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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Atticus on March 18, 2012, 07:41:18 PM

Title: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus 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
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel 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.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on March 18, 2012, 08:34:48 PM
YES. Thank you. :D
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash 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!
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus 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)
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash 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.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on March 18, 2012, 09:30:02 PM
Ha, that would be pretty funny. But that could be kinda glitchy.
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel 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.
Title: Re: [GAME MODE] Dodgeball mode
Post by: xColdxFusionx 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?
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel 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
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus 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)
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on March 20, 2012, 02:07:58 AM
If you want, but the maps don't really need to be overly detailed.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus 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?)
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel 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.
Title: Re: [GAME MODE] Dodgeball mode
Post by: ice 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
Title: Re: [GAME MODE] Dodgeball mode
Post by: TeirusuNuigurumi on March 21, 2012, 12:21:22 AM
you should totally make players able to catch balls

i like this idea.
though if you plan to make a map with a lot of holes or a map in the air (like gyro), make sure when balls land they don't go off the edge.
this is just a thought but...

gutsman court- make mets appear randomly that block shots.
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on March 23, 2012, 03:13:08 AM
Centaur's Field
(click to show/hide)

As of now the water sadly has no low grav, Centaur's works funny. The sides cut off at the edge of the yellow platforms.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on March 23, 2012, 04:04:53 AM
(click to show/hide)

Are you going to be able to play on that upper section?
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on March 23, 2012, 04:25:57 AM
If I can get the low grav to work for it yes, currently the spawns are up there.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on March 23, 2012, 04:59:44 AM
Keep up the good work man.

Come on, anyone wanna try their hand at the weapon? I can try to make sprites for it.
Title: Re: [GAME MODE] Dodgeball mode
Post by: GameAndWatcher on March 23, 2012, 09:19:40 PM
Why not use Rebound Striker's sprites?
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on March 23, 2012, 09:55:55 PM
And my final contribution Crystalman's Field.
(click to show/hide)
The holes in the front of your team's side drop you down onto the blocks for higher ground, but you can't see as much of the opponent's side.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on March 24, 2012, 12:40:56 AM
Alright, thanks for the contributions. Can you pm me the wads when they're done?

Y'know, the Rebound Striker sprites idea isn't bad. But I still need someone to code the weapon, unless I wanna rip off the rebound striker from the MM8-10 weapons pack and make it instakill.
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on March 24, 2012, 01:31:50 AM
Quote from: "coolguy773"
unless I wanna rip off the rebound striker from the MM8-10 weapons pack and make it instakill.
You'd still need permission from Lego to do that. Also rebound striker bounces a lot of times before it goes away.
As for now maybe resprite the Istagib Metal Blades and remove the ripping.  Basicly how it will be working minus the dropping and the gravity effect.

As for finishing I just need to do the low grav of the water in Centaur's and they are done.  Problem is getting that to work.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on March 24, 2012, 05:14:53 AM
I could, but how could I have it travel faster and have 1 ammo?

Bah, ya know what. I'm gonna have to suck it up and make it myself. Brace yourselves. This could get ugly.
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on April 19, 2012, 02:56:08 AM
http://www.mediafire.com/?fih0wr8ngj0ynzn
Figured out a way to get the water grav in Centaur Field, so I put all three into a zip and here it is.
Make any changes you want, such as map codes.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 19, 2012, 08:47:18 PM
So what should the basic makeup of a dodgeball court be? Cuz I may try my hand at one of these.

Also, couldn't you tweak Mr. X's snowball weapon? (with his permission, of course)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 19, 2012, 10:03:52 PM
Thanks forte. I'll see if I can put a spark back in this project since that snowball edit idea sounds good.

For layouts, maps need to be wide enough for 5 players. Needs to have 2 team sides with 5 spawns each. Divide the sides in some way and make the linedefs impassible.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 01:18:54 AM
Thanks. May I suggest a list to show the RM dodgeball maps that are done, taken, and not started at the front page?

Quote from: "TheDoc"
Also, couldn't you tweak Mr. X's snowball weapon? (with his permission, of course)

What should the code for the map be? For now, I'll do DOD###, ### being the first three letters of the RM's name (i.e Heatman's stage=DODHEA). I'm gonna start on Heatman's
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 04:41:13 AM
Use the prefix MMDB### (stands for Mega Man Dodge Ball)

I'm gonna be very busy for the next week or two so I'm not gonna be able to do much, but I'll see if I can edit that snowball wep.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on April 20, 2012, 07:25:59 PM
I can make the weapon if you want! It really shouldn't be difficult for me at all as long as I know what I doing (i have a good strategy, so yeah)
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 08:43:06 PM
Quote from: "TheDoc"
Also, couldn't you tweak Mr. X's snowball weapon? (with his permission, of course)

*CLEARS THROAT*
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on April 20, 2012, 09:24:23 PM
But if you want it to do the drop the weapon and pick it up to use it again thing along with it maybe bouncing, tweaking the snowball might not make it work how you want it,
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 09:35:27 PM
At least it's a RESPONSE.

