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Forum Index > General Games |
barnEbiss
76 Posts
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Shockk
Germany2269 Posts
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ShloobeR
Korea (South)3809 Posts
oh man, such a good game, will definitely follow this | ||
Otori
Sweden164 Posts
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barnEbiss
76 Posts
![]() We are just about finished with getting a playable alpha and already the current build feel like the original NS. One thing I should mention is yes bridge are built in segments as original netstorm but they also erode bit by bit over time when damaged or not attached to units or other islands, in the one screenshot you can see bridge is starting to crack. | ||
Durak
Canada3684 Posts
On November 28 2011 01:27 ShloobeR wrote: holy crap you're remaking Netstorm? oh man, such a good game, will definitely follow this I think we only ever played one or two games of NS and then that fell through. We should do some more and 2s this time. ![]() Good work on the remake! I think the whirligigs+whirlibases and the bridges look especially good. The stone used for the water temple and geysers look porous so I'm not a huge fan but it's still okay. P.S. You should just have one thread for RisingStorm and update it. ![]() | ||
barnEbiss
76 Posts
Here is a little promo image showing some of the unit models finished so far for RisingStorm. ![]() | ||
barnEbiss
76 Posts
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Brew
11 Posts
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BEARDiaguz
Australia2362 Posts
Please. | ||
barnEbiss
76 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
Sun Balloon Sail Skater Wind Airship ![]() ![]() | ||
ShloobeR
Korea (South)3809 Posts
On November 28 2011 02:57 Durak wrote: Show nested quote + On November 28 2011 01:27 ShloobeR wrote: holy crap you're remaking Netstorm? oh man, such a good game, will definitely follow this I think we only ever played one or two games of NS and then that fell through. We should do some more and 2s this time. ![]() Good work on the remake! I think the whirligigs+whirlibases and the bridges look especially good. The stone used for the water temple and geysers look porous so I'm not a huge fan but it's still okay. P.S. You should just have one thread for RisingStorm and update it. ![]() Yeah dude for sure, I'd be up for that :p | ||
barnEbiss
76 Posts
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barnEbiss
76 Posts
![]() ![]() The next test build of Rising Storm will have the newly finished below ground homes implemented with the islands so islands will have even more of a classic feel to them! | ||
Durak
Canada3684 Posts
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PoisedYeTi
Australia167 Posts
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UniversalSnip
9871 Posts
On December 06 2011 10:48 Durak wrote: They look great -- but I'll still hate when they mess up my island layout. Residences are annoying. ![]() I agree, residences don't add anything for me ![]() | ||
barnEbiss
76 Posts
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rwrzr
United States1980 Posts
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Lunaticman
Sweden1097 Posts
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barnEbiss
76 Posts
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TelecoM
United States10668 Posts
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Durak
Canada3684 Posts
On December 07 2011 05:00 GGzerG wrote: so is this a strategy game ? looks really nice, good job! NetStorm is an RTS that was released in '97 around the same time as SC. The campaign is pretty lame and it's based around the multiplayer (hence the name). This is a remake project of the game. I made a pretty big blog post about NetStorm if you want to check it out. Edit: http://www.teamliquid.net/blogs/viewblog.php?id=84665 is the link. You can click "Blog" on the top right of someone's post if they have blogged. | ||
barnEbiss
76 Posts
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barnEbiss
76 Posts
http://tosos.com/RisingStorm/ ![]() ![]() Once you have tried out and tested the RS first Alpha we ask that anyone that downloads and plays the test build to please sign up on our project forum and post bugs or feed back after playing the more feedback we get the better we are able to fix bugs now enjoy! and welcome back to the skies of Nimbus! The projects main site is as always at this Url! www.risingstormhq.com | ||
Durak
Canada3684 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
Now with no more delay here are some pictures of the finished and animated whirligig base, Feng added a little more details to the inside texture and added a few oil patches to make it look less dull ![]() ![]() ![]() ![]() Also I have been busy working on concept for the single player achievement medals that players can win in single and multi-player games and have just about finished up the concept for the Mastery Of Whirligigs achievement medal, I have done up a quick render of the almost finished medal below.. ![]() The feedback so far from the release of first alpha of Rising Storm has been really good and we are busy fixing the current list of know bugs and getting things ready for the release of Alpha 2 in coming weeks... the next release will have the fully animated Whirligig bases and Sun cannons in-game a long with a number of the bug fixes and further game player implementation.. | ||
EdSlyB
Portugal1621 Posts
It will be fully 3D, right? But will the POV fixed (isometric view) or we will be able to rotate, pan and zoom freely? Keep up the good work! | ||
barnEbiss
76 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
http://tosos.com/RisingStorm Alpha 2 Change List Priest Selection fixed: Player can now click and select a priest when he is standing next a building and it will select priest and not building. Mouse Edge scrolling: Moving mouse cursor to edge of screen will now scroll the view in that direction. Made it possible to select a priest right next to a building Ownership on a geyser only happens once No more mysterious blue thing on the AI's land Smartened up some of the resource gathering behavior (especially regarding empties) Bridges and other draggable items don't disappear when you go past the edge of the map (still you can't place them of course) Static units fixed won't be permanently grey when placed off bridges Fixed some of the firing issues. Thunder cannon should be useful Sun Disc Throwers should be able to hit passing gigs. The whirli dies properly and the gigbase should die too Fixed some more targeting Fixed the top menu (may get stuck after a while... need to test further) HARDWARE Cursors: Only can build one altar at a time now Darkened those icons for temple and altar once built Meltdown/Salvage: mostly works. "The aftermath doesn't work yet" Fixed the outpost cost Fixed the starting resources in a geyser Added the mouse cursor to the level editor Tweaked the top menu Updated the resolution so it stays either always full-screen or always windowed (I don't recommend full-screen anytime soon... it can be hard to get out of it) Added some basic logging features. Fixed WindSkate mesh so that sail is now correctly placed on mast, also adjusted mesh so it now uses one texture instead of two separate textures and combined the skate and the sail mesh into one object to reduce draw calls. Whirligig Base Deploy Animation: building now plays the build deploy animation for gigs | ||
barnEbiss
76 Posts
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barnEbiss
76 Posts
![]() ![]() ![]() If you click on image it will take you to Feng_Longs Dev account where a much larger version for wall papers can be downloaded ![]() And here is a promo render showing some of the detailing work on the outpost! still some tweaks to be done on the roof still but pretty much the outpost now looks way better then before when it had a temp texture slapped on it ![]() ![]() Enjoy Guys | ||
NamespaceSTD
United States5 Posts
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Durak
Canada3684 Posts
P.S. You linked the first image incorrectly | ||
barnEbiss
76 Posts
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Shockk
Germany2269 Posts
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barnEbiss
76 Posts
![]() These following pictures where first posted on the Colony of gamers forum this morning the COG site got first look and are now being posted here.. To start off we have a brand new rain player unit ready to showcase that is the ever handy Acid barricade! ![]() ![]() So as droplets of the rains of life can bring life to parched soils and land so can the elements of rain erode and dissolve! Unknown Rain Priest Feng has also finalized the ice cannon along with its ice shard projectile! ![]() Feng our head texture artist and modeler has also done new island textures to allow for unit platforms for rain player to now have an icy snow cover and main islands owned by rain to also have snow these updates will be implemented soon! Lastly here is a group shot showing the new platforms and rain units all together! ![]() Not that very visible but in background of the group shot is the rain temple! Feng has started re-skinning the temple and bring it up to quality to match all other rain units and also fix errors that were with the temple! Once the rain temple is re-textured it will look much better in-game and also be more optimized. | ||
imanoobcs
184 Posts
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Karshe
United States212 Posts
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UniversalSnip
9871 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
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UniversalSnip
9871 Posts
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barnEbiss
76 Posts
Glad you like the new progress update ![]() ![]() Our end goal is to have the game fully finished with a complete online lobby system like first Netstorm had with battle rings and ability for player to make account and compete in game events.. we have a number of game play modes planned for MP games, also once finished players will also have ability to add AI players to battle rings so players will also be able to play humans vs AI if there are not enough players in the lobby... | ||
PH
United States6173 Posts
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Tobberoth
Sweden6375 Posts
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barnEbiss
76 Posts
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barnEbiss
76 Posts
