-
Content Count
1,084 -
Joined
-
Last visited
-
Days Won
22
Content Type
Profiles
Forums
Blogs
Downloads
Calendar
Gallery
Everything posted by Tomo2000
-
This review is going to be rather interesting, for one of two reasons. Firstly; it's an app for the iOS and Android. And, not only that, but it has very things about it when it comes to varying gameplay and graphics. However, all this aside, it is, without a doubt, the best app I've played on the iPod, and one of the best storylines I've ever played. It's an exercise app, which, at first, made me really contemplate whether it would be worth buying it or not. It is. I'm writing this review in close proximity to my last because Zombies, Run! 2 comes out on the 16th, and I'll be too busy by then to review the original. The app is very simple in it's design. You have one real "main screen", which shows a place you will learn to love called Abel Township. It's been quite a few months since the zombie apocalypse, and, slowly but surely, small townships have begun forming. You are a military personnel, who, after your chopper gets shot down, sprint for this township. You can play this app with your music playing, and every song or two there will be a gap where a bit of storyline will play. The voice acting in this game is of a very, very professional standard, and the characters were really down-to-earth, believable and you could connect to them on a personal level, something a lot of games lack. As you run, randomly, you can pick up supplies. These supplies can then be used at the township to upgrade the township in different areas, such as the food supplies, armoury, etc.. The graphics for these change as you level them up with supplies, growing bigger and better. Although, for the time being, this has no purpose, the devs have said that this will change in Zombies, Run! 2. When you arrive at the township, you get the title Runner 5. This is because the app can't really call you by name while you're running without, well, having some kind of weird gap or you saying it, which would have ruined it. I actually really liked the title Runner 5. Anyway, the game's storyline starts off pretty much as survival. Once you reach the base, you get given a tour, and and you become a runner. A runner's job is to do various tasks, such as running to get supplies, distracting zombies and luring them away if too many get near the town, etc.. The story quickly evolves into a full fledged story full of conspiracy and a rivalry between a more powerful, neighboring township. I can't say much without spoiling it, but it's a fantastic storyline, and one that really draws you into it. It's a very fun way to get out for a thirty minute walk or run each day. However, unlike lots of zombie literacy and TV shows, like The Walking Dead, for example, the drama and conspiracy doesn't overtake the fear of the undead. In The Walking Dead, it's basically people arguing, and occasionally zombies come along. In this, it's the people vs people vs zombies that Operation Raccoon City wishes it could have been. I'm aware this is a short review, because there isn't much to actually review, but it's a fantastic app. It's got a fantastic story that makes you want to learn more each time you go out. The characters have an incredible quality of voice acting, and can really connect with you. The game itself has 23 storyline missions, a radio and supply mode, as well as six additional missions under a Race section, in which you look for clues to the Patient Zero of the zombie apocalypse. The main reason I'm reviewing this, apart from it being a fantastic app and making go out running for an incredibly enjoyable 15 hours over the course of three weeks or so, is because it goes with everything I've always said about making games; you can have a game with very little gameplay, quality of graphics, or any major trait, but, as long as you have a really good story that pull people in, it'll be fantastic. And that's exactly what this proves. Apart from looking at Abel Township grow and dishing out supplies to different areas, that's all the gameplay this app really has, minus the jogging, playing music and randomly giving you supplies, of course. There's no part where you get to shoot zombies by tapping the screen, or anything of the sort, and yet, it's one of the best storylines I've ever experienced in my entire life. My Rating: 9.5/10 Next Review: Mob of the Dead - Black Ops II Nazi Zombies
-
Sangfroid: Tale of Werewolves is an indie RPG/Strategy game I've been following on Steam Greenlight for quite a while now. It was released the other day and it looked pretty good, so I decided to pick it up. On Steam right now it's $15 and, at first, I wasn't too impressed with the game, to be honest, but that started to change pretty quickly as I progressed through the game. The graphics aren't too impressive, but, after all, it is an indie game, and I think there's a lot more focus on the actual gameplay of the game than the graphics, which is a place where a lot of big-spot companies go wrong. The game throws you into a small feud between two brothers, Jos and Jack, who put their differences aside to save their sister, who's pursued by the devil himself. The game has is based in the absolutely beautiful 19th Century Canada; complete with Saloons, Blackpowder Rifles, and Native American tribes. The game starts at Jack's house in the middle of the forest. The bridge back to town gets burnt down and, depending on who you're playing as, you go out to scare away what you believe is a wolverine. This turns out to be a wolf, who had attacked and killed two horses. You learn the basics of combat during this section, but I felt that the game, at the start, was rather bland, and had a lot of complicated features to it. Your attacks chewed quite a bit of stamina near the start, so, when fighting a pack of wolves, spamming attacks is really a non-option. There's a fear gauge, which you use to fight strategically, as a wolf will build up courage before attacking you, which gave you some time