Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Messatsu on April 01, 2011, 04:22:30 AM

Title: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)
Post by: Messatsu 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)
Title: Re: [Mod] Rage Roboenza
Post by: Korby on April 01, 2011, 04:27:17 AM
Well now it's even more like Zombie Horde.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 01, 2011, 04:34:41 AM
You forgot that "little" problem of infectmorpher being shot instead of spawned.
Title: Re: [Mod] Rage Roboenza
Post by: Mr. X 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.
Title: Re: [Mod] Rage Roboenza
Post by: Kapus 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.
Title: Re: [Mod] Rage Roboenza
Post by: SickSadWorld 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.
Title: Re: [Mod] Rage Roboenza
Post by: Vortale 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.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 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?
Title: Re: [Mod] Rage Roboenza
Post by: Max 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?
Title: Re: [Mod] Rage Roboenza
Post by: Mr. X 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.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 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 (http://wadhost.fathax.com/files/roboenza-v3.zip), 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.
Title: Re: [Mod] Rage Roboenza
Post by: Mr. X 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.
Title: Re: [Mod] Rage Roboenza
Post by: TailsMK4 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.
Title: Re: [Mod] Rage Roboenza
Post by: SickSadWorld 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.
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu 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.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 01, 2011, 08:40:51 PM
MediaFire never caused problem here. What cause problem is GOOLE ADS and the flash-type ads that are loaded virtually EVERYWHERE.

As for feedback on mode:
*RAAAAAGE mode = OK
*NoHope replaced with Yoku = Super OK
*Zombie's speed boost = Partially OK (Is too fast. Mind it that the main Megaman is slowed down a bit in this mode, thus the zombies are almost 2 times faster than annyone. I'd say you set them at 0.8 or 0.85 if possible. Also, strange lag occurs if you jump at full speed as zombie, a lag that doesn't happen in Jump Maze Servers)
*Zombie's alt = NOT OK. Takes too much of the time and seems to work midair. Two things that needs to be fixed (for the "no air jump", check Classes Mod's Protoman or Megaman. There's a code there to prevent sliding midair that could be modifies to prevent air jump)
*Zombie's attack = Still as bad as always. Regardless on how many people frown on my idea, using the SpawnItemEx is ALWAYS more accurate. Unless the projectile traveled at the speed of 100 and survived for one or two tics (dunno which would be shorter but decent).

Possible additions:
*Give "CANTSEEK" flag for survivors too. That can prevent Dive Missile and Magnet Missile fails. If you want take that too far, disable CANTSEEK for infects, but that would make infects too vulnerable, so it is better just give CANTSEEK to survivors.
*Maybe a custom weapon? Just one? Meh, if not, no problem.

Also, a note:
Buster speed = too slow
Metal Blade = fast but okay
Charged ProtoBuster = fast but okay
Speed 100 = fast and may cripple accuracy if any above that
Title: Re: [Mod] Rage Roboenza
Post by: ice on April 01, 2011, 09:21:57 PM
meh, personaly I prefer the original roboenza, I guess its good if you prefer extreamly fast paced action, but I prefer the original as it gives time to plot out stuff in advance, also, PLEASE recude the strafing speed cause its bad enough they're 2 times faster, but straferunning makes them 3 times faster now
Title: Re: [Mod] Rage Roboenza
Post by: MagnetMan497 on April 01, 2011, 09:43:45 PM
Mod was lotsa fun to test. Can't wait to play public.
Title: Re: [Mod] Rage Roboenza
Post by: Alucard on April 02, 2011, 01:14:50 AM
Now I have to change the "RAGE/BERSERK" theme, like I did with NOHOPE.
Title: Re: [Mod] Rage Roboenza
Post by: OrangeMario on April 02, 2011, 02:32:42 AM
This is the best roboenza modification i've seen sence the release of this (as i kinda grew tired of the same slow & high-hp zombies).
as for suggestions... they seem more like "un-nessacery, but fun" ideas.

