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I wonder if most multi-player mods that go for non-realism sort-of end up being a carbon copy of quake 3 inherently. I mean, that game had a shit tonne of polish and logevity.

The draw to do "what x game did" is pretty strong.

I've been thinking of how I would implement a mp mod based on the noir mapjam theme and all I can think of is a TF / overwatch like game. Kinda sad. 
 
When it comes to design archetypes that work, it's really pretty limited on the macro scale. Even moreso in multiplayer, where it needs to be fun for all players rather than 1 player.

If I were to make a noir multiplayer mod, it'd be VIP, which is a rarely-done mode. One team has a player they need to protect, like a crime boss or dame or something, and the other team has to try and fight their way to them and take them down. I think that could be pretty fun, I don't know about a good fit for Quake though... 
 
Early cs did it pretty well... It isn't used these days, at least not officially I think. 
 
The only game i know of right now with a VIP mode is Insurgency. I've never tried it though. 
Strogg Empire Q2 
Heh, seems like that message was posted twice. :P Only God knows why it wasn't posted to news section, seems I'm too new to this board and don't understand a lot.

The mod started from trying to convince my old friend to play some Quake 2 after a few matches of Warsow. It ended not too fun for him, mainly because "the game feels really old, the Times of Quake 2 in the past, I guess". So just from curiosity, I've grabbed source of OpenFFA and made some changes to make it more friendly to someone who grown on Quake 3, without touching main aspects too much. Then I just found myself lost in having fun with sources of Quake 2. So I thought that it would be great companion mod for another project I'm working on - Project Relight For Q2 (Rebuild of lighting in base game and missionpacks with custom made from scratch lightmap compiler, TBA).

Currently from plans for MP part:
* Better feedback with player, which includes "hit-sounds" and announcer (both messages and sounds
* 125 initial HP to prevent rail spam on respawn points
* Fast weapon switch to make overall feeling of faster game flow
* Integration of other game modes, like TDM, CA, DUEL, CTF, FT in one place
* Integration of 3zb2 bots 
Okay. 
So what does it currently feature?? 
The Problem With 
125 initial HP to prevent rail spam on respawn points

is one of map design, not game mechanics. 
Current State 
First pre-alpha build:

* Better feedback with player, which includes "hit-sounds" and announcer (some messages, alpha version)
* 125 initial HP to prevent rail spam on respawn points
* Fast weapon switch to make overall feeling of faster game flow 
Cheers. 
That's useful. That's also not really enough content for a news item, News being usually for full and final maps / episodes / mods / engines / mapping tools etc. You might find the Screenshots And Betas thread useful though. 
Beta, Exactly 
Thanks, betas would useful for sure! I might post from time to time there about mod and my lighting tool. 
 
Dunno if it was done before, but I just whacked together a QS-compatible version of EpiQuake for myself, and thought that maybe someone will find it useful.

https://drive.google.com/open?id=0B9DxOfPvG2G1ajIxRFN5X3NoeEk

EpiQuake is: http://www.moddb.com/mods/epiquake 
If You Want To Prevent Railgun Spam 
Simply decrease the railgun's damage from 120 to 80, like QL did, as well as reducing its hitbox, so that it's still a heavy hitter rewarding on precision without being OP. 
Rail 
Yeah, first time I saw it in CPMA. Warsow even made it 75, but reload time was reduced around 0.25 seconds, I haven't looked at code, but it feels like 1.25s instead of 1.5s. 100 points of damage is some kind of sign of Quake 2, it's just annoying when someone just abusing spawn points, it may be alright in FFA, but highly unfair in DUEL. You still can do classic RG -> SG/SSG/MG combo to finish your opponent, but that requires little bit more reflex to do it right, read skill. 
OTTT But Latest Blah: 
 
Nice! A bit colorful IMHO (green sword?!) but very well done. 
 
Shambler: looks amazing as ever.

Muwump: Believe me, the colour palette is very, very restrained for the miniature in question. You should see what rainbow-vomit colours people were painting Tzeentch warriors in the 90s. 
 
I had to look up Tzeentch. Yeah, I'm not very familiar with the Warhammer universe but from what I've seen along the years, it seems pretty colorful in general. 
Awesome 
The blue reminds me of shovel knight 
Very Cool Shambler! 
 
Cheers Guys. 
The sword is supposed to be some magical warpstone-infused chaos crystal shit, so that's why it's green.

Yeah Tzeentch is pretty colourful, that's why I like painting 'em.... 
I Have A Night Goblin Army 
It's barely painted at all, I bought it years ago.

Squigs are awesome. 
Looks Good 
but i can't see it colorful at all like others, more like the opposite, even the blue in the armour is quite greyish.

What i don't like is the miniature itself being used for Tzeentch, i can't even see it for more than Khorne or Chaos Undivided. Maybe could work for Nurgle with a bit of green/turquoise over what you did, but not for the other two gods. But you did a good work on using the paint to make it at least resemble Tzeentch so congrats for that. 
Coce. 
It is, by default, a Khorne miniature: https://www.games-workshop.com/en-GB/Slaughterpriest-with-Hackblade-and-Wrath-hammer - I just chose to paint it Tzeentch to demonstrate some techniques to a friend of mine who really likes Tzeentch colours. 
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