NEOTOKYO release scheduled for July 3, 2009

Tek7

CGA President, Tribe of Judah Founder & President
Staff member
That's right folks, the day is finally (almost) here. The highly anticipated Source total conversion NEOTOKYO° is set to release on July 3, 2009. Some helpful release information is as follows (along with the official trailer for your viewing pleasure).

# Neotokyo will be available for download at various sites and torrent.
# Download links will be released in our irc #neotokyo on gamesurge network during our release party. Then posted here and elsewhere.
# This first public release will contain 10 maps total ...all capture the ghost gametype.
# We recommend max 24 player slots. (9v9 to 12v12 are best as far as gameplay and flow). 32 players is fun but a bit spammy.
# Total size of the installer is about 900megs and unzipped is 2gigs.
# In order to run NEOTOKYO, you need to have any game that gives you the source sdk base installed.
Source: NEOTOKYO° Release Only Days Away

I plan on downloading and installing the mod when it's released on Friday.

Anybody care to try it out with me?
 
Now, a slight-futuristic, Japanese version of Counter-Strike: Source...
Based on what I've read, it's different enough from Counter-Strike that I'm actually interested in playing it.
 
Torrent for NEOTOKYO Installer is live. Click here to view the torrent details and download.
 
C-C-C-COMBO BREAKER!!!

Impressions:

- It is to easy to spot a player using camouflage, which sorta defeats the purpose of the classes. #1 issue is that the player model is just made semi transparent, which is bad because a graphical glitch (or easy hack) could make you a bullzeye. I have gotten sniped across the map while cloaked, which is LAME.
- State changes for the assault's vision is incredibly jumpy, not to mention it is quiet overpowered. Unless a player is standing still and cloaked, they look like a beacon.
- The recons vision is pretty much pointless. In most cases enabling it will lead to you not being able to see anything at all.
- Above 8-12 players the game just becomes a spamfest/lagfest. Most of the maps are too cramped except for small teams.

Overall the game is fun and worth a play, just try to look for servers with a smaller population.
 
After finding out that there's no respawn until a new round starts (like Counter-Strike), I swiftly lost interest.

Still, the game looks fantastic, the level design is solid, and I felt like I was running around inside an anime (which, having watched anime since c. 1997, is a very cool experience for me).

Unfortunately, unless I get significantly better at the game very quickly, I'll likely shelf this game except when ToJ members invite me to play. I don't like spending more time spectating than playing, no matter how shiny a game is.
 
After finding out that there's no respawn until a new round starts (like Counter-Strike), I swiftly lost interest.

Still, the game looks fantastic, the level design is solid, and I felt like I was running around inside an anime (which, having watched anime since c. 1997, is a very cool experience for me).

Unfortunately, unless I get significantly better at the game very quickly, I'll likely shelf this game except when ToJ members invite me to play. I don't like spending more time spectating than playing, no matter how shiny a game is.


Aww, too bad.

Now, everyone can't follow the leader's ways of gaming.

Hehehe... :D
 
I don't like spending more time spectating than playing, no matter how shiny a game is.

I find respawn type games to be more frustrating. As you often times kill someone just to find a wave of enemies coming at you with full health. Plus when you factor in spawn camping due to the proximity of objectives in tf2, it becomes really frustrating.

If you find yourself dieing too much you might want to stay back a little, or maybe you are moving too slow so you need to speed up. Finding the right balance and play style is as important as being able to actually hit something when you shoot. In studies it has been found that most players are relieved when they die, and they find watching other people enjoyable in place of not needing to complete an objective themselves.
 
I pretty much could have written Tek's response for him. I didn't think he'd like it for that exact reason.

1. I managed to kill only a couple people in the game after a couple hours of play. One appeared to be afk -_-.

2. No matter what class I played they would always kill me first, even the times I started shooting them first. Hang back they see and kill me first, run forward they see and kill me first :( .

3. Instructions please? Would it hurt to have a page that tells you the weapons strengths? Some are obvious others have me going what is the difference? The ones with silencers seem pointless. Maybe it will have a web page once their site starts working but I'm talking about in-game. The option menu and hints that disappear before you can read them are not enough.

4. Most of the time I would not even see what was hitting me. When I did see an enemy first I almost always hesitated to fire and died. It's becuase friendly fire is on and it's hard to tell your team from enemies at a distance. That plus symbol just doesn't seem to be visible all the time.

5. People were acting like they where pros and calling others newbs. It's the first day it's out people how can anyone not be a newb ?!?! (Was there another version of this game in the past? Even if there was this is still new.)

6. It seems like the whole play style is supposed to be more realistic but it just doesn't feel that way.
 
Last edited:
Would it hurt to have a page that tells you the weapons strengths? Some are obvious others have me going what is the difference? The ones with silencers seem pointless. Maybe it will have a web page once their site starts working but I'm talking about in-game. The option menu and hints that disappear before you can read them are not enough.

All the hints are available on their site here.

The silenced weapons are virtually unnoticeable while you have the camo engaged, otherwise it is pretty easy for people to see you when firing.

The weapon images have their magazine count as well. For the most part they seem to be SMG type weapons except for the M4 looking things. Low mag weapons are either carbine or sniper rifle (all of which seem to be semi auto). The weird looking weapon with a square red dot with 10 rounds is pretty much pwnage at range, but is only available on the assault and support.
 
Back
Top