Give your Feedback about the release!

Re: My thoughts

Postby qreeves » 26 Mar 2011, 15:19

YAY5637 {l Wrote}:Have there already been thoughts about "powersliding" like in Urban Terror?

My partner and I agree, I have added this for upstream testing as of revision 2364 (crouching while landing now performs a power slide which can kick people).
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Re: My thoughts

Postby YAY5637 » 26 Mar 2011, 15:22

Yeeah i luv you! :D
upstream testing? what does that mean, how does it work?
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Re: My thoughts

Postby qreeves » 26 Mar 2011, 15:47

YAY5637 {l Wrote}:upstream testing? what does that mean, how does it work?

It currently works for people using the SVN development version, so that we can test it and see if it is something we need to either improve or remove.
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Re: My thoughts

Postby Kazimaru » 26 Mar 2011, 17:38

FlyingHigh {l Wrote}:I think that powersliding should NOT be put in the game. Reason? I am a super UrT fan and everyone in that community wants UrT to be unique. To me, they came up with the idea and we are stealing it. I like the wall running idea, it sets this game apart from a lot of others. Please, can you think of a feature thats not in Urt?


To be honest, thats a pretty weak reason not to put it in. Might as well remove the wallkicking, jumping, and shooting functions also.

Although taking UrT's example of a powerslide strikes me as unfitting. The powerslide in that game was primarily for moving in and out of cover effeciently, and was seldom used while a firefight was in progress due to the amount of speed needed to build it up. I think a better example would be F.E.A.R.'s sliding ability, which could have been used in a parkour manner to slide under low obstacles without having to crawl, as well as to catch enemies off guard and knock them down.

On second thought, Fear's entire melee combat system was extremely innovative, and I see alot of it's basics in this game. Like I said before, first person animations and a little more impact would really add to the fun-factor.
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Re: My thoughts

Postby qreeves » 26 Mar 2011, 17:39

Kazimaru {l Wrote}:I think a better example would be F.E.A.R.'s sliding ability, which could have been used in a parkour manner to slide under low obstacles without having to crawl, as well as to catch enemies off guard and knock them down.

Basically the way I went with it, though my inspiration was more Mirror's Edge :P
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Re: My thoughts

Postby Kazimaru » 26 Mar 2011, 17:41

qreeves {l Wrote}:Basically the way I went with it, though my inspiration was more Mirror's Edge :P


Look at that, two games with powerslide in it. Whose copying UrT now? :D
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Re: Give your Feedback about the release!

Postby Mutsu » 27 Mar 2011, 18:46

First off, lest this seem like a bitch-fest, let me say that as a long-time UT fan, I'm liking this game a lot. It's fast-paced, blessedly unashamed to be a classic arena shooter, and full of solid basic arena-shooter concepts. The audio/visual presentation is not and isn't supposed to be anything to write home about, but the graphics are very functional, and the hitboxes and surfaces feel "right" most of the time -- I've only hit a few disturbing invisible walls (Forge has been a bit annoying in that regard), and the flow reflects a real old-school feel. Two thumbs up, guys.

On to the suggestions. I'm perfectly happy with "it's been done, here's the setting" or "thought about it, will not happen because..." responses -- these are just my comments on the game as I've played it.

[Graphics/Sound]
1. Let me emphatically second what windstrider said: more crosshairs and team-specific ctf/bombing-ball announcements, along with a volume slider for the announcer.
2. On that note, I'd also like movement, respawn, and jump sounds, even if they're all relatively quiet -- I want to use my ears to find people and predict threats.
3. Implement team-colored instagib beams. It would be nice to be able to distinguish friendly fire more quickly.
4. Give players SOME way of personalizing their avatars. I don't care if it's as simple as varicolored boots and pauldrons; shooting at identical clones is a bit frustrating, especially when you're really hunting "that one guy" in a mid-size map.