to reload your rifle. Mind you, this is a black powder rifle. To reload one of these took time; you'd put the round in, and pack the barrel full of gun powder. At the start of the game, this is incredibly slow to do, and you can only get one bullet at an enemy before the pack is onto you. This isn't Call of Duty we're talking about here... There is also a rage system which, after striking enemies for a while, you can either let out a more powerful attack by right clicking, or charge your rage for a more powerful attack. The game quickly evolves into a defense game, where you have to defend different areas in the forest, including the mill, your house, a church, etc.. By the end of the game, there's five different areas to defend, and quite some space between them all. However, I'll cover this later. After the first night, you learn about traps. There are a huge variety of traps, some of which are more effective against different enemies and enemy types. After the second night, learning about traps, a third, but this time with a werewolf. You learn that the traps you have aren't very effective against the werewolf, and neither is your melee attacks. It's quite a tough battle at a very low level, especially if playing as Jack. The bridge to town opens back up, and you can go to quite a few cool places in town to buy things: The Saloon/Tavern sells alcohol, for the most part. This lil ol' shoppe will help you greatly late game. Some alcohol will give you 100% stamina for a few seconds, or add damage to your attacks, which helps so much when you're fighting an enemy resistant to your weapon. The General Shop sells regular bullets, guns, and boots and vests. The boots let you sprint longer, and the vests help absorb some damage from enemies. There is a large variety of guns, also, including a double barrel, which comes in very handy. The Convent will bless weapons and bullets that aren't Silver weapons, as Silver weapons have Pagan energy within them. Blessed weapons are very effective against Diabolic enemies, such as Werewolves and Will o' the Wisps. And the Hardware Store/Blacksmith sells different axes; which is what you will want to buy first, believe me... There are two different enemy types, and, as new enemies appear, they get more and more difficult. Apart from having no type at all, such as wolves, the types are as follows: Diabolic: Diabolic Creatures, such as Werewolves and Will o' the Wisps are resistant to normal and silver weapons, but are vulnerable to holy bullets and blessed weapons. Mythic: This can be called by many other names, but usually referred to as Mythic. This type is strong against everything except silver bullets and weapons. These are the hardest enemies you will come across, and some have some pretty scary abilities. Planning your weapons is equally as important as planning your traps. You don't have infinite money, so you want to be able to buy the traps and bullets you'll need for that night. If you are going up against both Diabolic and Mythic creatures, it is important to choose which enemy you have the most difficulty with [usually the Mythic creatures], and take a weapon to counter them, while taking a bottle or two from the Saloon; one which increases damage on your attacks. This will even out the resistance factor, but only temporarily. You also have a yell ability, which will attract enemies within a circle to you and frighten enemies already near you. There is also an RPG-like system in place where you can get different passive skills which help you in combat, such as reloading your rifle faster, getting more rage on your weapon, and a dozen other skills. Another system in place is, depending on the wind, your scent travels in one direction all game, and you can sneak up on enemies when your scent is going behind you, but enemies that get your scent will hunt you. This can be both a gift and a curse. Attracting a large amount of enemies towards you is bad, but they would rather hunt you then attack the structures you have to defend. There are also lots of traps you can buy and place down for the waves of enemies at night, anything from bear-traps to mortars. Not all traps damage and kill enemies, however. One of the place-able objects is a watch tower and zip line, which you can use to get across the map to other locations quickly. Another is a bonfire, which increases the enemies fear factor. And, one more example of this, is the firewall, where you can force enemies to take specific paths to areas at night, as there are many different paths they could take. You discover an Indian tribe who assist you in hunting the Maikans, the first Mythic enemies you face. They are incredibly strong when you first fight them, and you can buy silver axes and silver bullets from them. You can also buy talismans and amulets which give passive effects, such as increased health, increased fear factor, etc.. I can't say much without spoiling it, but there are some missions which differentiate from the normal defend missions. Some are effectively time trials, while some involve some story to it. There are some really cool things late game you will discover to go with your bullets, as well as axe, but I won't spoil that. Overall, the first impression isn't everything. At first, I thought the game wasn't going to be very good, and I was wrong. I ended up loving this game, and was constantly looking forward to what else it had to offer. It says that this is Tome 1, and the story itself ended on a cliffhanger, so I am very much looking forward to a Tome 2. There are a few things I would have liked to see, such as a few missions that weren't just defense, or a few really minor ticky things I won't bother mentioning, but, overall, it was a very enjoyable game. My Rating: 9/10 Next Review: To be honest, I have absolutely no idea... I may review the iPod app "Zombies, Run!" before "Zombies, Run! 2" comes out on the 16th. It's a fantastic app and I really enjoyed it. I also hope to review the Mob of the Dead map Black Ops 2 Nazi Zombies on the 16th or 17th.