1.
Mabe two different fanfare musics for when the Roboenza is contained/has spreaded. Only reason i say this is because it can be difficult sometimes to tell that the last survivor/zombie has fallen, when the message at the bottom/ middle isn't enough

2.
Somehow code or script the mod so that fellow survivors will not respond to other survivors attacks (team games or CTF are good examples). It can get annoying when pharohshot raves groups give away their location, due to how LOOUUUDDD they are... and the random "whoops-I-killed-a-survivor-with-hyper-bomb/crash-bomb-spam" insditence.

& 3.
Allow everyone to move around, and shoot after the game announces that survivors/infected won ,so that I can stop spectating all the time, just to allow everyone to move, and i want to try it out myself.
Title: Re: [Mod] Rage Roboenza
Post by: Alucard on April 02, 2011, 02:35:56 AM
Quote from: "OrangeMario"
This is the best roboenza modification i've seen sence the release of this (as i kinda grew tired of the same slow & high-hp zombies).
as for suggestions... they seem more like "un-nessacery, but fun" ideas.

1.
Mabe two different fanfare musics for when the Roboenza is contained/has spreaded. Only reason i say this is because it can be difficult sometimes to tell that the last survivor/zombie has fallen, when the message at the bottom/ middle isn't enough

2.
Somehow code or script the mod so that fellow survivors will not respond to other survivors attacks (team games or CTF are good examples). It can get annoying when pharohshot raves groups give away their location, due to how LOOUUUDDD they are... and the random "whoops-I-killed-a-survivor-with-hyper-bomb/crash-bomb-spam" insditence.

& 3.
Allow everyone to move around, and shoot after the game announces that survivors/infected won ,so that I can stop spectating all the time, just to allow everyone to move, and i want to try it out myself.

1 is an okay idea, but I dunno if it's possible. Then again, I don't know the first thing about scripting, so...

2 is another good idea, which I believe should be fixed.

3 ...is that really important? After all, it's only gonna be a few seconds. If that.
Title: Re: [Mod] Rage Roboenza
Post by: TailsMK4 on April 02, 2011, 04:30:14 AM
I gave this a try and I have to say I like the old version better. This one is way too fast paced. Here are my suggestions:

Zombies/Infected Robots:

Reduce their speed. I used to be able to outrun them, but now I'm under a lot of pressure when I'm being chased. As a zombie, I can catch almost anyone since I can outrun them. Plus, I have noticed people making more mistakes with the increased speed (e.x. people falling into the middle pit in Bright Man's stage).

Increase their health. A couple of good hits with Knight Crush or Rolling Cutter will kill an infected player. The low health makes it very difficult to catch skilled players.

Reduce the time deduction for using the alt. The huge jump is a nice addition to the game, but ten seconds is a big bite on time. I'd say lower it to five seconds.

Also, thank you so much for removing the zombie weapon drop. This was one thing I was happy to see gone. People exploited that all of the time, even on accident.


Survivors:

In Rage mode, is this fast wep taking place? If so, be prepared for crashes if Drill Bomb is involved...personally I think the survivor should get more weapon ammo or faster speed instead of fast weapons. It makes them a bit too overpowered.

Remove Item 1. I hate it when people use this to hold others down. Don't use the excuse "Deal with it." I have been, and I want a stop to this.


NoHope:

Why is this even here? Almost every single time there is one survivor, the Rage song always plays. The current Rage song is decent, but I want to pick my own song.
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 02, 2011, 04:51:35 AM
I'm currently thinking about how to improve this based on feedback.  Here are the current ideas I'm contemplating:

-Decrease zombie speed - Currently they are 20% faster than players.  With only a few zombies this isn't a problem but it becomes completely impossible to deal with when there are more than 5.  I may lower this to 10 or 15 and see how that goes.  I actually WANT the zombies to be faster.  This is to promote a change in tactics from running away to actively engaging zombies.  I also want a player to be able to kill a zombie if they are skilled rather than it being at risk when they shoot them.

- Zombie health - I will try to adjust how health is given to the zombies.  In the original the more players meant each zombie had less life (400 - number of players times 6).  I reversed this by making the zombies stronger when there are more people, but I think this was a mistake as zombies quickly took over if more than 3 players were infected in most cases.  I'm not sure giving zombies more health makes sense, but something about it needs to change, I'm just not sure yet.

