oc_necro
Posted: Thu Feb 07, 2013 12:25 am
**3 years later, the plot moves.**
Currently Working On: Mechanics and New Classes
"Darkness... That's all... It's been three weeks... or maybe longer... Food is running low, and the garden has suffered from neglect. Every night I fall asleep in darkness, every morning I rise in darkness, I breathe the darkness. I'll have to go outside eventually, to brave the desolation, so I can find a way out of this unending purgatory of darkness..."
After fleeing the city you traveled as far as possible. You traveled for days and nights without rest. Finally you found an old abandoned farm and settled down. You don't remember when you stopped seeing the sun. Perhaps all of this is some twisted nightmare, or perhaps it's very real.
Oc_necro will feature a loose progressing storyline, tons of areas to explore, a starting class system, missions/ tasks, and harvest-like features (not just farming though, lots of other stuff to be mentioned later).
Before anyone asks, I've already obtained Tysn's permission to implement a growing system and a day/night system.
To be also noted, all content featured in this map will be credited in the map itself as well as on the release thread (like Nightmare House 2, any music, etc.)
Updates will be when they happen.
Map Features:
-Class/ Profession-Based (Citizen, survivor, engineer, etc. Each class has a choice of possible weapons/ upgrades that can be purchased)
Status: 6/12 classes finished.
-The ability to recruit and hire npcs. I'll try to add ways to give them orders.
Status: Not yet implemented.
-Farming. You will be able to buy seeds at several locations (or scavenge for them). Any produce grown from plants can either be sold or eaten (which will add some hp+ armor). Food will also be able to heal friendly npcs.
Status: Melons and juniper finished. Mushrooms can be grown in the basement.
-Brewing. Brew gin in the basement. Add water, mushrooms (yeast), and juniper berries to produce a bottle of liquid cash. The type of mushroom used will determine the quality and value of the product.
Status: Finished!
-Scavenging. Scavenge for various useful and useless things such as, boots, car batteries, weapons (rare of course), and much more! (A lot more).
Status: Not yet implemented.
-Grave digging. If you don't find anything morally wrong with digging up the deceased and risking possibly finding zombies, then go right ahead. Valuables and remains can be found in graves. Valuables can be sold (hopefully no one will ask you where you found the item you are selling), and remains can be burned for a small reward.
Status: Not yet implemented.
-Mission/ Job running. You will be able to run numerous missions/ jobs for npcs that will reset/ change every few "days".
Status: Not yet implemented.
-"Day"/ "Night". The map is constantly night, however there is something called the darkest hour. During the darkest hour you want to be inside or you run a fairly decent chance of having your face eaten by some kind of horror of the night... If you get stuck outside find somewhere to hide, but there should be a good warning, because it happens very gradually.
Status: More wraith spawns to be added. Darkest hour to reduce health if outside a bed.
-Sleeping. Sleeping will regain health if you sleep in a bed/ on a mattress during the darkest hour. Beds get you more health than mattresses. Oh... and before you start playing with your friend you might want to call top bunk.
Status: To be added once night health damage is implemented.
-Complex shop system. There will be a lot of things to buy including, goods, weapons, upgrades, furniture, and a lot more.
Status: Sam's shop 5/8 farm upgrades finished. 0/4 planned shops completely finished.
-A progressing world. When you do things, they have consequences.
Status: 0/5 main plot branches finished. Choices to be added to allow for minor plot branches.
-Enemies are actually challenging. Yes that's right, don't think this is just another boring shoot the zombies map. There are no spawners that constantly spawn unending waves of weak zombies. Zombies have high health, decent damage and there is a decent variety of zombies (I've expanded past just the regular zombie, fast, poison, and zombine). Enemies will respawn after the darkest hour, and fairly randomly. Enemies won't be profitable unless you are a good marksman with a good arsenal, and even then you may find yourself wasting bullets.
Status: 1/8 planned zombie types added. 1/4 spider (headcrab) types added. 1/3 enemy human types added.
-Exploration. This map is pretty big right now, and it's only going to get bigger. As a result this is going to be very time consuming, but well worth it. A key aspect of this map is exploration. There will be numerous haunted environments to explore, so go ahead and run off into the darkness, that is if you dare to.
Status: 0/6 major areas finished. I am grouping the town/highway/farm as 1, and those will be the first.
-NH2 Content. This map will use Nightmare House2 content. Right now I have most of it working, and I will figure out a way to make it work when I release the map.
-A lot of other things that I haven't mentioned.
Anyway, that's enough for now. I'll add more later. Please feel free to post/ comment. I am very open to suggestions, and appreciate every post of feedback. When the alpha is completed I will need alpha testers, but that's a ways away.
**When will this map be released?**
I plan to release this map for testing in 5 sections, since it is such a massive project (if the whole thing ever gets finished). The order of release will be upon completion of: the forest, the wasteland, the forgotten land, the city, and one final time for patches/fixes.
