WOW@Carnage Island.
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Deadeye Steadham
Registered User
Join date: 25 Aug 2006
Posts: 9
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08-25-2006 07:55
Myself and a friend recently discovered carnage island, and I can honestly say its the best alternative to an fps i've seen so far. Mulitple respawn points everything. My questions is this. Does anyone else here play at carnage island, and what are your favourite weapons to use there. Mine is the HK G36C superb weapon works well at most ranges, sometimes I like to break out my minigun. Cya there, Look forward to pwning ur ass 
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Karsten Rutledge
Linux User
Join date: 8 Feb 2005
Posts: 841
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08-25-2006 11:23
From: Deadeye Steadham Myself and a friend recently discovered carnage island, and I can honestly say its the best alternative to an fps i've seen so far. Mulitple respawn points everything. My questions is this. Does anyone else here play at carnage island, and what are your favourite weapons to use there. Mine is the HK G36C superb weapon works well at most ranges, sometimes I like to break out my minigun. Cya there, Look forward to pwning ur ass  Dear Mr. or Mrs. Steadham, I apologize, there seems to have been some mistake. My ass is, in fact, not for sale. Sorry for the inconvenience. Sincerely, Karsten Rutledge
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Annah Zamboni
Banannah Annah
Join date: 2 Jun 2004
Posts: 1,022
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08-25-2006 11:35
War in Carnage is it upon us?
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squiz Clifton
Disgruntled Second Lifer.
Join date: 1 Jun 2006
Posts: 123
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08-25-2006 12:22
I've been there it rocks. I like to use the XX G37 Carbine, sure its a bog standard freebie gun, but it works like a dream 
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Sensual Casanova
Spoiled Brat
Join date: 28 Feb 2004
Posts: 4,807
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08-25-2006 12:39
I never heard of it, but now plan to pay it a visit, is it Dark Life in SL, or is the concept totally different?
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Karsten Rutledge
Linux User
Join date: 8 Feb 2005
Posts: 841
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08-25-2006 12:48
From: Sensual Casanova I never heard of it, but now plan to pay it a visit, is it Dark Life in SL, or is the concept totally different? It's independent of Dark Life, it's a FPS project backed by Clubside Granville. Unfortunately, it'll also be gone in a few months, so everyone enjoy it while you can. I believe Clubside said he's making an exit from SL and that the islands will cease to exist somewhere around February.
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squiz Clifton
Disgruntled Second Lifer.
Join date: 1 Jun 2006
Posts: 123
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08-25-2006 12:48
From: Sensual Casanova I never heard of it, but now plan to pay it a visit, is it Dark Life in SL, or is the concept totally different? Couldnt tell you to be honest as i've never been to darklife although I have heard of it. Basically you get a free hud to wear that registers damage and air supply (for when ur underwater) and you just shoot the crap out of each other in a very well built play area. You can use any weapon you like within the rules. The hud uses relays all over the sim, so it reports who killed who etc, you also get stats like deaths, kills, accuracy and rank. My highest rank so far was monkey with a gun lol.
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Clubside Granville
Registered Bonehead
Join date: 13 Apr 2006
Posts: 478
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08-25-2006 18:50
Thanks Deadeye, hope you're having fun there. They are still trying to work a few things out with the tag but the game is certainly playable in DeathMatch mode. Right now the tags only work on the DeathMatch Island sim when you initially wear it, but after you are already wearing it feel free to run around the other two finished maps that will be part of the finished system.
Both of these maps are located at "DeathMatch Island" two blocks on the map north of Carnage. One map is a re-make of Warlock from Halo 2, the other a remake of Italy from Counter-Strike. The third map, based on a Far Cry design, isn't finished yet. Because the scripters have not finished the bouncer code to work in multiple locations yet, no spawn points have been created there yet. But feel free to run around these builds and have fun, hopefully they will be available for play using the tag shortly.
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squiz Clifton
Disgruntled Second Lifer.