-Change the roboenza projectile - Currently it fires out a short range invisible bullet.  This leads to some weird situations where a player can be tagged at odd distances or missed at point blank.  I'll see about using something that takes the players velocity into account.  This shouldn't be hard as weapons such as star crash use this idea.

-Improve rage - I'm thinking that in addition to rapid fire, the player will have their ammo restored and given 3 more w-tanks.

-Raise the number of zombies required for rage to occur - I had this hard coded at more than 3 zombies would trigger this, but perhaps I will make it based on the playercount to zombiecount ratio or something like that so that it doesn't occur every single time in a large match.

Thoughts?
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 02, 2011, 05:18:33 AM
Quote from: "Messatsu"
I'm currently thinking about how to improve this based on feedback.  Here are the current ideas I'm contemplating:

-Decrease zombie speed - Currently they are 20% faster than players.  With only a few zombies this isn't a problem but it becomes completely impossible to deal with when there are more than 5.  I may lower this to 10 or 15 and see how that goes.  I actually WANT the zombies to be faster.  This is to promote a change in tactics from running away to actively engaging zombies.  I also want a player to be able to kill a zombie if they are skilled rather than it being at risk when they shoot them.

- Zombie health - I will try to adjust how health is given to the zombies.  In the original the more players meant each zombie had less life (400 - number of players times 6).  I reversed this by making the zombies stronger when there are more people, but I think this was a mistake as zombies quickly took over if more than 3 players were infected in most cases.  I'm not sure giving zombies more health makes sense, but something about it needs to change, I'm just not sure yet.

-Change the roboenza projectile - Currently it fires out a short range invisible bullet.  This leads to some weird situations where a player can be tagged at odd distances or missed at point blank.  I'll see about using something that takes the players velocity into account.  This shouldn't be hard as weapons such as star crash use this idea.

-Improve rage - I'm thinking that in addition to rapid fire, the player will have their ammo restored and given 3 more w-tanks.

-Raise the number of zombies required for rage to occur - I had this hard coded at more than 3 zombies would trigger this, but perhaps I will make it based on the playercount to zombiecount ratio or something like that so that it doesn't occur every single time in a large match.

Thoughts?
Miscalculation: Player Speed gets a nerf in Roboenza as of ACS as I last checked. From 0.8 falls to 0.7. And the infect weapon is kinda like "OHKO", so the L4D logic wouldn't be a good. However the infect should be as close as possible to player speed, perhaps to the default speed of 0.8. It's too easy to lose control at Marine Speed. In the past, not many ran away. Everyone is good at something. For example, I'm better as camper/sniper or trapper. For direct combat, I'm trash. Why do you think I evade DM and LMS?

Infects could have different damage factors (check Classes Mod's coding), to take less damage from some types of weapons but take same damage from busters.

Varied range, as I told you, can be fixed by using the aimmable SpawnItemEx code, plus the momx,momy,momz for the speed of spawned objects and the spawn flag SXF_NOCHECKPOSITION|SXF_ABSOLUTEMOMENTUM. If you REALLY want to fix that issue, you are gonna need my help.

I gave you some interesting additional Rage ideas. In addition to that, a random rage theme according to type of rage.

Better have the rage always occur, but try to have it affect the hud (like the Berserk powerup in Doom causes the screen to turn red, the Berserk in Doom 3 "zooms out", etc).
Title: Re: [Mod] Rage Roboenza
Post by: TailsMK4 on April 02, 2011, 05:45:18 PM
Quote from: "Messatsu"
I'm currently thinking about how to improve this based on feedback.  Here are the current ideas I'm contemplating:

-Decrease zombie speed - Currently they are 20% faster than players.  With only a few zombies this isn't a problem but it becomes completely impossible to deal with when there are more than 5.  I may lower this to 10 or 15 and see how that goes.  I actually WANT the zombies to be faster.  This is to promote a change in tactics from running away to actively engaging zombies.  I also want a player to be able to kill a zombie if they are skilled rather than it being at risk when they shoot them.

