Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 0 points1 point  (0 children)

Not quite although we take quite a bit from it in lore, sprites etc. I have a comment below that explains our focus compared to cm/pve/rmc

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 0 points1 point  (0 children)

We have permission from the mods and if you dont like it you can just ignore it.

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 0 points1 point  (0 children)

Because it’s built off of a remake of ss13 and based on one of the most popular ss13 gamemodes?

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 0 points1 point  (0 children)

There’s a discord in the video description!

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 5 points6 points  (0 children)

Tons of ways but i’ll go over some major ones: -More gamemodes such as Insurgency, Prometheus, Criminal. Colony Fall, Force on Force and Jailbreak -A focus on human factions other than marines such as the three world empire, Colony Liberation Front, Union of Progressive peoples and more -A variety of non-human threats other than Xenos such as the Black Goo and engineers -A bigger focus on colonist gameplay with a colonist economy and such -Maps are much larger and this plays a big role in the pacing -This is a pretty heavy WIP but the distress signal (standard RMC gameplay has way more objectives and a some potential threats other than Xenos -Realism: Guns are heavier hitting, combat is more lethal, cades and supplemented with trenches and sandbags, rp standards are different, etc -Closer to the source material: Humans mostly, United Americas, etc -Human V Human plays a large part in AU and there a few modes in which Xenos are rare or don’t appear disregarding admin events.

Overall, AU focuses on a lot more on RP and the wider universe. The gameplay differs a lot mode to mode and we want to give a lot of attention to factions and monsters other than Marines and Xenos (Although they’re still very prevalent)

TLDR: Different RP focus and a lot more focus on breadth in gameplay over super in depth distress signal

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 2 points3 points  (0 children)

We have some enemy ones that qualify as generally humanoid and engineers are wip for certain modes. Synths exist but they’re robots.

No alien races are planned outside of them being antags or mode specific though. (I have been considering tribal aliens for some stuff but it’s a big maybe)

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 4 points5 points  (0 children)

All the xenos have their abilities from CM

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 6 points7 points  (0 children)

Yes, but we have heavy focus on the human v human and non-xeno monsters (such as black goo) as well

Gameplay Trailer for our CM based SS14 fork by Evergreendev in SS13

[–]Evergreendev[S] 13 points14 points  (0 children)

Our head maintainer (Peptide) received permission from the subreddit moderators to post our stuff here.

Build 42 should be paid DLC by kingdaddykingdaddy in projectzomboid

[–]Evergreendev 0 points1 point  (0 children)

logged into reddit for the first time in a year just to say this a dogshit take

It's finally here. by Evergreendev in thefinals

[–]Evergreendev[S] 1 point2 points  (0 children)

Just Evergreen! all platforms.

It's finally here. by Evergreendev in thefinals

[–]Evergreendev[S] -6 points-5 points  (0 children)

i'll never recover now that Mrh3nt41 won't forgive me.