bittah.com!~ View topic - Midair (formerly known as Project Z)

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General discussion about Midair

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Post » Fri Aug 28, 2015 9:10 pm

Midair (formerly known as Project Z)

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KICKSTARTER NOW!
https://www.kickstarter.com/projects/archetypestudios/midair

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I'm known as Torpor on the Midair forums, will see you guys there! :)

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This is a new thread, which I will update. I don't normally frequent on here, but I will make an effort to.

Some info is taken from the reddit wiki (thanks Fixi) / the official website.

Website : http://www.playmidair.com
Reddit : http://www.reddit.com/r/midair
Facebook : https://www.facebook.com/playmidair
Twitter : https://twitter.com/PlayMidair

What is Midair?

'Midair' is an upcoming free-to-play FPS-Z by Archetype Studios, a studio that consists of former Legions: Overdrive developers and several other individuals. While the project originally began as a Unity port of Legions: Overdrive in 2012, it eventually grew into its own separate game in 2013. As their website states, Tribes and Legions players will feel at home since Midair will emphasize freedom of movement and will focus on competitive and casual team play.

What is gameplay like?

Unfortunately, we currently don't know too much, as the game is still in pre-alpha.

Here are what some people who played an early version of the game during PAX 2014 said:

The game in general is a mix of T1 and T2 and has less directional control than T:A. On the physics, it runs with 50% inheritance on explosives, 100% on chain. The UE4 engine felt fantastic - smooth skiing, classic jets, no down jets and no floating in air. Once you start falling, you are now falling. At best you can slow yourself with jets, but you aren't going back up until your next launch. When you stop skiing, you come to a stop quickly. The water physics slow you to snail's pace in a second or two. Gametypes discussed include CTF, Deathmatch, Rabbit, Team Rabbit (2?) and others.


The team made it clear that they will support community-made maps. They will likely not support mods due to the non-trivial amount of effort required


The art is very colorful in the same vein as Wildstar or Firefall (will probably fall in between them). The art is less cartoony though, but still more fun and animated. Not gritty and brown at all.


The Dev Team

Project Lead: BugsPray
Code Lead: Mabel
Art Co-Lead: Faren
Art Co-Lead: StealthRG
Artist: Voidspawn
Artist: Zombeh
Character Artist: Strengthofsin
Artist: Fuzzytank
Artist: PJ
Music/Sound: Cruncha
Music: @owenstarkmusic
Web Admin: GReaper
Community Manager: Jordahan
Finance/Ops: Alpha

Some members are unlisted, there are currently over 20 active contributors.

Future Events/News:

Pre-alpha playtest at PAX Prime on August 29th. It is assumed that gameplay footage showcased here will be released online.
Last edited by Royalty on Sat Jun 04, 2016 8:30 pm, edited 2 times in total.
Royalty
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Post » Fri Aug 28, 2015 9:10 pm

In-game footage

Official Teaser Trailer (released 27/08/15)



*please note, player model is temporary*

PAX Prime Gameplay (fan footage by phr33ky)



Official Steam Greenlight Trailer



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PAX Prime Demo (30/08/15)

Sorry for the twitter links. All current footage is offscreen-phone footage.

Footage

Showcasing skiing - https://twitter.com/ArchetypeGames/status/637762431863795712

Showcasing grenade launcher - https://twitter.com/ArchetypeGames/status/637773187246223360

Some duelling with the spinfusor/chain - https://twitter.com/ArchetypeGames/status/637810375535144960

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Images

A skinned map - https://twitter.com/ArchetypeGames/status/637765727991152640

Close-up of a skinned map/the gatling gun - https://twitter.com/ArchetypeGames/status/637801324084490241

---

A few notes

The reload animation has been confirmed a placeholder by Mabel.

Out-of-bounds grid works like so:

"There will be 2 walls, a relatively tight one that determines the play space (can't take the flag out, etc), and a wider one that's basically the same as the creativity wall in T:A. The chances of this changing are very low." (Mabel)
Last edited by Royalty on Fri Dec 25, 2015 10:29 pm, edited 6 times in total.
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Post » Fri Aug 28, 2015 9:10 pm

Weapon Models

Ring Launcher

Image

Image

Image

Grenade Launcher

Image

Image

Image

Chaingun

Image

Image

Image
Last edited by Royalty on Fri Aug 28, 2015 9:22 pm, edited 2 times in total.
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Post » Fri Aug 28, 2015 9:10 pm

Character Concepts

Light Male

Image

Light Female

Image

Medium Male

Image

Light Male Bust



Medium Male Bust

Last edited by Royalty on Fri Aug 28, 2015 9:37 pm, edited 2 times in total.
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Post » Fri Aug 28, 2015 9:11 pm

Game Assets

Deployable Sensor

Image



Base Sensor

Image



Inventory Station

Image



Generator

Image
Last edited by Royalty on Fri Aug 28, 2015 9:52 pm, edited 1 time in total.
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Post » Fri Aug 28, 2015 9:11 pm

reserved

Royalty
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Post » Fri Aug 28, 2015 9:12 pm

Hope it plays well.