- Zombie health - I will try to adjust how health is given to the zombies.  In the original the more players meant each zombie had less life (400 - number of players times 6).  I reversed this by making the zombies stronger when there are more people, but I think this was a mistake as zombies quickly took over if more than 3 players were infected in most cases.  I'm not sure giving zombies more health makes sense, but something about it needs to change, I'm just not sure yet.

-Change the roboenza projectile - Currently it fires out a short range invisible bullet.  This leads to some weird situations where a player can be tagged at odd distances or missed at point blank.  I'll see about using something that takes the players velocity into account.  This shouldn't be hard as weapons such as star crash use this idea.

-Improve rage - I'm thinking that in addition to rapid fire, the player will have their ammo restored and given 3 more w-tanks.

-Raise the number of zombies required for rage to occur - I had this hard coded at more than 3 zombies would trigger this, but perhaps I will make it based on the playercount to zombiecount ratio or something like that so that it doesn't occur every single time in a large match.

Thoughts?

I don't mind zombies being a bit faster, but I just want their health increased. The lone Rage player is a zombie killer at the moment. Also, I say no to rapid fire for Rage, but ammo and W-Tanks are fine. I have seen a couple of matches where the lone survivor ripped apart like seven or eight zombies trying to get the survivor (where as in the original, sometimes the survivor was able to last long enough for all zombies to expire. I was notorious for this.), so I'm directly opposed to buffing Rage.

As for Rage and NoHope, I always thought it occurred with the lone survivor regardless of how many players are playing. Only one time did NoHope occur when one zombie remained, and Rage did not occur before then, so I thought Rage was the new NoHope.
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 02, 2011, 05:54:39 PM
Actually the zombie killer part is the exact reason for Rage.  I know that won't be everyone's cup of tea, but the goal of this mod is change it from a run away from zombies to an engage and destroy zombies style. I found zombies won if they infected a bunch of players right off the start, but lost if all the players ganged up immediately.  So rounds tended to be very quick.  I'm going to give Rage a buff, but reduce the frequency on which it occurs.  The idea behind it is that when a player has very little chance of winning, there's a glimmer of hope.  

An option I'm toying with currently for zombies is to give them a max of 300 health (vs 360 current max) but give them a regen rune.
Title: Re: [Mod] Rage Roboenza
Post by: ice on April 02, 2011, 06:07:46 PM
Quote from: "Messatsu"
An option I'm toying with currently for zombies is to give them a max of 300 health (vs 360 current max) but give them a regen rune.
That would give some stratagy to this, if your low on health, you could escape hide a moment and come out again, I approve
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 02, 2011, 06:39:52 PM
hm, the rate of regen is pretty quick though.  5 health every 3 seconds.  There must be a way to modify this.  I hope.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 02, 2011, 06:42:47 PM
Quote from: "Messatsu"
hm, the rate of regen is pretty quick though.  5 health every 3 seconds.  There must be a way to modify this.  I hope.
Try to get the code for Regenrune if you can.
Title: Re: [Mod] Rage Roboenza
Post by: Alucard on April 02, 2011, 06:43:29 PM
I think the zombies shouldn't start at full health then if they're gonna be regening. Like, maybe start them with 200/300 health or something...
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 02, 2011, 11:16:41 PM
Yea, I'm trying to figure out a good rate of regen for zombies.  

Regen rune is 5 health every 3 seconds.  
Quote from: "tsukiyomaru0"
Quote from: "Messatsu"
hm, the rate of regen is pretty quick though.  5 health every 3 seconds.  There must be a way to modify this.  I hope.
Try to get the code for Regenrune if you can.
The part I'm not sure about is how to adjust the actual regen rate.  For speed/haste you can just say speed 1.2 or something, so regen must have something similar but I'm not sure what it is.  In the meantime I'm using ACS to accomplish what I need.  I've got it at 5 health every 5 seconds, though that may be a bit low.  Probably will test both out and see how it goes.
Title: Re: [Mod] Rage Roboenza
Post by: Asd967 on April 02, 2011, 11:31:11 PM
You could just get Plantman's coding on Classes mod and port it to the roboenza zombies.
Title: Re: [Mod] Rage Roboenza
Post by: SickSadWorld on April 02, 2011, 11:32:16 PM
Part of the fun of the original though was overcoming the speed disadvantage to victory as a zombie.

