GVHv2 – Version 5

Okay let’s try this again. Last time I released a new version it was barely tested because some of you were too scared, lazy or whatever to give the alpha versions of Skulltag a chance. Well now there’s a new official version out, so you have no excuses now!

THIS VERSION REQUIRES SKULLTAG 98a!

Now that we have that we have that out of the way, what has uncle Jitterskull brought to the GVH table this time? Here’s the big ol list for you. Enjoy the new features!

  • Marine: Machinegun changed to horizontal only spread, making it easier to hit things with.
  • Marine: Grenades can be thrown at different speeds.  Hold down altfire and release after a few seconds to throw the grenades really far! Tap it to put one down in front of you like normal.
  • Hunter: Removed arrow type icon as your arrow type can be found with the new HUD (full and small).
  • Hunter: Normal arrows faster and don’t occasionally pass through walls.
  • Hunter: Fire arrow mid air damage reduced.
  • Hunter: Fire magic attack changed to Fire Spin. It executes minor radius damage over time rather than big damage instantly.
  • Hunter: Ice arrow spread increased.
  • Hunter: Ice magic attack changed to Ice Spikes. Ice spikes raise from the ground for a second. Minor damage is received for anything that walks over them while they’re erect.
  • Hunter: Lightning magic attack changed to Teleport. Teleport warps you in the direction you’re facing, much like Jitterskull’s movement. It doesn’t scale walls however and delays you after you’ve warped, making it unspammable.
  • Cyborg: Plasma charge and Jetpack fuel have been made separate counts. You start with 150 fuel that does not recharge.
  • Cyborg: New doubletap dodge system. Double tap the jetpack button while on the ground and the Cyborg can dodge in the direcion he’s moving, allowing him to evade Ghoul attacks for a split second. Stand still and you can dodge into the air! Dodging costs 5 fuel.
  • Cyborg: Changed “Skillfully Dodged” (broken) achievement to “Eco Warrior”. Kill 3 Ghouls without using any fuel.
  • Jitterskull: Damage and push radius reduced slightly.
  • Jitterskull: Altfire speed increased slightly.
  • Jitterskull: Eyes glow in the dark if you use the GL renderer.
  • Misc: Achievement system modified. Allows expansions to use achievements (coming soon!) but means you cannot collect achievements. This means you cannot look at your collection of what you’ve unlocked, but allows you to receive achievements over and over should be able to meet the quota for them.
  • Misc: New regular status bar which now shows both ammo counts, what class you’re using, frag count and an image of what your weapon does.
  • Misc: Hint system added. Whenever you die you get a randomly picked hint at the bottom of the screen giving you tips about the classes, weapons and more.
  • Misc: All maps now have team starts to support the server flag sv_useteamstartsindm which forces teams to use their allocated starts.
  • Misc: Imported Yurei battle fixes.
  • GVH10: Greatly increased the size of the map by including more indoor areas and different floors to battle on.

Please note that Choke, Ghostbuster, GVH11-22 and anything else GVH:EW related have not been touched because it’s a seperate expansion. I will update those in the future.

Information for hosts

There are two new compatability flags you will need to enable if you wish GVH to run properly. Please enable the following flags for your server.

  • compat_noland - This needs to true. If it is disabled it will allow people to use the land exploit which allows the player class Sjas to travel at a great speed than usual.
  • compat_clientssendfullbuttoninfo – This needs to be true. If it is disabled the Cyborg will not be able to use his dash, and instead will always shoot upwards when executing it.
  • sv_useteamstartsindm – Optional, but improves player spawns by spawning them at set points in the map determined by team starts. (This setting must be enabled via the command line I think)

Download

Download GVHv2b5 from filefront

Tags: gvh, release, skulltag

37 Responses to “GVHv2 – Version 5”

  • Radamantis:

    i liked the new hunter updates,the hunter is going to be much more useful now,as well as the cyborg and the marine,also i think the reduce of radius and damage on the jitterskull was a good pick,since he can 1hit kill almost anyone if he gets a direct hit,well that’s all and keep up the good work cutman

  • Frits:

    Woooooooooo, now that’s epic.

