplified. Like veterancy in C&C.
Same thing would go for the marines, although I don't know how it would work for the xenos.
So, if you kept a group of warriors alive long enough and make lots of kills with them, they would be 3 or 4 times better than less experienced warriors.
Hey..
Maybe there could be Predator hunting, and each kill your warriors make they get a slight stat boost, like heroes but much more simplified. Like veterancy in C&C.
Same thing would go for the marines, although I don't know how it would work for the xenos.
So, if you kept a group of warriors alive long enough and make lots of kills with them, they would be 3 or 4 times better than less experienced warriors.
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...We'll get back to you on that concept.
Like I said, the abilities I mentioned might be used (don't count on what i said about hero properties at all, though; that's a throwback idea from over a year ago), or they might not be needed, as the deisng is perhaps 95% finalized now. Predator units already have enough abilities each; having to find a place to hang your new skulls will just make things more complicated.
Like I said, the abilities I mentioned might be used (don't count on what i said about hero properties at all, though; that's a throwback idea from over a year ago), or they might not be needed, as the deisng is perhaps 95% finalized now. Predator units already have enough abilities each; having to find a place to hang your new skulls will just make things more complicated.
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Wow, has it really only been less than 3 days since I last posted? Felt ,ore like a week. Hmm, then I guess the few new things I was going report are a bit more impressive for such a sort time.
Anyway, it's still only been a week since I started activity on Wc3campaigns.com concerning AvP:WC, so nothing major has happened over there. The site has a huge infestatioin of n00bs and net rats, so it's hard for the good modellers/aritsts to hook up with the good projects, but I've PMed a few good ones and so far I've gotten 2 replies that they are at least interested in either doing some minor modelling/animating additons, or helping out in a month or two. I still really need a main modeller to do the standard Marine model, but for now it's a start. I'll probably post on CampaignCreations and Samods sometime soon, as well.
Also, if anyone wants to see how well (or poorly) I can skin a model, I've done two test skins of a Predator and Xenomorph, simply to see how well my texturing and shading looks on a model (or how an alien looks in-game on a Hydralisk model. Yes, blizzard stuck a Hydralisk in the game), so check them out on GameProc's AvP:WC forum; they're in the Staff Recruitment thread, 6-7 posts down:
You don't have to humor me; I know how crude they look. ;P
I'm blaming the Predator skin on the odd, ambiguous skin wrapping of the Sasquatch model (which I picked only for it's head shape). The Xenomorph I simply haven't put major effort into yet. For some odd reason, some poeple on wc3campaigns think I'm going to use them in my total conversion, and keep suggesting I use the Demon Hunter's model.
Anyway, it's still only been a week since I started activity on Wc3campaigns.com concerning AvP:WC, so nothing major has happened over there. The site has a huge infestatioin of n00bs and net rats, so it's hard for the good modellers/aritsts to hook up with the good projects, but I've PMed a few good ones and so far I've gotten 2 replies that they are at least interested in either doing some minor modelling/animating additons, or helping out in a month or two. I still really need a main modeller to do the standard Marine model, but for now it's a start. I'll probably post on CampaignCreations and Samods sometime soon, as well.
Also, if anyone wants to see how well (or poorly) I can skin a model, I've done two test skins of a Predator and Xenomorph, simply to see how well my texturing and shading looks on a model (or how an alien looks in-game on a Hydralisk model. Yes, blizzard stuck a Hydralisk in the game), so check them out on GameProc's AvP:WC forum; they're in the Staff Recruitment thread, 6-7 posts down:
You don't have to humor me; I know how crude they look. ;P
I'm blaming the Predator skin on the odd, ambiguous skin wrapping of the Sasquatch model (which I picked only for it's head shape). The Xenomorph I simply haven't put major effort into yet. For some odd reason, some poeple on wc3campaigns think I'm going to use them in my total conversion, and keep suggesting I use the Demon Hunter's model.
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Yes, but considering the nature of the Zerg and their hive and creep structure, and genetic adaptability, a lot comes from Aliens. Plus at least the Protoss' faces bear a resmblance to Predator masks, but that's stretching it. Anywho, at least the amount of references from the film is astounding; the Dropship pilot is almost a line-for-line copy of Aliens' pilot.
Additionally, I've estimated that the next design document I'm worknig on, covering descritions of unit models, skins, and animations, will be about 40-50 pages, single spaced (the unit overview was 36 pages, or 10,000 words). so wish me luck; I hope to finish it in a week or two.
EDIT: I should mention that I had a friend in highschool who tried to tell me that StarCraft was influenced by Star Trek, basing the Zerg off the Borg (which are only similar if you're a moron whose only does of scifi is ST), and the Protoss on Species 8472 (which is idiotic and anachronistic). It was kind of amusing to hear him make loose connections.
Additionally, I've estimated that the next design document I'm worknig on, covering descritions of unit models, skins, and animations, will be about 40-50 pages, single spaced (the unit overview was 36 pages, or 10,000 words). so wish me luck; I hope to finish it in a week or two.
EDIT: I should mention that I had a friend in highschool who tried to tell me that StarCraft was influenced by Star Trek, basing the Zerg off the Borg (which are only similar if you're a moron whose only does of scifi is ST), and the Protoss on Species 8472 (which is idiotic and anachronistic). It was kind of amusing to hear him make loose connections.
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Bump. Another update for my peeps.
I finished writing the Powerlaoder description in my Model Design document; single-spaced, two pages. Even a monkey could model this thing the way I want it done.
I think we've found an artist/skinner to do a major amount of stuff for us. He sent me a bunch of examples that are quite good, and I like his style.
Finally, I scanned about 21 pics from the Colonial Marines Technical Manual. I'll be putting most of them up on the Marine Overview page later.
