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Author Topic: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)  (Read 30608 times)

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March 18, 2012, 07:41:18 PM
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Offline Atticus

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[GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
« on: March 18, 2012, 07:41:18 PM »
So here's a mode that could be really fun: Dodgeball mode. It works like this.

It would be set in TLMS. Each team has a maximum of 5 players (for a server total of 10) At the start, each team starts out with 2 balls. Each player has no weapons, but upon picking up a ball (it would be like a weapon pickup), the player switches to the dodgeball weapon. An icon would be put over a person who has the ball to tell the other team who has it. When thrown, the ball travels moderately fast (there needs to be enough time for the opposite team to react), is affected by gravity (bounces like Napalm bombs), and if it hits someone, they're out (it's an OHKO weapon, but not a ripper). When it hits a wall or a player, the ball drops to the ground to become a pickup again. Games would be played on courts. It basically consists of 2 platforms. Here's an example, the Cut Man court.
(click to show/hide)
Cut Man's court would be the most basic, just for regular dodgeball. But I want at least 3 courts at release time. Each court could have gimmicks to them. A Fire Man court could have Fire Traps that appear on random planes of the court that do damage (health is still normal) and impede vision if you're behind it and decrease your movement area if you're in front of it. A Dive Man court could have Moby occasionally go by and block shots.

So I need some mapmakers just for the more complex coding parts of the courts and weapon makers to make the dodgeball weapon itself. Let's hope this project succeeds! :D


PROGRESS SO FAR

COURTS
Cut and Shade by Axe
Centaur, Crystal, Wood by Fortegigas
Tomahawk and Bright by Knux
Heat and Bright by Doc

DODGEBALL WEAPON
Done by Michael712

Current list of testers
1. TheDoc
2. Tfp breakdown
3. Coldfusion
4. SmashBros
5. Zard
6. Kirbysonic
7. leoalex
8. SKZ
9. FTX

March 18, 2012, 08:18:49 PM
Reply #1

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #1 on: March 18, 2012, 08:18:49 PM »
This could actually work well with some of my classic warfare maps.  Sky High Platforms would work well for this mode.  During some free time between making Skull MI and Toad MI I'll make a map to contribute.

March 18, 2012, 08:34:48 PM
Reply #2

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #2 on: March 18, 2012, 08:34:48 PM »
YES. Thank you. :D

March 18, 2012, 08:59:57 PM
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Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #3 on: March 18, 2012, 08:59:57 PM »
The ball could even make the player get knocked right back and off the stage when they get hit. I know how you could do that (always going in one direction, not using the recoil thing). The only problem is it might not be good if you want a wall at the back, so probably not.

I could imagine some great courts too, with walls going in and out of the ground and stuff. Possibly some with long distant views of current maps too!

March 18, 2012, 09:01:59 PM
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Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #4 on: March 18, 2012, 09:01:59 PM »
Well in just trying to make it like real dodgeball, it should just be a ohko weapon. You can't leave the court, like real dodgeball (the linedefs are impassable anyway)

March 18, 2012, 09:05:16 PM
Reply #5

Offline BiscuitSlash

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Re: [GAME MODE] Dodgeball mode
« Reply #5 on: March 18, 2012, 09:05:16 PM »
It would still instant kill you. The flying off the court and into spikes/pit/lava etc. is just for added comedy effect. Would come with many possibly gameplay problems though.

March 18, 2012, 09:30:02 PM
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Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #6 on: March 18, 2012, 09:30:02 PM »
Ha, that would be pretty funny. But that could be kinda glitchy.

March 20, 2012, 12:38:10 AM
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Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #7 on: March 20, 2012, 12:38:10 AM »
I made a Woodman field for you so far.
(click to show/hide)
Just a simple map for now.

March 20, 2012, 01:31:26 AM
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Offline xColdxFusionx

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Re: [GAME MODE] Dodgeball mode
« Reply #8 on: March 20, 2012, 01:31:26 AM »
My only suggestion is that you should make the divisions more visible. Perhaps in Cutman's stage you could have a white line between the platforms instead of a pit, and the river in Woodman could run in the crack between the platforms?

March 20, 2012, 01:40:38 AM
Reply #9

Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #9 on: March 20, 2012, 01:40:38 AM »
Yea I could make that change easily. Hell doing it right now. I'll get a few more maps before I send anything in.

Edit: Done and done

March 20, 2012, 01:49:30 AM
Reply #10

Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #10 on: March 20, 2012, 01:49:30 AM »
That is great! Keep up the good work!

So... anyone feel like contributing a dodgeball weapon? I can't code weapons for my life.

Oh, and I can send you the Cut Man court wad if you wanna make edits to it (because I bet it can be better than what I've done)

March 20, 2012, 02:07:58 AM
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Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #11 on: March 20, 2012, 02:07:58 AM »
If you want, but the maps don't really need to be overly detailed.

March 20, 2012, 02:16:57 AM
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Offline Atticus

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Re: [GAME MODE] Dodgeball mode
« Reply #12 on: March 20, 2012, 02:16:57 AM »
I dunno, but I don't even know why I said that cuz I can't send till the weekend anyway. xD

So maybe sometime I'll start on a Dive Man court or something if I can figure out how to get the underwater gravity and if I can get Moby to stay in that little trench in the middle (can he go through impassible linedefs? Or do I have to set something else?)

March 20, 2012, 02:32:53 AM
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Offline fortegigasgospel

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Re: [GAME MODE] Dodgeball mode
« Reply #13 on: March 20, 2012, 02:32:53 AM »
Btw, use CTF spawn points for your teams and put this into the script location
Code: [Select]
#include "zcommon.acs"

script 1 OPEN
{
ConsoleCommand("SV_UseTeamStartsindm 1");
}
also remember to have at least 1 Deathmatch spawn or it will always play the game in CTF. Doing that will make sure the red and blue teams are always on the correct sides.

as for underwater, gotten from Dive's mapinfo, put this into the mapinfo for it
Code: [Select]
aircontrol = 0.45
forcenoskystretch
par = 4
gravity = 200

As for Moby, check the script for Dive's map.

March 20, 2012, 03:36:55 AM
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Offline ice

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Re: [GAME MODE] Dodgeball mode
« Reply #14 on: March 20, 2012, 03:36:55 AM »
Quote from: "coolguy773"
I dunno, but I don't even know why I said that cuz I can't send till the weekend anyway. xD

So maybe sometime I'll start on a Dive Man court or something if I can figure out how to get the underwater gravity and if I can get Moby to stay in that little trench in the middle (can he go through impassible linedefs? Or do I have to set something else?)


Just add a block monster flag to the linedef