Feng our head texture artist has been busy working out of sight finishing up the latest rain faction units and today we are pleased to present a showcase promo render he has submitted of the newly finished Rains Man O War and the Ice tower units! These newly finished units should make it in-game soon but I cant say which exact release they will be in but having these rain units finished has helped shrink the to do list of units for factions that need to be done! Superb work as always Feng! ![]() Jharger and Duphrey have also not been idle and have been "Very Busy" with the coding side of the project! Jharger has been working on the much requested "Tool Tip" feature for in-game for making it easier to tell what everything on the interface does and Duhprey has been busy working on dedicated server hosting for connection issues and some coding tweaks and improvements to reduce some of the many lines of code that he has done along with squashing some of the currently reported bugs from previous Alpha release and readying things for the upcoming release. Once the upcoming Alpha is ready a full separate news post that lists in more depth all changes that our two high priest coders Duhprey and Jharger have done and what brand new features have been implemented by both will be posted! | ||
Sadistx
Zimbabwe5568 Posts
How did I not see this thread before? Netstorm was my first RTS. In fact it was the first game I ever played online - on a 56k dialup modem and a Pentium 166. It's also the first game where I saw competitive players and attempted to imitate them (without much success). Nostalgia bomb. :3 | ||
soullogik
United States1171 Posts
so old school looking forward to seeing it in action | ||
barnEbiss
76 Posts
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Durak
Canada3684 Posts
On August 22 2012 12:46 Sadistx wrote: OH. My. God. How did I not see this thread before? Netstorm was my first RTS. In fact it was the first game I ever played online - on a 56k dialup modem and a Pentium 166. It's also the first game where I saw competitive players and attempted to imitate them (without much success). Nostalgia bomb. :3 You should check out my blog from a few years back. The player base is pretty small now but the game is still excellent (probably better than you remember thanks to the community patches). | ||
barnEbiss
76 Posts
And yes differnt colored sun barricade beams are planned for the future!.. | ||
barnEbiss
76 Posts
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barnEbiss
76 Posts
Feng has also put together a short video to showcase the newly finished model! And besides the new model our two very very hard working coders Duhprey and Jharger have been hard at work in the depths of the RS code on implementing further of the lobby system features and new gui's a long with ensuring stability, work is also slowly getting done on new tools being added into the map editor to allow for smoother map creation along with campaign creation once that is ready to roll out! so stay posted and we hope to have a new playable release for the public to play test soon! | ||
barnEbiss
76 Posts
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barnEbiss
76 Posts
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Durak
Canada3684 Posts
P.S. Don't bump your thread. That's not how TL is used. | ||
barnEbiss
76 Posts
Currently MP is getting very stable with the team and testers with few crashes still some but its way more stable also the coder is going to be working on spending a little time adding in more to the single player AI for single player games soon. here are three pics showing how the new buildings and units look ingame ![]() ![]() ![]() ![]() | ||
topherthetoad
China130 Posts
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sandplasma
United States1 Post
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Shikyo
Finland33997 Posts
I loved Netstorm:Islands at War as a child and I think that along with Brood War it's the most hardcore RTS in existence. Really looking forward to seeing how this unfolds... | ||
TehWardy
1 Post
I've been watching the progress over at NSHQ for some time. I have been working on a game of my own with a Netstorm style theme too, but it's more of an MMO. I was debating on making something entirely different to Netstorm apart from the island based world however: Would you be interested in sharing your models and textures? I ask because I understand there is no money to be made here but despite my reasonable programming skills I have no knowledge of models / texture art and to get the level of quality you guys have put in to your models would take me years I suspect. Also, What engine / languages are you using (just curious as my project is running in unity with C#)? I am happy to share anything of value from my project with you guys too should you want it or even help out if you think there's any way I can be of use. Like many have said before me, Netstorm is legendary and should be brought back to life with such projects, true face lift!!! So far: I've been focusing on the environment and dynamically generating truely 3D islands using "noise", I'm currently looking at rendering clouds that the players can walk through to add another level of depth to the game environment. I've been considering the idea of using the weather to depict areas of peace / combat with the weather being typically netstorm in combat areas and more white cloud and sunny / bright in non combat zones, which isn't true to the original in any way but might be cool to add a level of depth to an MMO game where the world is considerably bigger than just the current conflict. Keep in touch, Paul | ||
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