Toxikk - The Game

misc topics / allgemeine Themen
User avatar
[RC]Hunter
Site Admin
Sergeant
Sergeant
Posts: 2376
Joined: Fri Apr 04, 2008
Location: Hue City
Favorite Server: All of them
Has thanked: 3 times
Been thanked: 19 times
Germany

Networker

Contributor

Membership

=]RC[= Hunter’s avatar
Loading…

02 Mar 2015, 18:07

<center>[img]http://www.clusterwars.net/userpix/2_he ... game_1.jpg[/img]</center>

ARENA-FPS ACTION
TOXIKK plays, as if today's military shooters never existed. It is designed as a successor to the fast paced FPS giants of the late 90s and early 2ks, carefully evolving their core concept with a fresh setting, new weapons and many ideas that were elaborated in co-operation with Arena-FPS enthusiasts. There is no levelling, no skill-trees, no perks, no cover systems, no classes, no configurable weapons, no reload and no iron sight aiming.

Instead you get fast movement, double jumps, dodge jumps, booster pick-ups, nine iconic WEAPONS to be carried around simultaneously, secondary fire modes for every weapon, jump pads, health-packs, lots of vertical gameplay, optional mutators (incl. instagib) and everything else that made these kind of games addictive.


WEAPONS
TOXIKK features nine different weapons that can be carried around simultaneously. You start with your melee weapon (IMPACTOR) and your basic pistol (RAVEN) with unlimited ammo. All other weapons and ammo are to be picked up in the map. Visit our WEAPONS GUIDE to get a full description of all available weapons.


MAPS AND GAME MODES
TOXIKK features two different kinds of maps: CLASSIC MAPS and MASSIVE MAPS. Classic Maps offer fast-paced gameplay in small to medium-sized maps for up to 8 players. These maps do not feature any vehicles, but are based on man-to-man or squad-based combat, while Massive Maps feature more strategic gameplay in bigger environments for up to 16 players. Vehicular Combat is exclusively available in Massive Maps. Vist MAPS & GAME MODES for a full description of the available maps and their game modes.


VEHICLES
The MASSIVE MAPS in TOXIKK always feature the use of vehicles for a more strategic gameplay experience. Like the weapons, all vehicles in a map are available to every player. Just walk up to them and hop in. We will add a detailed description of each vehicle soon.

<Center>
<object width="640" height="360"><embed src="//www.youtube.com/v/xuEZyeText0?rel=0&con ... showinfo=0" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
</Center>

<Center>
<object width="640" height="360"><embed src="//www.youtube.com/v/e6oPQoF85ZI?rel=0&con ... showinfo=0" type="application/x-shockwave-flash" width="640" height="360" allowscriptaccess="always" allowfullscreen="true"></embed></object>
</Center>


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

Image * Image * Image * Image
User avatar
[RC]Hunter
Site Admin
Sergeant
Sergeant
Posts: 2376
Joined: Fri Apr 04, 2008
Location: Hue City
Favorite Server: All of them
Has thanked: 3 times
Been thanked: 19 times
Germany

Networker

Contributor

Membership

=]RC[= Hunter’s avatar
Loading…

02 Mar 2015, 18:13

<center>[img]http://www.clusterwars.net/userpix/2_he ... acts_1.jpg[/img]</center>

01. CLASSIC ARENA FPS ACTION
FRAG LIKE IT'S 1999: TOXIKK plays as if today's military shooters never existed. The game combines the simple and intuitive mechanics of old-school FPS giants with a fresh setting, slick graphics and our vision to carefully evolve the genre with some new ideas elaborated with Arena-FPS enthusiasts.

Designed as a spiritual successor to the fast paced arena shooters of the late 90s and early 2ks, there is no levelling, no skill-trees, no perks, no cover systems, no classes, no configurable weapons and no iron sight aiming.

Instead you get fast and precise movement (with deeply configurable mouse controls), double jumps, dodge jumps, booster pick-ups, nine iconic WEAPONS to be carried around simultaneously, secondary fire modes for every weapon, vehicular game modes, jump pads, health-packs, lots of vertical gameplay, optional mutators (incl. instagib) and everything else that made these kind of games so addictive. And if you want to practice your skills offline, TOXIKK also features a configurable BOT MODE.


02. ALL PLAYERS ARE EQUAL. ALWAYS
After each death, you respawn with a melee weapon and a basic pistol. All other weapons are to be picked up while you play. Character customization is of cosmetic nature only.