[Interface/Meta]
1. Please eliminate (or offer a very good explanation for) the respawn queue. Failing that, fix the bug that lets one team die off entirely and be stuck in the queue. If you're wanting to make death "count" for something, just increase the default respawn time, or maybe tie it to game performance. In the latter case, keep in mind the potential for unstable equilibrium, and don't overdo it; while I PREFER winner-takes-all, power-protect mechanisms, they can go too far. Everyone wants to play, that's why they're in the game.
2. Maybe bring up the Arena weapon-select immediately on death in an Arena match. It's easy, in the heat of battle, to forget it's there. This might be an optional setting.
3. More forceful notification of a mid-game vote in progress. Maybe even a quick screen-takeover once 1/3 of the players have submitted a vote. It's almost impossible right now to escape an I-B-J-O-WTF-S-BBQ match -- too many people just won't hit F3, even as they cry and moan about how lousy the match is.
4. More explicit/deterministic weapon-swapping, somehow. I often don't know what I'm going to get when I mash "2." I have to think about what order I picked up my guns, what I was carrying, whether I have grenades/rockets -- it makes good weapon-handling harder than it ought to be. Scroll-wheel is a similar crapshoot. It's possible that I need to mess around with the hotkeys more.

[Gameplay]
1. Rifle. It's been said, but it's a bit wimpy. It shouldn't be insta-gib; if I were to throw out a number, it would be 45 -- 2 shots, almost dead, finish em with something spammy. Or, a flat 50 -- 2 quick shots, dead, but if they regen at all, it'll take 3 shots. I'm withholding judgment on shotgun, flamer, and plasma -- they're quirky, but they may just be effective enough as-is. I'd say that pistol, sword, smg, grenades, and rockets are the closest to where they ought to be for now.
2. Possibly put wall-jumping and wall-running parkour on different keys, then allow wall-jumps without pointing cross-hairs at the wall. Maybe even attach wall jumps to "jump" or "dodge/slide." Right now, wall-jumping in a fight is asking for swift death, because you have to stop shooting, stop aiming, lose sight of your target, face the wall, bounce, then reacquire aim. I'm 100% capable of running/moving backwards; I shouldn't have to sacrifice that to have full mobility.
3. Tie-breaking in team game modes. If the teams' scores are equal, let the clock run. Endless matches are usually the fault of the map designers, not the players.
4. In service to my [Maps] suggestion, for team games, add a fast halftime period where teams swap bases. Lots of ctf games do this, and for good reason: it does a lot to cover for non-symmetrical maps. Even if Red starts off with the peachy hilltop bunker, they lose it halfway through, and Blue gets a chance to come back.
5. Eliminate instagib dual-deaths. Determine a winner, please. If that means adding a random check for shots too close to tell (say, <50ms), so be it. Both players dying from simultaneous rails sucks.
6. Check hit detection through walls and ESPECIALLY through ceilings/floors. Lots of effects (explosions, flame, even shotgun shells) reach right through thin floors to do damage. It'll never be perfect, but grenades thrown inside a building shouldn't be Super Effective against people on the roof.

[Maps] -- Yes, this is partly/significantly community action.
1. More varied maps. While non-symmetrical maps are hard (not impossible) to use for ctf, they're wonderful for dm, tdm, area defense, and other game modes where a team's fortunes aren't tied to how one area of the map is laid out. The majority of my experience is from UT2k3/2k4 (although I did play UT99 when it was new), and I'm thinking about maps like DM-Deck16, DM-Curse, DM-Antalus, DM-Asbestos, DM-Compressed, DM-Rankin DM-Stalwart, and the like. Also, even in symmetrical maps, more could be done to shake things up; horseshoe-style maps, primarily vertical maps, teleporter maps...Obviously, this one falls significantly on the community and on what maps get popularized, but pushing a few more options out with the default release would be nifty.
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Opinions...

Postby fawstoar » 27 Mar 2011, 22:50

...here's mine: Red Eclipse = Halo + Mirror's Edge + Quake Live*

The Awesome:
The game's graphics are beautiful considering it's the Cube 2 engine and therefore runs on a netbook, or in my case a two year old Mac. Gameplay is extremely fast-paced, with enough complexity to keep me playing unlike Sauerbraten or AssaultCube (probably this game's biggest allies & rivals at this early stage). Most maps cater to the unique gameplay features (wallrunning/jumping + impulse jetpacking), and add quite a bit of verticality to games. The weapons take cues from pretty much every FPS out there, while the alt fire adds uniqueness to them. For instance, the Plasma rifle would be terribly boring if it didn't have the secondary fire. Altogether this game has quite a bit of potential and appeal to the audiences of other similar games; it's simultaneously casual & hardcore.

