Article View: alt.games.quake
Article #74552NEW MOD in the works join now
From: Nice Guy Eddie
Date: Thu, 06 Mar 2003 22:48
Date: Thu, 06 Mar 2003 22:48
364 lines
8856 bytes
8856 bytes
RIVALRY OF LEGENDS http://www.rol.flagrun.net/ http://www.rol.flagrun.net/forum/ enterthegame - server #rivalryoflegends port 6667.... probably but don't quote me on it -- The Details - Rivalry Of Legends is an 80's Video Game and Cartoon Character Modification/Total converstion based on the Quake 3 Engine. The Quake 3 Engine will be brought up to date with some new code and gfx. New Features list:- ========== Game Modes ========== ====================== Open Melee Combat Mode ====================== Featuring FPS action modified to be similar to Smash Bros. 360 degree environment with destroyable terrain and objects. Pickup items, moving objects and interactive areas. ========= Race Mode ========= Quake Rally meats Mario Kart. Checkpoints, objectives and pickups. ================ Capture the item ================ CTF :- Capture the Flag theme game. Depends on your character for example mario will have to capture the coins. ============= Game Features ============= + Movement System + Energy + Fatigue System + Attack System + Melee System + Transformation + Abilities System =============== Movement System =============== On the Ground ------------- On the ground your normal movement is made up of walking,jogging and You can jump. There is a possiblity to add double tap dodgying much like Unreal Tournament. In the Air ------------- The flight system employs a true 6 Degrees of freedom. Whilst flying you have the ability to pitch, yaw and roll. Pitching and yawing during flight is just the same as if you were on the ground. The only real difference is that whilst in the air using either strafe keys ( strafe left or strafe right ) will cause rolling in their respective directions. This allows for quick maneuvering. Only certain characters are able to fly, they may use this bonus duringth their ultimate manoveour. ======================= Energy + Fatigue System ======================= Energy system works in many ways in Rivalry of Legends. Some characters are able to powerup to raise their energy, others must collect map items. Also built in with the energy system is a fatigue system which basically means attacks and generally combat drains energy from your player thus requiring you to charge. Charging is described earlier, a player must collect items or powerup during gameplay to allow for attacks requiring energy. Another feature inline with Energy is the Dash feature, all characters can use these feature, some may have combos attached to it. This feature is the same as Sprinting in most other games. ======================= Attack System ======================= Each character will have certain abilities and attacks taken from their respective shows. Every character should feature 4 basic attacks plus melee and one ultimate manoveour. 4 Basic Attacks The basic attacks include singleshot weapons, charging cannons, sword swings, grappling hooks, teleportation + abilities. Ultimate Manoveour This move can be performed at 2 points in gameplay, these are either when your character has achieved full energy or when your character is about to die. This way players who are loosing also have a way to pullout a desperation attack if you like. ======================= Melee System ======================= The melee system involves standard punch, kick and block combinations. It also features unique grapples for each character, which can be added in certain combination manoveours. The melee system maybe be operated by a lock on system, depending on the amount of time animators maybe get there is also an option to go into more indepth melee. ================================= Transformation + Abilities System ================================= Every character has his own set of rules defined from whatever source they where taken from. So for instance a Transformer may Transform from a robot to vehicle, allowing certain bonuses for gameplay. Another character such as mario may have multiple transformations from standard, fire, flight. The idea of the transformation system is to balance gameplay so that each character is not massively underhanded at any one