-
Honestly, this was SUPPOSED to be fun
Tomo2000 commented on nightprince75's blog entry in nightprince75's Blog
I'm not a master scripter or anything, but I'm not entirely sure on how possible fanning out characters would be. The main reason that the caterpillar script works in single file is because, that way, there's absolutely no chance that one of the other characters could run into an object and potentially break; because they're following the exact movements you do. But, yeah, I'm not entirely sure if it's possible, sorry to say. However, if you want to pursue this idea, you should message Lizzie S. She's the best scripter I know and she'd definitely be able to tell you whether your idea is possible or not. Take it easy. ~Tomo2000. -
This looks really good, Saibot. Looking forward to it. :thumbsup:
-
Hey Eco, welcome back! How's it goin'?
-
Contrary to popular belief, Marked is an AI. He doesn't have a physical appearance...
-
Does RMU/GDU Have any Pixal Artists
Tomo2000 replied to Noob Saibot's topic in General Game Development
In terms of pixel art, I'm pretty good. Mostly characters, though. Tilesets are far too time consuming, and, admitedly, I suck at Window skins. Mostly human characters, or humanoid. I'm pretty stacked up with requests right now, but I might be able to make you a few, just not many. Just send me a message of what you'd like, and I'll see what I can whip up. -
Now, I've been a fan of Dead Space since the first one came out with it's irritating, clunky controls and constant jump scares, and I've always liked it. There are a lot of space-aged horror games, but I think Dead Space really took the cake. It was a really new concept, to take Zombie games and future, space-age games and find a way to merge them somehow. I've only ever had very few things to really dislike about this game series, but I still find them incredibly enjoyable.. My main complaint is that, throughout the entire series, there is no real horror atmosphere. The entire 'atmosphere' that makes you scared in this game is your fear of a jump-scare. And those silent parts with little music and no sound at all? You're still scared of a jump-scare somewhere. I actually played an indie horror game where there was no monsters, nothing to actually make you scared like that, but a creepy-as-hell atmosphere, some well placed objects and really nicely written descriptions and areas. That's a horror game scenario that I bring up a lot when talking about horror game reviews, because that deserves an award; a horror game with no actual scary things to make you scared... Like, that sounds a little stupid, but until you play the game, you don't know what I mean. Another excellent example of something similar to this is Theresia on the DS. This jump-scare created atmosphere went through all three games, and I sort of don't like that... If you ever played The Walking Dead, in Ep 4, there's a really elegantly done jump scare. After I finished shitting bricks, I was like, 'Wow, that was really well done...'. I won't go into details just because of spoilers, but the jump-scares in Dead Space are rather predictable, and it's just, loud sound, and Necromorph coming right at you, and that's all there is to it, really... If you ask me, that shouldn't really be considered horror, if that's the only thing that really has you 'scared' of the game. I also hate the damn Ubermorphs, as they are called... The ones that regenerate when they're dead, all the time, and chase you. They made me so mad, you don't understand.. It just frustrates me... At least, in Dead Space 3, there weren't a hundred of them chasing you through the finale like in Dead Space 2. Now, with the actual series itself, there is always one other thing apart from this that changes each game, but that still annoys me quite a bit... Dead Space, the original, was it's clunky controls, and inability to aim and look around a corner... That really made me mad. In Dead Space 2, it was that you were given an objective to work towards, and then something would explode, and it would ruin the entire thing, and then you had to walk in damn circles until you got to the next thing about to explode. That really got to me... In Dead Space 3, however, there wasn't really an aspect that made me angry. There was quite a bit of running around, but that was alright. I think the thing that I didn't like so much about Dead Space 3 is that it's purely jump-scares now. I thought it was creepy in Dead Space 2 where your world would distort and turn against you in some parts, but in Dead Space 3 it's nothing but jump-scares, and a lot of the aspects of the game tend to turn more towards an action game than a horror. But there has always been one amazing thing about Dead Space, which will always have me buying more of the series, and that's it's mystery. They have this amazing ability to make you keep guessing, and just when you think you know something, they turn it around in your face. Plus, there's always little easter eggs and hidden things here and there, and I really like that. But, Dead Space 3 did a great many things right. First thing, which is really obvious, is the Co-Op. Damn, the Co-Op makes it less scary, since there's two people, but it was a fantastic feature. I don't think it would have done so well if it was only single-player again. This is something they did really right. Another thing was the weapon customization system... Oh my, this was amazing. There's so many things unlocking all the time, and the level of customization you could do. I really loved this feature, and I had a lot of fun. If you were new to Dead Space and didn't know what things did, there was still a Blueprints section with dozens of pre-made weapons that you just needed the parts for. I'd go more in-depth with the weapon customization system, but I fear it's just a waste of time, since you need to really play the game to understand it. I think, however, that three weapon slots should have been a must. Another feature I really loved was the resources system, and the Scavenger Bots. With the resources, you can build items from weapons instead of relying on finding the parts, and you can use these resources to build weapons from your blueprints. Each resource has