The Could-Be-More Awesome:
The animations are somewhat lackluster, yet definitely passable. The reloading could look like an actual reload in third person instead of dropping one's hands to their sides, for example. The editing mode is difficult to use, some explanation somewhere could be helpful for those not from other Cube-engine communities. I got the minimum basics quickly, but why bother to include the editor if it's so hard to use? A few of the maps currently in effect are a bit ugly, no offense to the artists; they play fine. Maps like Bath, Deli, and Venus especially, completely blow away those such as Facility and Depot, which are really not much to look at.

Suggestions:
- Being an avid player of TF2 and having played a bit of the new Crysis 2, I can't help but beg for an invisibility feature. Maybe it doesn't belong in a game like this, being without character classes and whatnot, but perhaps some sort of powerup system might be in order
- I love the cyberpunk parkour going on with the walljumping, then impulsing. I therefore demand more! Sliding, ledge-grabbing, and what about a sprinting/high speed feature?
- As I've ranted about on the IRC several times, you should be able to see your own legs when you look down. In an agile game like this it's a necessity.
- The editing mode, as I previously wrote, is ... meh. A user-friendly way to edit and share maps on servers would be great. A subtle method of doing this, like having a suggestion for your own user-created map alongside all the other map suggestions during voting would be even better.
- This game has quite a bit of potential. I encourage the team to push the boundaries of the Cube 2 engine. Unlike a game such as AssaultCube, there's no reason to keep the game ultra-lightweight: this is an experiment.

Cheers,
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Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
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Re: Give your Feedback about the release!

Postby Phanto » 30 Mar 2011, 02:39

I would like to report a bug with the voting system. When there are multiple choices available at the end of the round to vote, for some reason, my vote always goes to the last choice. It doesn't matter if I click the 1st choice or 2nd choice, all my clicks register with the last choice available. I have also noticed that other players are experiencing this as well.

Is this the proper area to report bugs?
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Re: Give your Feedback about the release!

Postby qreeves » 30 Mar 2011, 04:50

This is a known issue and has already been fixed upstream. A patch will be released shortly to fix this and other bugs.
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Re: Give your Feedback about the release!

Postby fawstoar » 30 Mar 2011, 22:06

@above

SVN version has all the glitches fixed...
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Re: Give your Feedback about the release!

Postby inpersona64 » 01 Apr 2011, 18:30

This game is great as is. I do agree that some things could be improved:

1. Rifle damage (because you do have to be accurate to kill, so that could be upped a bit)
2. Sorting servers by ping (even tho i never have a problem connecting)
3. Server's shifting while choosing a server (cause that does get annoying, there must be a way to fix that)

And the fact that there is no 'Bloodgrounds map in the final release saddens me because that was the best map IMO. Small, yet well balanced. Is it possible to transfer that map from the RE Beta to the new RE file folder and be able to play it?
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Re: Give your Feedback about the release!

Postby qreeves » 02 Apr 2011, 07:10

inpersona64 {l Wrote}:..the fact that there is no 'Bloodgrounds map in the final release saddens me because that was the best map IMO. Small, yet well balanced. Is it possible to transfer that map from the RE Beta to the new RE file folder and be able to play it?

Of course :) You can still load the earliest of Sauerbraten maps, you can still load any Blood Frontier map (change .bgz to .mpz), so you can definitely load any Red Eclipse map there ever was.

Oh.. and welcome back :) Was trolling Youtube yesterday and saw your Randumb commentary. Little disappointed you lost the original audio because the voice over sucked, you talked too much about the most boring things. It was like TLDR, but in Youtube form. :P
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Re: Give your Feedback about the release!

Postby Darksoul71 » 04 Apr 2011, 19:51

Hi there,

thanks for releasing Red Eclipse. It's really a pleasant alternative to OpenArena, Nexuiz and so on. Esp. the movements plus gamespeed reminds me of UT99.
Gameplay and graphics are really different compared to other open-source fps. It also scales well in terms of performance. Runs quite nice at low details
on my Athlon 2800+ with GeForce 4400 Ti in 1024x768 as well as in full 1080p with all eye candy on my Athlon X2 5200+ with GeForce 9800GT.

