NEEDS LIST My opinion on the models is that we will make what we can and code it in. If it can’t be done, save it for later when you have time to get creative. Remember, this is the first segment of the game; we do not need super advanced cyborgs and stuff, just the STRUCTURES and ENEMY MODELS. The stationary weapons and energy weapons can be coded in later segments, if we even want them, as your own abilities increase as a result of working on elements in this first segment. **We need a simple hand modeled and skinned. The player should at least be able to punch enemies -get some pimp slappin backhand action on their asses. CONVERSATION ENGINE Send me sample files or screen shots of the different types of conversations you can create. Text only conversations as we have no voice actors. Include normal conversation, conversation in which player receives something, a transaction, and a choice between different items/weapons. We are not concerned about texturing. SPECIAL EFFECTS A teleportation explosion effect that will be used by SHODAN's forces to enter and leave maps. I don't care if it is sloppy at first, but we need a good effect -I like the TNT explosion effect, but it has to do no damage to the player or affect the player until we want it to. Try tinkering with 'Class:Actors:DeusExDecorations:Containers:CrateExplosiveSmall" by modifying the +deusexdecoation, +display, and other properties. Don't worry about fragments, just eliminate them. But I leave it in your capable hands. Consider using the mesh viewer to look at the "Sphere", if we can use it as a teleportation effect, then try it out. MAP DISSECTIONS TEST MAPS: Make a few test maps to improve your skills and familiarity with the editor, remember to save often. Talk to Mr. Skullface and Gerdion Cain about the Editor limitations before you create massive maps that won't load or play. The ultimate design and style of the areas we are creating are up to you with the understanding that you do your best possible work and check each others maps for problems when you finish them. Yeah, this is still a ways off, but better for you to check each others work before Beta Testing of the maps and having to totally overhaul it after so much time and work. Determine if we can design SS2 style grav shafts and ghosts (I have my reasons) In order to get a better understanding of deusex mapping, we will be using original deus ex maps with modifications -name retexturing- for INFILTRATION, which is nearing completion. DATACUBES, EMAIL, and SOUNDS: For Dimension 2, Armin and Wes Borland will be writing a bulk of the story with me just doing minor editing. This is a ways off and we might use the DeusEx2 engine if we want to take that route. ITEMS DATA CRYSTAL: You'll have to look at the screen shots for this item Etienne. I think you already chastised me for my design. New Classes: Too many to mention individually. MODELS: Energy Weapons The ER-45d is the only one we definitely need. Any others you can get working, go for. Augmentations NO NEW AUGMENTATIONS are needed, unless you can get a working jump pack or limited flight pack working. Skills If we can get the Skill: EnergyWeapon working, then we'll use it. Otherwise we make the ER-45d and any other energy weapons use the heavy weapon skill. Structures: see the concept art for the Gateway depiction Gateway Control Ring Gateway Control Platform Auxiliary Control Station Robotics Equipment: can we cannibalize stuff from Deus Ex? I have the 164 Prefabs File in the Development Files Section. NEW MODEL: STATIONARY MODEL -no rotation 3d small TriOptimum Logo with damage to it. 3d large TriOptimum Logo with damage to it. This replaces the model in the memorial office. What other structural stuff can be taken from original maps and inserted into our new maps? Whatever stuff modelers and coders can come up with. Enemy Models: we will also need TriOp, TetraCorp, and ISIS-5 personnel and combatants. Let me know what you can come up with for each group. I will try to get textures for them if you provide me a list and some details. If you have custom meshes based on existing models, in other words you extracted and tinkered, let us know what model it was so we can try to get the textures right. I might tinker around just to see what I can do. Autogun A carpet cleaner with stunprod or conventional stealth