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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 134801 times)

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April 01, 2011, 04:22:30 AM
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Offline Messatsu

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[Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)
« on: April 01, 2011, 04:22:30 AM »
*NEW*
Roboenza Swarm: v1a - http://www.mediafire.com/download/f4twaub3ww68auk/RoboenzaSwarm-v1a.zip
(click to show/hide)

Rage Roboenza: 5a Mediafire mirror - http://www.mediafire.com/?q4b6u2jg7ffxx4p
(click to show/hide)

Bot Apocalypse - v2a Mediafire - http://www.mediafire.com/download/adodlbjysbmfia0/Botapocalypse-v2a.zip
(click to show/hide)

The Hunted - v2b - http://remote.gouhadou.com/files/TheHunted-v2b.zip
(click to show/hide)

Screw Scramble MINUS - v1b - http://www.mediafire.com/?kyuu0nhmr2dy0uy
(click to show/hide)

April 01, 2011, 04:27:17 AM
Reply #1

Offline Korby

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Re: [Mod] Rage Roboenza
« Reply #1 on: April 01, 2011, 04:27:17 AM »
Well now it's even more like Zombie Horde.

April 01, 2011, 04:34:41 AM
Reply #2

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #2 on: April 01, 2011, 04:34:41 AM »
You forgot that "little" problem of infectmorpher being shot instead of spawned.

April 01, 2011, 04:41:03 AM
Reply #3

Offline Mr. X

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Re: [Mod] Rage Roboenza
« Reply #3 on: April 01, 2011, 04:41:03 AM »
Considering the fact that you are the only one here who seems to have a problem with it, I'd consider it a non-issue.

Anyhoo, so THIS is the mod that's been keeping the servers dead all night?  I'm eager to try it out.

April 01, 2011, 04:53:05 AM
Reply #4

Offline Kapus

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Re: [Mod] Rage Roboenza
« Reply #4 on: April 01, 2011, 04:53:05 AM »
This was a heck of a lot of fun. I encourage anyone that feels bored of roboenza to try this out.

April 01, 2011, 05:16:19 AM
Reply #5

Offline SickSadWorld

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Re: [Mod] Rage Roboenza
« Reply #5 on: April 01, 2011, 05:16:19 AM »
The "____ has gone berserk" message doesn't fade until the round ends

The survivor equivalent to NOHOPE is meh, could probably be changed to a number of better things; what's there doesn't really fit the style

The speed increase doesn't feel balanced with the reduction in health in the right way.

I agree with Kapus that it is fun. However, I still prefer the original. Hopefully the bug fixes (read: server crash fixes) can make their way into CMM's version.

April 01, 2011, 05:25:47 AM
Reply #6

Offline Vortale

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Re: [Mod] Rage Roboenza
« Reply #6 on: April 01, 2011, 05:25:47 AM »
After playing this for a short while on a server with less than 7 folk, I'm in no position to give an opinion. But I have this to say:
I quite enjoyed this, in it's own way. The speed really helps me clear more ground when sneaking and going into rage is quite fun...or OP depending on my weapon lol
I'm on the fence over which one of these two Roboenza versions I'd like more, though. Some maps that were difficult to win before have became much more difficult. The health did feel a bit low but again, didn't have that many players so can't quite fault that. Have to keep playing it, but I like what I've played and will most likely be coming back.

April 01, 2011, 05:23:08 PM
Reply #7

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #7 on: April 01, 2011, 05:23:08 PM »
Quote from: "Mr. X"
Considering the fact that you are the only one here who seems to have a problem with it, I'd consider it a non-issue.

Anyhoo, so THIS is the mod that's been keeping the servers dead all night?  I'm eager to try it out.
"Only" if you considert those who actually talk about the random range in the forums. Because many speak of it in game.
"Long arm", "Glitchy range", "How did he do that?!" and many others. Sometimes you can miss at point blank as well, because the infectmorpher is 15x15, as big as fully-charged Atomic Fire. And what that means? if it hits a wall, it will disappear before it can reach the target.