time. Players may perform transformation when energy is fully charged or when certain items are collected. The ability system exists much like the transformation system to aid the balance of gameplay. For example some characters have the natural ability to fly, run fast, transform where others don't. Therefore some characters can perform advanced manoveours without having to collect items / charge energy. ================================= Character Listing ================================= (Still to be Fully Decided) Transformers Mario Sonic Gi Joe Heman Mask Ghost Busters Link Visionaries DB Metroid .. . . . . . ================================= Attack Listing ================================= Key Listing for attacks. M = Melee F = Fatigue EL = energly level C = Combo G = Grab A = Ability UM = Ultimate Manoveour ============= Optimus Prime ============= M = Punch M = Kick C = Jump Kick / Round House Combo G = Uppercut EL = Pistol EL = Pistol Charge EL = Laser Rifle Blast EL = Laser Rifle Spread A = Transform UM = Matrix ============= Optimus Prime / Truck Mode ============= M = Smash/ Ramming Charge A = Fast Driving EL = Energy Charges ============= Galvatron ============= M = Punch M = Kick C = Punch combination / Roundhouse G = Eye Beem EL = Pistol EL = Pistol Charge EL = Shouldercannon blast EL = Shouldercannon Charge A = Transform UM + A = Mega Cannon Blast ====================== Galvatron /Cannon Mode ====================== EL = High power blast EL = Homing Blasts A = Stationery, Weak Armour ====================== Sonic ====================== M = Punch M = Kick C = Lightspeed Handpunches G = Uppercut EL = Sonic Spin EL = Spin plus Uppercut EL = EL = Super Sonic A = Lightspeed Dash UM = Super Sonic + Chaos Emerald Charge ====================== Tails ====================== M = Punch M = Kick C = Kicks + Taill combo G = Tailwhip EL = EL = EL = EL = A = Flight UM = ====================== Mario ====================== M = Punch M = Kick C = Punch Kick Combo G = Twist and jump on head EL = Fire Mario EL = Water Mario EL = Flight Mario EL = Charging Dash + Fire Blast A = Triple Jump UM = Invincible Mario ====================== Bowser ====================== M = Punch M = Kick C = Tailwhip G = Twist and jump on head EL = Fire blast EL = Fire blast charge EL = Fire breath EL = Fire breath spread A = Heavy Armour / Hide in shell UM = Reigning Fire ====================== Heman ====================== M = Punch M = Kick C = Kick and Sword Slash G = Body Slam EL = EL = EL = EL = A = UM = ====================== Ghost Buster ====================== M = Punch M = Kick C = Punch Kick Combo G = Smack with Gun but EL = Rifle Charge EL = Rifle Spread EL = Slimer Attack EL = Release Ghosts A = UM = Ectoplasm trap ==== Link ==== M = Punch M = Kick C = Punch Kick Combo G = Smack with Sword EL = Bomb EL = Bommerang EL = Bow and Arrow EL = Sword slash A = Can hold many weapons UM = Sword Whirl ============= Mask Vehicles ============= ============= Visionaries ============= ========== Dragonball ========== ======= Gundamn ======= ======= Metroid ======= http://www.rol.flagrun.net/ http://www.rol.flagrun.net/forum/ -- Nice Guy Eddie ICQ# 170264349 MSN: edward...@hotmail.com
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Path: mbox-mo1.pugleaf.net!archiver1.google.com!news1.google.com!newsfeed.stanford.edu!news.tele.dk!news.tele.dk!small.news.tele.dk!newsfeed00.sul.t-online.de!newsfeed01.sul.t-online.de!t-online.de!newspeer1-gui.server.ntli.net!ntli.net!newsfep2-win.server.ntli.net.POSTED!53ab2750!not-for-mail From: "Nice Guy Eddie" <dave.e...@ntlworld.com> Newsgroups: alt.games.quake3,alt.games.quake,rec.games.computer.quake.editing,uk.games.computer.quake3 Subject: NEW MOD in the works join now Lines: 366 X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2800.1106 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1106 Message-ID: <sfQ9a.1050$EA6.188784@newsfep2-win.server.ntli.net> Date: Thu, 6 Mar 2003 22:48:51 -0000 NNTP-Posting-Host: 213.105.112.48 X-Complaints-To: ab...@ntlworld.com X-Trace: newsfep2-win.server.ntli.net 1046990936 213.105.112.48 (Thu, 06 Mar 2003 22:48:56 GMT) NNTP-Posting-Date: Thu, 06 Mar 2003 22:48:56 GMT Organization: ntl Cablemodem News Service MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit