TTLG|Thief|Bioshock|System Shock|Deus Ex|Mobile
Page 1 of 3 123 LastLast
Results 1 to 25 of 52

Thread: New FM: Arena

  1. #1
    Member
    Registered: Apr 2001
    Location: New Zealand

    New FM: Arena

    Here it is, the mission you've all been waiting for (or not as the case might be): Arena.

    Brief feature list:
    • Combat rather than story oreintated
    • Enemies and goodies are spawned randomly
    • Rebalanced upgrades and weaponry
    • Full automap (few rough edges to give 'Spatially Aware' purpose)
    • Hackable, neutral, cameras
    • New enemies, with new powers
    • Plot, meek and inoffensive
    • [Edit]Following completion you can get a list of various statistics (shots fired, hits, nanites received, enemies slain etc.) in the final area.
    • Much more...


    It also ought to be fully MP compatible.

    Be warned, it is quite difficult. There is also an issue with occasional CTDs, reason unknown. It is infrequent, and non-persistent (so I can't find out what's doing it, grrr) but I would recommend saving regularly.

    Full installation instructions and more information is included in the readme.

    Get it now from SBF. Thanks to Kolya for the hosting.

    [Edit] Secondary note: I'd recommend not playing this FM through ShockEd. Some things will trigger multiple times in ShockEd (due to MP setups) unless you use the 'process_difficulty' command prior to playing.
    Last edited by Zygoptera; 12th Feb 2006 at 23:17.

  2. #2
    Member
    Registered: Oct 2000
    Location: Massachusetts
    Wow, that came out of nowhere.

    Downloading now!

  3. #3
    Member
    Registered: Mar 2004
    I had the pleasure to test this guy out a while back.

    DOWNLOAD THIS.

    It's one hell of an awesome thing.

  4. #4
    Member
    Registered: Jun 2003
    Location: In His hands
    Sounds awesome! I'll have to give this a go.
    Quote Originally Posted by Zygoptera
    There is also an issue with occasional CTDs, reason unknown.
    Please forgive my ignorance, but what does CTD stand for? Crash to desktop?

  5. #5
    Member
    Registered: Mar 2005
    Location: Ontario, Canada
    Holy crap, another FM! This is awesome. After I finish the new version of Ponterbee, I'll have another great FM to play.

    Yep, CTD = Crash To Desktop.

  6. #6
    Awesome work, Zygo, this is like a long missing 'Instant Action' for SS2. >B)

  7. #7
    Member
    Registered: Apr 2005
    Location: Cryogenics (tube #0564)
    I'm trying a 3 day detox period on my gaming (too much play not enough learning) starting tommorow so i'll try this (which happened to be one of the things I was hoping for btw) on the weekend.

  8. #8
    Member
    Registered: Jan 2004
    Location: Toronto, Canada
    3 days??! I wish i could detox in 3 days. I must be goin on 3 years (i've lost count) of detox from the game and I'm still not satisfied I can play it freshly. Lucky bastard

  9. #9
    Member
    Registered: Jun 2003
    Location: In His hands
    Quote Originally Posted by redrain85
    Yep, CTD = Crash To Desktop.
    Thanks!
    Quote Originally Posted by maxdmg
    I'm trying a 3 day detox period on my gaming (too much play not enough learning)...
    I know how you feel; I have that problem sometimes, too. Good luck!

  10. #10
    Member
    Registered: Apr 2005
    Location: Cryogenics (tube #0564)
    Quote Originally Posted by RocketMan
    3 days??! I wish i could detox in 3 days. I must be goin on 3 years (i've lost count) of detox from the game and I'm still not satisfied I can play it freshly. Lucky bastard
    Actually i meant total gaming detox not sure how it's supposed to work but apparently 3 days is all I need to become unaddicted to gaming (can it really stop 14 years worth )...I think playing something else means you still retain the SS addiction as its still linked as a game .(speaking of which...I wonder if this is...logging out .

  11. #11
    Member
    Registered: Oct 2004
    Location: Nikolayevskaya
    Played this briefly last night. Didn't get very far, but it seems different and a great antidote to the length and depth of other FMs. Will give it some more time when I can. Thanks!

  12. #12
    Member
    Registered: Apr 2000
    Location: Sweden

    Whew...becoming increasingly intense all the time, is there an end to it?

  13. #13
    Member
    Registered: Jul 2004
    Location: Manchester, UK
    Wow, this is truly quite rocking

    Just about up to the 2nd Sim Unit (killed by those damn hard to see cyborg assassins...nasty) and really enjoying it. Definitely a nice change to the norm. It's given me lots of interesting ideas..

  14. #14
    Member
    Registered: Apr 2000
    Location: Sweden

    How exactly do you beat this?
    spoiler:
    Done the sim units, upped my charachter to max and beaten the crap out of the enemies, but there doesn't seem to be any end.

    Is there a way to access the place which Shodan warns about?