Anyways, here's my not-so-much progress on the Heatman stage.

(click to show/hide)

Might I also ask if the outer boundaries should be impassable or fall-off-and-die?
Should it be a bigger stage?
Concerns? Suggestions? You know the drill.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 10:45:04 PM
The stage looks good. The linedefs should be impassible. And do those yoku blocks float there or do they actually appear and disappear?

Michael, YES YES YES FOR THE LOVE OF GOD YES do the weapon. One idea I had was not making the balls bounce and stop and stuff, but rather they dissapear when they hit something and have ammo spawns on the map that bring new balls back but can't be picked up till you throw yours. But if your idea is better, go for it.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 10:47:58 PM
No. just like in MM2, those kind of blocks are always there. I could do yoku blocks, but I don't see where or why. Also, I was really pondering about this: does the stage need to be bigger?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 10:49:59 PM
If anything, it's a little too wide. Shrink it just a bit horizontally.
Title: Re: [GAME MODE] Dodgeball mode
Post by: xColdxFusionx on April 20, 2012, 10:55:32 PM
I think the weapon should be this:

Mainfire: If you're holding a ball, throw it. The ball bounces of floors and walls a few times before stopping and becoming an "ammo" ball. If it lands out-of-bounds, it disappears and respawns as an "ammo" ball on the side it went off on. If you're not holding a ball, hold up your hands to catch. If you successfully catch a ball, you gain the ball to throw.
Altfire: If you're holding a ball, drop it. If you're not, you dive in the direction you're moving (similar to FiniteZero's altfire in CSCC).

Thoughts?
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 10:57:16 PM
Old one

(click to show/hide)

New one

(click to show/hide)

Better?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 11:00:11 PM
Doc, just a teeeeeeensy bit more. Just a little.

Cold, I wanna see what Michael does with it, but I do like the sound of what you're saying.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on April 20, 2012, 11:03:45 PM
Why not use the Rebound Striker sprite? For the moment, at least. As for a court, I believe I can make one since it looks really easy and fun to make.

EDIT: HURRR, That was already decided on. My fault for not reading the entire thing.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 11:05:15 PM
If you wanna take a go at it, go for it. The more maps, the better
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on April 20, 2012, 11:07:51 PM
One thing that hasn't been decided on though: the map codes. How about DBAL##?
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 11:10:00 PM
Quote from: "coolguy773"
Use the prefix MMDB### (stands for Mega Man Dodge Ball).
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on April 20, 2012, 11:12:55 PM
...Now I remember reading that. Sounds better, too.  :|
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 11:15:53 PM
Older one

(click to show/hide)

Old one

(click to show/hide)

New one

(click to show/hide)

*pant* *pant* Better?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 11:18:28 PM
Yep, perfect.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 11:40:57 PM
*insert MM3 Stage select music*

Which stage should I do next? Hmmm.......
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 11:46:03 PM
A Magnet Man stage would be nifty if you can get a gimmick involving attracting and repelling magnets like in the game.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 20, 2012, 11:48:11 PM
The only thing I'm good at (tried) is mapping. I'd probably have to sign up for adopt-a-noob if I tried that. Sorry...
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 20, 2012, 11:50:08 PM
How bout Brightman. There could be a walkway above the division that has the light-out bot thing and the light-up bot thing. Just copypasta code from the regular stage.

And I'd like any news of progress from Michael.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on April 21, 2012, 12:08:15 AM
I've finished the Tomahawk Man court. (HAH! Everyone saw that coming so I didn't mention it!)
(click to show/hide)
I named it Tomahawk Man Dodgeball and gave it number 46. How's it look?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 21, 2012, 12:16:27 AM
Not bad sir. Not bad at all. But it kinda reminds me of the Crystal Man court that Fortegigas sent me.

While I like all these designs, I'd like to see some stages with a real good gimmick to it. Not to say all these maps that people have been making are bad, oh no, all of them are great, but I'd like to see one that has an awesome feature to it. Like the Bright Man idea that I posted.

Some ideas:
Shade Man with Kyorowns littering the field.
The Fire Man idea that's on the first post.
Air Man with those fan guys that push you.
Slash Man with an occassional stampede of dinosaurs.
Quick Man with lazorz.
Flame Man with oil pits that occassionally light up and kill,
Turbo Man with roaders that sometimes go by.
etc
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on April 21, 2012, 12:42:46 AM
Quote from: "coolguy773"
Not bad sir. Not bad at all. But it kinda reminds me of the Crystal Man court that Fortegigas sent me.

While I like all these designs, I'd like to see some stages with a real good gimmick to it. Not to say all these maps that people have been making are bad, oh no, all of them are great, but I'd like to see one that has an awesome feature to it. Like the Bright Man idea that I posted.