a rarity, although most are pretty common. The rarest one is called Tungsten, and at the start you never have enough, but by the end you have quite a nice chunk. Your Scavenger Bots are real great; you can just put them down anywhere and after a certain amount of time they'll return to your weapon customization station with some resources for you. If you do side missions, and when you kill bosses, you also find Spare Parts boxes, which have lots of resources in them. I liked how long the game was, too. I believe I won Dead Space 2 in about a day, playing from about 10am to 6pm or so. So about 8 hours of campaign, give or take. I've been playing Dead Space 3 on and off for a few days now, but really started to hammer it the last two days, so if I had to estimate, I'd say... I'm not sure, I would say it took me at least 12-14 hours to complete it, although I had a few issues with it jumping me back a little at some save points. Dead Space 3 is also the first Dead Space game to have side-missions, which are pretty damn fun, rewarding, and give you a really good look at the entire universe of the game, really. There's text logs everywhere and recorded messages, too, which give you a real insight into what was going on at the time. One thing that I'll put a lot of effort into talking about is the Necromorphs... Man, they did really good with the Necromorphs, and I have a lot of fun seeing how they've 'evolved' them, so to speak, over the cause of the series. If you remember shooting the Necromorphs in half at the waist with the Plasma Cutter for a virtually instant-kill in Dead Space 2, that trick will no longer work, and will probably put you in a worse place now. Most of the Necromorphs, when cut in half, will grow tendrils and will continue after you. There are also some rather-intelligent Necromorphs that can talk, somewhat, although heavily distorted, but that can also carry weapons, usually axes and stuff. There are some head-like things which can attach themselves to dead human corpses, and attack you from that body. These are a pain in the ass, but a good design, also. There are some Necromorphs that actually spoil the story, if you'll believe that, so I can't talk about those, although they are awesome and creepy as hell. One thing I loved about the Necromorphs is that, as you got closer to the end, they got harder to kill. They got a black appearance and became much more resistant to your weaponry. I went with a precision weapon that, up until about 3/5ths of the game, was a 1-hit-kill, for the most of it, until this happened. Even if you have a kick-ass gun, you will have to be cautious near the end. There are also human enemies, too, now. These are the Unitologist Fanatics from Dead Space 2. One thing that they did flawlessly in this game that I wish Operation Raccoon City did properly, is Necromorphs VS Unitologist Fanatics VS you, and that was pretty awesome. You could choose to focus on the Necromorphs while they were distracted by the Unitologists, or vice-verse, so the Unitologists can't shoot at you. This was a really nice feature to the game. There are also some parts of the game that, I won't talk much about due to spoilers, but there are sections in the game that super-boost your Kenesis. One allowed you to lift incredibly heavy objects, and one uses your slow ability that, while slowing them down to almost a stand-still, allows you to Kenesis parts off them and launch it at them while they are still alive. I thought this was really awesome. But, as always, Dead Space 3's greatest strength is it's mystery. Every single game has an element where they will reveal something, or explain something, and by doing this opens up a whole new section to the universe that you want to learn about. I wish I played this game six months from now, just so I didn't have to wait so long for the sequel, which will happen, by the way. The ending is open-ended, and you could possibly think that it's all over, but there is a hint in the chapter names that reveal there will be another Dead Space game. I found Dead Space 3 really enjoyable; more-so than Dead Space and Dead Space 2. Although it's leaning towards the action genre, these improvements really to enhance the quality, re-playability and, well, the fun of the game. There were very few things of this game I didn't like, and it was a very enigmatic journey. I hope EA keeps improving the series as they did from Dead Space 2 to 3, instead of fucking a good game series like Command and Conquer 3 to 4... The improvements from Dead Space 2 to 3 were really well done, and for that; My Rating: 8.5 - 9 out of 10
-
Yep, the Zombie Master is back, :grin: I doubt this topic will get much attention, I'd love if it would, but I'd really like to get an idea of what you guys, as a community, would choose for weapons, out of anything you could ever want. Here's the scenario; " You and your group once had they're own hold out, and had a huge armory, but the place got overrun. You could take anything you want, any gun or weapon, with any attachments you could possibly want, but your plan is to go Lone Wolf, just you and nobody else. What will you take? " Let's pretend physical strength isn't an issue. You can take, but remember, with your weapons, please state what attachments you would have on them, and, most importantly, state why you would take that specific weapon. Two Primary Weapons: These weapons can be anything you want, and will be used in the majority of your situations. These two weapons here should range between close quarters and long-range, probably different between the two weapons. One Secondary: A secondary weapon is a weapon considered to be used in specific situations, or when ammunition for primaries runs low. One Sidearm: Your sidearm is to be a pistol or a sub-machine gun. One Melee: You know melees, guys; swords, machete, etc.. So, remember to state what attachments your weapons would have and, most importantly, why you chose that specific weapon, and I'll be evaluating you, in-depth, based on your choice. I'll be posting mine after a few entries just so nobody steals my ideas. :shifty: I really hope you guys end up posting here xD I'd love to know what some of you guys would take. Take it easy, guys.