  • Alex3005:

    AWESOME!

  • Blood Raven:

    Woohoo!!!!

  • MaxRideWizard:

    “You start with 150 fuel.” Please make it recharge!!! Maybe 150 fuel it’s good when 1vs1, but when players over 8 on the server, this fuel gonna out fast! Also this really out of fuel when you keep flight big distance like in gvh10 D: Please make it recharge! maybe slower than plasma. BUT a little bit it must be recharged

  • Pucy100:

    well, i like it very much!!
    there are a lot of best changes: new hudbar, new human abbilites, new features and more!

    MaxRideWizard: “You start with 150 fuel.” Please make it recharge!!! Maybe 150 fuel it’s good when 1vs1, but when players over 8 on the server, this fuel gonna out fast! Also this really out of fuel when you keep flight big distance like in gvh10 D: Please make it recharge! maybe slower than plasma. BUT a little bit it must be recharged

    ya, we need some recharge

  • White:

    Either recharge with AROUND 150 jet fuel, or no recharge with something close to 200 is a recommendation.

    Although, I did testing with this – it does become lethal when fighting ghouls.

  • Zeral:

    …you DO realise the dash only uses FIVE fuel, and you ALSO realise, you’d proboly DIE first then run out of ammo of ANY kind, expect the cyborg’s plasma count? (and possibly the marine chaingun)

    seriously folks, think of that for ONCE, you’re gonna die OFTEN, you also regain ammo when you die, meaning, there is no reason to add any…

    As for the classes themselfs, the marine’s new chaingun i realy like, i can at last depend on it in last-ditch efforts, the hunter… well, the new lightning spell is handy, and i am very, very, VERY thankful that the fire arrows radius dmg is reduced to a acceptable level, no more killing the sjas with 10 arrows that don’t even HIT it, but the other new magics seem to be only useful for certain situations…

    As for the cyborg, no complaints so far, my only consern is that it MIGHT crash servers, but the only one i been too so far was unrealyable, so i can’t be sure.

    the new jitterskull….the damage reduction is unnoticeable to me, maybe becuase i *gasp* actuly AIM with the blasted thing! i DO notice the reduced radius and pushback though, i am thankful for both, the reduced radius makes me feel better when chooseing the jitter, i mean i once killed a human BEHIND me and i was chargeing AWAY from him… what the hey? and the reduced push-back
    REALY helps, no more pushing humans to the other side of the map… and dealing no damage.

    well…the other classes are untouched seemingly, so, i’ll stop there, soory for the long post.

  • White:

    Zeral:
    …you DO realise the dash only uses FIVE fuel, and you ALSO realise, you’d proboly DIE first then run out of ammo of ANY kind, expect the cyborg’s plasma count? (and possibly the marine chaingun)
    seriously folks, think of that for ONCE, you’re gonna die OFTEN, you also regain ammo when you die, meaning, there is no reason to add any…

    I understand that. But what about the people who pro-long matches? The ones that survive massacres? I do it quite commonly, soloing ghouls. Though I guess boasting about professionalism is a bit vague.

  • Qent:

    MaxRideWizard: “You start with 150 fuel.” Please make it recharge!!! Maybe 150 fuel it’s good when 1vs1, but when players over 8 on the server, this fuel gonna out fast! Also this really out of fuel when you keep flight big distance like in gvh10 D: Please make it recharge! maybe slower than plasma. BUT a little bit it must be recharged

    Try being more fuel efficient. That’s the new thing these days. I haven’t even managed to waste all my fuel in the course of a normal game, and I tend to fly a lot.

    I’m not sure what I think about non-recharging fuel yet (it is more realistic); I’ll have to see what happens in a large game. I suspect it’s well-balanced by the separate cell/fuel reserves.

  • Zeral:

    To white: Long match is are as comman as white loins…which are rare as hell… but those that are are thanks to a creeper camping. >_>;

  • MaxRideWizard:

    Qent: Try being more fuel efficient. That’s the new thing these days. I haven’t even managed to waste all my fuel in the course of a normal game, and I tend to fly a lot.I’m not sure what I think about non-recharging fuel yet (it is more realistic); I’ll have to see what happens in a large game. I suspect it’s well-balanced by the separate cell/fuel reserves.

    Fuel just like the main things in cyborg, and he must flight always, this is his unique abillity. Some people just happy to flight around map and watching everything, but this unfair when it’s off.

    Also, image some shitty creeper hide in some asshole, and you try to found him, of cource you will bored and flight around map to find him.

    This is just unfair when you are flight for just keep fun, but after this you cannot flight FOREVER (untill found some rat in little cave).

    Maybe even super-jetpack jump would take 5-20 ammo or over. BUT flight must be recharged! even 1 ammo in second.

    “’m not sure what I think about non-recharging fuel yet (it is more realistic)” – The infinite ammo marine’s pistol too non-realistics…

  • EternalFantasy:

    so what im seeing is that humans become more OP, and ghouls get nerfed again.

    “yea sometimes i can kill humans with jitter in 1 hit” well duh, thats his purpose, any other time you dont kill in one hit, its a lagspike or a fluke that you didnt kill them. and the reason he DOES kill in one hit (or supposed to) is because he has a frikken 2 second pause before he can even do anything else. and now that cyborgs have the ability to side-step[ even tho they dont need to all they have to do is spam in the corner and wait for a jitter to run into it]. it makes this game even more unbalanced. Oh and to buff hunters AGAIN? come’on, hunters now teleport… just lovely, when they didnt already have op ICE arrows doing 290 dmg if they all strike at once. but you also have the rapidfire FIRE arrows. but now they get ice spikes/firenova/ and teleport abilities? why dont you just call him OPmage/w bow?

  • MysticShadow:

    Hmm..did you remove the random Yurei’s pic showing?

    I’m actually watching Pain fighting Yurei on his server, but when he hits her one time, the picture comes later for everyone and kill him O_o

  • Qent:

    Cutman, could you include the old grenade-throwing animation for the shortest throw? I think it looks better than doing a “girly throw” (not meaning any offense to girls).

  • Arctic:

    Don’t know if it’s just me, or something in some players’ sound settings or anything, but I and a lot of other players have noticed Creeper’s sound to be off (again). I have my headphones on surround sound and the whisper Creeper emits is the only sound not affected. As in, I -can- just about hear how far away he is from me, just not from which direction he’s coming. Plus it’s really, really soft; softer than before (= intended?). It’s really confusing. x_x

    Another small thing about Creeper; his big brother seems to be hugging the side of my screen whenever he kills me. x) Hehe but no really, a HUGE, second Creeper picture appears sometimes when one gets me. Not bothered by it, but just don’t think that’s supposed to be happening. :P

    As for the rest: d(^.^ )z

  • Zeral:

    To EternalFantasy, well, he would be an Opmage…if the fire and ice spells where any good, the ice spell is only good for a jitter, as the creep can just avoid them, and sjas can fly over them. the fire is only useful for creeps thanks to it’s AOE, but against anything else, you may as well just use the normal magic, the lightning teleport IS annoying, but leaves him vulnerable, so you can provoke him into doing the teleport, only to have him slain by another ghoul….if there is one.

    however, i do agree the fire needs to be slower, and the ice needs to be toned down a tad.

  • EternalFantasy:

    but he already has the op ice arrows, why would he need more evasion techniques then to just RUN…. 1v1 hunter vs jitter , jitter has no chance at all. dash (teleport) , 2 ish second stun before reacting. and the hunter can prepare ice arrows, turn and fire. GG ghouls shouldnt have to rely on “another ghoul being there” , because normally, humans out number ghouls. (its sorta balanced that way for a reason) ghouls are far from OP, and they keep getting nerfed.

    BTW mike….. realize that 2 different servers are set up for your wads , 1 with b4 , and another with b5 , after people realized what it was, it has yet to be played with for 2 days.

    conclusion: “balance is everything” lrn2balance.