Some ideas:
Shade Man with Kyorowns littering the field.
The Fire Man idea that's on the first post.
Air Man with those fan guys that push you.
Slash Man with an occassional stampede of dinosaurs.
Quick Man with lazorz.
Flame Man with oil pits that occassionally light up and kill,
Turbo Man with roaders that sometimes go by.
etc
I personally did 1 map from different games, the Tomahawk is different enough from Crystals.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 21, 2012, 12:44:03 AM
I dunno, it just looks vaugely similar.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 21, 2012, 01:05:45 AM
I feel like the Heatman stage is too bland...any suggestions? If someone is willing to code the gimmicks, I could...place them...I REALLY WISH I COULD CODE!

Btw, coolguy, when you say you want a walkway above the divider, do you want it just for show or for someone to walk on?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 21, 2012, 01:12:48 AM
No one should be able to get on it. It should be high above and shootable. To look even cooler, make the sides have something like a bar texture but shots go through them.

For Heat, you could make tellies go by that block shots. Or random yoku blocks appear near the divider that can be stood on but block shots.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 21, 2012, 01:17:48 AM
Hmmmm...I've played around with coding before, so we'll see. Great ideas, so I'll give them a shot! (Absolutely no promises)

EDIT: Question: If I do the yoku blocks near the divider, would you want them more for an obstacle or something to jump on?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 21, 2012, 01:56:43 AM
Have em close to the divider, but not on them, so they can be jumped on to.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on April 21, 2012, 06:43:56 AM
Quote from: "coolguy773"
Alright, thanks for the contributions. Can you pm me the wads when they're done?
Derp, I'll get to this right away.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 21, 2012, 02:28:26 PM
I really suck at coding, so could someone tell me how to make the telly block shots? I tried to make a different tellyspawner (tellyspawner2) that spawned telly2. Then, I made a telly2 and changed the -SOLID to +SOLID, but it didn't work. Any idea why?
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on April 21, 2012, 02:53:42 PM
Try using the +REFLECTIVE flag. If you're trying to make the ball bounce off it, that might work.

Starting to code up the dodgeball now. I'll make the HUD colours match the team colours to make it more fun.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 21, 2012, 03:06:46 PM
What does the +SOLID flag do then? (I'm slowly learning, just bear with me)
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on April 21, 2012, 03:13:11 PM
It makes the actor solid, such as item 1 and other players. The radius and the height determine how big the solid bit is (if it's a projectile, that'll be it's hitbox).
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 21, 2012, 04:13:10 PM
I added (maybe too many) yoku blocks to the actual stage and the skybox for prettyness.

(click to show/hide)

Btw, the white one closest to the right side of the image is (I'm pretty sure) in the skybox.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 21, 2012, 05:44:07 PM
Sexy.

I'll have some time today so I might actually be able to contribute more than 1 court to this.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 21, 2012, 08:05:31 PM
If an actor were a PROJECTILE and you made it +REFLECTIVE, would it still be able to reflect shots compared to a non-projectile? Because the Telly is considered a projectile.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on April 21, 2012, 08:29:39 PM
If a projectile is reflective, then it will reflect other shots unless it has the DONTREFLECT flag (or something similar to that. The dodgeball weapon wont have any of those flags so it will bounce back normally like how it should do.

Here's the list of other actor/projectile flags (http://zdoom.org/wiki/Actor_flags), just in case you need any of them.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 21, 2012, 10:22:19 PM
YAYZ! I DID IT!!!! Here's the link so you can see for yourself.

EDIT: Download removed. Go forward 2 pages
Title: Re: [GAME MODE] Dodgeball mode
Post by: -FiniteZero- on April 21, 2012, 11:30:37 PM
I may feel like making a court for this, but I'm not sure which ones are taken. Could you please put a list of some sort on the front page of all courts made and in progress?
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on April 21, 2012, 11:55:07 PM
Quote from: "FiniteZero"
I may feel like making a court for this, but I'm not sure which ones are taken. Could you please put a list of some sort on the front page of all courts made and in progress?
So far:
Cut by Shade
Centaur, Crystal, Wood by me
Tomahawk by Knux
Heat by Doc

Thats whats been shown here so far.
Title: Re: [GAME MODE] Dodgeball mode
Post by: xColdxFusionx on April 22, 2012, 12:12:57 AM
Quote from: "TheDoc"
It's also kind of hard to hit the tellies even when you're trying, so if I wanted to make their hitboxes bigger, would I mess with the scale?

