ian
Crawler
note to self never play with newbies
Posts: 207
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Post by ian on Mar 21, 2006 16:57:20 GMT -5
il help beta test whenever u need more people those screenshots look awesome
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Post by Doyora on Mar 21, 2006 17:06:48 GMT -5
Me too, but I'm poor at KF so I could only give feedback from an artistic or balance point of veiw. Plus I don't have broadband. If there are anly significant changes to the gameplay style, could someone describe them to me? That way I can make any necessary ammendments to KF wasteyard.
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Post by lordsimeon on Mar 21, 2006 21:12:25 GMT -5
Yep, i had a go at Worldcraft but couldn't get into it. Unreal ed is the only editor i like to use
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Mar 22, 2006 1:13:02 GMT -5
Gameplay is a lot more team based, so if you're playing with 3 people and you go running off on your own, you stand less of a chance. It seems (to me at least) to be a better idea to be on the move most of the time, at least at the beginning of the game. Survivability both went up, and down at the same time. The amount of zeds you're likely to have on you has gone down to a degree, but the zeds are a lot more intelligent now, i.e. they won't just stand still and let you shoot them dead (unless you shoot 'em in the head and they survive, but that's a bug that'll be fixed AFAK). Dualies will be toned down, not to the point of total nerf gun style, but enough so that they are comparable to the bullpup (which is a really nice gun now, with actual purpose). The knife is good enough to hold you through a few zeds if you run out of ammo. The crawlers can be a real pain if you don't see them coming, since they're about as fast when moving normally as the stalkers, and they leap out at you. The game is a lot more organized and less random chaos than 1.0, but it's just as fast paced. The welder is a nifty tool if you need to build up some distance between you and the zeds, and the med syringe feels just about perfect at its current levels. If you heal yourself with it, you gain about 10-20 hps, enough to give you a little boost but not enough to negate the damage taken from the zeds; the cooldown on it is long enough to prohibit that. The maps are designed to flow a lot more smoothly and circuitously, with enough space to make you not feel boxed in.
The RPG isn't fully implemented; it's there, but it doesn't do anything. Alex told me that it would be cool to develop and all, but it's on the back burner while the rest of 2.0 gets finished, so don't hold your breath about it.
Grenades are going to be done in a Halo/Far Cry manner, where there will be a grenade throw button, secondary mouse button default, that throws them, with people starting out with somewhere from 2-5. Keep in mind this isn't set in stone, and is prone to change. (PS to Alex: Dunno if you've thought of this, which you prolly have, but if a button to switch nade types gets put into the game, the mines can be used in a similar manner, so one could switch between HE nades, concussive nades, and land mines, possibly more things later)
It really feels like a whole new game. 2.0 is more than just a version number; it actually feels like a sequel to version 1.
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Post by Doyora on Mar 26, 2006 10:39:23 GMT -5
Could I make a request from a mappers point of veiw? Could it be made so that the zombie volumes can be configured to only spawn certain zombie types, and not others. This way, you could have a kitchen with a volume in it which only spawns bloats, or a lab with a volume which only spawns the harder zombies. This would be an intersting and helpful addition, IMO. ;D
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Post by gibberstein on Mar 26, 2006 21:36:01 GMT -5
Hmmm, it's an interesting suggestion. My only concern is the wave balance - if you have too many spawn zones that only spawn high-level zombies, it would mean that the map would be very predictable on early waves, as the weak zombies would only come from a small number of easily learnable locations. This could also work the other way round, making the tougher zombies easy to ambush if there are a few well known locations where they will arrive from. Avoiding such situations puts a lot of responsibility on the individual map (and that map's designer) that's currently handled by the game system reasonably well. I welcome any thoughts on how to avoid this potential gotcha.
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K-Bone
Clot
The End of ReAnimation
Posts: 25
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Post by K-Bone on Mar 27, 2006 22:00:35 GMT -5
Hehe Boney you got some humor even tho you are dead ^-^ I'm not dead...just one of night's little mad creatures lol
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Post by majorliability on Mar 28, 2006 7:23:09 GMT -5
I've just installed KF 1.0 recently, but I enjoy it quite a bit and I'd certainly be willing to beta test 2.0.
I'm a Constellation beta tester for Natural Selection HL mod and I was in the Guild Wars beta, Dawn of the Dead is one of my favorite movies, I've got a high-end PC, and I've got a lot of free time. The only thing I can't do is host a server because I'm behind about 3 firewalls.
I really hope KF takes off, because most of the zombie mods on their way are adversarial, the zombies are controlled by humans. The coop is a lot more fun.
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Post by bmrliquid on Mar 28, 2006 11:01:40 GMT -5
Oi, I hope you're not including us in that www.bluemoonrising.co.ukBlatant plug, but still it does seem that UT2004 has spawned 2 co-op zombie mods while HL etc hasn't. Freakish.
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Post by Richzap on Mar 30, 2006 15:57:22 GMT -5
Ah at last whispers of a resurrected mod come to my ears and as such i have come out of hibernation to annihilate the zombie foe.
Has beta testing begun ? I would very much like to take part if there is still time and room enough.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Mar 30, 2006 15:59:37 GMT -5
The first beta test wave came and went; it was basically a gameplay test + checking for major bugs. The next one to the best of my knowledge will happen around summer.
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Post by evildoctorian on Mar 30, 2006 19:34:50 GMT -5
Summer? I thought that 2.0 would be out by then. Why can't there be a public release of this beta? It's got to be better than 1.0.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Mar 30, 2006 20:26:13 GMT -5
Patience; rushing does not a quality mod create.
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Post by evildoctorian on Mar 30, 2006 21:16:01 GMT -5
I'm not saying that the devs should rush it, I'm just asking why we can't play this new beta.
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Post by Alex on Mar 30, 2006 21:43:10 GMT -5
It was a closed beta, only several members were selected to play it. It was not done to entertain them It was so that Gibby and I could identify (and eliminate) key bugs before the next beta and then release.
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