Currently Working On: Mechanics and New Classes
"Darkness... That's all... It's been three weeks... or maybe longer... Food is running low, and the garden has suffered from neglect. Every night I fall asleep in darkness, every morning I rise in darkness, I breathe the darkness. I'll have to go outside eventually, to brave the desolation, so I can find a way out of this unending purgatory of darkness..."
After fleeing the city you traveled as far as possible. You traveled for days and nights without rest. Finally you found an old abandoned farm and settled down. You don't remember when you stopped seeing the sun. Perhaps all of this is some twisted nightmare, or perhaps it's very real.
Oc_necro will feature a loose progressing storyline, tons of areas to explore, a starting class system, missions/ tasks, and harvest-like features (not just farming though, lots of other stuff to be mentioned later).
Before anyone asks, I've already obtained Tysn's permission to implement a growing system and a day/night system.
To be also noted, all content featured in this map will be credited in the map itself as well as on the release thread (like Nightmare House 2, any music, etc.)
Updates will be when they happen.
Map Features:
-Class/ Profession-Based (Citizen, survivor, engineer, etc. Each class has a choice of possible weapons/ upgrades that can be purchased)
Status: 6/12 classes finished.
-The ability to recruit and hire npcs. I'll try to add ways to give them orders.
Status: Not yet implemented.
-Farming. You will be able to buy seeds at several locations (or scavenge for them). Any produce grown from plants can either be sold or eaten (which will add some hp+ armor). Food will also be able to heal friendly npcs.
Status: Melons and juniper finished. Mushrooms can be grown in the basement.
-Brewing. Brew gin in the basement. Add water, mushrooms (yeast), and juniper berries to produce a bottle of liquid cash. The type of mushroom used will determine the quality and value of the product.
Status: Finished!
-Scavenging. Scavenge for various useful and useless things such as, boots, car batteries, weapons (rare of course), and much more! (A lot more).
Status: Not yet implemented.
-Grave digging. If you don't find anything morally wrong with digging up the deceased and risking possibly finding zombies, then go right ahead. Valuables and remains can be found in graves. Valuables can be sold (hopefully no one will ask you where you found the item you are selling), and remains can be burned for a small reward.
Status: Not yet implemented.
-Mission/ Job running. You will be able to run numerous missions/ jobs for npcs that will reset/ change every few "days".
Status: Not yet implemented.
-"Day"/ "Night". The map is constantly night, however there is something called the darkest hour. During the darkest hour you want to be inside or you run a fairly decent chance of having your face eaten by some kind of horror of the night... If you get stuck outside find somewhere to hide, but there should be a good warning, because it happens very gradually.
Status: More wraith spawns to be added. Darkest hour to reduce health if outside a bed.
-Sleeping. Sleeping will regain health if you sleep in a bed/ on a mattress during the darkest hour. Beds get you more health than mattresses. Oh... and before you start playing with your friend you might want to call top bunk.
Status: To be added once night health damage is implemented.
-Complex shop system. There will be a lot of things to buy including, goods, weapons, upgrades, furniture, and a lot more.
Status: Sam's shop 5/8 farm upgrades finished. 0/4 planned shops completely finished.
-A progressing world. When you do things, they have consequences.
Status: 0/5 main plot branches finished. Choices to be added to allow for minor plot branches.
-Enemies are actually challenging. Yes that's right, don't think this is just another boring shoot the zombies map. There are no spawners that constantly spawn unending waves of weak zombies. Zombies have high health, decent damage and there is a decent variety of zombies (I've expanded past just the regular zombie, fast, poison, and zombine). Enemies will respawn after the darkest hour, and fairly randomly. Enemies won't be profitable unless you are a good marksman with a good arsenal, and even then you may find yourself wasting bullets.
Status: 1/8 planned zombie types added. 1/4 spider (headcrab) types added. 1/3 enemy human types added.
-Exploration. This map is pretty big right now, and it's only going to get bigger. As a result this is going to be very time consuming, but well worth it. A key aspect of this map is exploration. There will be numerous haunted environments to explore, so go ahead and run off into the darkness, that is if you dare to.
Status: 0/6 major areas finished. I am grouping the town/highway/farm as 1, and those will be the first.
-NH2 Content. This map will use Nightmare House2 content. Right now I have most of it working, and I will figure out a way to make it work when I release the map.
-A lot of other things that I haven't mentioned.
Anyway, that's enough for now. I'll add more later. Please feel free to post/ comment. I am very open to suggestions, and appreciate every post of feedback. When the alpha is completed I will need alpha testers, but that's a ways away.
**When will this map be released?**
I plan to release this map for testing in 5 sections, since it is such a massive project (if the whole thing ever gets finished). The order of release will be upon completion of: the forest, the wasteland, the forgotten land, the city, and one final time for patches/fixes.