Code: [Select]
Radius #
Height #

Where # is a number of some sort. Try 20 and see if that works. If not, mess around with it until it does.
Title: Re: [GAME MODE] Dodgeball mode
Post by: -FiniteZero- on April 22, 2012, 12:13:20 AM
Kay. I maaay possibly do Gravity Man. If I can come up with good ideas for it.
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on April 22, 2012, 12:33:32 AM
Quote from: "FiniteZero"
Kay. I maaay possibly do Gravity Man. If I can come up with good ideas for it.
Obviously keep the gimmick from Gravity's map as I did with Crystal and Centaur, and Doc added to Heat, so the swapping gravity.  Maybe the gravity generator things separating parts of the side for cover and higher elevations accessible when the grav is low.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on April 22, 2012, 12:43:52 AM
For Gravity Man, how about the stage shrinking on high gravity and going back to normal on low gravity? It makes sense when you think about it.
Title: Re: [GAME MODE] Dodgeball mode
Post by: -FiniteZero- on April 22, 2012, 12:52:58 AM
Hmm, mayhaps I could have half of the map have high gravity, the other half low gravity.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 22, 2012, 01:03:04 AM
oooooooooooooooooooooooooooor

On high gravity, dodgeballs fly normally. On low gravity, Dodgeballs go FLYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIING with little weight.
Title: Re: [GAME MODE] Dodgeball mode
Post by: -FiniteZero- on April 22, 2012, 01:08:14 AM
Well, yeah. That's what I was saying, I guess. I know very little ACS.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 22, 2012, 01:12:51 AM
I don't think you'd be able to do that until the dodgeball weapon has been made, though. After it's done, then you do to the weapon the same thing that happens to the players on Gravityman's stage in vanilla MM8BDM? Not like I'd be able to/be interested enough to do that, but do ya see what I'm saying?
Title: Re: [GAME MODE] Dodgeball mode
Post by: -FiniteZero- on April 22, 2012, 01:13:49 AM
I was just going to change the gravity of the rooms.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 22, 2012, 01:21:10 AM
Anyhow, I've changed the tellies' radius & height to 40, which satisfies me

Here's the download in case anyone cares. (http://www.mediafire.com/?1eo64p24x60gc9z)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 22, 2012, 07:20:22 AM
Quote from: "fortegigasgospel"
Quote from: "FiniteZero"
I may feel like making a court for this, but I'm not sure which ones are taken. Could you please put a list of some sort on the front page of all courts made and in progress?
So far:
Cut by Shade
Centaur, Crystal, Wood by me
Tomahawk by Knux
Heat by Doc

Thats whats been shown here so far.

I made Cut >.>
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on April 22, 2012, 02:18:12 PM
Making the weapon. What I need however is sprites. Anyone want to make the dodgeball? i'm using hyper bomb as a placeholder
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on April 22, 2012, 03:15:08 PM
Quote from: "coolguy773"
Quote from: "fortegigasgospel"
Quote from: "FiniteZero"
I may feel like making a court for this, but I'm not sure which ones are taken. Could you please put a list of some sort on the front page of all courts made and in progress?
So far:
Cut by Shade
Centaur, Crystal, Wood by me
Tomahawk by Knux
Heat by Doc

Thats whats been shown here so far.

I made Cut >.>
woops sorry, confused "Shadeguy" for "coolguy"
Title: Re: [GAME MODE] Dodgeball mode
Post by: Magnet Dood on April 22, 2012, 03:25:21 PM
Quote from: "Michael712"
Making the weapon. What I need however is sprites. Anyone want to make the dodgeball? i'm using hyper bomb as a placeholder

boink

(http://i40.tinypic.com/bjbtj7.png)

Use whichever one you want. One of them was edited from Hyper Bomb, and one I made myself.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on April 22, 2012, 03:41:45 PM
I'll be using those ones for now. Thanks!

Whenever I play dodgeball in real life, we usually don't use real dodgeballs so I would have needed help either way.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 22, 2012, 04:15:36 PM
Quote from: "Michael712"
Whenever I play dodgeball in real life, we usually don't use real dodgeballs so I would have needed help either way.

What DO you use? Kickballs?

I'd like to announce that the Brightman stage is going well. It's just that 300 Wattons and Domphans were programmed to go left after spawning, so they're being real pains in the ass. I have an idea to make all players get "flashed" after killing the domphan, and make it go away after killing the 300 Watton.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Magnet Dood on April 22, 2012, 04:24:42 PM
They're called 100 Wattons
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 22, 2012, 04:31:49 PM
So I tried to compile all the current maps into a single wad. I went into their mapinfos and changed some of the names and map codes to make things and little more uniform. Didn't touch any code or anything. Loaded it, went to console, typed "map MMDBCEN"

No map found.

Dafuq.

The only way they work is if I load the original, raw wads individually. How do I fix this?
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on April 22, 2012, 05:04:55 PM
Quote from: "coolguy773"
So I tried to compile all the current maps into a single wad. I went into their mapinfos and changed some of the names and map codes to make things and little more uniform. Didn't touch any code or anything. Loaded it, went to console, typed "map MMDBCEN"

No map found.

Dafuq.

The only way they work is if I load the original, raw wads individually. How do I fix this?
Open the map in Doom Builder, hit F2, change the map name.  In mapinfo is telling it what to look for.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 22, 2012, 05:18:57 PM
Alright.

Can anyone make a skybox for the new court I'm making? Because when I do it I fuck it all up.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 26, 2012, 01:11:54 AM
Finally done with Brightman's stage.

(click to show/hide)

Here it is. (http://www.mediafire.com/?v87p151ika45c8h)

Oh, and coolguy, what stage?