However, unlike the shooter giants from the past, TOXIKK features an XP and a bounty system. The XP system and its associated ranks are used for reputation purposes, for our match-making algorithms and to unlock new skins, but they do NOT change the stats or the abilities of your character. Your rank will show other players how experienced and skilled YOU are (rather than showing the experience level of your game character).


03. TOXIKK IS NOT FREE-TO-PLAY
We believe that "classic Arena-FPS" and "Free-to-Play" (F2P) don't go well together. A true arena FPS requires all player characters to have equal stats and the availability of all weapons to everyone. Always! The skill of a player should be the only deciding factor about victory or defeat. Allowing players to buy different (i.e. better) weapons or to permanently boost their stats does totally contradict the idea of classic arena FPS gaming in our opinion.


04. CLASSIC AND MASSIVE MAPS
CLASSIC MAPS offer very fast-paced gameplay in small to medium-sized maps for up to 8 players, while MASSIVE MAPS feature more strategic gameplay in bigger environments for up to 16 players. Vehicles (gliders, attack-bombers, hoverbikes and other ground vehicles) are exclusively available in Massive Maps.


05. USER GENERATED CONTENT
All registered players can apply for a FREE SDK to build own maps, characters and skins etc. for TOXIKK. We will put up a web page as a central hub for user generated content on TOXIKK.com. Players may vote user-generated content to be made available through this hub. All content on this hub will be offered free of charge. The whole process will be handled through our forums.


06. EXLUSIVELY DESIGNED FOR PC
We believe that shooters are meant to be played with mouse and keyboard. That's why TOXIKK is exclusively designed for PC. At this point, we do not intend to port the game to any other platform.


07. developed by Reakktor
REAKKTOR may be a self-financed indie studio, but every team member brings at least a decade of experience in professional game development to the table and is dedicated to delivering a high quality experience.

Breaking free from publisher concerns and features requested by the marketing guys, we decided to create this game for one single reason: WE WANT TO PLAY IT!

If you believe in the Arena-FPS genre as much as we do, then we need your help: Leaving the traditional publisher/developer model behind, also means that we do not have the marketing budget it takes to spread the word on our own, as all our money (and passion) goes into building the game. So, please help us get the word out. Tell your friends about it and like us on FACEBOOK and other social networks. Also, hop over to the FORUM and tell us what you would like to see in TOXIKK. YOUR voice matters!


Source:
TOXIKK Website


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

Image * Image * Image * Image
User avatar
[RC]Hunter
Site Admin
Sergeant
Sergeant
Posts: 2376
Joined: Fri Apr 04, 2008
Location: Hue City
Favorite Server: All of them
Has thanked: 3 times
Been thanked: 19 times
Germany

Networker

Contributor

Membership

=]RC[= Hunter’s avatar
Loading…

22 Mar 2015, 16:27

<Center>[img]http://www.clusterwars.net/userpix/2_arti_1.jpg[/img]</center>

GENERAL

Patch #004 brings your TOXIKK V0.75 Curry Build up to V0.8 Basil Build. It is the second major milestone since TOXIKK's early access beta launch on our roadmap and comes with fixes, changes, a new map and new features.

With now three very different maps available (small, medium and big), this patch will help us finalizing the weapons. I.e. Once we get the weapons balance right for these three maps, they'll also work with every new map to come (or will require only minor changes depending on community feedback).


FIXES

FIX_01 - VIDEO OPTIONS REQUESTER FREEZE
In some cases, the video options requester window freezed, so it wouldn't allow you to confirm or cancel your changes. This shouldn't happen anymore.

FIX_02 - MAP RELATED: PERFORMANCE ON TWIN PEAKS
The performance on the "massive map" Twin Peaks should see a boost of around 20%.

FIX_03 - HEADSHOT HITBOX
The size of the headshot hitbox was adjusted to more accurately represent the actual head of a character (it was a bit too big before). So, expect headshots to be more hard to pull off now...

FIX_04 - FALL DAMAGE WHEN IN FEIGN DEATH MODE
You could avoid fall damage when in feign death mode. This should be no longer possible.

FIX_05 - OVERRUN TEAM MATES WITH STREAMER HOVERBIKE
You could overrun team mates with the Streamer. This was problmatic, as players drop the flag when being overrun. You shuold no longer be able to run over your team mates with vehicles now.

FIX_06 - HUD CELL INDICATOR
The HUD indicator showing the position of cells in your team's possession sometimes became invisible. This should no longer happen. However, it will remain invisible for cells stolen by the enemy team (i.e. you cannot see an icon for a stolen cell on your HUD, while the enemy team carries it around). This is intended behaviour.

