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Discussione: [MOD MP] Neo Tokyo

  1. #1
    liPillON
    ospite

    Predefinito [MOD MP] Neo Tokyo

    http://www.neotokyohq.com/

    dal team che rilasciò il "bloom mod" tempo fa, un promettente mod multiplayer
    ambientato in un universo ispirato ad anime/manga come "Ghost In The Shell"
    originariamente sviluppato per UT2004 (a causa del leak di HL2)


    Neotokyo is a first person shooter that aims to provide a visceral & realistic combat experience in a rich futuristic setting.

    Takes place in and around a fictionalized Tokyo approximately 30 years in the future. Mankind has begun to fuse with technology. Government and corporate corruption have transformed Tokyo into a deadly dystopian nightmare. After a near-successful military coup by ranking members of Jinrai, the National Security Force (NSF) is formed - answering directly to the Prime Minister, it's mission is to investigate and eliminate all threats to Japan, both abroad and at home. The initial core of the NSF is made from an exodus from within the intelligence branch of the military. With this betrayal begins the war in the shadows between the NSF and Jinrai.




  2. #2
    liPillON
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo




  3. #3
    liPillON
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo





  4. #4
    Lo Zio L'avatar di Chiccu
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    Predefinito Re: [MOD MP] Neo Tokyo

    Sembra un misto tra cs, splinter cell e rainbow six...
    Potrebbe essere interessante: a che punto sono con lo sviluppo?!?

  5. #5
    liPillON
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo

    http://www.mod-hq.com/?page=viewpost&amp ;topic_id=99

    una lunga intervista di cui vi riporto i passaggi più interessanti


    What were some of the things that you drew inspiration from in the beginning stages of Neotokyo?
    Shirow without a doubt. Ghost in the Shell, and that universe is a strong influence. Probably just a fascination with Japan in general and the technology that comes out of there. I think because the images/manga/anime that comes out of Japan is strange and different, it and ends up being more interesting then the more predictable sci-fi stuff here in the west. Plus kanji just looks cool on anything, right? The other guys can speak for themselves, but I like Koji Morimoto a lot. His work is a little more human to me than Shirow.


    We were always going to be a Source mod, but when Valve had that problem with the "leaked HL2 code" and the game was delayed we decided to mod using UT2K4.


    In retrospect maybe we should have modded under HL1 to better prepare for HL2, but it's good to learn different engines, yeah. We chose Source because it just looks really really good. The lighting and radiosity is very nice. It has a softer quality then most other engines.
    Seems to fit that in a number of ways, although it may have difficulties doing some of the things we envisioned for NT. It may have trouble with large dense city maps, and big player counts, so we'll have to work through some things.


    As for the Source version looking better than UT2K4 I think that's just the fact that all of us are getting better with time and practice. But Source has definitely been its own kind of hell, and there's been some show stopping moments. I personally haven't been too fond of Valve's tools, and it's been a struggle to get the art pipeline going. We run in MAX, and so not being in the XSI environment was tough initially. It took a while to figure out how to hook up animations on our own, and Grey also had to write an app that allows us to get our models and materials in-game. But it's not just a Valve thing, any video game development environment is difficult, and requires lots of trial and error.


    Grey has a real affinity for shaders, I'm amazed at the stuff he can make real time engines do. I expect that there will be both eye-candy AND functional shaders used in gameplay. Right now we have some pretty cool vision modes, and some nice special effects. I think we'll implement the things we feel contribute to the game, more than the things that are just flavor of the moment. Don't expect focal length blur anytime soon, no matter how cool it looks. But yes, there will more than likely be a similar effect like "getting your bell rung" by an explosion, and other funky purpose-based shaders, prolly tech'd out in the NT style.


    I know Valve is big on monthly content, so I'm hoping that the SDK and mod tools start to reflect that a little more, as far as ease of use goes. So far they've been a little frustrating to say the least. I was just saying to gato the other day that a really great feature of Hammer would be something similar to 3DSTUDIO MAX's "collect for resource" feature. It's really hard working over the Internet with people and making a video game, especially with everyone making assets and trying to aggregate them. If you could build a map in Hammer with all your new compiled models/textures and materials, and then click a button that would collect all the things needed for that map, just those things and the file structure as it exists, and shove it all in a zip file, that would be a beautiful thing. I think Valve was talking about a thing called "warehousing" a while back? Something like a remote shared drive for assets? Whatever happened to that? Maybe I imagined reading it, can't remember.