-
That looks fantastic, Wendell, very good job! :thumbsup: How long until we can be playing a demo?
-
So was I, until I got pretty mad and put the unique identifier of the image into the search and it only came up with this topic.
-
Found it :D That was damn hard to find, had be going mental for a long time..
-
Hey guys, I've got some good news and bad news. The bad news is that I doubt I'll have the new heist for Legacy done by the 29th, a lot of things have popped up and I just haven't had the time.. Who knows, though, I did finish the first one in four days, two days of that was just mapping.. Maybe I'll pull a miracle out of the hat. The good news, however, is that I've revived one of my old RPG Maker VX games. Yes, I said VX, please don't have a heart attack... Anyway, it's called Demons, and I had a little bit done ages and ages ago, and I was brainstorming and think I've come up with a really good storyline. I'm hoping to have a demo out sometime in February. Anyway, I'm not going to be spoiling anything, yet, but I hope you guys like storyline twists. Take it easy, guys. ~Tomo2000.
-
Good luck everybody :)
-
I agree with all the nominate Lizzie posts. I can wait until next month >=D
-
Yep, time to write a bit rant about, perhaps, my favorite game-mode of any game, ever... Nazi Zombies, when it first game out, was pretty revolutionary; it was the first COD game to completely venture away from the norm and try something completely out-there, and it worked, and now they're going with that formula with Black Ops 2, which has proved to be a huge success with it's fan-base. And I feel I can't really talk about either of the Black Ops: Nazi Zombie games without really talking about Nazi Zombies in World at War, first. Now, it just started as one of the game devs screwing around, if you ever heard the interview. No storyline, just zombies, just for some fun. And it was a fantastic idea, and they went with it, and all of a sudden, bam! You pick up your World at War copy and you have Natch der Untoten sitting there. Did you guys play that? Damn it was hard.. Most of the guns were bolt-actions at the start, which required a huge amount of skill without wasting bullets. There was no real camp spots, even with two people, and every gun had it's pros and cons; a sniper was powerful but slow to fire, while a machinegun, say the LMG, was good, and fast-firing, but had a ridiculous reload speed and you'd quickly run out of ammo if they just held the trigger. This added a huge layer of ammo conservation, forcing players to fire in bursts at the head rather than spam body-shots, and I really liked this. The Random Weapon Box was a fantastic idea, too. Wall guns were always there to buy ammo, if need be, but they weren't too good, whereas you had a random chance of getting a good weapon, but unable to get any ammo without power-ups. This was a fantastic feature, although, at late waves, when you have 20k at any given time, and you run out of ammo, you can just spam the box... It's time-consuming, but required. Then they released Verruckt. I really liked this map; it was the first map with the moving random weapons box, perk-a-cola machines, power, and you could run the map. If you guys don't know what running is, it's where you walk/run around the map, making sure the zombies only spawn behind you, until you get to a point where you can get them into a tight choke-point, and then you release fully-automatic bullet-hell into them. Since all the zombies were the same height, headshots in a tightly-packed group was pretty easy. This strategy does take a considerable amount of time, but it's the only viable strategy after camping becomes a non-option. They did everything right with this map, forcing the player to venture out of their safe-zones to get good weapons, and the perk-a-cola machines definitely improved the players chance of survival. The perk-a-cola machines in this map are the famous four; Quick Revive, Juggernaught, Speed Cola and Double Tap. Quick Revive had two different features; in co-op, it would help you revive your character faster, whereas on Solo it would let you get yourself up three times, each time having to re-buy the perk, before it disappeared. They did a lot of right things on this map, and, even though it was mostly all experimental, they still knew what gamers wanted. Then Shi no Numa came out, the creepy swamp map, where the story started to get hammered in. Shi no Numa was the first map with the characters; Dempsey, Nickoli, Takeo and Richtofen. There were hidden radios everywhere which told you a little about the story, and had the perk-a-cola machines spawn in random places. It was also the first map with the Hell Hounds, who dropped the Max Ammo every 5 rounds or so. This is also where they discovered that a random sound the zombies made sounded like "Sam", so she slowly started to become the main Antagonist. And then Der Riese came out, and holy DAMN!! Der Riese is still my favorite map, hands down! You could run it, camp with 4 people so strategically, it was a masterpiece, in my opinion! There was so much to do, and the story really became apparent in Der Riese. It was just a fantastic map! Der Riese was also the first map to have the Pack-a-Punch machine. But that's World at War in a nutshell. It was hard as hell! When Black Ops came out, the zombies health was higher because the guns were more fully-automatics with more damage. It was still balanced, though, but you could make it to later rounds if you had the skill. I loved that!! If you were bad at the game, and could get to wave 9 on World at War, you'd only make it to, say, 12 on Black Ops? It had a good difficulty curve, but