FIX_07 - DRONE VIEW SCREEN CHAT INPUT
The chat input on the end match screen (victory screen) or after-death screen was limited. You can now enter as many characters as you like.

FIX_08 - NVIDIA PHYSX PROBLEM
Some nVidia GPUs occasionally crashed due to PhysX hardware incompatibilites. It happened especially with newer gen nVidia cards. This should no longer happen, since we deactivated the utilization of PhysX hardware by default. As we wanted to keep the game as compatible as possible between AMD and nVidia GPUs, it wasn't used a lot anyway. So, while not having any impact on the performance whatsoever, you should see increased stability on nVidia GPUs.



CHANGES

CHG_01 - WEAPON ON RHINOCEROS (APC)
As the weapon on the Rhino was considered too weak and fuzzy (plasma projectiles) by the community, we added a hitscan secondary fire mode (focused plasma beam). We also reduced the heat emission on the primary fire, so you can now fire a lot longer, before the weapon overheats.

CHG_02 - WEAPON ON BANSHEE (HOVER POD)
As the Banshee is a hover vehicle, it's somewhat difficult to aim precisely. We removed the plasma cannon and gave it a minigun (hitscan) for more accurate and powerful attacks.

CHG_03 - RAVEN (PISTOL) BALANCING
The firerate of the Raven's primary and secondary fire was elevated by 20%. Its damage was nerfed from 25 to 20. The ammo-count was changed from infinite to 50 bullets. We also added a slight spread to make it less accurate on long distances.

CHG_04 - BULLCRAFT (SHOTGUN) BALANCING
The max ammo of the Bullcraft was increased from 18 to 24. The max. damage of the Bullcraft's secondary fire was nerfed from 216 to 192 (12 pellets a 16 damage points = 192). This way it's no longer a one-shot-kill weapon for characters at max HP (200).

CHG_05 - CERBERUS (ROCKET LAUNCHER) BALANCING
The max ammo of the CERBERUS was increased from 20 to 25. The initial ammo count was increased from 8 to 10. The spawn time for the CERBERUS was reduced from 30 to 15 seconds (making it the same as the other weapons again).

CHG_06 - VIOLATOR (ASSAULT RIFLE) BALANCING
The max ammo of the VIOLATOR was increased from 60 to 80. The initial ammo count was increased from 30 to 40. Damage was nerfed from 25 to 23. Ammo Pick-Ups were increased from 15 to 20. We also added a slight spread to make it less accurate on long distances.

CHG_07 - STINGRAY (PLASMA RIFLE) BALANCING
Knockback when getting hit by the plasma beam was doubled. Ammo consumption for the beam was reduced from 5 to 4 units.

CHG_08 - DRAGONEER (FLAME THROWER) BALANCING
The max ammo of the DRAGONEER was increased from 60 to 90. The initial ammo count was increased from 30 to 40. Ammo Pick-Ups were increased from 20 to 25. The primary fire's reach was increased by ~40% and its damage was increased by ~25%. Its spread was slightly minimized to reduce visual obstruction. However, general visual obstruction is an intended drawback of this weapon. We are aware of the fact that a flamethrower is a new weapon in the AFPS universe, so we might need to continue playing around with its balancing until it feels fully as intended.

CHG_09 - FALCON (SNIPER RIFLE) BALANCING
The max ammo of the FALCON was reduced from 36 to 30. The initial ammo count was increased from 9 to 12. Ammo Pick-Ups were decreased from 9 to 6.



NEW FEATURES

FTR_01 - NEW MAP: ARTIFACT
ARTIFACT is a medium-sized classic map (i.e. designed for up to 8 players) set in El Mirador, deep in the Guatamalan jungle. EXOCOM and DRAYOS fight for control over an ancient temple compound where an Edenium based artifact was found. More details about the map can be found on our homepage under GAME -> MAPS.

FTR_02 - NEW WEAPON: RAVAGER
The RAVAGER was originally used as a mobile demolition tool to tear down constructions without having to rely on heavy wrecking gear, but its effectiveness also make it a powerful melee weapon. The power drill is the Ravager's primary fire, while its secondary fire ignites a plasma based welding beam that can be used for close-range attacks but also to repair damaged vehicles. The Ravager is part of your basic gear and available from the moment you spawn. However, the weapon is not yet fully implemented, but rather a visual interpretation of it. It'll only be fully functional with the next patch.

FTR_03 - CROSSHAIR DESIGNER V0.89
We added a lot of preset shapes to the Crosshair Designer, an offset function and you can now copy and paste your customized crosshairs among all weapons which'll save you the hassle of doing your favorite cross-hair again and again for every weapon.


