COOP or DIE 2 (future development)
After toying since 2002 with the
COOP or DIE modification for Quake2,
I have started a new project sharing some similar concepts. Around summer 2009
I've worked on a prototype based on the
Unity game engine.
It is at an early stage, but you can get more information on this dedicated
part of my website:
MyProject2009
31 Comments
In the past I have tried several times to start a "COOP or DIE 2" project.
Here is an archive of previous attempts:
Fourth project canceled: a Doom3 modification
(archive of the 2008 plan)
Third project canceled: a standalone Tremulous modification
(archive of the 2006-2007 plan)
- I have planned to modify the free game Tremulous.
The players should have controlled the Human race and fight against
alien computer bots. The theme was
already related to mining facilities.
Second project canceled: a Torque standalone game
(archive of the 2004-2005 plan)
First project canceled: a Quake 2 modification
(archive of the 2002-2003 plan)
-
WAR AGAINST THE CYBORGS should has been the first episode of the AfterMoon Game.
It should have been derivates from the Quake2 modification CoopOrDie.
First draft:
-
It was planned to be a team mod : cooperative human players versus bots (male/female versus cyborg)
-
It was planned to be an assault mod (derivates from CTF)
-
It was planned without any items spawned on the maps. All players and bots
should have been equipped depending on external conditions.
-
Health points and ammunition should have slowly refilled when not used.
- The number of lives should have probably been limited. It wasn't decided,
yet, but maybe there could have been some waiting time before
respawning after a death. This time could have increased after each death,
like 10 seconds the first time, 20 the second, and so on. As each
battle would have a limited time, it should be important not to die too
much.
-
It was planned to display a strategic map on the web site, where each
"plot" should has been a Quake2 map.
-
Each plot should have belonged to humans or cyborgs. The goal should has been
to defend owned maps and attack the others.
- Cyborgs should have automatically attack human maps. It should have been
signaled by a small light on the strategic map. If nobody creates a Quake2
server to defend a map, the map should have been captured after a certain time.
- The startmap should become very important because after each battle
for a map, the players should automatically come back to the startmap.
- Teleporters were planned to be generated dynamically for joining the battle:
attacking a cyborg map, defending a map attacked by cyborg, or joining
a battle in progress (connect to other quake2 server directly via
teleporter).
The first step was the use of the
AceBot code on the WorldServer
(released under GPL with the authorization of the author).