for veterans like me, I went from Wave 20 on Verruckt to 40 on Kino der Toten. They made a pre-order bonus that the World at War maps would be included for Nazi Zombies in Black Ops, which I couldn't turn down. Black Ops: Nazi Zombies came with three maps; Kino der Toten, Five and Dead Ops Arcade. Dead Ops Arcade was pretty fun if you had four people, and it was the only map that supported four players on one xbox. I didn't like Five, I found it too hard and conveluted, but I really really enjoyed Kino der Toten. It was like a mix of the good Nazi Zombies maps from World at War, they did Kino really well. The first map to come out for Black Ops was Ascension. It was pretty good, and it was a really nice open map. It had a new perk-a-cola, Staminup, which makes you run faster and for longer, which was ideal for running. Ascension was a very run-associated map, and had Lunar Landers to go from one area to another, and if you screwed up your run, you'd get surrounded when you landed. It was a pretty good map, although the perk-a-cola machine was rather conveluted... It was the first thing to bring forth what I believed was a downfall in Nazi Zombies; the money-sucking four player easter egg. I can't stand these, so be quite honest. Means two people have to have the game, and buy the maps, on two different xbox's. Then Call of the Dead came out, a map that Treyarch even dubbed "Experimental". It was to see what players of the game liked, and I completely loved this map! It had, for a change, four different survivors from movies and such, and you had to help out the original characters in a massive, one player or two player Easter Egg! It was long, and hard, and challenging, but since it was one or two player, it was fantastic! You didn't have to invite friends over or buy gold membership and play with idiots whenever you wanted to do it. It also features a "boss" zombie, so to speak. I liked this, although annoying, it gave you an impression of danger, even when the round ended. He could just rock up and destroy you, or, if you got some good weapons and had a crawlie, you could wreck his, and get a random perk from it! It was fantastic! It was a really good map, and I love the weather condition change. It was just a good map. And then they made Shangri-La, and I cried... It was a good map, like, map wise, it was a beautiful map... But the four-player Easter Egg completely ruined it for me. The special zombies was an amazing idea, and I loved that. I loved the idea of going back in time and retreiving a 115 meteorite, and that the Wonder Weapon on that map was an ancient-looking weapon, that was amazing. But four player Easter Egg ruined it for me... And same with Moon! Moon was a great map, and I loved teleporting from Area 51 to the Moon, and how Richtoften does the whole easter egg and takes over Sam's place as the Kommandant of the zombies, so to speak. I like how you needed the item from the Call of the Dead easter egg and from Shangri-La to do it, but if it had all been solo or two-player Easter Eggs, it would have been fantastic. Since it was four-player, it was shit... I liked all the wonder-weapons in Moon, too, especially the Wave Gun, how it could turn from one gun to another. But, yeah, the entire part where it's a four-player Easter Egg ruined it for me.. Good map, bad easter egg.. Overall, I loved the original Black Ops, even where it fell short, it only fell short a little. Now for Black Ops 2, I have no idea what they did... Of all the maps, I only really liked one, and that was Nuketown Zombies. All the other maps seemed really rushed, like they didn't even care. Now, let's start my rant on the system. Pack-a-Punch guns multiple times? That's awesome; giving them different sights and attachments? That's really cool, but I always wondered why each consecutive pack-a-punch didn't up the damge a little.. I found out why... The first map I played was on one called Town; it's a pretty alright map. The thing I hate about ALL the maps, minus Nuketown Zombies, is the lava.. The lava fucks me up, and I hate it. But, with skill, you can jump it, but that isn't the point. I camped in a room with a big-ass door they'd come through, a hole in the ceiling and a single barricade up until wave 42 before I died. Camping. It was ridiculous, there's no ammo conservation, nor strategy. Just sit there and hold the trigger on your LMG, and you'll win. I haven't really tried Farm very much, to be honest, due to my disappointment with the rest of the maps. And Tranzit, oh boy... It was a brilliant concept, an open-world Nazi Zombies! But lava everywhere, and it seems rushed... I like having to build stuff, and the boss zombie, but, you know what ruins it? You guessed it; four player Easter egg. If they removed the lava, and had a solo/two-player Easter Egg, I think the map would be pretty damn good. Granted, having two paths you could take with the Easter Egg was a good idea, but four player, again, wrecked it.. I also don't like how you can change the difficulty from "original" to "easy". What the hell? I like it with one difficulty, and easy is far too easy.. Original is easy! It's stupid... Now, Nuketown Zombies they did right.. No lava, and the map is incredible! I loved it.. And it takes place at the same time as Moon. Nukes fall, which explode, and will kill you if you're too close, but they drop random Perk-a-Cola machines. And, if you make it to wave 25, it goes from Sam being the Announcer (the person who tells you what perks you picked up and such), to Richtofen! That's awesome! They did Nuketown Zombies very, very right, and I hope they continue that way. However, Black Ops 2 has no real skill involved