Personal dislikes:
- Strange pain / death sounds:
I'd really like to hear some screams / hurt sounds when shooting at bots rather than those "piano" sounds. There are tons of free sound file archives in the www.
Would you accept other sound files if they are royalty free ?
What sounds would have to be replaced (death, death2 and all pain sounds) ?

- No option to customize my player avatar graphically

Possible enhancements for future releases ?
- Make player model customizeable (e.g. colored arms / chest armor)

- Make bots both customizeable as well already provide some customized bots / characters.
Just think about UT99 and Q3A where every AI-opponent had a unique name, look and character

- Add more maps suited for deathmatch / duel gameplay

- Single player campaign (e.g. tournament mode)

- Option to play back your own music (ogg, mp3)

Possible mutators for future releases ?
- Excessive overkill / E+ with powered up weapons (higher fire rate / akimbo)
See here: http://excessiveoverkill.com/
For a short video stop by at my youtube channel. Here is Q3A with E+:
http://www.youtube.com/watch?v=32Xp_BZ6Qck
Here is UT2k4 with E+:
http://www.youtube.com/user/darksoul71# ... jh4YRxSVAA
I could imagine a RE E+ with quick firing rocket launcher, dual shotgun, dual machine gun, etc would be a lot of fun.
Try for example Open Arena with E+ and you know what I mean.

- Power-up items a la UT / Quake runes (Quad damage, Speed, Regeneration, etc.)

- Monster hunt / Invasion mutator which spawns various enemies to either fight them during DM or in Coop
Onslaught seems to be something similar but something with more / different enemies could easily provide a similar experience as UT invasion, UT monsterhunt or Doom3 LMS.
All those variants are a lot of fun to play. In older Doom 2 times it was also quite common to play DM with monsters.

Well, this were my 2 cents on RE :)

Cheers,
D$
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Re: Give your Feedback about the release!

Postby cdxbow » 08 Apr 2011, 20:19

We have had a chance to play with RE and I have got to say its fantastic. Congratulations to Quin and the RE team. I'm not much of an FPS player, but my son is and he compares the gale play favorably with Halo. If only it had vehicles! He likes the wall walking and other complex motions. A real tribute to the devs and shows how good an OS game can be.

Not only is it a great FPS, it is a fantastic base for mekArcade. It has lots of goodies to mechify the game (kamikaze effect, adjustable jumping, true team spawns etc) and the highly configrable weapons are fab - we have had a lot of fun with the guided rockets, making them loop the loop etc and with the SMG we set it up as guided and increased its life, it became a sort of 'nanoswarm'

By the way I saw something from Quin about needing money for models, we would be happy to sponsor some, either by your artist or with ours. if you need some help let us know.

Cheers.
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Re: Give your Feedback about the release!

Postby inpersona64 » 09 Apr 2011, 16:20

qreeves {l Wrote}:Oh.. and welcome back :) Was trolling Youtube yesterday and saw your Randumb commentary. Little disappointed you lost the original audio because the voice over sucked, you talked too much about the most boring things. It was like TLDR, but in Youtube form. :P


Thanks for the information. i do make commentaries (dumb ones) because I like to talk. True thing is, i can record ingame audio, but to me, that would get a bit dull, seeing as all you will hear is the sounds of running, jumping, shooting, and explosions. Been thinking about doing a live commentary, or a commentary about the gameplay. We'll see as only time will tell.

Now that i know how to get the old maps to work, i'll definitely be getting up some gameplay on Bloodgrounds and Enigma (very colorful map).
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Re: Give your Feedback about the release!

Postby Imerion » 13 Apr 2011, 21:04

Since this is the feedback thread, here's some of my thoughts :

I really like Red Eclipse! Gameplay is really nice due to the flexible and fun controls. Things like wall-run, dash and powersliding really sets it apart from otherwise similar games and really adds variety and general awesome-ness to the gameplay. It also has great graphics and lots of small nice details like bullet shells flying around or thrusters on the characters legs. A very well made game, simply enough.
The only thing it lacks is detail on the different levels. Many of them could look a lot better. But I guess that is being worked on.
What really makes me excited about Red Eclipse though is that it will eventually have a campaign I can play together with my friends! That will be a FOSS first for FPS games once it's done. :)

For the moment I tried combining the Onslaught, Arena and Survivor mutators to create a "Zombie/Invasion"-mode. So the goal is for the players to survive until time runs out. It works decently, but I can't use bots since they will start to fire on other players. How about adding a game mode that works like that from the start, with bots that only fire on drones and a "You Win"-sign after the selected time has passed? It could be made even more interesting with harder and harder waves of enemies every time a certain amount of time has passed. (Simply, like Invasion-mode in Unreal Tournament.) Would be really fun and is probably not too hard to make since most of the necessary stuff is already implemented.