Suggestions? Comments?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on April 26, 2012, 03:46:20 AM
Kickass! Well done.

I want it for Shade Man. But before that, when I load the wad, it tells me "THINGS could not be found in shadedodge.wad". And the maps still don't show up when I compile. I went to the builder and changed everything but it still doesn't work.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 26, 2012, 10:41:42 PM
Well....and I'm no expert here...did you check to see if there's even a "THINGS" lump in the wad?

For the skybox, you could easily copy and paste the skybox from the deathmatch stage into yours.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on April 26, 2012, 11:09:45 PM
That Bright Man court has a nice idea, but I say it could use more work on the texture alignment. There's also no point in making everything dark since you can't fall off and there is no cover anyway.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on April 26, 2012, 11:50:49 PM
I see what you mean about the texture alignment, but I'll probably keep the idea of the lights going off since that's the stage's unique part of it. Do you suggest blocks to jump on or maybe a big step next to the divider or what? I'm thinking maybe of a low wall near the divider. I think cover would be great idea, though.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 05, 2012, 01:10:20 AM
Axe used a revive!

Where's that weapon Michael?

Edit: Damn it, can I get anyone to make a skybox for me, cuz I'm trying to and failing badly.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on May 05, 2012, 04:43:47 AM
To make a skybox:

- Make sure that the sector ceilings/floors where you want the skybox's content showing up have the F_SKY1 texture.
- Make a sector outside of the map with the stuff you want showing were the F_SKY1 texture or a line horizon (Action 9) was placed.
- In this sector, place a Skybox Viewpoint thing located in Cameras and Interpolation. You might want to raise it's Z Height and/or change it's direction to adjust how everything in the skybox will look in the map.
- Go test your map to make sure that everything looks right.

If you still don't get it, ask again or open a map with a skybox on DB2.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 05, 2012, 04:49:03 AM
I've done all of those and only part works. I got the top and bottoms of the map to be sky, but the walls don't seem to change. They stay as the F sky texture.
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on May 05, 2012, 05:01:45 AM
Quote from: "coolguy773"
I've done all of those and only part works. I got the top and bottoms of the map to be sky, but the walls don't seem to change. They stay as the F sky texture.
set all walls you want to show the sky box to action 9 - Line Horizon. It basically makes the wall invisible and the ceiling and floor seem to go off into the horizon.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 05, 2012, 05:29:05 AM
GENTLEMEN

(click to show/hide)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Knux on May 05, 2012, 11:50:28 PM
The only problem is that it's not symmetric. That means that one of the teams will have an advantage, if ever so slight. Unless it is and I'm not seeing it entirely.
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on May 05, 2012, 11:54:07 PM
^
Also maybe add like a castle to one side, nothing big or fancy, just a castle wall to make the map a bit more interesting looking.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 06, 2012, 02:20:58 AM
Part 2

(click to show/hide)

(click to show/hide)
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on May 06, 2012, 02:57:19 AM
Quote from: "coolguy773"
Part 2

(click to show/hide)

(click to show/hide)
Those textures you are using as the pit walls are made for the outside walls.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 06, 2012, 03:20:26 AM
I know, I just needed it as a sort of placeholder cuz I'm not sure what to put in their place without making the room look stupid. Any ideas for alternate textures?
Title: Re: [GAME MODE] Dodgeball mode
Post by: fortegigasgospel on May 06, 2012, 03:25:27 AM
maybe the orange textures used in the stairway in shade's map?
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 06, 2012, 06:12:28 AM
Take 3
(click to show/hide)

(click to show/hide)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Hallan Parva on May 06, 2012, 06:29:56 AM
SYMMETRY

it's nice to have in a team game
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 06, 2012, 06:31:31 PM
1 map redo later...

I PRESENT
(click to show/hide)
Title: Re: [GAME MODE] Dodgeball mode
Post by: xColdxFusionx on May 06, 2012, 09:48:06 PM
Quote from: "coolguy773"
Take 3
(click to show/hide)

The ceiling should be flat black. Textured ceilings generally end up looking not as good.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 13, 2012, 12:59:56 AM
So

uh

Michael where's that weapon? This project can't go anywhere now without it. I need to test it.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on May 13, 2012, 08:32:11 AM
Soon. Maybe today if possible.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 13, 2012, 04:03:46 PM
Good.

If that ammo pickup thing you say isn't working, you could look at some of the code for Junk Man's junk throw weapon in classes, since the DB wep and Junkmans wep have similar logic behind them (throw projectile, hits something, becomes ammo)
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on May 13, 2012, 04:06:56 PM
It's okay, I've fixed that now. All that needs doing now is fixing up the ammo bar making the weapon giver work. (I'm using a system where the map will give all players an item that gives them either a blue or red hud, depending on which team their in, it'll be clear once you see it)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 13, 2012, 09:44:24 PM
Keep on working. Once it works and I get a few testers together to test the mode completely, we may just be ready for release. We have enough courts so hopefully this will be soon.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on May 20, 2012, 12:21:23 PM
Nearly done with the dodgeball weapon, but 2 things are holding it back:

1) I can't make the empty ammo bar transparent. In other words, it's always showing an ugly back rectangle around the bar no matter what I do. Not sure if it's because there has to be something for the empty ammo bar or what, as that's currently all transparent. Right now the ammo bar is a stack of dodgeballs on the left of the health bar that shows how many you're holding, although I might have to resort to using the traditional bar instead.