Health regen is ok I guess, I will have to see it in action to know for sure. In general though there's two things that have diverged from DOOM's original formula that ruin modern FPS games.

Those are

For zombies it's probably ok. There's probably better ways to balance this mode though than regenerating health. Things like climb speed and the now increased knockback being reduced come to mind.

Yes, a slight side effect of the zombie speed increase is a bit of an increased knockback. No one has yet pointed this out so I figure I ought to.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 02, 2011, 11:36:02 PM
Quote from: "SickSadWorld"
Part of the fun of the original though was overcoming the speed disadvantage to victory as a zombie.
Everything you need to know is here.
Title: Re: [Mod] Rage Roboenza
Post by: Tesseractal on April 03, 2011, 06:18:59 AM
Quote from: "tsukiyomaru0"
Quote from: "SickSadWorld"
Part of the fun of the original though was overcoming the speed disadvantage to victory as a zombie.
Everything you need to know is here.

This is only true for a small range of players. For me, original roboenza is only possible until about 10 players. Then it becomes nearly impossible to overcome the speed disadvantage without being well, mobbed. This mod seems to be a reaction of Mess's to servers getting large. In Rage, it's much easier to infect with zombie speed. This means: players who aren't as good(who FLOCK to roboenza) now have a chance at infecting, and the matches don't just end instantly as a weak player gets mobbed. You've admitting to not being good as an alpha yourself. Original roboenza is just 'wait around for a good player to be alpha, as the the not-good ones get mobbed to death' if the players exceed 10 (even 8 on small stages like... Flame Man).

tl;dr: Rage is better because it makes MUCH better for weak zombies to infect, and for last-survivors to win. Fast zombies are MUCH more interesting than the 'sponge' zombies. I miss infect weapon drops; the weapon itself though is fine(despite minor range issues). Zombie altfire also helps stop 'slow rounds'.

Quote from: "Messatsu"
Actually the zombie killer part is the exact reason for Rage. I know that won't be everyone's cup of tea, but the goal of this mod is change it from a run away from zombies to an engage and destroy zombies style. I found zombies won if they infected a bunch of players right off the start, but lost if all the players ganged up immediately. So rounds tended to be very quick. I'm going to give Rage a buff, but reduce the frequency on which it occurs. The idea behind it is that when a player has very little chance of winning, there's a glimmer of hope.

An option I'm toying with currently for zombies is to give them a max of 300 health (vs 360 current max) but give them a regen rune.

I like this. To me, a balance would be: Make 'normal rage' for 3+ zombies, and let's say 'super rage'(the proposed idea with wtanks/wep energy refilled) for 7+ or even 9+ zombies. But your sentiment IMO reflects the reason the mod was created, which I agree with totally. BUT: I say no to regen-rune on zombies. Most of the mod is helping out "noobs" who aren't good at infecting, but to me regen-rune seems overkill. There's only so much weapon energy in some sets.
Title: Re: [Mod] Rage Roboenza
Post by: Ivory on April 03, 2011, 06:30:38 AM
Course, it could always be interesting for different types of zombies. becoming a random zombie type when infected.
varying from fast but weak, to slow sponge(though maybe not vanilla roboenza slow). Maybe some sort of zombie with new abilities like a long range zombie that can throw it's arm(boomerang) to infect survivors, but suffers from long wait times to do it again  and moderate-slow moving speeds to compensate for having a ranged infecting tool.

Well anyways, just an idea to consider.
Title: Re: [Mod] Rage Roboenza
Post by: Shade Guy on April 03, 2011, 10:31:00 AM
So...You're thinking of something similar to classes roboenza? First I'd say put that into another mod of roboenza.

It's an interesting idea; though I don't think people would be happy with a random type of zombie being chosen for them. However, it would be ridiculous if all zombies chose to be the boomerang type you suggested.
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 03, 2011, 02:11:43 PM
Quote from: "Ivory"
Course, it could always be interesting for different types of zombies. becoming a random zombie type when infected.
varying from fast but weak, to slow sponge(though maybe not vanilla roboenza slow). Maybe some sort of zombie with new abilities like a long range zombie that can throw it's arm(boomerang) to infect survivors, but suffers from long wait times to do it again  and moderate-slow moving speeds to compensate for having a ranged infecting tool.

