Hello. The reason we decided to put this thread up before the project is released is because this is an on going project, key word 'project'. Every stage of development (done each year) is built upon the last. This year, we've correcting lots of mistakes and poor game design decisions which held back the project in the past. Among these is the jolt system, a variety of dynamic scripts which basically jolts a players screen when they're damaged, to mimic a realistic pain response, which I know personally, ended up pissing a lot of people off, which is why a patch was put out to disable it for those who wanted to do so. Part of the problem was that we didn't have enough time to properly test and tweak it so it could be an asset, not an inconvenience.
This year we recoded the jolt system to make it more flexible, and minimized its usage mainly to melee weapons to give them an advantage which does not involve damage dealt. Also, the jolt system no longer makes the game unplayable for player who don't use a mouse; the script will only jolt on the horizontal axis if this is the case, to prevent their aim from being messed up.
We have carefully tweaked what we have already in the project as well as the new content (of which there is quite a lot) to make sure that when this is released, that it is thoroughly playable and enjoyable for everyone. We've got new weaponry, such as the cryo-rail blaster and a flaming-rocket rocket launcher. Maps have also been cleaned up and improved so they play and run better. The anomaly system, for those of you who remember it, has also been given some new dimensions and I won't spoil it, but it involves a new player class which can be accessed mid game.
This is the time to express any concerns or share any ideas. We're going to put the OFFICIAL BETA OUT ON DECEMBER 8th.
[quote=Edit]Since this post hasn't been responded to, we have an update (changes travel fast within our team). To increase the flow of feed back and response from the community regarding our project, we're going to OPEN OUR TESTING TO THE PUBLIC ON DECEMBER 1st.
Also, since we'd like to have more time to implement the community made suggestions, we've decided to postpone the final release until near-Christmas. We don't have an exact date, but this will give us an extra two weeks to ensure the quality of the final release.[/quote]
We have put an incredible amount of time into this project not only the past two years, but in the past few months, and especially
this month, we've been working on this for hours every day. Qent and I will likely go into hibernation for the winter the day this project is released. We've put a lot of work in to this, and really want to provide as close as we can get to a perfect experience for the players of CEMP this year. Help us do that by communicating with us, and check out CEMP11 (last years version) so we can get feedback on what we did before, and what you guys would like done differently, and what you would like us to continue doing.
PS: Here's a teaser of our Cryo-Rail Blaster yielding a double-kill in the map 'Social'.