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Old 03-28-2009, 03:33 AM
ffcmike ffcmike is offline
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SuperNicks in Depth

I am aware Master Storm already made a thread regarding this project,
but i thought i would elaborate on this.

We intend not only for SuperNicks to become the main Arena again,
but to encourage combat itself.

All of the levels are pretty much tiled and done.
The focus of the levelling was to keep the original layout and feel of SuperNicks but with a tad more detail, aswell as scrap all of the pointless themed spar levels.



As you can see here, the entrance is more or less the same,
crucial differences being the entrance to the main spar arena, and 2 side rooms containing the seperate Spar and PK levels.



The main spar arena is straight forward, and somewhat more changed from the original admittedly.



This level may be more familiar, but again with some clear differences.
This is based on the current "secret" spar within the curtains, but has been adapted into a Tag Team spar.

The other spar level is an arena which uses the Default Hit Detection.
There is also a Default PK level to go with the normal PK level, aswell as "Level 14" Hardcore PK (use of NPCs permitted).

The delay of release is currently down to the fact a completely new and customisable spar arena system class is being made,
not only for SuperNicks but for any future arena.

It should be much easier to implement than what is currently being used at Exodus.
It should also be an improvement, it has similar features to Ibonics old spar in terms of extra displays, options and effects, including some of the ideas (albeit intended in the first place) posted within the other thread like celebrations and sparrer health display.
It is also planned to use a Warp Jewel.

The basics of the Spar System such as the queue > warp > weapons enabled are mostly done, it is all the extra detail, aswell as the Tag Team option which are currently the focus.
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