Well anyways, just an idea to consider.

This had been suggested a couple of times and I think it's a great idea.  I won't implemented in the scope of this project, but there's a part of me that wants to make Roboenza that works with the classes mod that implements this kind of idea.  Heh, classes roboenza with classes.  Maybe once this his a good balance I'll play around with other ideas.

On a side note I'm scrapping the regen idea.  While it has it's merits, trying to find a proper rate is a bit too much of a pain.  I will continue to tweak the health formula for now until it feels a bit better for everyone.
Title: Re: [Mod] Rage Roboenza
Post by: Hallan Parva on April 03, 2011, 04:26:15 PM
Quote from: "Ivory"
Maybe some sort of zombie with new abilities like a long range zombie that can throw it's arm(boomerang) to infect survivors, but suffers from long wait times to do it again  and moderate-slow moving speeds to compensate for having a ranged infecting tool.
It'd be just like Super Mario Bros., with everyone (human) avoiding the Boomerang Bros. at all costs! And of course the Bros. would camp near each other so they could attack one at a time while the others recharge, allowing for non-stop boomerang buttrape action :p
Title: Re: [Mod] Rage Roboenza
Post by: TailsMK4 on April 04, 2011, 03:25:30 AM
(Deleted and reposted so I wouldn't double post.)

What is with the popularity of the classes? I'll stick with the old Roboenza, thank you. I think this is going to break the balance even more (and to think the Rage player was already overpowered...).

I was overreacting a bit in the server earlier. This update has actually made the mode a bit fun, though it's still way too easy to win in it. The health of the zombies is just about perfect...I'd say just a slight buff in health will do it. Zombies still move too fast, though. I can catch even skilled players fairly easily at this speed. I would slow it down to the point where the Zombie can just barely catch a straferunning player (or slightly faster than the old speed). If not that much of a nerf, then just some kind of nerf in speed. It's way too easy to catch survivors right now.
Title: Re: [Mod] Rage Roboenza
Post by: Anonymous on April 05, 2011, 03:11:41 AM
I can't download the zip file, it sends me to a blank page when i click the link.
EDIT:the link return this page to me:
(http://img855.imageshack.us/img855/918/errora.png)
Title: Re: [Mod] Rage Roboenza
Post by: CHAOS_FANTAZY on April 05, 2011, 03:24:04 AM
Expansion Packs of all kinds are bound to roll around eventually...so go ahead and rename Yoku-Man's theme "YOKMUS."  At least you'll save someone the time.

Also, it would appear that, with some weapons, you are randomly launched into the air.  Gizmo the Cat reports this happening with a Crash Bomb.  I think this would have something to do with the zombie's new Alternate Fire, but that's about it.
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 05, 2011, 02:31:45 PM
Ah I'm probably going to change the music again (I know I know) but it will be the last time and the name will make a bit more sense.

Also:
Quote from: "Messatsu"
v1c changelist -
- Rage now blasts close zombies away when activated and gives the bearer an additional 3 wtanks
The being knocked away is a result of Rage mode, or at least it should be.

I'll also put up a mediafire link for those having trouble with wadhost.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 06, 2011, 03:23:56 AM
Mistakes you did:
Code: [Select]
ZOMA A 0 A_SpawnItemEx ("InfectMorpher",cos(-pitch)*50,0,32+(sin(-pitch)*50), momx, momy, sin(-pitch),0,SXF_ABSOLUTEMOMENTUM,0)should be:
Code: [Select]
ZOMA A 0 A_SpawnItemEx ("InfectMorpher",cos(-pitch)*39,0,32+(sin(-pitch)*39), momx, momy, momz,0,SXF_ABSOLUTEMOMENTUM,0)Why's that? Yours spawns too far, which can still make pointblanks fail. It should spawn at a distance that equals to playerpawn's raidus+projectile radius.