    PS: your makeshift script for “balance-fix.wad” , is bogus….

    think of it this way (to everyone), most people go for 3-1 human and ghoul, having a levey on one side would in fact mean that another side gets nerfed temporarly. wouldnt that mean you have yet to figure out what needs to be fixed if you have a weights&measure system? And another thing, to fix a balance you have to also input the variable of the players skill and how each of the classes are ment to be played.

    Humans – long range, most likely to camp/group up.
    Ghouls – short range (for the most part), forced to chase and seperate.

    Huntard- a bow and arrow expert; sharp eye with enchantments that allow for accurate shots.
    Normal Arrow – pathetic[as in no one really uses it] , why is it even on the list , but wouldnt you use “the arrow” the most?
    Fire arrow – large radius and with only a .8 second recast rate dealing anywhere from 35-85 dmg to any ghoul
    ice arrow – ice shards spread dealing 3x as much as fire arrow would and 10x as much dmg as “the arrow” would. (around 290+ if they all connect) and having the same recast rate as fire arrow.
    Lighting arrow – the only enahancment spell with a proper cooldown time.

    if ur gonna make them buff (wouldnt you keep the balance) by making the mage/huntard have a manapool for his enhancements?

    Marine- your basic “human”, armed with a shotgun, chaingun, and dual infinate ammo pistols with 100% accruacy. Oh yes, cant forget the nades that now can be projected as if we were playing hidenseek. as if it werent hard enough for ghouls to get around the nades that do about 75-110 dmg on full contact, now they can be thrown?

    Cyborg- Spambot2000 dealing 25-50 dmg per orb , now equiped with a slide feature like megaman.

    ghostbuster (yea you said he cant be touched or what not and its being done later, but im pretty sure hes getting uber buffed) since people complain that 5-10 with 2000 lazers isnt strong enough.

    now for your lovely ghouls

    Sjas – true the landing”hack” feature wasnt truely part of the game, props on that. But then in b4 you also lowered his attack radius to the point you have to hump his leg 3 times before someone dies. isnt the shrill of the scream supposed to be a 1hit wonder? after all the ghostly body can still be one hit by a fullshotgun, 3 hit by cyborg orbs and 1 hit by ice/fire(sometimes) arrows (that fix didnt work all too well)

    Choke- (yes again left alone cause gb is in the same catagory) perfect the way he is….

    creeper – isnt he supposed to be “silent but deadly” ? sure he whispers nonsense, but somehow you over compensate for the bugged version , and you made it so they can be heard so easily. hopefully you dont find him “OP” and nerf his life even farther down or make it so that he has to suck out your soul more than once.

    and for the main attraction , the Jitter – he is supposed to be a 1 hit wonder with a big mouth (or nom noms really really fast) so now that his attack radius is being reduced , wouldnt you amp something else so that he can keep his balance? people always say that jitter is TOO OP, but no one ever puts in the variable of the player playing the jitter, adapting to his restraints and finding ways to overcome it, that people make it look “easy”.
    Playing jitter alot, it gets harder and harder to kill with him with all of these changes just because people have no skill in dodgeing him.

    But with all of these side-step boosts , it should be WAY easier than it was before right? …… now you will see a rise in human play( when it does get played) by 7-1 . NO ONE WILL WANT TO BE A GHOUL. This arrguement isnt about your “talent” or your struggle with this, im pretty sure you’ve put day in and day out for this Wad, and im also sure you have “Better things to deal with”. Im just saying this to let you know what it looks like to me, (and prolly to more than just me) , and that an opinion with elaborated more than “jitter is op , jitter sucks. Humans are gay” would be stated in such.

  • Lizzaroro:

    I seriously think it was huge mistake to remove the recharge, people actually like flying around. I mean the Sjas’s can fly, why can’t a Human class fly?

  • ThaMarine:

    This Beta is good. Except it is horribly unbalanced in the favour of (suprisingly, considering humans got all these upgrades) Ghouls.

  • EternalFantasy:

    hardly, you just suck even worse in this one =)

  • MaxRideWizard:

    The sjas look’s sucks… Let him a little bit increased his turbo speed, and give a bigger radius of scream? I’s will more fair in this beta. Creeper, already ok. Jitterskull, altfire speed look’s fine for him.

