Project: Nightlife is a mini-game I started awhile back and have been slowly chipping away at. It's been taken a lot longer than expected to get this tested, mainly due to the fact it can be incredibly tedious to get a large party of people together that all have the Noble map-pack. Since my computer is acting up, I wasn't able to get pictures up and running but I do have a gameplay video from one of the earlier versions of the map. Try to decipher the layout and ideas behind the game and feel free to offer up any advice or questions. [bungievid]14986271[/bungievid] If you are interested in testing, please leave your gamertag below or send me a friend request. Remember, you NEED the Noble map-pack if you want to help test! (Tempest map variant)
First impression off the bat: I loved the way you incorporated the scenery into the map. It, to me, actually fits incredibly well. Also, that one part at around 1:06 is gorgeous.
Lol, this is so much fun One of my favorite, if not my favorite minigame yet in Reach. Fantastic job, Noobles.
Just thought I'd throw this out there. This map is can be found in the Tester's Guild if anyone is interested in giving it a go. (whether your a member or not) I tried to give this map as much of an urban feel as possible and feel that I did a decent job. The video (and the FX don't really do it too much justice, though).
I am so pro at this game. Last man standing, every time. Love it. The sneaky little rock ramps are not to be underestimated - bust out a quick 180 powerslide and hit one, there's no way the Hog driver can keep up. Still need to work the broken railing gap into my route, though...
Love this mini game dude. Everytime I played there were always moments of shear ridiculousness and fun. The daytime version will be nice because you can see all the aesthetics a lot better. Wouldn't mind playing it again.
It is up in the Tester's Guild, so hopefully you can get a large group together and give it a go. I personally haven't gotten a chance to play this with more than 8 people. I've made a couple tweaks here and there, nothing major, so I won't put an updated version up quite yet.
Yeah, this looks real cool. Do the zombies have to stay in the hogs? If so, how do you build that into the settings? I also think a daytime version would showcase your work better. What was the reason you chose to duskify it?
Well, I am very impressed. I got a feeling of a dramtic car chase form watching this. I'd be happy to help you test if any more testing is needed. If not, I'm looking forward to the final version.
If the zombies decide not to use vehicles, they will have a significantly harder time catching the humans. And above all, they won't even be able to kill said humans because the only way to deal damage is when you get the humans inside the haven (which has gotten quite bigger since this video). I chose to make it dark to give it a sort of dramatic, risky effect. The risky part has proved to be true. There is also a daytime version in my fileshare, so whichever you prefer there's one there. Testers are ALWAYS welcome. Especially since it's been a pain thus far trying to get a large party together in which everyone has the map pack.
When you showed this to me and Ticky/Mock, I was amazed at the urban feel plus a cops 'n robbers-esque style of gameplay (in a good way). I always loved Need for Speed and that's what this reminded me of right off the bat. And as Mock said, those rocks are very underestimated. Even though I can never really hit them that well. The Pro Pipes help oh so very much. I have a group of people that are notorious for breaking maps, but I don't think they can break this in any way. Can't wait for the official release.
I have a journey map named Nightlife, so this got me intrigued (so I could see the similarities in aesthetics, which, I'm assuming would lead to the naming). But, anyway, overall the idea isn't brand new, but the way you followed through with it is. Most games of this style are just open maps where the zombies try to catch the humans with the "safe" havens. But this seems to give the aesthetics purpose, which is always a pretty nice touch. If I do test it, I'd probably only be able to do so next week or the following, but I'm not sure when you plan on releasing it. So, if by the time I can test it, it hasn't been released, I'll try it out and develop some feedback.
The map, in and of itself is done (for the most part). However, I don't plan on releasing it until I get a game with AT LEAST 12 people. Because as of right now, the gametype is being based solely on smaller parties. Once I get that and some feedback on the map, you'll see the finished product in no time at all.
The final test for this game is happening on Friday. (4/8/2011) Time: Evening (EST) I'm hoping to get a full party (or at least 10). If you have the Noble map-pack and are interested in helping, send me a PM or a friend request. I'm hoping to get all problems fixed and have this posted by the weekend. Thanks in advance.
I will definitely test. Love the aesthetics, hope the gameplay lives up to the video. It looks sort of cops and robbers chase style. Lovin' it. Mind explaining how the gametype works? Anywho, my GT: coolaid55, invite me when you're testing
You'll basically have 2 zombies per warthog (or 3 if someone gets in your turret) and if you're in the safe haven warthog, you need to hunt down the humans, get them within reach and then have your passenger (or gunner) kill the humans whilst they are in the haven. Rinse and repeat.
Double post = Weak. But, I'm already on your XBL friends list, so send me an invite if I'm on, though there's no promises I will be.
I want to thank everyone that helped test last night. From it, I now know some problems that need fixed and will be working to resolve those ASAP. You can expect the map to be released sometime in the near future.
I'm sorry I couldn't join, I went to hang out with a couple friends all night, it was sort of a spur of the moment thing.
Were you informed of my ability to get up n the rocks? If not, look over the gameplay again, you'll see what I mean. I got down once someone noticed, but it wasn't him that forced me down - I could stay there the entire game had I wanted to.