pistol. Extremely fast and mean. Autobomb A carpet cleaner that has an explosive charge. Detonates on contact with target. Think of a LAM on wheels -fast. AugDog Doberman Model Modified Doberman Skin Modified Fearless bastards with excellent speed and sensors. Sneaky and good sense of smell. Packs stun prod and a stealth pistol. Mutant: Faceless models by Steven Jones -not part of SSDXSkins1.utx package. Still wondering how to include these. We might use GRAY's and write in some explanation about TriOptimum doing experiments. Assorted Civilian Models used. Use the Junkie Skins with some distortion to their faces or just use junkies in lab coats and uniforms. The mutagenic virus is causing a variety of changes, each preparing the individual for cybernetic conversion. There are no distinguishable facial features, but internal cybernetic augmentation has replaced the senses. Mutants are extremely hostile, roaming the base attacking anything that isn’t part of the emerging collective mind. There are different classes of Mutants Stage Three: Arguably the most mutated and prepared for conversion. Have the greatest strength and hit-points. Use Pipes and other simple hand to hand attacks. Stage Two: Intermediate stage of physiological conversion. Have moderate strength, good speed, and average hit points. Still have the ability to use some pistols, shotguns, and simple mechanical weapons, but not able to use anything with advanced circuitry. Stage One: Least physiological conversion. Basic stats, but extremely primitive and aggressive. Uses Shotgun and grenades. Cyborgs: Original Meshes Gunther Hermann Anna Navarre Gunther SubClass: All the Gunther Properties These units have slow speed, high armor, and are armed very well. Use ER-45 with particle beam ammo Navarre SubClass: All the Navarre Properties Has higher than normal armor and speed. Uses ER-45 with laser ammo CONTROLLED RIOT COP: "Watcher" RIOT COP MODEL Has assault weapons, shuriken, stun prod, and baton CONTROLLED UNATCO TROOPER: "Troopers" UNATCO TROOPER MODEL Numerous UNATCO personnel have been implanted with fresh control chips for the purpose of infiltrating human population. They are extremely dangerous, have no signs of infection like the emergent cyborgs, but will not be as powerful. The trade-off lies in that their control chips have better programming giving the units greater autonomy. They are loyal to the dead and tasked with eliminating opposing elements. CONTROLLED SECRET SERVICEMAN: "Protectors" SECRET SERVICEMAN MODEL Various heads of state, CEO’s, top scientists, and theorists visited the UNATCO military HQ with regularity. Dozens of "secret servicemen" called the base their home. The OTHER PAUL made it his first priority to isolate as many of them as possible and implant them. Their natural predisposition to protect and serve has been intensified making them incredibly effective body guards. IMPLANTED COMMANDO: "ShockTroopers" ONLY SKIN CHANGES UNATCO was able to capture MJ-12 augmentation technology following its fall. With the absorption of VersaLife into UNATCO, UNATCO was able to augment top-notch agents into the commando biomechanic-cybernetic body. Initial tests ran into snags, but by the 8th conversion the new commandos maintained the individuals identity while keeping the combat programming at full efficiency. The OTHER PAUL was able to convince his lesser twin to deactivate them for fear that they could be easily turn and destroy the entire base. Once subdued, the OTHER PAUL implanted them, modified their combat programming, and purged their identities. Fortunately, the base only had 30 of the units and not all of them were successfully implanted. The implanted commandos possess better firepower, improved armoring, and speed than their predecessors did. Understandably, these units will act as the anchor of any defensive position. ASSASSIN CYBORG THIS IS THE ASSASSIN -subclass of ScubaDiver Skin Effects Has MJ-12 commando mini-rockets, a Plasma rifle, Flame-thrower, Assault Shotgun with sabot and buckshot, Assault gun, and Dragon Tooth Sword. High hit points. Fast, but not so as to be Olympic material. Good senses. WOUNDED ASSASSIN CLASS: Located in sewers. ? hit points, limited ammo, senses diminished. Extremely noisy and hostile. BOTS NO CHANGES, just lots of them. Very dangerous and fearless as usual. some skin changes