  • Zeral:

    To EternalFantasy: …firstly, i didn’t make any wad at all, let alone, the wad you spoke of, however, aside form that, you DO make a good point, however, i must say, in my first post, i only reviewed what was new in the GVH series (or.. maybe it was another post i’m forgeting….ah well) i already knew most of the classes flaws…some don’t, so i apprecate your 2nd post.

    and i must say, i STILL miss the old GVH…

  • >:(:

    I dislike how hunter slows down when using his alt-fire for fire magic. Whenever he’s being chased by a swarm of sjas just clicking alt-fire with fire magic is a death sentence.

    Also the alt-fire for ice magic doesn’t do any damage to sjas even when he is hovering over the ground.

  • Arctic:

    Just played for a bit again and yet again, I get extremely disoriented playing against Creepers, even 1 vs 1. The game does play its sound softer and louder according how close I am to it, but that’s it; no direction. It makes me and other people wait for a Creeper to come out of a hallway in front of them, because that’s where it appears to be coming from, judging by sound, then they get killed by it because it was actually sneaking up behind them. Not sure what it is that’s causing it, but it’s really confusing. x_x Especially with more Ghouls surrounding you.

    The other ghouls’ sounds are perfectly fine though.

  • Qent:

    Well I seem to recall that Rific noted that the creeper’s sounds were not set to surround sound in the DECORATE. Maybe that’s it then?

  • MaxRideWizard:

    Hey cutman! I have some good idea for Sjas! Let’s make him slowly moving, when you press a SHIFT? The slowly moving make him not scream, and be semi (translucent). The slowly speed of his moving will be look’s like when he flies up and down when you using buttons for lifting or lowering. I hope you’ll think about this good idea.

    Arctic: Just played for a bit again and yet again, I get extremely disoriented playing against Creepers, even 1 vs 1. The game does play its sound softer and louder according how close I am to it, but that’s it; no direction. It makes me and other people wait for a Creeper to come out of a hallway in front of them, because that’s where it appears to be coming from, judging by sound, then they get killed by it because it was actually sneaking up behind them. Not sure what it is that’s causing it, but it’s really confusing. x_x Especially with more Ghouls surrounding you.The other ghouls’ sounds are perfectly fine though.

    Yeah, this shit really annoyeble, and this make creeper really overpowered. They just make you confused, they make you think like they so far, and then they coming and suck your soul.

  • Bob45:

    In my opinion marines shouldn’t be able to throw grenades… it was already hard for a creeper to sneak up to a marine, but now a marine can kill it from very far and even chase it…

    It makes creepers like really harder… or maybe you should buff creepers or change them to balance this. =/

  • Bob45:

    creepers’ life*

    Soz for typo :p

  • MaxRideWizard:

    Bob45: In my opinion marines shouldn’t be able to throw grenades… it was already hard for a creeper to sneak up to a marine, but now a marine can kill it from very far and even chase it…It makes creepers like really harder… or maybe you should buff creepers or change them to balance this. =/

    make marine stuned, so he will can’t even search for you. Then stun him again, and try to come to him in back side and backstab :P Grenades is not big problem, but fire arrow do, it’s like grenade launcher for creepers lol. but creeper still can drop curse ball for make them confused, so they ill search for you in a other side, and will cannot even ready for atack. Try to make them confused like you was here and FAST run in back side behind him and just kill.

  • Wooooohooo yeah

    xDD

    hope u give us more ideas about GvH mike =D

  • [...] stages. I didn’t spend too long making what you saw in the video because I was working on other things. Also I found that the people recording these videos don’t seem to know how to run [...]

  • DevilHunter:

    The download/link at the start of this News Post, does not work. Need to fix it

  • DevilHunter: The download/link at the start of this News Post, does not work. Need to fix it

    This version is ancient, check the sidebar on the right for the latest one.

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  • Bug report:
    On the space-map with the rocket in a hole (or something, I don’t remember the map name) you can get stuck if you fall between the crates in the corner. The picture shows a Creeper who is stuck

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