I finished writing the Powerlaoder description in my Model Design document; single-spaced, two pages. Even a monkey could model this thing the way I want it done.
I think we've found an artist/skinner to do a major amount of stuff for us. He sent me a bunch of examples that are quite good, and I like his style.
Finally, I scanned about 21 pics from the Colonial Marines Technical Manual. I'll be putting most of them up on the Marine Overview page later.
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Okay, that gets the "finally thought I'd post an update on this board rather than assume everyone knows about GameProc" akwardness out of the way, so back on topic.
We've got a few more people on the staff, and right now someone is working on the first few models for the alpha. Right now, the Powerloader model (sans the modeled operator, the skin or any animations) is almost finished (still needs some quirks fixed, I'd say), and I've got a whole lot of screencaps from Predator and Alien as visual references.
Anywho, you'd get a lot better sense of what's new with AvP:WC if you posted some specific questions or comments ('cause I know I'm missing something important I couild just say here and now. Typical.), or checked the place out yourselves here at:
GameProc's AvP:WC forum. And in particular, the threads with Exclamation points on them.
And guess what? I've been made mod of the forum! My own little forum to merge and split threads and clean up stuff in general. Damn, mod powers are fun.
EDIT: Ohh yeah, speaking of mods, can someone move this to the Gaming forum? I think it's a more fitting place for this, now that it's available.
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Well, KDEWolf recently added the Predator Overview to the AvP:WC webpage (currently hosted on his own server. A lot better than Tropid, at least). It only has the text right now, which hasn't been updated (some name changes to two units, some more verbose descriptions, and additional research options), but I'd still reccomend checking it out.
The main page can be found here.
The main page can be found here.
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I guess I can update the one I already did. Only Kenny 10 Bellys responded with much, and he doesn't like realistic tank designs. I guess I could get Blade from GameProc to model vehicles, at least. But really could use some modeling and animation help.
Edit: That'd be Kenny 10 Bellys, I believe. Damn keyboard.
Edit: That'd be Kenny 10 Bellys, I believe. Damn keyboard.
Last edited by Utsanomiko on 2003-04-29 08:27pm, edited 1 time in total.
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Well, you ARE the Project Leader. In the end, they have to do what you fucking tell them to do.Darth Utsanomiko wrote:I guess I can update the one I already did. Only Kelly10Bellys responded with much, and he doesn't like realistic tank designs. I guess I could get Blade from GameProc to model vehicles, at least. But really could use some modeling and animation help.
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Speaking of which, are you going to draw again as soon as the semester's over, or have you got another excuse up your sleeve? I need specific types of interface command buttons, and I hope you're available for those as well as unit artwork for the webpage and other promotional shit.Spanky The Dolphin wrote:Well, you ARE the Project Leader. In the end, they have to do what you fucking tell them to do.Darth Utsanomiko wrote:I guess I can update the one I already did. Only Kelly10Bellys responded with much, and he doesn't like realistic tank designs. I guess I could get Blade from GameProc to model vehicles, at least. But really could use some modeling and animation help.
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It's some kind of eight-year old garble/netrat, by my guess. Might have seen the forum from Warcraft3campaigns.com, for all I know.Spanky The Dolphin wrote:And nice to see you have your very own dick headed spammer in your forum...
I'm just glad I'm a moderator over there. Had to delete four of his "opps lol im positng in teh wrong forum agian lol", and it took all the effort I had not to delete all of them (who knows what a weirdo will do against that kind of action. I just wanted him to go.).
I'd actually be at some kind of dillemma if he said he had any specifc kind or measurable amount of talent.
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Hey, at least I was tyring to post detailed, useful replies that related to the project. Spanky's the one being a tit by posting AIM material.DPDarkPrimus wrote:I love it how you two have made the last 10 or so posts in this thread, when you could just talk on AIM.
I suppose he's going to start advertising his WinMX downloads here now, eh?
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So, um...
Does anyone have any additional questions, comments, or criticisms to make about this mod? It's been almost a month since this thread was really active, and after working on staff recruitment, minor design tweaking, and repeatedly explaining to some kids I don't want edited WC3 artwork for AvP:WC, I kinda miss hearing people's opinions.
The Predator overview on the website has been updated, with proper names and upgrades and stuff. You can check that out, at least. The links to the overviews on my personal website are still a good source of reference pics, If you need to see those.
Does anyone have any additional questions, comments, or criticisms to make about this mod? It's been almost a month since this thread was really active, and after working on staff recruitment, minor design tweaking, and repeatedly explaining to some kids I don't want edited WC3 artwork for AvP:WC, I kinda miss hearing people's opinions.
The Predator overview on the website has been updated, with proper names and upgrades and stuff. You can check that out, at least. The links to the overviews on my personal website are still a good source of reference pics, If you need to see those.
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You are not helping, DarkPrimus. That n00b spammer on GameProc already asked when a beta dould be ready for him and his friends to download. It took all the energy I had to not just say "the less requests I get from uselessly incompetent, AOL-speaking little fucks like you who want to be on the staff, the sooner." Hopefully, after I told him to only reply when he has a decent example of work, he's not going to show up much more, if at all.
Can't someone at least constructively critisize the unit overviews, or claim they've found a hole in my design? To be sorta blunt, it's kind of sad that the only real criticism I've received centered the fallacious assumptions of "the counter to ranged units must be more ranged units" and "add an out-of-place flying-attack unit, despite the lack of a flying-attack unit niche."
Can't someone at least constructively critisize the unit overviews, or claim they've found a hole in my design? To be sorta blunt, it's kind of sad that the only real criticism I've received centered the fallacious assumptions of "the counter to ranged units must be more ranged units" and "add an out-of-place flying-attack unit, despite the lack of a flying-attack unit niche."
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