Rocket Jump Extreme 2 : Revival
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Rocket Jump Extreme 2 : Revival
Currently in it's alpha stages, with 4 maps created so far.
Rocket Jump Extreme 2 takes place after the events of RJX. My plan is to have it set either one or three months after those events.
The first map, map 33, continues the events from RJX's map 30, where the marine is escaping the explosion of the portal. He will have 2:30 minutes to escape before the facility explodes.
In map 34 the player will take the role of a marine who recently enrolled in the UAC Rocket Jump branch. In this map you will go basic RJ training, and will not die until training is complete.
Since this project will also act as a coop / survival style, enemies will be expected, and thus HP will be needed often. The UAC however has internally charged red armor dispensers to absorb most splash damage from rocket launchers!
To allow coop compatibility, maps will consist of walkway areas (houses and facilities where RJumps are limited like the above picture) as well as open field areas where rocket jumping is needed to continue the story.
In map 35, you are assigned to level 1 squad (most likely going to be renamed to delta branch or whatever is a low class rank). Your goal is to meet with them at the southern bridge. (which is broken after the events in RJX) At this point there is no need to rocket jump throughout the map...or so you think. Once you meet up with them, the lead marine will tell you about three keys that they hid to kill time (because scouting is so boring and their 'lead' commander isn't around). You will have to find the three keys in order to advance the map. After this map however, the keys will serve as collection items to open a secret at the end of each map, which will give a useful item for future maps or for the current map. (maps 33 and 34 may have them depending)
After completing the mission, return to the southern bridge and talk with the squad leader, he will award you a backpack (will change depending) and will tell you to scout the map / kill time. At this point the bridge area will be available...talk with the marine nearby to find out what to do next. (only a few marines have chat lines with them so far, and forcefields are set up to prevent areas that should not be reached until an objective in the map is complete.
Map 36 takes place after crossing the southern bridge with your now experienced rocket jump skills.
The armor dispenser near you is broken, so you can't get back. Your goal is to find another and get back to the team. However, the pathway forward is blocked, you then discover a small grove and a pit, upon falling down, you take heavy damage and can't get up...the only way is to go forward into the cavern, which serves as a hidden pathway alongside a large underground river. Upon reaching the right path, you will find a hidden facility...no doubt your comrades have no idea that this existed here. Your curiosity will force you to infiltrate the interior and find out what it is...
Most of the maps will be solo based - basically meaning you won't have tons of dialogue and will be able to progress with little interruptions like how RJX was. There will be a hint hud like in Metroid Prime, to help with certain areas. (basic RJumping hints in training, and a few more in the underground river)
An allyhud will act like the strife popup hud, where you will be able to talk and interact with marines on the field. (like CIF3)
Infinite ammo is not needed, rockets and health are scattered around the map, however a "self generating rocket launcher" (infinite ammo RL) will be made soon, which will fire a slower and weaker rocket launcher, useful when you're out of rockets and need to continue. Health generating is unknown at this point.
- All the above screenshots are alpha excluding map 33. Each map is mostly layout based, detail will come within the next month to each map created. Single player and cooperative modes will be built in order to help with dialogue and cutscene events.
- Map names and the current cutscenes are all stale so far, nothing is polished, just a base idea of what it will be.
- This WILL be a 32 set megawad, and will go lots of work for the developers, I plan on sending out a public beta after Episode 1 is complete. Just like how RJX has 6 episodes, RJX2 will have either 5 or 6 depending on how the maps flow.
- I have a photobucket folder for development on the project, more pictures will go up to it as progress continues.
- I will also post more progress here as it continues, but I won't be posting minor updates for now, too early for that.
- I plan on using ST players as names and profiles for most NPC's, any lines or quotes from people who want in can be given here if you have suggestions.
- If anyone has ideas on what I could add as well, feel free to post them.
Rocket Jump Extreme 2 takes place after the events of RJX. My plan is to have it set either one or three months after those events.
The first map, map 33, continues the events from RJX's map 30, where the marine is escaping the explosion of the portal. He will have 2:30 minutes to escape before the facility explodes.
In map 34 the player will take the role of a marine who recently enrolled in the UAC Rocket Jump branch. In this map you will go basic RJ training, and will not die until training is complete.
Since this project will also act as a coop / survival style, enemies will be expected, and thus HP will be needed often. The UAC however has internally charged red armor dispensers to absorb most splash damage from rocket launchers!
To allow coop compatibility, maps will consist of walkway areas (houses and facilities where RJumps are limited like the above picture) as well as open field areas where rocket jumping is needed to continue the story.
In map 35, you are assigned to level 1 squad (most likely going to be renamed to delta branch or whatever is a low class rank). Your goal is to meet with them at the southern bridge. (which is broken after the events in RJX) At this point there is no need to rocket jump throughout the map...or so you think. Once you meet up with them, the lead marine will tell you about three keys that they hid to kill time (because scouting is so boring and their 'lead' commander isn't around). You will have to find the three keys in order to advance the map. After this map however, the keys will serve as collection items to open a secret at the end of each map, which will give a useful item for future maps or for the current map. (maps 33 and 34 may have them depending)
After completing the mission, return to the southern bridge and talk with the squad leader, he will award you a backpack (will change depending) and will tell you to scout the map / kill time. At this point the bridge area will be available...talk with the marine nearby to find out what to do next. (only a few marines have chat lines with them so far, and forcefields are set up to prevent areas that should not be reached until an objective in the map is complete.
Map 36 takes place after crossing the southern bridge with your now experienced rocket jump skills.