Am I the ONLY that actually reads the code?

April 01, 2011, 05:27:10 PM
Reply #8

Offline Max

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Re: [Mod] Rage Roboenza
« Reply #8 on: April 01, 2011, 05:27:10 PM »
You're the ONLY one who actually cares about the balance of Roboenza. It's just a bit of fun, let's leave it at that. This mod is a bit of fun (supposedly, I have yet to try it) and we'll leave it at that, no?

April 01, 2011, 07:08:14 PM
Reply #9

Offline Mr. X

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Re: [Mod] Rage Roboenza
« Reply #9 on: April 01, 2011, 07:08:14 PM »
Exactly.  The range thing can be strange, yes, but it by no means ruins the whole mode.  It's more like a mild inconvenience than anything because the mode isn't really competitive to begin with.

April 01, 2011, 07:45:27 PM
Reply #10

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #10 on: April 01, 2011, 07:45:27 PM »
It actually ruins the mode. Say you get caught when you're completly out of reach (somewhat around 64 map units) and you are the last survivor against the last infect. Or, when you are infect, you spend 30 seconds trying to infect someone but the infectmorpher is so slow that it misses very often (The infectmorpher travels at buster speed, giving a lot of time to run).

Those are fun-busting problems, because it gets on your nerves on how inaccurate it is. And, when I tried to remedy some of those problems on my own, none cared.

Also, an ACS to give players some time to scatter before the infect is picked and tell who will be the first infect would be nice. That could decrease accidental first infect death (and maybe a way to check if the soon-to-be first infect suicided, just so it would pick a new one). Many have agreed how annoying it is to not know you are the first and then be spammed to death, or transform right above a pit of certain death.

April 01, 2011, 07:54:36 PM
Reply #11

Offline Mr. X

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Re: [Mod] Rage Roboenza
« Reply #11 on: April 01, 2011, 07:54:36 PM »
Quote from: "tsukiyomaru0"
And, when I tried to remedy some of those problems on my own, none cared.

I think that right there shows that most people don't see it as a major issue.

April 01, 2011, 08:04:00 PM
Reply #12

Offline TailsMK4

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Re: [Mod] Rage Roboenza
« Reply #12 on: April 01, 2011, 08:04:00 PM »
Two things I want to say before I try it out:

1. Do not, AND DO NOT, host on mediafire. I cannot stress this enough. There are much better places to host files that do not give out pop-ups and they do not pose a security threat (I once had someone try to attack my computer trying to download a file from mediafire).

2. The Rage music can be changed, right? I used to use XVSZERO as the NoHope, but I think I want to change it to FINAMUS. I might try to change it before I join.

April 01, 2011, 08:07:44 PM
Reply #13

Offline SickSadWorld

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Re: [Mod] Rage Roboenza
« Reply #13 on: April 01, 2011, 08:07:44 PM »
Quote from: "TailsMK4"
1. Do not, AND DO NOT, host on mediafire. I cannot stress this enough. There are much better places to host files that do not give out pop-ups and they do not pose a security threat (I once had someone try to attack my computer trying to download a file from mediafire).

100% agree on this.

Does wadhost.fathax.com rub people the wrong way or something? I have no idea why people just wouldn't use that. Especially for integrated Doom Seeker support. I can understand for testing to not post it on that site, but now that it's released I don't see why it wouldn't be there... all it does it make it more accessible.

tl;dr I agree mediafire sux, for different reasons than TailsMK4 said.

April 01, 2011, 08:30:00 PM
Reply #14

Offline Messatsu

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Re: [Mod] Rage Roboenza
« Reply #14 on: April 01, 2011, 08:30:00 PM »
Ah see, I use mediafire because I don't get ads (love Firefox + Adblock plus) but I'll post a link on fathax too.  

I'll also play around with the morpher projectile a bit.  As Tsuki said it does have it's issues.  It seems the high speed seems to cause 'some' problems when hitting players, but nothing critical.  Any other constructive feedback is welcomed.