2) The HUD for the blue weapon arm is being a real derp. Even when I save it correctly and it shows correctly in SlumpEd, it shows completely wrong in game, and after I reload SlumpEd it shows how it is in the game and not how I saved it. I think this is something that only I can (eventually) solve.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 20, 2012, 06:20:53 PM
1. The ammo bar doesn't have to be special considering it only gets one shot. If all else fails, use traditional.

2. Uhh not sure what to say here. If you think you can eventually solve, then just keep testing it.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on May 20, 2012, 07:10:13 PM
Quote from: "coolguy773"
1. The ammo bar doesn't have to be special considering it only gets one shot. If all else fails, use traditional.
Well I was actually going to make the dodgeball weapon hold up to 6, as from my experience you can hold multiple dodgeballs when playing, just as long as you can hold them. (Although that does give me an idea of the player being slower if they are holding more dodgeballs....)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 20, 2012, 08:19:15 PM
Well remember that there's going to be 5 people a team, so if everyone has 6, 30 dodgeballs flying at 1 team doesn't sound fun. Each team should only get a maximum 2 balls.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on May 20, 2012, 08:53:18 PM
Well I was thinking that the map could have about 5 or 6 dodgeballs actually. But eh, 6 may be too much. Maybe 3 or 4 maximum, slowing the player down with more balls collected.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on May 20, 2012, 09:06:28 PM
Just keep the game balance in mind. Stocking up balls would be very cheap the game would become team-that-can-hoard-all-the-balls-wins thing. 2 per team, max of 4 on a total court, player gets only 1. That would be the most balanced way.

And on the weapon, can you add a little arrow above someone's head when they hold the weapon just to indicate who has it? Or maybe a color change or something?
Title: Re: [GAME MODE] Dodgeball mode
Post by: -FiniteZero- on May 20, 2012, 09:38:16 PM
Another thing...

When you don't have the ball, you should have a weapon that you can use to catch the ball, but you can't hold it down, you have to actually press it with good timing. And when you have the ball, maybe you could do something similar where the Alt would hold up the ball you're holding so you can block a thrown ball. That alt would last as long as the catching wep.
Title: Re: [GAME MODE] Dodgeball mode
Post by: TheDoc on May 21, 2012, 01:43:07 AM
Quote from: "FiniteZero"
Another thing...

When you don't have the ball, you should have a weapon that you can use to catch the ball, but you can't hold it down, you have to actually press it with good timing. And when you have the ball, maybe you could do something similar where the Alt would hold up the ball you're holding so you can block a thrown ball. That alt would last as long as the catching wep.

Both of these having a long cooldown.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on June 03, 2012, 08:02:49 PM
So I've compiled all the courts into a pk3 and it all looks good. All we need is the weapon and we'll be good to go.

The one thing I'm just concerned is making it so you can't switch weapons to all the things you are given since it is tlms.
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on June 04, 2012, 04:28:55 PM
K, I've done the weapon.

http://www.sendspace.com/file/weoh7x (http://www.sendspace.com/file/weoh7x)

At the moment it doesn't have catch or an icon to show who has a ball, but if you really want that I could probably do something like that in future.

In the maps, you need to put a few dodgeballs in the middle. I'd suggest about 4-6, but that's your choice. To do this, place "DodgeBallPickup" in the maps (thing number 31452). Players have to go grab the balls as they do not start with any.

For each map, you need to add this script. (It may not be functional, as I haven't actually tested it yet. It should work though)
(click to show/hide)
This code should take away whatever you happen to have in your inventory and give you "DodgeBallWepGiver", which gives players the dodgeball weapon that matches their team colour. This was just taken from something else I made, not sure if there's a simple ClearInventory technique or something. Make sure you compile the script!.

Feel free to adjust the speed and bounce amount of the weapon if you feel the need to!

Everything else should be in the weapon file. Copy and paste it all in.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on June 04, 2012, 10:23:32 PM
Yesyesyes thank you

Just a few questions (bear with me since I don't code ha)

1. What does compiling scripts mean?

2. How do I get it into doom builder so I can put it into the maps.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Gummywormz on June 04, 2012, 10:35:51 PM
When you open a map in Doom Builder, there should be a paper icon. Click it and paste the script in. Then click on the ligntning bolt on the far right side. Below is a significantly cleaned up script of michael712's version. (You could also just remove the lms randomizer from the game.)

