News UnrealEd Files Mods FragBU Liandri Archives
BeyondUnreal Forums

Go Back   BeyondUnreal Forums > Mods > The Ball > The Ball

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 17th Aug 2008, 03:47 PM   #1
Hourences
 
Hourences's Avatar
 
Join Date: Aug. 29th, 2000
Location: Belgium/Holland/Sweden
Posts: 5,050
The Ball - Oztoc - Announced!

The Ball - Part 2 - Oztoc
(in the cave)

This image was resized using the screenshot tag.  Click to view the full version
This image was resized using the screenshot tag.  Click to view the full version
This image was resized using the screenshot tag.  Click to view the full version
This image was resized using the screenshot tag.  Click to view the full version


In Oztoc, the player will...

# Meet the ruler and guardian of the temple (shown in the screenshots, by eLuSiVe with additional help from Manti). This monstrous king will observe the player as he progresses through the level and occasionally activate traps.
# Enjoy improved ball behavior and a simple but efficient hud. Also fixed was the irritating "getting stuck inside the ball" bug.
# Puzzle their way through a level that will be at least three times the size of the Pehua level, and twice the complexity.
# Experience a whole number of new gameplay mechanics such as water, rains of arrows, big and very hot balls that don't like you very much, and more low gravity!
# Meet a bunch of "friendly" but semi dead monkeys who inhabit the temple (shown in screenshots, by Tores)

More later!


We are always on the lookout for some more modders to join our team by the way. In particularly Programmers and Level Designers. While we have two great programmers, neither of them is able to spend a lot of time on the mod. It would be very nice if we had a third and more dedicated programmer who can handle the things that are very time and tweak intensive. You don't have to be the best programmer ever, I much rather have a dedicated intermediate programmer, than an expert who is never around. Our current programmers (SolidSnake and DGUnreal) will be able to give you advice if you can't figure something out.
As for level designers, we are open to people who would like to give SP mapping a go for this mod to further expand the mod. Beware though, unlike MP mapping, SP mapping is very Kismet intensive.

Email me at me@hourences.com if interested.
__________________

Last edited by Hourences; 17th Aug 2008 at 04:05 PM.
Hourences is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:39 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.

Copyright ©1998 - 2012, BeyondUnreal, Inc.
Privacy Policy | Terms of Use
Bandwidth provided by AtomicGamer