Join date: 1 Jun 2006
Posts: 123
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08-25-2006 19:26
From: Clubside Granville Thanks Deadeye, hope you're having fun there. They are still trying to work a few things out with the tag but the game is certainly playable in DeathMatch mode. Right now the tags only work on the DeathMatch Island sim when you initially wear it, but after you are already wearing it feel free to run around the other two finished maps that will be part of the finished system.
Both of these maps are located at "DeathMatch Island" two blocks on the map north of Carnage. One map is a re-make of Warlock from Halo 2, the other a remake of Italy from Counter-Strike. The third map, based on a Far Cry design, isn't finished yet. Because the scripters have not finished the bouncer code to work in multiple locations yet, no spawn points have been created there yet. But feel free to run around these builds and have fun, hopefully they will be available for play using the tag shortly. Ooh italy in cs, my fave map  ill have to give that a go ! 
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Lupus Delacroix
Wyrm Raider
Join date: 3 May 2006
Posts: 695
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08-26-2006 06:06
Yeah I've played it once, spent some time getting used to a faster paced combat than you see at Rauch though so I ended up getting my butt whipped while finding a weapon that agreed with me and the pacing of the game.
This ended up being a M249 SAW from Virtua Tech, none of the other guns I own were able to keep up with its sheer volume of fire.
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LegionNinja Taka
SecondLife Explorer
Join date: 17 Aug 2006
Posts: 45
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Carnage Island
08-26-2006 09:48
Yeah I've played there, you're kinda cheating since you can't run out of ammo in SL though
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VolatileWhimsy Bu
Registered User
Join date: 27 Jun 2006
Posts: 1,492
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08-26-2006 11:10
Wait...  Let me get this right..  I can go there  and shot  anyone I want?  right?
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Clubside Granville
Registered Bonehead
Join date: 13 Apr 2006
Posts: 478
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08-27-2006 04:20
Yes Volatile, the current game tag only supports DeathMatch mode, which is a free-for-all. They are trying to finish the team modes (Team DeathMatch and Capture the Flag) and some other issues. You're right about the ammo issue, LegionNinja, it was one of the reasons I had the system developed. The ultimate intention was to display to Linden Lab that this type of environment would be beneficial to their user retention issues, and I had hoped to get them to revisit the built-in combat system to let others use Second Life as a platform for creating "maps" or "arenas" for this type of gameplay as you can for business, clubbing and other current activities. Ultimately the more that is added to the LSL side of the equation the worse performance will get as LSL does not scale at all and has too many performance throttles. I'm sorry about your troubles Lupus, I had hoped to deal with them by requiring a fixed set of weapons at the start. Unfortunately I had three projects going at once and hired a manager to oversee the "SL Conquest" project because of his experience in the weapons side of Second Life. I was a brand new resident and thought I was making an informed decision, but I failed miserably. Only after miving him out of place did the project get on track, but with nearly two months of work lost and much development done I couldn't rightly ask the scripters to go back and change a fundamental component. My mistake was relying on the manager to provide the proper specifications to whomever he hired, and that didn't work. Even without ammo and weapon pickups it would be possible to make the shooter experience fun. What is required is a balance between weapon damage, clip size, damage radius, rate of fire, and reload time. My original idea required building a set of weapons that demostrated this balanced weapon mode, and then those scripts being released for weapon makers to add them as a "mode" for use on any of the "SL Conquest" sims. Ultimately I was going to discuss with Linden Lab the concept of object "classes", groupings with properties above the current "prim is god" mode. A brief explanantion: an object (or link set) would be toggled from "general" (all current prims) to "weapon" (or vehicle or a number of other super-classes). Once in this mode a new tab would appear in the Object dialog/property sheet with parameters mentioned above. The combat system could then detect if a weapon was properly setup, its projectiles (if any) would be controlled (in action only, not appearance) by the "weapon" object, and any activity from an improper weapon could be ignored. Of course the real description of this setup is much longer, but I wanted a quick write-up to show you the ultimate plan behind these developments: to offer Linden Lab concrete ideas to help with user retention through gaming.
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