Author Topic: Splatterfest 2010!  (Read 22015 times)

Offline decino

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Re: Splatterfest 2010!
« Reply #45 on: June 11, 2010, 05:59:20 PM »
Alright, version 1.0 of my team based mod is ready (currently in beta stage).
The best way to test it would be with a few players (6+) and I think a Sunday Splatterfest would be a great oppurtunity. :beer:

Here's a description of the classes/gameplay again, but with more information:

Gameplay:
The game is divided in two teams, team red and team blue. Each team must try to take control of control points scattered around the map. The control points can be gained by standing 5 seconds on it. The control points can be stolen though, if a blue player stands on a control point that's red (taken over by a red player) for 5 seconds, it will turn blue. The team that has the most control points when the timelimit hits, wins.

Classes:
Before you enter the game you can chose between 7 classes which all have unique features. When you die you can change class.

Scout:
The scout is used to reach tricky spots or to outrun other players. It can make a second jump in mid air, doesn't make jumping/walking sounds and doesn't receive any falling damage. However, the scout is pretty weak in terms of endurance (only 125 health).

He uses a scattergun which is a shotgun that shoots pretty fast, a pistol which is very accurate and a steel pipe which he can swing pretty fast.

Soldier:
The soldier can reach higher spots with ease. His rocket jumps are 2x higher than regular vanilla Q2 rocket jumps and the good part is: he doesn't take damage from the rockets. The soldier has 200 health.

The rocket launcher is his primary weapon which is pretty strong, the shotgun is a decent weapon and if you're low on ammo you can always use your fists.

Heavy:
Oh yes, the heavy has a minigun which deals insane damage. His endurance is very high (300 health) but he walks pretty slow if he has the minigun equipped. You can't walk while firing the minigun.

The primary weapon is the minigun, if you want to walk around faster you can switch to the shotgun or fists.

Controller:
This is a pretty interesting class. It can create things that will help his team. It can create gunners, which are cyborgs that shoot bullets at a high rate with high speed rockets. The controller can also build brains, which are monsters that can be put around the corners and when someone comes close he'll get eaten alive and usually gib. The most important thing would be the depot, which regenerates health, ammo and metal for anyone that is near the depot. However, building stuff costs metal which can be collected from killed players or the depot. You can have a maximum of 2 gunners, 3 brains and 1 depot. When you die, your gunners and brains will disappear. The controller itself has low health (125) and must search cover.

For emergencies he can use his shotgun, pistol or fists.

Medic:
The medic is very helpfull in a team since it can heal players up to 150% of their health (also for controller creations). His main weapon is the healer which shoots a laser which heals players. The laser can also uncloak cloaked spies. The medic regenerates his own health at a rate of 4 health per second. The medic has 150 health.

His healer would be the most used weapon, the needle launcher shoots needles at a high rate but is pretty weak. Use the fists if you really have no other option.

Sniper:
The sniper's gun is pretty interesting. The longer you zoom, the more damage it will deal. It takes around 4 seconds to have maximum damage. The sniper dies pretty quickly (125 health), so the best option would be to stay hidden and be sneaky.

The sniper is obviously his main weapon, but if he gets bored with it he can always use the machinegun. If he's really getting bored he can use his fists.

Spy:
Another interesting class. The spy can turn invisible (cloak) and stab enemies in the back. When the spy killed an enemy, the spy will disguise into his team color. So if a red spy killed a blue team member, the red spy will disguise as a blue team member. When you attack while disguised you'll turn back to your original team color. The spy can also be used to take down controller creations with his life sapper. If the spy throws a life sapper to a controller creation, it will sap its life with a rate of 50 health per second. The controller can remove the sapper by touching the victim. The spy has 125 health.

The knife is his most powerfull weapon in combination with cloak and will kill anything in 1 blow, but the knife range is very limited so you have to be precise. If you want to take down targets from a distance you can use the revolver and life sappers can be used to pester controllers.

Custom models:
The mod uses two custom models, the depot stand and needles.
Download here: http://www.sendspace.com/file/sav2ye

Console commands:
"cmd primary" - switches to the classes' primary weapon (usually the weapon you respawn with).
"cmd secondary" - switches to the classes' secondary weapon.
"cmd special" - switches to the classes' special weapon (usually melee weapons).
"cmd gunner" - creates a gunner which will fight for you (controller class only).
"cmd brain"- creates a brain which will fight for you (controller class only).
"cmd remove" - remove the creation you're aiming at (controller class only).
"cmd cloak" - turn invisible, use the command again to uncloak (spy class only).

Todo:
Stuff that I'm going to add in the future.