  15. #15
    Member
    Registered: Apr 2001
    Location: New Zealand
    I presume you have deactivated Xerxes? If not, there are four Xerxes hardpoints you have to click on, a sound clip should play after each, there should start to be camera shaking and you should find that a previously unseen enemy starts spawning. If you haven't done this, do it now...

    If you have done this, you are basically looking for a secret room, which has a door you can bash. Once Xerxes is finished the door ought to be slightly transparent (it uses a script which makes it more transparent the more damage it takes, an explosion goes off next to it to cause some initial damage and make it easier to see)- as it is an object it is also lit slightly differently from the nearby walls. Once inside the primary enemy will seem to be invulnerable, there are various ways to remove the invulnerability and to weaken its defences. Once that enemy is defeated you can exit via the lower level- a couple of small elevators become active- and from there it is fairly self-explanatory.

    The secret room thing is a bit difficult to balance, as it was either extremely obvious where it was from the outset, or very difficult to see.


    To be absolutely explicit about it the secret room is on one of the multi-octagon rooms, red/grey/black panelled walls with a turret in it, north wall of the west most octagon. IIRC

  16. #16
    Member
    Registered: Jun 2003
    Location: In His hands
    Very nice FM you have here! Excellent! I was wondering, though.....close to the beginning, I saw one crew member alive (aside from Goggles, of course). He was standing in one of the spawn points, so of course, I killed and looted him. But I noticed that I haven't seen any more. Was I supposed to kill him, or would he have helped me?
    Oh, and whenever I drop items, most of them tend to float in the air (only exception so far has been the hybrid organs) Is this a known bug?

  17. #17
    SShock2.com
    Moderator

    Registered: Mar 2001
    Location: 100 Rads Bar
    Posted a news item in sshock2.com for this FM

  18. #18
    Member
    Registered: May 2002
    Location: UK, Suffolk
    By the way this installs and appears to run perfectly through GarrettLoader....now to get playing..
    03/Sept/06 GarrettLoader 1.41 GL is an alternative for Darkloader and also plays SS2,Doom 3 & T3 FMs + support for HL 1 & 2,NWN,etc
    GL Tutorials

  19. #19
    Member
    Registered: Apr 2001
    Location: New Zealand
    Quote Originally Posted by Enchantermon
    close to the beginning, I saw one crew member alive (aside from Goggles, of course)...
    You can safely kill anything and everything. You will probably meet more 'crewmembers'.
    Oh, and whenever I drop items, most of them tend to float in the air (only exception so far has been the hybrid organs) Is this a known bug?
    I have never had this problem. Sometimes the reverse has happened, an object which should float initially doesn't (especially the psi amp for some reason) but the physics usually seems to restore itself OK.

  20. #20
    Member
    Registered: Apr 2005
    Location: Cryogenics (tube #0564)
    Well I finally got to try this and the first time I had the crap beaten out of me but the second try I had a good run around but i'm sure I keep missing something important. Looks like i'll have to use the minimap for the first time in years which I guess I should congratulate you on .

  21. #21
    Member
    Registered: Jun 2002
    Location: Limbo
    Ah! Forgot about the map, I'd just been running around aimlessly.

    Good mission, Zygo, I still find it amazing that people can create this kind of thing in an editor. Kudos

    I also love the feel of the design - very distinct.


  22. #22
    Member
    Registered: Jul 2004
    Location: Manchester, UK
    Damn that 'unusual' enemy....

    Played this a bit more on and off - brilliant stuff Think I've an idea of what I need to do atm.. but we'll see...

  23. #23
    Member
    Registered: Apr 2005
    Location: Cryogenics (tube #0564)
    Quote Originally Posted by Aekeron
    Damn that 'unusual' enemy....
    Which one would that be..there are plenty
    spoiler:
    If you mean a certain psi using one, or the spider one then I definately agree but quite a lot of others are unusual too
    .

    I think I've got the map just about covered now. Started again and i got a military bot attacking me right after destroying the first maint bot that spawned
    Quote Originally Posted by King Arthur
    Run Away..RUN AWAY!!!!
    .

  24. #24
    Member
    Registered: Jul 2004
    Location: Manchester, UK
    @Maxdmg

    The first part of your spoiler tag was the one I was referring to - I didn't read any further just yet

    Not had as much time to play for the last few days but I'm hoping that once I
    spoiler:
    finish off the last sim unit and maybe disable Xerxes, I might be able to damage it.
    Well, we'll see anyhow

    Once again, great FM.

  25. #25
    Member
    Registered: Jul 2004
    Location: Manchester, UK
    Joy, finally defeated it. Game time was just under four hours...

    Had to admit, I cheated a little and read some of your hints on how to find Shodan... Maybe if I'd played around a little more I wouldn't have needed them, but heyho

    Really enjoyable mod..I love the use of the original sound clips, let alone the great work you've done in bringing lots of interesting new factors into SS2 that I didn't even think were possible.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •