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Author Topic: [Game Mode] Evil Escort! (aka Payload) UPDATE!  (Read 19843 times)

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June 11, 2016, 07:37:32 PM
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Offline CutmanMike

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[Game Mode] Evil Escort! (aka Payload) UPDATE!
« on: June 11, 2016, 07:37:32 PM »


AWWWIGHT you ready for a crazy new original game mode from CMM?! You bet you are! And I have a treat for everyone today as I'm releasing a fun team based game mode full of action, suspense and thrills! Let's dive right into the details!

(click to show/hide)

Basics:

For the uninitiated, Payload is a game mode where one team has to escort a payload (in this case an evil Wily device) by standing near it to it's destination at the other side of the map before the time runs out. The opposing team must stop the payload from reaching the end point by killing enemy players, blocking the payload with their body or pushing it back when there are no enemies around to contest the payload. Checkpoints are dotted along the way to provide points of no return and additional time. Dying in this mode is also more punishing as it can take several seconds to respawn.

If the time runs out, you can put the game into Overtime by standing near the payload. Overtime counts down if no pushers are near the payload, but is reset if a pusher makes it to the payload before time runs out. If there are still team mates alive to contest the payload, the game can continue!

Escorting Evil:

Of course I had to give it it's own MM8BDM themed name! But the game mode is almost unchanged from what I based it on, which is the Overwatch version of Escort (payload). I found it surprising that no one in the Zandronum community had even tried to make Payload so I figured I would give it a bash. Turns out it provides some fun and exciting games, especially when the payload is right near the finish line and it can be any team's game!

I have edited all 20 of MM8BDM's core CTF maps to allow for payload gameplay. Dr. Wily team are the pushers and Dr. Light team defend their base from the payload. Some maps may perform better than others, but I think maps designed around the game mode would be best. Feel free to try your hand at some! I have uploaded a template map file (see below) with instructions in the SCRIPTS file to get you started!



Server Setup:

Make sure the following are set up correctly for hosting this mod.

    teamgame 1
     sv_maxteams 2 (Will be set automatically and force a map change if wrong)
     map MMCTF01 (Your map rotation should be MMCTF01 to MMCTF20 unless custom maps are added!)

This mod IS compatible with class mods. I tested Justified Classes v3dh, CBM Classes v8c (with or without YD bandaid) and the Cutstuff Community Classes to find they all function correctly (there may be some minor issues). I think a classes mod that has some team focused classes that support others would be cool with something like this but that doesn't exist (yet). Feel free to host Escorting Evil with your favourite classes mod!


Download:

Download from Cutstuff: <!-- m -->http://cutstuff.net/public/EvilEscort-v1b.zip<!-- m -->
Download map template: <!-- m -->http://cutstuff.net/public/payloadexample2.wad<!-- m -->

Notes:

v1b changes:

    Fixed the escort status message displaying the wrong number of players escorting the payload.
     Fixed boss music overwriting the victory/loss jingle.
     Fixed additional overtime respawn time (now is increased per death per team rather than for both teams).
     Fixed spectate cheating respawn time.
     Fixed respawn invulnerability flags compatibility issues.
     Changed shield weapons so you cannot contest the payload while they are activated (RIP woodman).
     Changed maximum overtime respawn time (was capped at 50).
     Added boss music when the payload is close to the final destination.
     Added fancy lines between the checkpoint markers.
     Added more map customization with checkpoints and the timer (see playloadexample2.wad for more details).

We had a sample size of about 4 testers but I've put in measures to try and balance the game if there's a ton of people. Let me know what you think and what you would like tweaking!

June 11, 2016, 08:27:53 PM
Reply #1

Offline Ceridran

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #1 on: June 11, 2016, 08:27:53 PM »
+1! Wow, I was wondering if a Payload gamemode would be possible! It's a pretty great attack/defense mode.

June 11, 2016, 09:08:26 PM
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Offline MusashiAA

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #2 on: June 11, 2016, 09:08:26 PM »
I already want this in core.

EDIT: Reminder.

Also, I assume March of the Metools is VIP Escort, and this is traditional Payload.

June 11, 2016, 09:58:41 PM
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Offline JaxOf7

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #3 on: June 11, 2016, 09:58:41 PM »
Wondering how you did cart pathing.
Also wondering if you do an invincibility check like from here:
http://www.cutstuff.net/forum/viewtopic.php?f=31&t=5001
http://www.best-ever.org/download?file=1fctftokothv1a.pk3

Edit (post-release):
Cart pathing done by placed map markers. Alright.
No invincibility check.

June 11, 2016, 10:05:53 PM
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Offline CutmanMike

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #4 on: June 11, 2016, 10:05:53 PM »
The download links are now up!

The only code I borrowed was from the ZDoom forums, mainly to thrust an actor in the direction/pitch it is facing. That was key to making this work. If you have look through the code (for the core mod, not the example), my apologies, it isn't very clean. I will try to comment things out and tidy it up for the next version.

June 11, 2016, 10:46:27 PM
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Offline JaxOf7

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #5 on: June 11, 2016, 10:46:27 PM »

June 11, 2016, 11:17:36 PM
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Offline MusashiAA

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #6 on: June 11, 2016, 11:17:36 PM »
Can we upload this pk3 to best-ever?

June 12, 2016, 02:49:51 AM
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Offline SaviorSword

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #7 on: June 12, 2016, 02:49:51 AM »
I'm gonna wait till the day this happens to 8BDM's Payload mode.

Still, looks fun though I'm just a ghost around here...

June 12, 2016, 03:19:04 AM
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Offline Ehibika

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #8 on: June 12, 2016, 03:19:04 AM »
Be great to try this out with some of my defunct CTF based class mods, both are designed for teamplay in mind but perished due to a lack of interest in general.

June 12, 2016, 05:05:11 AM
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Offline CutmanMike

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #9 on: June 12, 2016, 05:05:11 AM »
Quote from: "MusashiAA"
Can we upload this pk3 to best-ever?

Go ahead.

Quote from: "JaxOf7"
Ah! A respawn system. How quaint. http://www.cutstuff.net/forum/viewtopic.php?f=28&t=6404

Damn, wish I saw this sooner. You're right though, this should be built into the engine itself.

Edit: I didn't want mine customizable though, as my respawn timers can change dynamically depending on different situations.

June 12, 2016, 03:04:24 PM
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Offline Gumballtoid

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #10 on: June 12, 2016, 03:04:24 PM »
I think a respawn timer would significantly help the Deathmatch scene along. It should be examined.

June 12, 2016, 07:42:51 PM
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Offline Ceridran

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #11 on: June 12, 2016, 07:42:51 PM »
Though it may be common knowledge at this point, players can avoid the respawn timer by spectating and rejoining. Perhaps force people to wait out a new respawn timer when they join the game?

June 12, 2016, 07:50:12 PM
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Offline CutmanMike

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #12 on: June 12, 2016, 07:50:12 PM »
Quote from: "Ceridran"
Though it may be common knowledge at this point, players can avoid the respawn timer by spectating and rejoining. Perhaps force people to wait out a new respawn timer when they join the game?

I only just found this out. This will make me push an update out faster than I had hoped. Get yer feedback in quick! What else needs changing?

June 12, 2016, 09:57:45 PM
Reply #13

Offline Stardust

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #13 on: June 12, 2016, 09:57:45 PM »
This might be just me but the cart might be better if it was just a very bit translucent (about 90% opaque or something). Since you have to stay very close to the cart for it to interact, sometimes, its sprite hides quite a bit your view, and you might want to see enemies through it

June 13, 2016, 01:45:23 AM
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Offline CutmanMike

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Re: [Game Mode] Evil Escort! (aka Payload)
« Reply #14 on: June 13, 2016, 01:45:23 AM »
I might give that a go. I wonder if I could make it so the closer you are to it the more transparent it is (client-sided somehow).

Meanwhile... https://gfycat.com/GrimUltimateAntarcticfurseal