And here is the worst mistake:
Code: [Select]
ACTOR InfectMorpher : MorphProjectile
{
Damage 1
+RIPPER
Projectile
+FOILINVUL
MorphProjectile.MorphFlash ""
MorphProjectile.UnMorphFlash ""
MorphProjectile.PlayerClass "InfectedClass"
MorphProjectile.Duration 999999999999
MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH
Speed 25
Height 15
Radius 15
States
{
Spawn:
TNT1 AAA 1
stop
}
}

Why it is wrong? Think with the "spawn" above. It means an object idles there for 3 tics. meanwhile, it also fires an object that travels too slow for 3 tics, making it EASIER to infect than it was, but WAY TOO EASY.

Instead, the projectile should be:
Code: [Select]
ACTOR InfectMorpher : MorphProjectile
{
Damage 1
+RIPPER
Projectile
+FOILINVUL
MorphProjectile.MorphFlash ""
MorphProjectile.UnMorphFlash ""
MorphProjectile.PlayerClass "InfectedClass"
MorphProjectile.Duration 999999999999
MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH
Speed 75
Height 15
Radius 15
States
{
Spawn:
TNT1 A 1
stop
}
}

I knew it was strange for people to infect way too easily.
Title: Re: [Mod] Rage Roboenza
Post by: Tesseractal on April 06, 2011, 03:45:51 AM
Have you considered giving RegenRune to *just* the Alpha? it might protect him from being gimped/mobbed/etc. and he dies the fastest anyway(from time).
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 06, 2011, 01:39:08 PM
I have considered giving regen to the main zombie, but I don't know if that would help if the player is getting ganged up on.  They'd lose health far faster than they could gain it if a bunch of players team up.  It's a good idea though.  Funny thing is that if players team up immediately on the alpha, they tend to die very quickly.  However, if everyone runs away, the zombies tend to win.  I'm not sure zombie health needs to be adjusted yet, but I'm definitely not ruling out the possibility.  Just for laughs, what does everything think the alpha zombies health should be?   At the moment it's at 360 (normal player is 100, normal roboenza zombie is 1100).

Quote from: "tsukiyomaru0"
And here is the worst mistake:
Tsuki, I would like to kindly remind you I chose to do it this way.  It just so happens that my implementation differs from your opinion on what it should be, but that does not make it wrong.  Constructive criticism is fine, but you phrase it as if I had done something incorrect.  Please stop this.
Title: Re: [Mod] Rage Roboenza
Post by: Hallan Parva on April 06, 2011, 04:59:54 PM
To encourage actively playing (and to help counter Crash Bomb Rape), whenever a tag is made existing zombies should regain some of their health or get some extra time!

Maybe all zombies get +20 HP and the tagger gets a bonus +30 HP (making the tagger get +50 in total).

Or, all zombies could get +20 HP and the tagger gets +10 (15?) seconds! This would help the alpha zombie a LOT!


EDIT: Of course the HP bonuses can't exceed their original max and the time should have some sort of cap on it. (I'd suggest a cap of 120 seconds, but that's just me.)
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 06, 2011, 08:02:38 PM
Ya know, that's a pretty good idea.  I'm not 100% certain if it's possible to give the infecting zombie an item such as health but I'll check it out.

On a side note: Should spark shock affect zombies the same way it affects players or is that OP?  Right now it just 'stops' the zombies for a moment but doesn't stun them.
Title: Re: [Mod] Rage Roboenza
Post by: Hallan Parva on April 06, 2011, 08:08:16 PM
I say... nope. Zombies have the new low HP and the old "every hit equals knockback". Adding stun to the equation is just BEGGING for a combo with Crash Rape.

Or Wave Rape, or Star Rape, or Drill Rape, or Lookin-Like-A-Fool-With-Hyper-Bombs-On-The-Ground Rape...
Title: Re: [Mod] Rage Roboenza
Post by: Hallan Parva on April 07, 2011, 12:59:54 PM
WHY DID YOU REMOVE SKULL BARRIER.

Even WITH Skull, it was hard to win as the last human because zombies are so damn fast. Now, it's nigh impossible.