Another cool idea which would be fun to have in the meantime while waiting for the Campaign would be a Challenge-mode. Where one or more players try to work together to complete a list of challenges. It wouldn't need to be more than a bunch of presets with different levels and settings/mutators. So one could be "Defeat a bunch of bots on level X" and another could be "Win a Capture the Flag match with Instagib on level Y", etc. Every time a challenge is completed a new one is unlocked. (Or all are unlocked from the start, but completing them adds a small star or something next to them in the menu.) This is something I would really enjoy to play, especially if I could play it together with others. (So all human players always start in the same team.)

Anyway, really looking forward to those or any other improvements you make on the game. Thanks to everyone involved and keep up the good work!
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Re: Give your Feedback about the release!

Postby Quantumnerd » 13 Apr 2011, 23:31

I'm a bit rushed, so I couldn't read the whole thread.

Here are my suggestions to change the game.

[Movement]
To quote a friend, movement feels like you're on ice skates: If you're keeping inertia, use the sauerbraten model of dealing with it-- it feels nicer. The lack of ability to change direction during normal play is irritating.
I second a request for more parkour. I realize context-specific things can be hard to code, but there's plenty you can do without fancy context.

[Audio]
One thing I did read, respawn sounds and otherwise, should be implmented. TF2 is an example of informative audio design that lets you "see" with your ears.
Weapon firing sounds should be more crisp. Think Modern Warfare 2-crisp for the audio. (I don't like MW2/blops but they have good weapon sounds)

[Animation]
The velocity with respect to time of animation is linear in all the animations I see. Think arctan curve for animation velocity over time. It's more natural. Things have inertia, but it's not like the characters are fighting on a planet with an atmosphere of Jello. You can use sin/cos or exponential as well if it's more convenient.

[settings]
Placing a "before and after" side-by-side demo next to a setting if you hover over it would be nice. Low priority but helps visualize tweaking. (eg: dynamic lighting vs prebaked maps, or reflection-fancy water)
my 5850 cuts through this like butter. ultra HD would be appreciated, even just post processing like hell.
Also, it's confusing that "-1" AA means 'driver default AA'. Mark such things clearer, please. It'll trip up even technical people.
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Re: Give your Feedback about the release!

Postby Technic12 » 14 Apr 2011, 03:12

Yo, I'm Technic12, most likely never heard of me. Anyways, I've played saur for quite some time, mostly for editing. I'm quite interested in Red Eclipse. I love the new weapons, although i feel the rifle could be stronger(same as grenades), and the flamethrower is over powered. I particularly like the ability to wall run/jump and allows me to add new elements to my maps. One problem I've noticed about the editor for Red eclipse is the lack of editing menus like in cube2, such as materials/ spawns/ lights/ etc. Not having that option makes mapping harder because I don't knok the command codes to make lava or water, or how to make a weapon. The gameplay itself is very fun, however, although a new game, people have already begun to take advantage of how over powered the flamethrower and plasma guns are, and will rush to get those 1st, even more so than the rocket launcher. The power of both of these makes the other weapons seemingly useless. At the same time, the laser rifle could use a boost. It is WAY underpowered. It should be able to take out someone in 1~2 hits, yet it seems to take 3~4 most times, and considering the slow rate of fire, it's easily the underdog. I've played several shooters b4 this one, and in my personal opinion, i don't like how slow the bullet projectiles travel, but then, that's just me.The menu music is EPIC!!! *Smiles* I absolutely love it, but actual in-game music would be nice also. And speaking of music, you'd have a clear advantage over saur in terms of audio if not only you have in-game music, but multiple tracks, and maybe even the option to make playlists of those tracks. But i'm sure setting that up would be hard and take time. Hope we get more character models too, the 1st one is very nice.
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Re: Give your Feedback about the release!