    Iron sights are cool in my book. I think games should take crosshairs out altogether and the only way you can aim is by going to iron sights. Raise the gun and aim is much more appealing to me than the way games have been with just sort of crosshairing and shooting from the hip. But unfortunately we aren't implementing iron-sights for NT Source.
    We decided it would slow us down too much getting all that sorted out, so we went with a system where your FOV goes tighter and the gun comes up but is not in your way. It's very similar to the FarCry system, but without the alpha fade of the weapon.


    I draw lots of unorthodox Shirow type weapons all the time. But Grey likes real guns. And in particular he likes the old reliable ones. I like plastic polymer "latest future-tech guns" that have never been field tested. I like them because the "look cool" not because they actually work. So it's been a compromise getting guns in the game we both like. In a sense Grey is right about older reliable guns being important to people that use them in combat.
    So NT guns are based on the idea of guns that have proven themselves reliable, and have some of the "new" features you see creeping into guns nowadays. But they still look like weapons that we're familiar with, because in all likelihood that's what they will look like 30-40 years from now.


    We have a number of gametypes planned. Here are a few from our design doc courtesy of Grey.
    TDM: When a map is NOT set up for any game type it defaults to TDM. A TDM round ends when either one side is out of lives or, if the server has unlimited lives, when the round time limit is reached (the winning team is the side with the most frags when that limit is reached).
    Capture the Ghost/Data (data retrieval): This is like CTF with one flag. When a team successfully retrieves the ghost/data, the map and players are reset and a play begins immediately. The round ends when a server-set number of points are scored (default 3) or one side runs out of lives. The ghost/data will take the in-game form of either a data port, a piece of hardware, or the torso of a robot/cyborg with the ghost/data within it.
    Counter Attack: There are a series of control points between the two teams. The control points must be taken in order. When one team controls all of the control points that team wins. There is also an alt version. Counter Attack - "Assault": The map is setup like Counter Attack but one side is the defender and starts out with all control points under it’s control. The attacker wins if it can take all the control points, the defender wins if it can keep the attacking team from taking all the control points until the end of the round.
    Dominion: This is like Counter Attack but the control points do not have to be taken in order, any one is fair game. There should only be 3-4 control points. The alternative version is similar. Dominion - "Assault": The map is setup like a normal Dominion map but one side is the defender and starts out the round holding all the control points. The attacker wins if it can take all the control points, the defender wins if it can keep the attacking team from taking all the control points until the end of the round.


    Right now we have 3 classes. A scout class that has agility and speed, an assault class, and a heavy class that is slow and tough. Nothing groundbreaking really. But each has different vision modes, different weapon loadouts, etc. Having a mixed group will be very important I think. We will have places in maps where only scouts can get to because of their jump height/length, and certain choke points that can only be breached by the heavy class.


    I'd like to see at least 9 maps at release, but hopefully more. They have to be high quality though, not just a map for the sake of having more maps so we'll see. But like I said earlier, mapping is a very high priority for us, and we want to give people lots of places to fight in and keep player interest. The environments will be places in Japan where they storyline is woven in. So it will range from important strategic locations, like seizing command and control facilities, to just regular neighborhoods that just happen to be sitting on or near important communications relays. I've also been toying with a rural environment where there is a safehouse keeping an important person. All of these are soft descriptions of maps in-progress right now. We've just started the mapping phase so we're still feeling our way around.




  6. #6
    liPillON
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo

    e per ultima, la domanda più importante


    When can fans expect the first release of Neotokyo to happen?
    Some time in spring 2006 probably. Although the people that have been with us, and stuck with us since UT2K4, as well as some of our IRC channel friends will be playing in our testing much sooner than that I suspect.




  7. #7
    La Borga
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    Predefinito Re: [MOD MP] Neo Tokyo

    Sembra carino, sempre e solo mp però, uff

  8. #8
    Suprema Borga Imperiale L'avatar di Blood
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    Predefinito Re: [MOD MP] Neo Tokyo

    BoSSex ha scritto ven, 30 dicembre 2005 alle 14:43
    Sembra carino, sempre e solo mp però, uff
    meglio, a mio modo di vedere ovviamente.

