[R-DEV]Spush wrote:
Would need large statics, like maybe a Large house for the background - low poly static, and etc.
I would definitely love to play this and would help out in development .
The Sandin map was kind of a concept for a standalone game I'm seriously planning to make in future. It would be like the old army men games crossed with Battlefield and with environments similar to AirFix Dogfighters and Rats for counter strike. Although there is a new indie army men game coming out, what would set my game apart would be a heavier focus on large scale multiplayer, vehicle combat, a first person perspective and a more hardcore damage system. It would be an army men game, but it wouldn't actually have any relation or play like any of the old army men games.
That game is a while off from actually existing though, but with the way games are going with kickstarter and steam greenlight its definitely possible.
In Army Men Air Attack 1 (PSX) there was the Huey, the Chinook, the Super Stallion and the Apache. Don't remember exactly about air attack 2 but I think there were the same helos
Wheres_my_chili wrote:There would have to be a sound mod as well so you'd here plastic sounds instead of footsteps.
Meh, don't need a sound mod. The only real content that's needed would be maps and over sized statics. The rest would be easy re-textures with plain green/tan colors, with some faction coding or what not.
No, sounds are fine as is, would be just increasing the download size, and etc. Which isn't needed tbh. Statics and Maps and some small resized/retextured would be fine, don't need a 1024x1024 texture for green paint, heh would just resize it to like 128x128.
[R-DEV]Spush wrote:No, sounds are fine as is, would be just increasing the download size, and etc. Which isn't needed tbh. Statics and Maps and some small resized/retextured would be fine, don't need a 1024x1024 texture for green paint, heh would just resize it to like 128x128.
Maybe we dont need it, but it would be totally AWESOME. We should get the voices from sarges heroes, too.
Bumping this necro thread cause 13 years later I still think about this map XD. Does anyone have archived versions of the toy soldiers and map? It would still make a great community event all these years later.
The player population seemed like it was big and rather quality at this time. Always need to touch on the niche things, like I have seen plastic Army soldier games people watch on YouTube and we need anything to bring players in.
Make it look like a whole other game. The World War 1 games, multiple released within a short time like Battlefield 1, Enlisted, Over the Top.
- Make a WW1 faction and map set.
- Then a toy soldiers
- Then take players from War Thunder with 50 vs 50 World War 2 planes.
-Fix the insurgent civilians versus shotgun instant arrest, change it to stamina loss so we can have rock throwing crowds human shield roadblocks. Allow civilians to dig without penalty, place roadblocks without penalty.
-Then defensive maps requiring defending team to make super FOBs, make it easy giving 3 logistics and a spawn at the flag.
We need to take players by making it, then marketing the free game. Then throw the FPV drones on top of this. Player counts up, donations up and potential for crowd funding of Virtual Reality.
But when they get here they might have at some point touched Call of Duty Warzone which is a poison getting here treating Project Reality like a regular FPS game without the combined arms warfare logic or even knowing the maximum allowed of TOW, AA, HMG, super FOBs and its potential for working with armor as support and bait.
This game needs a reputation maintained for the super FOBs and also the available tactics and skills to use. Individual skills and teamwork skills, FOB strategy skills and logic.
People think 3 FOBs can get taken out by one area attack, when its really only a partial FOB built to its maximum width.
They treat this game like a regular FPS without the asset coordination or strategy, then become squad leaders on a bad team against a stacked team. They need to see the concept in 3D and not just from their eyes and the map, the firepower.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees