a wasting of life v2.0
CONTACT
Especially since this is my first game, be sure to send any opinions, suggestions, etc.
email: ealang12345@aol.com
aim: ealang12345
INTRO
Hmm... no storyline.
Awol is a team based deathmatch in which players are given the choice of siding with one of two teams.
Upon spawning, the player is presented with a list of primary (automatics etc) , secondary (pistols), and special (explosives) weapons to select from. Health information is displayed by the red bar on the lower right hand corner of the screen. Across from this, the green bar displays the condition of body armor. Statistics about player and team kills vs deaths ratios are also displayed on the in-game interface. An up, down, or neutral arrow is shown to the left of these stats to represent a positive, negative, or neutral kills to deaths history.
The ability for a team to spawn is regulated by tickets. If a player on either of the teams is killed, the coresponding team's tickets are reduced by one. When no more tickets remain, members of that team are unable to respawn after dying. The remaining number of tickets for both teams are displayed in the lower right hand corner of the screen.
Unlike in v1 of awol, the human controlled player runs by default. Pushing the 'shift' key allows one to walk rather than run. One advantage to walking, although slower movement, is greater accuracy when firing a weapon (standing still allows for the same accuracy as walking).
About the main menu:
CONTROLLS
WEAPON STATS
DAMAGE
ACCURACY
RANGE
REQUIREMENTS
- a moniter\ video card supporting a resolution of 1024x768 and 32 bit color
- DirectX
CREATING MAPS
If you are interested in creating your own map:
(btw: your map name cannot have any spaces in it)
create a picture to serve as the map (for example: "map")
the picture should be (1000 x 618)
now create another picture to serve as the underlay (in this case "map_underlay")
this must be the same size (1000 x 618)
every color on this map will tell the game what to do
(please note that the rightmost 11 pixels are not used, therefore the true map size is only 989 x 618 )
When this is done, add the name of your map to the text file "maplist".
After the name of each map, a comma is placed. However, after the final map you put a period.
AUDIO- BACKROUND SOUNDS
If you wish to have sounds that play in the backround draw a pixle (probably on the right border) on the under lay map with the following properties:
red= 50
green= the number of 10ths of seconds you want to wait before another sound is played
blue= the id number of the sound
The sounds should be placed under sound\ambiences. All sound names should be in the form: "amb_x" (x being the id number). They should be compressed in the wav format as: PCM 22.050 kHz, 8 Bit, Mono (you can do this with "sound recorder")
r,g,b= (50,50,1)
The above example would start to play "amb_1", five seconds another sound will play. (or the same sound if you only put one)
Be sure that the underlay map only uses these exact colors because if the underlay has any random pixels with a red value of 50, the game will think this is a sound to be played.
CREDITS
eric lang, the maker
pretty much all sound effects were taken from the game "counter-strike"
most graphics and all maps were made with "blender"
VERSION INFO
v1 released 8\20\04
v2 released 10\16\04
Improvements in version two:
- bots not longer shoot walls
- option to set max players on a team
- the previously selected secondary and special weapons are saved
- blood pools added
- improved cursors
- running degrades accuracy
- interface modified
- developer mode added
- bullets hit the ground rather than dissapearing
- more main menu controlls to set tickets and number of bots
- bullet limit and virtual bullet stats controlled by a cfg file
- more random improvements and error fixes
- most maps modified