  9. #9
    Suprema Borga Imperiale L'avatar di Iscariah
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    Predefinito Re: [MOD MP] Neo Tokyo

    realizzare mod mp è molto più sbrigativo di un mod sp
    e se funziona ti tiri su una community della madonna (vedi dod e cs)

  10. #10
    L'Onesto L'avatar di mikespike
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    Predefinito Re: [MOD MP] Neo Tokyo

    AlexSk8 ha scritto ven, 30 dicembre 2005 alle 20:34
    realizzare mod mp è molto più sbrigativo di un mod sp
    e se funziona ti tiri su una community della madonna (vedi dod e cs)
    utopia

    se la valve non ti prende al massimo arrivi come The Specialists(che causa danari non passerà alla versione source...sniff...)

  11. #11
    Il Niubbi L'avatar di Godn_Frimn
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    Predefinito Re: [MOD MP] Neo Tokyo

    IIiiiiihh, che bello!
    Se sarà divertente, allora non giocherò mai più a css!!!

  12. #12
    D.B. Bauer
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo

    mikespike ha scritto sab, 31 dicembre 2005 alle 11:47
    AlexSk8 ha scritto ven, 30 dicembre 2005 alle 20:34
    realizzare mod mp è molto più sbrigativo di un mod sp
    e se funziona ti tiri su una community della madonna (vedi dod e cs)
    utopia

    se la valve non ti prende al massimo arrivi come The Specialists(che causa danari non passerà alla versione source...sniff...)
    valve ha comprato counterstrike in toto quando era già il gioco d'azione + giocato in rete...
    solo che oggi per avere successo devi togliere giocatori a counterstrike, il che non è affatto semplice.

  13. #13
    L'Onesto L'avatar di mikespike
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    Predefinito Re: [MOD MP] Neo Tokyo

    Davide85 ha scritto dom, 01 gennaio 2006 alle 17:52
    mikespike ha scritto sab, 31 dicembre 2005 alle 11:47
    AlexSk8 ha scritto ven, 30 dicembre 2005 alle 20:34
    realizzare mod mp è molto più sbrigativo di un mod sp
    e se funziona ti tiri su una community della madonna (vedi dod e cs)
    utopia

    se la valve non ti prende al massimo arrivi come The Specialists(che causa danari non passerà alla versione source...sniff...)
    valve ha comprato counterstrike in toto quando era già il gioco d'azione + giocato in rete...
    solo che oggi per avere successo devi togliere giocatori a counterstrike, il che non è affatto semplice.
    hai ragione tu...e poi questa mod mi pare poco carismatica come molte altre...

  14. #14
    Suprema Borga Imperiale L'avatar di Blood
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    Predefinito Re: [MOD MP] Neo Tokyo


  15. #15
    liPillON
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo


    up per non perderlo nella migrazione



  16. #16
    liPillON
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo

    finalmente un aggiornamento
    http://www.neotokyohq.com/report/

  17. #17
    to black
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo

    solo multy

  18. #18
    Suprema Borga Imperiale L'avatar di Blood
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    Predefinito Re: [MOD MP] Neo Tokyo

    Il mod è vicino al rilascio.
    Una valanga di screen sul sito ufficiale: http://www.neotokyohq.com/

  19. #19

    Predefinito Re: [MOD MP] Neo Tokyo

    Hanno fatto un bel lavoro, dirò addio una volta per tutte ai F2P.

  20. #20
    La Borga L'avatar di Francovaro85
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    Predefinito Re: [MOD MP] Neo Tokyo

    wow

  21. #21
    delfino furioso
    ospite

    Predefinito Re: [MOD MP] Neo Tokyo

    a volte ritornano

  22. #22
    Suprema Borga Imperiale L'avatar di AquinasHub
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    Predefinito Re: [MOD MP] Neo Tokyo

    mi ricorda stilisticamente MGS...
    lom terrò d'occhio
    Ultima modifica di AquinasHub; 01-12-08 alle 18:09:59

  23. #23
    Shogun Assoluto L'avatar di Puasson
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    Predefinito Re: [MOD MP] Neo Tokyo

    Sta per uscireeee

  24. #24
    Il Puppies
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    Predefinito Re: [MOD MP] Neo Tokyo


  25. #25
    Suprema Borga Imperiale L'avatar di AquinasHub
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    Predefinito Re: [MOD MP] Neo Tokyo

    .....

    ordino 30 metal detector
    Ultima modifica di AquinasHub; 05-12-08 alle 12:57:15

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