OpenRg : Alpha release!

Information and discussion for custom maps and mods.
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Gecko
Posts: 51
Joined: Mon Oct 04, 2010 10:05 pm

OpenRg : Alpha release!

Post by Gecko »

Now that OpenRA has a new release out, I'm releasing my OpenRg mod.

It is a blend of Sole Survivor (ie you control only _1_ single unit) and C&C: Renegade (you fight either for nod / gdi, and you need to destroy the enemy base)

It has the following features (so far):
  • Fight for either GDI or Nod
  • Currently has 1 map, with support for _30_ players
  • Custom lobby GUI
  • Ability system, gui based on the 'support powers' system
  • Beacons (nuke / ion) & mines, placed using the ability system
  • Item system (currently used for mines & beacons)
  • Tanks require a driver to drive them
  • Able to steal enemy tanks
  • Crates spawn at certain points on the map
  • Structures' scale is increased (including the harvester) for increased 'realism' (you feel 'small' now)
  • Renders the nicknames of players in your sightrange
  • Beacons can be placed on structures
  • Engineers can disarm beacons by 'force' attacking it
  • Switching infantry type possible at the barracks
  • Switching infantry type does not remove bought beacons
  • Refilling of HP for $50
  • Small set of infantry & tanks already available
  • Tanks cannot be build anymore if the war factory / airfield has been destroyed
  • Once the barracks are destroyed, you can only switch to basic infantry
  • Cannot purchase beacons if the relevant structure has been destroyed.
  • Snipers can deploy (right click them) to switch to a sniper scope view, this increases damage
Known issues:
  • Does not include all vehicles / infantry types yet
  • Some icons are replaced by dummy ones, since I dont have decent ones for them yet (hover over them to see what the icon stands for)
Report issues, bugs, suggestions, ... under this forum topic!

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Harisson
Posts: 149
Joined: Sun Jan 13, 2008 10:03 pm

Post by Harisson »

Sniper is overpowered and defense buildings are useless (less damge and range).
anyway, this is perfect mod :)

Gecko
Posts: 51
Joined: Mon Oct 04, 2010 10:05 pm

Post by Gecko »

Harisson wrote: Sniper is overpowered and defense buildings are useless (less damge and range).
anyway, this is perfect mod :)
What suggestions do you have for the sniper? slower 'fire rate' or ?

Also, do you mean I should increase the range + dmg for the defense buildings or lower them (isnt that clear :p)

Sammyyyy
Posts: 4
Joined: Sat Nov 13, 2010 8:23 pm
Location: South Africa

Post by Sammyyyy »

Still trying to find a game online :( , but have tried playing by myself and OpenRg plays well so really good work,
one bug I have found so far is that if you exit you vehicle at the right time while attacking a building, the empty vehicle keeps attacking the building.
Ill try to get a screenie of it sometime.
Sammyyyy

Gecko
Posts: 51
Joined: Mon Oct 04, 2010 10:05 pm

Post by Gecko »

Once the new version of OpenRA is out, I should be able todraw in more potential players :)

Thx for trying it out btw. I'd host if I could :P

Gecko
Posts: 51
Joined: Mon Oct 04, 2010 10:05 pm

Post by Gecko »

Expect an update soon, bit caught with some personal project atm, but its ready to be packed :P

Gecko
Posts: 51
Joined: Mon Oct 04, 2010 10:05 pm

Post by Gecko »

So yeah about that update... As you have noticed it never came.

Well, today I decided to pick up back on my old OpenRg project.

Don't expect anything magical soon again, as well, the old code doesn't compile anymore (things have changed, for the better I'm sure ^^) and I need to relearn some (read: all) OpenRA specifics.

My first goal will be to get things back to what I had when I halted the project, this alone will take plenty of work.

In the meanwhile, if you have suggestions : I'm all ears.

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