Postby Caceous » 14 Apr 2011, 19:22

I really enjoy Red Eclipse, and I think that it's a great base to build on. I cannot say how much I enjoy all the different gamemodes and speed of movement and gameplay. A good idea would be to release the SVN version on a regular basis or devise some sort of update method. The guns are great, although sounds for guns could be slightly more dangerous sounding. Animations just need a little work and gameplay is great. My only real complaint is that the rifle is underpowered in terms of damage, and that parkour mechanics are a little hard to integrate into play.
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Re: Give your Feedback about the release!

Postby Friedslick6 » 15 Apr 2011, 13:08

Okay, I think I've played with the game long enough to give some feedback on the map editing system.
I enjoy the layout of the menus and the large amount of textures, the easy controls and the ability to swap between viewing modes. Of course, I still have a few suggestions though.

A slightly more inclusive slant editor would be good. I noticed that selecting all four corners of a cube's face will nullify the slant editor all-together. Instead of being able to manipulate a cube into half easily with the scroll key, doing so only deletes that cube. I can get around this by manipulating two sections of a cube's face into half seperately, but this becomes tedious.

A size reference mode would also be good. By this I mean a mode that allows you to select different sizes (player size = 16*6*6cubes, crouching player size = 11*6*6cubes, etc.) from a menu, and place invisible reference boxes to model maps/map features off those sizes.

And a way to make edit materials and make new ones would be good. I wanted to use clipping for a certain level, but found you could still perfrom special tricks off clipping walls. This made them useless for my needs. It would also give mappers more options if they could change the properties and textures of materials, such as turning water into quicksand and lava into plasma.

I can't wait to see what the future holds for the development of this game. :)
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Re: Give your Feedback about the release!

Postby eazteregg » 21 Apr 2011, 02:55

Overall a very nice game but i think there can still be made some improvements.

Weapons:
-> A slightly increased killing speed would suit the gameplay better
-> The secondary of the Plasma gun is a little overpowered since it goes through walls and ceilings
-> The shotguns secondary is too slow compared to the movement speed
-> Rifle, Shotgun, SMG and Pistol should be hitscan weapons (if they not already are)

Movement:
-> Is there a way to disable the dashing when doubleclicking in one direction? (havent figured one out :D) If not there should be a separate key for that
-> The overall movement should be somewhat faster especially when wallrunning ( maybe the wallrun could give you a boost)

Maps:
-> The maps look pretty neat but there is rarely any use for the wallrunning feature ; most of the time there is too little space
I think this game should evolve around its unique features because as it is now the wallrun is too slow to be useful as an evasion maneuver and the maps dont really support it either

And please impelent something like a matchmode (both teams have to ready up before the actual match starts) to make competitive gaming possible :D
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Re: Give your Feedback about the release!

Postby leton98609 » 25 Apr 2011, 03:10

I like the game and almost all the elements about it, the bot AI is especially excellent. One little complaint I have is that it is impossible for me to add or remove bots on my Mac, as there are no default "Insert" or "Delete" keys and other key bindings are broken. Maybe you could add some kind of interface for that?
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Re: Give your Feedback about the release!

Postby new_guy » 03 May 2011, 09:43

GREAT GAME . I would like to add that you chaps have done a good job with the hradware requirements. altought not official but the game works falwlessly on intel hd 3000 graphics . average 50 + fps at 720p . my harware is intel core i3 2310m at 2.1ghz and 3gb ram win 7 ultimate . hope this info in decidind your minimum system requirements.
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Re: Give your Feedback about the release!

Postby bovineuniversity » 03 May 2011, 23:58

I've been really enjoying RE. I started playing the various maps against bots, but have "graduated" to some online play.
I think the bots are great in their own right and can be a challenge.

There's lots of combinations, but one thing I found that I really enjoy - instagib jetpack deathmatch on ghost map. Just a ton of fun.

What would I like to see? Maybe a modifier for unlimited ammo, so you didn't have to change clips. I don't know.. it's pretty awesome. I can't quite figure out how to wall-walk, but I think that's me. :)

Great Job!
bovineuniversity
 
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