Kroz-
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Post » Fri Aug 28, 2015 10:09 pm

Kroz- Wrote:Hope it plays well.

As do I mate :)

I played Legions since '08 and T:A for a little... only racked up 800 games since the game had too many flaws for my liking... sloppy skiing, lack of disc inheritance etc.

I don't know exactly why the earlier Tribes (T1 and T2) appealed to the veterans (I was really young, and never had the chance to play them), but I'm hoping that Midair can do these games justice. I have faith in the devs, I've stuck with them long enough.
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Post » Fri Aug 28, 2015 11:48 pm

Royalty Wrote:
Kroz- Wrote:Hope it plays well.

As do I mate :)


I don't know exactly why the earlier Tribes (T1 and T2) appealed to the veterans (I was really young, and never had the chance to play them)

sigh
XU1
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Post » Sat Aug 29, 2015 1:00 am

Xui - how to inject someone with the ol' t1/t2 vintage experience.

I think one needs to check out some old videos on youtube.

The problem lies in - it's hard to get the old t1 "BASE" experience! It's literally DEAD.

Demo's/Videos are all that's left

ImPaLoR
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Post » Sat Aug 29, 2015 1:03 am

XU1 Wrote:sigh


Let me clarify... I'm sure T1 and T2 were amazing games, I just never got the chance to play them in their glory days.

When T2 was released... I was 4 years old :O
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Post » Sat Aug 29, 2015 1:18 am

I shouldn't be mean :(
Royalty, get some vids of gameplay! Post them in there asap bro

XU1
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Post » Sat Aug 29, 2015 12:27 pm

XU1 Wrote:Royalty, get some vids of gameplay! Post them in there asap bro


Their PAX demo starts 9 am Melbourne time tomorrow, so hopefully they should upload some official footage on the same day.
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Post » Sat Aug 29, 2015 11:32 pm

Vintage tribes 1 BASE competitive - US Ladder i guess.

The game had a high skill ceiling - and lots of little things could go wrong just in your skiing alone.
If TA is automatic transmission - Tribes 1 is definitely double-clutch manual.


ImPaLoR
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Post » Sun Aug 30, 2015 9:39 am

Kroz-
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Post » Sun Aug 30, 2015 9:44 am

PAX Footage

Sorry for the twitter links. All current footage is offscreen-phone footage.

Footage

Showcasing skiing - https://twitter.com/ArchetypeGames/status/637762431863795712

Showcasing grenade launcher - https://twitter.com/ArchetypeGames/status/637773187246223360

Some duelling with the spinfusor/chain - https://twitter.com/ArchetypeGames/status/637810375535144960

---

Images

A skinned map - https://twitter.com/ArchetypeGames/status/637765727991152640

Close-up of a skinned map/the gatling gun - https://twitter.com/ArchetypeGames/status/637801324084490241

---

A few notes

The reload animation has been confirmed a placeholder by Mabel.

Out-of-bounds grid works like so:

"There will be 2 walls, a relatively tight one that determines the play space (can't take the flag out, etc), and a wider one that's basically the same as the creativity wall in T:A. The chances of this changing are very low." (Mabel)

Last edited by Royalty on Sun Aug 30, 2015 12:33 pm, edited 2 times in total.
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Post » Sun Aug 30, 2015 11:47 am

Looks pretty cool. A bit floaty but not gonna judge so early on :)

ColonelBlair
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Post » Sun Aug 30, 2015 12:14 pm

Got a bit worried when I saw he was heading OOB but then relaxed as he went through the force field :mrgreen:

PeTtY
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Post » Sun Aug 30, 2015 12:33 pm

PeTtY Wrote:Got a bit worried when I saw he was heading OOB but then relaxed as he went through the force field :mrgreen:


Out-of-bounds grid works like so:

"There will be 2 walls, a relatively tight one that determines the play space (can't take the flag out, etc), and a wider one that's basically the same as the creativity wall in T:A. The chances of this changing are very low." (Mabel)

Also, the wall won't be bouncy in CTF, but will be in Team Rabbit when it is introduced.
Royalty
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Post » Sun Aug 30, 2015 12:51 pm

Royalty Wrote:
PeTtY Wrote:Got a bit worried when I saw he was heading OOB but then relaxed as he went through the force field :mrgreen:


Out-of-bounds grid works like so:

"There will be 2 walls, a relatively tight one that determines the play space (can't take the flag out, etc), and a wider one that's basically the same as the creativity wall in T:A. The chances of this changing are very low." (Mabel)

Also, the wall won't be bouncy in CTF, but will be in Team Rabbit when it is introduced.


how big is the playable area going to be compared to say a regular TA map?
Last edited by PeTtY on Sun Aug 30, 2015 12:54 pm, edited 1 time in total.
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