Gamestar!! Worlds first information about Shootmania!

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wiidesire-2
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Gamestar!! Worlds first information about Shootmania!

Post by wiidesire-2 » 27 Apr 2011, 20:52

Hello,

just found this here:

http://www.gamestar.de/spiele/shootmani ... 22543.html


As the world's first magazine, we were allowed to view an ealier version of Shootmania: Storm, the first Shooter Episode from the maniaplanet universe at Ubisoft in Paris. Basically it has the same engine and the same Editor as Trackmania 2:Canyon , except that we just that we build paths instead of streets and walls instead of an crash barrier. And of course there is shooter specific components such as Jumppads. The rules laid down by us and our map design decide ultimately, what type of shooter we play. Its sure that it will be only an multiplayer shooter - it will have no bots.

Otherwise, no limits of creativity are set . Florent Castelnerac, the project manager, showed us a huge well, the bottom of the well is paved with Jumpads . The result is a mad jump-and-shoot-deathmatch, in which the player at the start of the game jump into the well and then he must try to do kill the enemies during the flight. Another map reminded us again of the classic Tower Defense principle: Team A must achieve the goal as numerous in a set in a walled route. Team B is located on the wall and must prevent that.

After that, temas are swapped.
Our first impression: Shootmania focuses as Trackmania consistently on the quintessence of its genre and leaves everything else in the community. And exactly this could be in times of million productions such as Crysis 2 or call of duty the great strength of Shootmania.


Regards

Max
Last edited by wiidesire-2 on 27 Apr 2011, 21:06, edited 1 time in total.
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Re: Gamestar!! Worlds first information about Shootmania!

Post by Trackmaniack » 27 Apr 2011, 21:00

Pleeze! :mrgreen:
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wiidesire-2
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Re: Gamestar!! Worlds first information about Shootmania!

Post by wiidesire-2 » 27 Apr 2011, 21:10

Trackmaniack wrote:Pleeze! :mrgreen:

translation is done

you are welcome :D
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Re: Gamestar!! Worlds first information about Shootmania!

Post by Trackmaniack » 27 Apr 2011, 21:14

OMGOMGOMGOMGOMG :shock: :o DUUUUUUUUUUUDE! F-ing AMAZING! Thank you so so much! *bows*
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wiidesire-2
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Re: Gamestar!! Worlds first information about Shootmania!

Post by wiidesire-2 » 27 Apr 2011, 21:18

Trackmaniack wrote:OMGOMGOMGOMGOMG :shock: :o DUUUUUUUUUUUDE! F-ing AMAZING! Thank you so so much! *bows*
As I said I love to help others in community, its a great fealing :) you are welcome 8-)
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Re: Gamestar!! Worlds first information about Shootmania!

Post by purification » 27 Apr 2011, 21:22

Ladies and gentlemans,

as you can see, some geeks have grabbed a virus very rare : The maniagames attack... :roll:
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Re: Gamestar!! Worlds first information about Shootmania!

Post by Trackmaniack » 27 Apr 2011, 21:25

The only thing I can think of is that if there is no offline mode whatsoever, is there at least a solo mode in which we can maptest?
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wiidesire-2
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Re: Gamestar!! Worlds first information about Shootmania!

Post by wiidesire-2 » 27 Apr 2011, 21:27

Trackmaniack wrote:The only thing I can think of is that if there is no offline mode whatsoever, is there at least a solo mode in which we can maptest?
what you mean is not a solo mode, because as you see above shootmania has no bots.

what you mean is an test mode in the editor where you can run at your map and test it


Im sure that will be possible
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Unit2209
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Re: Gamestar!! Worlds first information about Shootmania!

Post by Unit2209 » 28 Apr 2011, 03:26

Well since there isnt going to be AI I just think im going to get TM2 but they may change their mind later on. Hopefully.

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Re: Gamestar!! Worlds first information about Shootmania!

Post by Naimisrepus » 28 Apr 2011, 05:32

No bots?

That could very well kill it for me. I thought it was going to be a kind of game where you could at least place spawners or waypoint paths on your map just like any other object (some low-key editors have let you do this for years, like the Warcraft 3 editor which was as WYSIWYG as map editors can get).

Really I had the idea that the nature of what kind of FPS you were playing depended on the map-maker. And wasn't entirely a multiplayer experience. I think Sourceforts kind of beat Ubisoft and Nadeo to the punch on this one.

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