Insomnia wrote:Das würde ich Nadeo sogar fast schon zutrauenAuf ner Wüstenlandschaft gibt's dann nen Sandstrahler
das ganze läuft grad irgendwie auf WORMS - saga hinaus...
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Insomnia wrote:Das würde ich Nadeo sogar fast schon zutrauenAuf ner Wüstenlandschaft gibt's dann nen Sandstrahler
Hylis wrote:It was in development and the weapon where not designed
And I don't think I need a lesson on UnrealBy memory, I would recall the biogun, the flack canon, the rocket, the slow energie/combined with laserrail, the rebound weapon, the teleport, the piloted nuke, the gunrail and I probably forget some, but I clearly see the alternate of each as well. Last time I played was around ten years ago and I have much more experience in Quake.
But we are not making Unreal, Quake, CS, Halo or CoD.
We are making ShootMania, and I hope it will be a ShootMania like.
Akbalder wrote:I'll try to translate it by myself. I hope that it will be better than the google translation.In the last CanardPC magazine, there are a few informations:
- A "generic" environment with grass, stone and concrete walls
- A few specials blocks: start/respawn block with a screen on which we can click, a checkpoint block and a flag block
- The default weapon is a rocket launcher
- When we walk on a "shooting of precision" block, we get a sniper that we keep as long as we stay in its area
- When we enter in a tunnel, we get a close combat weapon that we keep as long as we stay in its area
The informations about weapons aren't very clear...
- Do we only have one weapon at a time ?
- Is there a "pickup" block to take a new weapon or does entering an area automatically give us a weapon ?
- Is each block associated to an area (a weapon) or do we have to define the areas by ourselves ?
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