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Night Ops [MULTIPLAYER]

Posted: Mon Apr 02, 2007 4:58 pm
by T Beezie
Well, I think I've been keeping this mod quiet long enough. We all know that it was inevitable, I just didn't expect my progress to come along as quickly as it has. So, I whipped up this little "teaser" for you guys, expect release to be soon, check it out. Image

>>Click Here to Watch<<

Posted: Mon Apr 02, 2007 5:34 pm
by ScottyGEE
HAX TO DA MAX!
If you need help with weapon tweaking just PM me TBZ...Coz no offence I dont want a repeat of last time with some of the errors ;)

Posted: Mon Apr 02, 2007 5:44 pm
by bricksarefun
I do love my tuna salad mr yellow team spartan ;p
Cant wait to beat you down with teh sign XD ;p
The face of doom is coming perhapsedly?

No, it didn't make sense to me either.

Posted: Mon Apr 02, 2007 6:50 pm
by WastingBody
Looks amazing as always T Beezie.

Posted: Mon Apr 02, 2007 9:34 pm
by G.I.R.
So...Does this version have AI just so you could test? Or is the release going to be AI-free (hopes so). Cause AI would kinda ruin the 'Multiplayer' part of this mod, IMO. Other than the AI, it looks badass.

Posted: Mon Apr 02, 2007 10:33 pm
by T Beezie
Honestly, IMO, the A.I. makes this mod extra special. ;)
It really makes it feel like it's SP counterpart. And yes, the AI will be included in the final! It just wouldn't be a "Beezie Mod" without em' ;)
My only suggestion to those who feel the A.I. just "ruins it", DON'T ENABLE THE A.I. :roll:
But, with working zones, char based respawns, and team specific A.I., heh, who wouldn't want them in. :D
And for the people who might be worried about lag issues, trust me, there is ZERO lag. I've been testing this map extensivly on X-Link, with many friends, and it plays BEAUTIFULY! :D
The char based respawns keep the number of A.I. at a constantly even amount of 8 vs 8.

Thanks for all the great feedback guys. I hope everyone can enjoy this map as much as I have during the creation of it. :D

Posted: Mon Apr 02, 2007 11:08 pm
by ScottyGEE
Will there ever be buggers or hunters?
I don't mind a lack of hunters...But if a random bunch of buggers were generated every 2 minutes that would be awesome...

Just so its a unexpected situation from fighting elites...and those who do indeed fight the buggers give the opposing team a chance to strike

Posted: Tue Apr 03, 2007 4:27 am
by DoorM4n
The elite had no shield and you shot him with a rocket launcher.

What a N00B!

:P

Definitely going to add this one to the menu.

Posted: Mon Apr 09, 2007 6:11 pm
by StalkingGrunt911
TBeezie, I got around to playing Night Ops, I was looking forward to playing with you but I think you had work. I liked it. :)

Posted: Fri Apr 13, 2007 12:21 pm
by sneakyn8
is the ai smart enough to go for the objectives yet?

Posted: Fri Apr 13, 2007 7:48 pm
by CptnNsan0
lol if only. that would be one good ass mod.

Posted: Fri Apr 13, 2007 8:10 pm
by -DeToX-
Good times playing this. You made the beta Quick, and amazing, I thought it was the ready to release product.

Keep it coming T.

Posted: Fri Apr 13, 2007 11:51 pm
by ScottyGEE
OH SHIT!
I forgot :P
I'll get to work ;)

Re: Night Ops [MULTIPLAYER]

Posted: Wed Apr 25, 2007 3:46 pm
by MasterChief2829
T Beezie wrote:Well, I think I've been keeping this mod quiet long enough. We all know that it was inevitable, I just didn't expect my progress to come along as quickly as it has. So, I whipped up this little "teaser" for you guys, expect release to be soon, check it out. Image

>>Click Here to Watch<<
That's awesome... it's like live co-op! [Well, XBC/Xlink Co-op]. The environment and AI look great. Great job :lol:

Now will it be wrong to play MP by yourself? Hell No!

Posted: Mon Apr 30, 2007 9:56 pm
by DWells55
Is it still fun without AI?

Posted: Mon Apr 30, 2007 10:51 pm
by dec1234
Looks awsome! cant wait!!!! :) i never got to playing night-ops SP but i thought it still looked ace! :D

Posted: Tue May 01, 2007 2:39 pm
by plushiefire
release the damn mod beezie :P looks great.