(click to show/hide)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on June 04, 2012, 11:08:38 PM
Double edit: Kinda confused, so I have a map open, I put the script in, compiled it, all good. So should I do something with the pk3? Do I edit something or add something?

Or do I put spawns down and then just load the game with the pk3?
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on June 05, 2012, 03:40:23 PM
If it was me I'd place 'things' in the map with ThingID being 31452. When you play it in doom builder they will show up as <!> but when you load it with the .pk3 that has the weapon and all the maps it will be a collectible dodgeball. (You'll need to do it this way to even have the weapon)

Basically:
1) Places things with ThingID being 31452 in the places of the map where you want the dodgeballs to be
2) Put the saved map in the .pk3 with everything in it
3) Load it up normally and it should work
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on June 05, 2012, 10:22:05 PM
And when you say thing ID, does that mean when I go into the thing menu and I see thing type, I just put those numbers in there?
Title: Re: [GAME MODE] Dodgeball mode
Post by: BiscuitSlash on June 06, 2012, 11:05:08 AM
The number where most other things have 5 digit numbers, yeah.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on June 08, 2012, 11:27:05 PM
Ok so there's a problem. When I apply the stuff, either 1 of 2 things happen.

1. The dodgeballs all spawn, but you don't have the weapon and you have a Mega Buster and can't switch

2. You are given the weapon, but no dodgeballs spawn.

Here's pictures of the code. Tell me if anything looks wrong.

(click to show/hide)
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on June 23, 2012, 05:25:49 PM
I hate to do this, but bump because I still can't figure it out. If someone can, I can put all the maps into a pk3 and send it to anyone who can put the code together right.
Title: Re: [GAME MODE] Dodgeball mode
Post by: Atticus on February 23, 2013, 11:11:59 PM
Wow, this project has been dead for a while...

Look, this mode was really close to being done. I needed to put the dodgeball weapon in all the maps, compile everything into one pk3, and bang, it would be done, and at that I don't even know if the weapon is even functional. I just don't know how to, I'm really bad at coding and scripts and stuff.

If someone would be willing to put it all together for me, I would be so grateful. C'mon, this project can succeed!  :D
Title: Re: [GAME MODE] Dodgeball mode (WE CAN FINISH THIS)
Post by: Atticus on March 16, 2013, 01:00:14 AM
So with the help of Messatsu, I have a coherent beta of the mode. I need 9 playtesters to get on a server either tonight or tomorrow just to see how well it plays and if anything should be changed. First 9 to post get the job. Go.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: TheDoc on March 16, 2013, 01:19:12 AM
Eh, why not. I'll do it.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Tfp BreakDown on March 16, 2013, 01:34:26 AM
This sounds interesting, so sign me up for testing.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: fortegigasgospel on March 16, 2013, 01:36:03 AM
Hey I'm really glad something came of this. Look forward to the results.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Colonel ServBot on March 16, 2013, 01:38:13 AM
I would, if I had time.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Donutyoshi on March 16, 2013, 02:07:23 AM
So a custom Game Mode like this exists?

Huh. Maybe I should look into more of the MM8BDM threads.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: xColdxFusionx on March 16, 2013, 02:58:06 AM
Wait, this is actually getting released?

...Eh, I don't exactly have anything better to do.
!signup
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Hallan Parva on March 16, 2013, 04:03:52 AM
holy crap

this got



FINISHED!?!?!?!?







sign me up brother
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Zard1084 on March 16, 2013, 04:04:19 AM
I'll test it too! I would like to see how fun this would be...
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: MasterXman on March 16, 2013, 06:52:05 AM
Can't tell if spots are filled or not.

Sign Up.

DodgeBall's a fun game and this might be even more fun.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: FTX6004 on March 16, 2013, 07:47:47 AM
I want to test it but i wonder what time is it.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: leoalex50 on March 16, 2013, 08:07:07 AM
il sign up to
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: FTX6004 on March 16, 2013, 08:13:52 AM
Quote from: "leoalex50"
il sign up to

Sorry leo that was all he said 9 testers not 10.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: fortegigasgospel on March 16, 2013, 01:29:28 PM
You missed a big factor FTX. Att can pick out of the people who gets to test as it is his project.  So he can pick people he finds he can trust for a good opinion better. Not to mention people who helped, such as the one making this possible with acs and the weapon are likely gonna be in that 9. If I asked I could likely be too, having made 3 maps. Doc as well.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Colonel ServBot on March 16, 2013, 01:47:25 PM
I might have the ability to test it later today.
Eh, why not. Just call me a tester! :)

Edit: I might have to test it offline though, but I'll give you my thoughts if I do.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: FTX6004 on March 16, 2013, 05:25:47 PM
Quote from: "fortegigasgospel"
You missed a big factor FTX. Att can pick out of the people who gets to test as it is his project.  So he can pick people he finds he can trust for a good opinion better. Not to mention people who helped, such as the one making this possible with acs and the weapon are likely gonna be in that 9. If I asked I could likely be too, having made 3 maps. Doc as well.
Okay okay sorry then i thought 9 people has already said i want to test it.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 06:40:01 PM
Current list of testers
1. TheDoc
2. Tfp breakdown
3. Coldfusion
4. SmashBros
5. Zard
6. Kirbysonic
7. leoalex
8. SKZ
9. FTX