The armor dispenser near you is broken, so you can't get back. Your goal is to find another and get back to the team. However, the pathway forward is blocked, you then discover a small grove and a pit, upon falling down, you take heavy damage and can't get up...the only way is to go forward into the cavern, which serves as a hidden pathway alongside a large underground river. Upon reaching the right path, you will find a hidden facility...no doubt your comrades have no idea that this existed here. Your curiosity will force you to infiltrate the interior and find out what it is...
Most of the maps will be solo based - basically meaning you won't have tons of dialogue and will be able to progress with little interruptions like how RJX was. There will be a hint hud like in Metroid Prime, to help with certain areas. (basic RJumping hints in training, and a few more in the underground river)
An allyhud will act like the strife popup hud, where you will be able to talk and interact with marines on the field. (like CIF3)
Infinite ammo is not needed, rockets and health are scattered around the map, however a "self generating rocket launcher" (infinite ammo RL) will be made soon, which will fire a slower and weaker rocket launcher, useful when you're out of rockets and need to continue. Health generating is unknown at this point.
- All the above screenshots are alpha excluding map 33. Each map is mostly layout based, detail will come within the next month to each map created. Single player and cooperative modes will be built in order to help with dialogue and cutscene events.
- Map names and the current cutscenes are all stale so far, nothing is polished, just a base idea of what it will be.
- This WILL be a 32 set megawad, and will go lots of work for the developers, I plan on sending out a public beta after Episode 1 is complete. Just like how RJX has 6 episodes, RJX2 will have either 5 or 6 depending on how the maps flow.
- I have a photobucket folder for development on the project, more pictures will go up to it as progress continues.
- I will also post more progress here as it continues, but I won't be posting minor updates for now, too early for that.
- I plan on using ST players as names and profiles for most NPC's, any lines or quotes from people who want in can be given here if you have suggestions.
- If anyone has ideas on what I could add as well, feel free to post them.
Re: Rocket Jump Extreme 2 : Revival
Hmm, an RJ'ing wad.
What is it, some sort of Doom experiment that will be translated into real life to help mexicans jump borders?
(seriously, looks good so far. )
What is it, some sort of Doom experiment that will be translated into real life to help mexicans jump borders?
(seriously, looks good so far. )
Remmirath- Posts : 119
Join date : 2010-05-31
Age : 33
Location : Highway To Hell
Re: Rocket Jump Extreme 2 : Revival
Progress report:
Maps 33-37 are now playable, however still in alpha state and undetailed.
Map 38 is currently 15% complete.
A "non-damaging" rocket launcher has been added, however a smaller height and length distance is given, as well as a longer reload time. In exchange it has infinite ammo, but deals no damage to strong monsters.
Maps 33-37 are now playable, however still in alpha state and undetailed.
Map 38 is currently 15% complete.
A "non-damaging" rocket launcher has been added, however a smaller height and length distance is given, as well as a longer reload time. In exchange it has infinite ammo, but deals no damage to strong monsters.
Re: Rocket Jump Extreme 2 : Revival
Looking at the screenshots and story of this, it looks awesome.
SwiftShot- Posts : 265
Join date : 2011-06-16
Age : 31
Location : England
Re: Rocket Jump Extreme 2 : Revival
Update!!!
So far 6 maps are playable, and the 7th is 50% done.
Hoping to make more progress before releasing a beta.
Also taking NPC lines for some random marines that will be scattered here and there.
So far 6 maps are playable, and the 7th is 50% done.
Hoping to make more progress before releasing a beta.
Also taking NPC lines for some random marines that will be scattered here and there.
Re: Rocket Jump Extreme 2 : Revival
WHERE ARE THE OTHER RJUMPS HOSTED, CAUSE I'VE BEEN WANTING TO PLAY THEM FOR MONTHS!
Bojan- Posts : 777
Join date : 2009-04-30
Age : 92
Re: Rocket Jump Extreme 2 : Revival
Holy jesus a year old update!
I"ve managed to get 10 maps complete, and working on the 11th. It's halfway done now.
If you guys want to take a look at it, my alphas are all here on my mediafire account:
http://www.mediafire.com/?scqkx5ok27u27
I've got more work on it, but currently I'm getting a recolor for the anti damage rocket launcher, and some other stuff. I plan on going back through all the maps and doing a full detail job on them once I finish my underwater abandoned base map.
I"ve managed to get 10 maps complete, and working on the 11th. It's halfway done now.
If you guys want to take a look at it, my alphas are all here on my mediafire account:
http://www.mediafire.com/?scqkx5ok27u27
I've got more work on it, but currently I'm getting a recolor for the anti damage rocket launcher, and some other stuff. I plan on going back through all the maps and doing a full detail job on them once I finish my underwater abandoned base map.
Re: Rocket Jump Extreme 2 : Revival
Map 33 continues the events from Map 30? My spider sense is tingling.
It's nice that you're continuing this project, I really liked RJX.
It's nice that you're continuing this project, I really liked RJX.
Re: Rocket Jump Extreme 2 : Revival
with more of these, it would be perfection...
SwiftShot- Posts : 265
Join date : 2011-06-16
Age : 31
Location : England
Re: Rocket Jump Extreme 2 : Revival
I don't know where you could pull such motivation from, but it's great that you're working on this all alone and not let it die. Kudos to ye, Cyber.
Also swift, what's that? A fencing with rabbits in it? Looks bland and poor.
Also swift, what's that? A fencing with rabbits in it? Looks bland and poor.
Remmirath- Posts : 119
Join date : 2010-05-31
Age : 33
Location : Highway To Hell
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