FINAL NOTES

That's it for the fourth patch. It was a somewhat tough ride this time as we have one team member in the hospital with a herniated disk. (That's also one of the reasons why the RAVAGER's implementation couldn't be finished... but we didn't want to delay the patch). Get well soon Marco!

What's up next? In the coming weeks we'll do some cleaning up of minor stuff that still needs polishing. Finalize missing or incomplete SFX, observe and probably re-adjust the weapon balance on the three differently sized maps etc. We'll also open a new poll about the now re-balanced weapons to hear your opinion.


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

Image * Image * Image * Image
User avatar
[RC]Hunter
Site Admin
Sergeant
Sergeant
Posts: 2376
Joined: Fri Apr 04, 2008
Location: Hue City
Favorite Server: All of them
Has thanked: 3 times
Been thanked: 19 times
Germany

Networker

Contributor

Membership

=]RC[= Hunter’s avatar
Loading…

30 Mar 2015, 19:32

<center>[img]http://www.clusterwars.net/userpix/2_tixikk_1.jpg[/img]</center>

GENERAL

This patch brings your V0.8 Basil Build up to V0.82. The patch primarily focuses on back-end fixes, clean-ups and balancing issues, but also brings new major features for the game options menu (such as the ability to set weapon priorities and a complete hitmarker menu where you can edit audio and visual hitmarker effects).

We have worked quite a bit with a focus group of very good players to fine-tune the weapon balance and believe that we're approaching a very well balanced weapon setup with this patch. We are excited to hear your feedback.



NEW FEATURES

FTR_01 - WEAPON PRIORITIES MENU
You can now edit the weapon priorities to your personal preference in Options -> Game -> Weapon Priority. So when you switch (or auto-switch) to "best weapon", it'll bring up the weapon you've given the highest priority.

FTR_02 - HITMARKER AND HITMARKER EDITOR
We not only added audio and visual hitmarkers to the game, but also implemented an editor that allows you to customize them to your own preferences. It works a lot like the crosshair editor. You may also choose from a big variety of hitmarker sounds. Known bug: Sometimes the hitmarker effect displays on err. This'll be fixed soon.



CHANGES

CHG_01 - VIOLATOR (ASSAULT RIFLE) BALANCING
While the fire rate of the Violator's primary fire was increased by 10%, its damage per projectile was reduced by from 23 to 20. The fire rate of the Violator's secondary fire was reduced by ~6%. Initial pick-up ammo count for the Violator was raised from 40 to 45. Violator SFX were also reworked to give it more of an own acoustic character (i.e. to differentiate it further from the Stingray).

CHG_02 - HELLRAISER (NUKE WEAPON) AUDIO OVERHAUL
The SFX for the Hellraiser were completely reworked. The weapon is now considered final.

CHG_03 - CERBERUS (ROCKET LAUNCHER) CHANGES
The travel speed for standard projectiles (rockets) was lowered by 20%, while the speed for guided missiles (missiles fired once a vehicle is locked on) will now accelerate from the new standard speed to 20% above the original maximum speed. The lock-in process (acquiring targets) for the guided missiles was reduced from 1.5 to 1.0 seconds. Damage was increased from 85 to 100. Maximum ammo count was reduced from 25 to 20.

CHG_04 - WALL DODGE Z-VELOCITY RESET
The negative Z-velocity (gravity) used to be carried over through all wall dodges, so it was one downward movement over a sequence of wall dodges. Z-velocity now gets reset with every wall dodge which allows for longer wall dodge sequences.

CHG_05 - WEAPON SWITCH TIMES
Equip and put down times for all weapons was decreased by another ~15%.



FIXES

FIX_01 - BANSHEE (HOVER POD) QUICK DESCEND
The "quick descend" feature of the Banshee that allowed you to squash enemies underneath the vehicle was accidentally removed from the alt-fire key (default: right mouse button) with the last patch. This was fixed.

FIX_02 - RAVAGER (OMNI DRILL) FIXES
Due to flawed normal textures on the Ravager, it got wrongly lit. This was fixed. The weapon also got new sounds for equip, lower and the drill running. Its implementation is still not final though (i.e. it still doesn't work as intended). Full functionality will come with 0.85.



----------------------------------------------------------------------------

FINAL NOTES

That's it for the fifth patch (the last one of the Basil generation). Coming up next is V0.85 Parsley Build which will be announced separately. Expect it to come in early April (first half).


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

Image * Image * Image * Image
Post Reply