-Pyro class (flamethrower, flare gun, axe)
-Bombardier class (grenade launcher, walking mines, fists)
-Better scoreboard.
-An 'aura' around the depot so you don't have to touch it to regenerate stuff.
-Buildable teleporters for the controller class.
-Make spy knife damage shitty if not cloaked.
-Achievements.
-Headshots.
-Custom skins per class (not just per team).
-Weapon models for fists, steel pipe and knife.
-A countdown before the match begins.
-Music or sound effects when a team wins.
-There's more, I just can't memorize it all at this moment.

Bugs:

-Skins tend to screw up sometimes, not sure what's causing it.
-Not really a bug, but I've probably made grammatical errors in the menus/obituaries.
-There's more, I just can't memorize it all.

Not sure if you readed everything. But I hope you guys will enjoy it.

:righteous:

« Last Edit: June 15, 2010, 07:05:55 PM by decino »
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Offline [BTF]Defiant!

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Re: Splatterfest 2010!
« Reply #46 on: June 12, 2010, 10:10:45 PM »

sounds great
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Offline |iR|Focalor

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Re: Splatterfest 2010!
« Reply #47 on: June 13, 2010, 12:09:41 AM »
Whoa, what the hell is going on in here! We gonna do this shit again or what? It'd be cool to have a weekly FFA style event again. There's a lot more FFA players than TDMers. The TDMers have KOTH and all these other tourneys that keep coming out of the woodwork. WHAT ABOUT US FFAers?
« Last Edit: June 13, 2010, 12:12:51 AM by |iR|Focalor »
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Offline The Happy Friar

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Re: Splatterfest 2010!
« Reply #48 on: June 13, 2010, 04:54:45 AM »
nobody ever showed up for anything.  That's why there hasn't been a fest in a while.

If there's interest in a mod then we'll do that.
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Offline X7

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Re: Splatterfest 2010!
« Reply #49 on: June 13, 2010, 11:39:36 AM »
What is the MOD folder where these 2 go ??

models/objects/spike/tris.dm2
models/objects/spike/skin.pcx

models/stand/tris.dm2
models/stand/skin.pcx


Yes a good test would been a Splatterfest    :rocketleft:



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Offline The Happy Friar

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Re: Splatterfest 2010!
« Reply #50 on: June 13, 2010, 01:04:07 PM »
they go in "ffwf".
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Offline X7

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Re: Splatterfest 2010!
« Reply #51 on: June 13, 2010, 02:00:16 PM »
they go in "ffwf".

Thanks  Happy Friar
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Offline The Happy Friar

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Re: Splatterfest 2010!
« Reply #52 on: June 13, 2010, 02:19:58 PM »
n/p.  :)
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Offline [BTF]Defiant!

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Re: Splatterfest 2010!
« Reply #53 on: June 13, 2010, 07:50:38 PM »

I may be missing the obvious; but , where is the server?
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Offline X7

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Re: Splatterfest 2010!
« Reply #54 on: June 14, 2010, 05:01:08 AM »
As soon as Mr. Friar compiles the code to linux   :oksign:

I'm helping getting it running on linux, so we're hoping sooner rather then later it can be used.  :)  But i'm chugging through compiling errors one at a time atm.  Lots of other things on my plate.  :)


 :thumbsup:

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Offline The Happy Friar

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Re: Splatterfest 2010!
« Reply #55 on: June 14, 2010, 05:05:09 AM »
I'd run one on my windows home machine but my latency fluctuates quite a bit.  But yeah, I'm trying to get it to work in linux.  :)
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Offline The Happy Friar

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Re: Splatterfest 2010!
« Reply #56 on: June 15, 2010, 06:52:47 PM »
server up & running: q2server.fuzzylogicinc.com

quadz, it's a 64-bit .so file, I can't run the q2admin wallfly uses.  Do you happen to have a 64-bit q2admin compatible with wallfly?
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Offline The Happy Friar

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Re: Splatterfest 2010!
« Reply #57 on: June 18, 2010, 11:28:40 AM »
With me having a server for this mod up, lets do a
S P L A T T E R  F E S T
this weekend.
9pm EST Sunday, q2server.fuzzylogicinc.com or goto happyfriar

i'll be there ~9:30-ish.  You can wallfly in but you can't wallfly out.  Sorry about being the black hole again, it's the 64-bit binary.  :)
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Offline decino

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Re: Splatterfest 2010!
« Reply #58 on: June 18, 2010, 05:59:59 PM »
I've made new custom v_wep models for fists and knife. ;D
Working on the steel pipe one.

I suck at making models/animating. :mrdead:

Current changelog
V1.1 beta:

- Added shotgun mod gore and blood effects.
- Added custom v_wep models for fists and knife.
- Changed heavy's way of firing minigun, you can move now while firing.
- Changed melee attacks to more than 1 frame for a bigger chance of hitting.

« Last Edit: June 18, 2010, 06:08:51 PM by decino »
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Offline The Happy Friar

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Re: Splatterfest 2010!
« Reply #59 on: June 18, 2010, 06:44:58 PM »
just don't change the code before then... I don't have time to debug between now & then.  :D
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