If it works for everyone, I'll make a server tonight and PM everyone the WAD. We'll play a couple rounds and see what works and what doesn't.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: FTX6004 on March 16, 2013, 06:47:18 PM
Wait i asked i want to test it before leoalex did..... nevermind and please not tonight im swedish and i really want to come so make a other time then.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Colonel ServBot on March 16, 2013, 06:54:28 PM
Quote from: "Atticus"
Current list of testers
1. TheDoc
2. Tfp breakdown
3. Coldfusion
4. SmashBros
5. Zard
6. Kirbysonic
7. leoalex
8. servbot
9. FTX

If it works for everyone, I'll make a server tonight and PM everyone the WAD. We'll play a couple rounds and see what works and what doesn't.

im not going to be able to be playing online, but ill test it out in offline skirmish and give you my thoughts. is this ok?
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 06:56:01 PM
It kind of needs to be online, I need a full game of people to see how and online game will flow.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Colonel ServBot on March 16, 2013, 06:57:39 PM
oh, nevermind then, let someone else take my place.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Jakeinator on March 16, 2013, 07:05:27 PM
I guess I'll try it out. Never done playtesting before.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: FTX6004 on March 16, 2013, 07:12:17 PM
But will you open the server in 3 PM then please im coming if you do if they start at tonight i can't come then.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 07:19:05 PM
I'll post when the server is up. I live in PST so it might be different for some
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: FTX6004 on March 16, 2013, 07:22:26 PM
Well i hope is not tonight then.

:EDIT:
Quote from: "Atticus"
8. SKZ
What the.... he din't even ask about it.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Donutyoshi on March 16, 2013, 08:05:59 PM
Hey...mind I betatest?

Trying to get back to the MM8BDM grove.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 08:21:58 PM
He pm'd me about it

Donutyoshi, if anyone has to drop out or doesn't make it, sure, you can test. But the list is full for the moment

I think I'm going to put the server up in about an hour. Everyone stay tuned for updates
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: FTX6004 on March 16, 2013, 08:24:40 PM
Quote from: "Atticus"
He pm'd me about it

Donutyoshi, if anyone has to drop out or doesn't make it, sure, you can test. But the list is full for the moment

I think I'm going to put the server up in about an hour. Everyone stay tuned for updates

Okay thank you.  :)
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Jakeinator on March 16, 2013, 08:30:56 PM
Question, did i replace Servbot for playtesting? Or did someone already PM you to take his spot?
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 08:35:21 PM
Servbot is still testing last I checked. You and donutyoshi are on the waiting list at this point
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Jakeinator on March 16, 2013, 08:38:25 PM
Quote from: "Colonel ServBot"
oh, nevermind then, let someone else take my place.
This post disagrees with you... so does this mean I'm in or not? (Don't take that in as being rude, you really can't tell on the internet as we have no tone in writing other than giant bold letters.)
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 08:39:30 PM
Oh nuts, I forgot haha. But what happened was a guy had pm'd me asking for a spot earlier so I put him in place of servbot
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Jakeinator on March 16, 2013, 08:44:43 PM
Oh, ok. Sorry for the confusion. someone please dropout
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 08:49:23 PM
I'm going to pm all the testers the wad now, the server should be up in a few minutes
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 08:57:10 PM
Server's up! Git yo asses on dere
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 09:08:20 PM
ok, since some people arent showing, Eon, you can get on
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Hallan Parva on March 16, 2013, 09:21:39 PM
I never got anything
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Atticus on March 16, 2013, 09:37:42 PM
Sessions over guys, Smash is gonna fix some shit and I'm gonna touch up the maps for balance.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: TheDoc on March 17, 2013, 08:36:49 PM
Aw dammit I missed it sorry. Is there going to be another testy server? I had to go somewhere but I should be able to make it this time. (unless you already gave away my spot :( )
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Hallan Parva on March 18, 2013, 01:23:37 AM
Quote from: "Atticus"
Smash is gonna fix some shit
Notably, that whole "you can never win the game" problem. That seems pretty big.

Don't expect a lot of cleaning up, just a few quick fixes here and there to get this thing working 100%.
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: fortegigasgospel on March 18, 2013, 02:08:48 AM
If you add
Code: [Select]
script # OPEN
{
ConsoleCommand("SV_UseTeamStartsindm 1");
}
To all of the maps you can use CTF spawns in Team Deathmatch and LMS, this should maybe help fix an issue?
Title: Re: [GAME MODE] Dodgeball mode (PLAYTESTERS NEEDED)
Post by: Messatsu on March 19, 2013, 01:08:56 PM
Oh blah,  I had ACS to fix that in the general acs, but I realized I wrote it incorrectly.  I'll send the fix to Atticus.