any more... Me and a mate of mine, who are both pros, who made it to wave 60 in Kino der Toten over 7 hours managed to get around 70 on Town in almost half that time.. There are too good of camp spots, and, if you can play the game, it's just too simple.... The Tombstone perk also amplifies how easy it is; you can choose to die, and if your partner survives the wave, you respawn with all your perks and weapons minus Tombstone, which only costs 2k. That's infinite survivability, right there... If you died in World at War and the first Black Ops, you were screwed, unless you had an odd 30k to get your weapons back, pack-a-punch them, and then get your perks back, and that only rarely happened that you had the amount of cash you needed, otherwise you'd just die, or you'd have to wait a dozen waves to get that sort of cash.. Overall, I still like Black Ops 2, but it's just too easy now.. I still play the original Black Ops so much just for the challenge.. It actually took planning and skill to get to a half-decent wave, not just two players with four LMGs and a camp spot... Makes me a little sad, to be honest. I don't think Black Ops 2 will ever compete with the original Black Ops, and even World at War, where skill was required. I think, if they improved the following, it would be much more enjoyable; 1. Either reduce weapon damage, or increase infected health on all maps except Tranzit. I find that Tranzit is challenging but conveluted, while all the other maps are simple and boring. 2. Remove the lava, either entirely or by a bit. I find that there's too much lava on most of the maps, and, granted, it adds some jumping skill, but there's too much. I like how in Town the Pack-A-Punch machine is in the middle of the lava, but there's just too much of the damn stuff, and makes running that much harder. Or, at the very, very least, make it not slow you.. That pisses me off, especially on later waves. 3. Single/Two-Player Easter Eggs. I guarentee that if they have Single/Two-Player Easter Eggs, which makes it still 100% capable with four players, will drastically increase the people who enjoy Nazi Zombies. Exclusively making Easter Eggs four player makes Treyarch look like big money-milking giants who don't care for their fan-base. 4. Make a few maps with the original survivors, I really liked them, but now they're just gone... What happened to them? Obviously they're still on the moon, I'm sure there's teleporters on the planet still they can get to. 5. Increase the price of Tombstone, please... Give people an honest-to-god chance to die or screw up... 6. I don't like how, with all these new perks, they've thrown some away, improved some, and thrown in one.. I think, maybe, have something you need to buy each life that gives you more room for Perk-a-Colas, or a system like in Call of the Dead where you can get more than just four. Now, here are a few suggestions that, although I doubt Treyarch will ever read them, I think they would be cool for the maps; 1. Unique Wonder Weapon per map, maybe? Add something cool, there's only one Wonder Weapon in the entire Black Ops 2, and that makes me really sad... 2. Screw around with the idea of time-limited Perk-A-Colas, me and a friend talked about this one. Have perks you can buy for, say, 3k - 5k each, for example, Demon-Juice or Stopwatch, and they go into the area you can use in your D-Pad, since very things use the D-Pad in Nazi Zombies. Then, when you use it, for, say, 10-15 seconds, Demon-Juice would increase the damage your weapon uses, or Stopwatch would temporarily slow down everything. Just think about it, add some strategy. 3. Have more consequences to the camp spots.. Like, in Town, where the box usually spawns up in the bar, that's so easy to camp.. You just have one person in the room at the window and one on the stairs.. 4. Have more zombie varients, or special zombies, per map.. I like that zombies can catch fire on the lava, but it does get dull.. Have something that can wreck your day, unless you take precautions against it. Like those Denizens of the Forest in Tranzit, but... Not those guys.. Have something unique, like, say, a zombie-like Scarecrow in the Farm map, which could, I don't know, be semi-transparent or something.. 5. Solo/Two-Player Easter Eggs! Do it. And here's what I think Black Ops 2: Nazi Zombies did right; 1. The bus on tranzit? Fantastic idea. I love how you can upgrade it, also. 2. Building things is really cool, especially the Wonder Weapon. 3. EMP Grenades that'll kill the boss zombie but disable wall weapons and perks near the explosion? Brilliant. Absolutely brilliant. 4. I really liked the Galva-Knuckles, like the Gen 2 of the Bowie Knife. I really liked it, and I really hope they make a blade-like version of the Galva-Knuckles in future releases. 5. I like how in their maps they all have references to old Nazi Zombie maps; the nukes falling from the sky and spawning random perks? Shi no Numa. The bus itself from Tranzit is most likely a reference to Nuketown. The fire-zombies is probably a reference to the Napalm Zombies in Shangri-La. 6. If you jump off the bus at the right point and run through some crop fields in Tranzit, you find yourself at Natch der Untoten. Good job, Treyarch. 7. The Pack-a-Punch machine being able to add attachments and different sights each additional use for 2k is a really nice feature. 8. NukeTown zombies in general. Very well done. But, yeah, that's the way I see it.. A bunch of fanatics might say I'm a heathen, but I don't really care; this is how I see it, and I believe it's all true. Feel free to contradict me if you want. Hope you guys enjoyed reading this, and take it easy. ~Tomo2000.
