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发表于 2009-11-5 01:13:47
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StarGate Atlantis mod
I am already done with graphics and will start soon on map design + scripts.
I am open to all suggestions for polishing my preferred showfile:///C:/Documents%20and%20Settings/LanAdmin/My%20Documents/StarGate%20Atlantis%20mod/StarGate%20Atlantis%20mod.files/smile.gif
project:
StarGate Atlantis map.
Minimaps
For those who did not see the show (200 episodes), here is the story:
The story of Stargate Atlantis follows the cliffhanger episode on Stargate SG-1's seventh season finale "Lost City", where SG-1 found an outpost made by the race known as the Ancients in Antarctica. After the events of Stargate SG-1 season eight premiere "New Order", the Stargate Command sends an international team to investigate the outpost. Soon, Dr. Daniel Jackson discovers the location of the greatest city created by the Ancients, Atlantis. The story unfolds when the members of the expedition encounters the Wraith, the race that defeated the Ancients ten thousand years ago.
Characters:
SG team: Sheppard, Ronon, Teyla and McKey
Enemies: Wraith, replicators
SG TEAM
Sheppard
Aptitudes: shoot, launch bomb, place explosives on battlefield.
Ronon
Aptitudes: shoot, double damage on melee, fear
Teyla
Aptitudes: shoot, heals one character/battle.
McKey
Aptitudes: shoot/melee =1 damage. Launch chain lighting and inferno and random funny dialogs during battles (wav from film)
file:///C:/Documents%20and%20Settings/LanAdmin/My%20Documents/StarGate%20Atlantis%20mod/StarGate%20Atlantis%20mod.files/tongue.gif
Stargate SG sprite and Atlantis city (animated but not in the example to save space, got rid of the hero flags):
Enemies:
Wraith
Aptitudes: drain HP on hit, regenerates every turn.
Replicator
Aptitudes: machine, Phoenix abilityx6 (respawn)
Travel will be made through Stargates, by selecting 7 ancient symbols for each of nine destinations (script is ready). Gate inactive and active + console (DHD)+ 25 symbols.
So far a few ideas went bad, because not possible. Map is not yet drawn (only terrain/layout) and from now I finished the graphics, and starting on scripts. Have to redo the artefacts, not happy with the glow.
There will be a specific patch with <>100 new objects from all styles, one for each planet to visit. There will be no standard creatures, but only custom and no major modifications to the standard mechanics. Explosives will work as land mines, heal as cureXstored variable (increase with experience), but launched from creature instead of the hero. Using dynamite on the map will be also possible to open closed paths or simply blow everything the player dislike in the layout. |
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