-
Oops, sorry man, I completely forgot xD Updated.
-
The scripter extraordinaire returns.
Tomo2000 replied to Leon's topic in Introductions and Farewells
Hey Lizzie :) Long time, no see! How's life been treatin' ya? -
Hey man, glad to know you're reviewing again :) Game Name: Legacy Game Engine: RPG Maker XP Author: Me; Tomo2000. Genre: Action/Post-Apocalyptic
-
Hey guys, the next version of Legacy will be coming out on the 29th of January, if everything goes according to plan. So far I'm just working on the most dreaded part, but, after that, it should be pretty simple. Legacy v1.2 will feature a new heist called "Hide & Seek" and, if I can get off my lazy ass, a new class with four new weapons. I'm thinking of revealing the Hunter, he's been a really fun class to play with; an expert in the ways of the old world. Might leak you guys a teaser of the class if I get the chance. In "Hide & Seek", you're asked to go on a snatch-and-grab mission to rescue a girl named Samantha Kim from a small coastal town called "Ravendirge". The only problem is that a lot of questions aren't adding up, and it's not just a small scale; everything from who the girl is to why the military made a quarantine camp so far away from any highways. But a job is a job, and $15,000 is a small armoury, a small armoury you very well don't intend to turn down. Below is a screenshot of the map so far and a concept list for what your objectives will be, or should be, and a list of new improvements. The first thing I'd like to point towards is an AI-Director, so to speak, that I have in all of the maps that I happy call "asshole" "DALE". You remember how the power can shut off at the base whenever it damn feels like it? Well, there are a dozen or so new events I have planned in this map, everything from car alarms to, well, I don't want to spoil anything. There will be quite a few events that have a specific chance of happening each play-through, rather than each play-through, hopefully to increase the games re-playability value. I'll have to have Tatsu, with any luck, do a tonne more voice-acting, as, dependant on DALE's decisions when the map first loads, there are two paths to this mission; one is a relatively quick-and-easy path, which will give you about $15,000 from just the objectives, but the longer path, which has a one-in-three chance, will yield double that. There will be some dead soldiers laying around the map, but also the zombie soldiers, will be carrying dog-tags, and, in this map, you'll be able to collect them, and a military contact will be willing to pay per dog-tag you retrieve. This military contact will also be involved in the longer-half of the mission. I may get our old friend FormlessTree to do the voice acting of the military contact for this mission. Now, below is the concept of the short-version of the objectives, and note that the entire mission can be done stealthily, unless the longer-version is triggered; Disable the motion-sensor cameras within the compound before entering. Enter the quarantine camp by cutting a hole in the chain-link fence. Have the military contact give you the password, this may occasionally fail, which triggers an event where you have a specific amount of time to disable the alarms. If the above event triggers, hold out while Matt hacks the terminal. This will take a minute or two. Get intel on where Samantha's home residence was (will change each time). Find Samantha, and escort her to where you started.
-
A $15,000 job, during these times, is a job where you don't ask questions, right? $15,000 is a small armoury; a few P90's, a shotgun or two, a dozen handguns, plus all the ammo. That's a lot of money, and all you need to do is find a 17-year-old girl named Rebecca Kim in a small coastal town, right? Wrong. There are far too many questions bouncing around left right and centre it's starting to get a little bit scary... Matt was able to snag some information from an online computer at the base about the area, but details of people who had been through the base were locked out with a password, but we got some really scary information. Why was there a quarantine camp set up so far from a highway where no immediate help could be obtained? Why are the details of the people scanned and checked in the quarantine camp guarded so securely, while the security camera footage is password-free? Why was Rebecca the last person added to the database and the last person "contained"? And, if so, why did security camera footage show Rebecca sprinting from the camp as it got flooded with the walking dead? And last but not least; what do they mean by Gen II and "higher active brain functions"? All will be answered on the 29th. Stay tuned guys, and take it easy. ~Tomo2000.
-
Things that may make it hard to post here
Tomo2000 replied to Bigace360's topic in Feedback, Bug Report and Forum Help
Well, I've never really had any problems with posts not posting or the chat malfunctioning. However, I use Mozilla. I really have a burning place of hatred for Chrome, I find it really laggy and unresponsive in comparison to Mozilla and even IE at some times (yep, I went there). The site loads practically instant for me and, yeah, never really had any problems. I've never tried it on the mobile, though, and I don't see very much application for a mobile version unless you're going to be using an iPad or something. -
Well, I'm getting mixed info. Either, it's going to be an entire new generation, or it's a new 20 pokemon. Pokemon did mention 20 new pokemon somewhere along the lines. I'll be disappointed if it isn't an entire new generation, quite frankly.
-
Congratulations RG :D good job.