Thanks for making zombies win every damn match. :(
Title: Re: [Mod] Rage Roboenza
Post by: CutmanMike on April 07, 2011, 01:17:35 PM
Oh quit your whining. I'd expect feedback like that towards me, as I've been doing this a lot longer than most, but not towards a fellow modder who's trying his best to keep things sane (and it's hard considering it's roboenza)

Either be constructive about feedback or don't give feedback at all please
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 07, 2011, 01:20:18 PM
I removed skull barrier because that wasn't the style of play I was shooting for with this.  If the survivors gang up and attack the zombies then they usually win, if they run away they usually lose.  Normal Roboenza is about avoiding zombies and hiding.  This one  is more about actively engaging zombies and trying to prevent them from expanding. Roboenza on it's own has a very relaxed style of play.  That's cool, but I wanted this to be different.  Of course, if you are correct and zombies always win, I will change it back.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 07, 2011, 04:39:00 PM
Now they'll always win and it'll be less fun.

Besides, hiding IS a valid tactic, even in direct combat situations. or will you try to remove things like corner shot? Then why don't make everyone's skin 10x bigger? Seriously bad.

It's not that they hide. Most people camp, other sets up traps by standing near a teleporter with the Skull Barrier, others do the pharaoh rave near a two-way teleporter, and so on. It is their tactic. Hiding is stealth tactics, you hide and wait for a chance to move to a new position or attack and go.

Skull Barrier should still be in, Spark Shock should still paralyze them, etc. However I think that CANTSEEK flag needs to be added on both ends (Survivor and Infect). That's the most urgent change, as the missiles homes into survivors but not into infects, making them only good for a false sense of security that is nicknamed Dive Shield.
Title: Re: [Mod] Rage Roboenza
Post by: Galaxy Sisbro on April 07, 2011, 10:49:22 PM
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 07, 2011, 11:05:54 PM
Freeze Cracker = bad idea for Skull Barrier replacement. Replace it with something that can be usefull instead, like Centaur, Bright or Gravity (This one = last resource).
The weapon pellet dropping is... Well, makes me wonder why.
Title: Re: [Mod] Rage Roboenza
Post by: SmashTheEchidna on April 08, 2011, 12:46:50 AM
I made good use of the Freeze Cracker. Although with the way it eats up weapon energy, maybe the replacement should be changed to something else. (but possibly keep that weapon in the game. I like Freeze Cracker.)

An interesting idea came to mind. What if when someone goes into rage mode, it plays two sound effects: one being the Rage mode activating, the second one would be a unique sound effect depending on the skin you're using? (Of course, said sound effect has to be implemented into the skin itself for it to work.)
I dunno if it can work, or if it's worth adding, it's just a thought. (I'm actually currently messing with Rage Roboenza and one of my skins to see if it actually can.)
Title: Re: [Mod] Rage Roboenza
Post by: Korby on April 08, 2011, 12:51:27 AM
It's impossible to detect what skin you're using.
Title: Re: [Mod] Rage Roboenza
Post by: SmashTheEchidna on April 08, 2011, 12:59:39 AM
Maybe so, but if it says to play a sound effect, in which any number of skins has a different one with the same name, would it still not work?
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 08, 2011, 01:42:54 AM
Quote from: "SmashTheEchidna"
Maybe so, but if it says to play a sound effect, in which any number of skins has a different one with the same name, would it still not work?
Possible, but the headache doesn't make it worth enough to add. Unless everyone shared the same sound, regardless of skin.
Title: Re: [Mod] Rage Roboenza
Post by: Hallan Parva on April 08, 2011, 01:47:00 AM
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.
Title: Re: [Mod] Rage Roboenza
Post by: SmashTheEchidna on April 08, 2011, 01:52:52 AM
If everyone shared the same sound, there would be no point in implementing it into a skin. Might as well just keep only the Rage activation sound.
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 08, 2011, 02:47:34 PM
Quote from: "SmashBroPlusB"
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.

I may consider this option actually.  I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d)  I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker.  I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does.  May up the damage to zombies as well since I think it does like ...1 to players...yuck.  

I've been hearing conflicting reports about zombies being OP and being too weak.  What has your experience been?
Title: Re: [Mod] Rage Roboenza
Post by: Hallan Parva on April 08, 2011, 05:09:30 PM
Quote from: "Messatsu"
Quote from: "SmashBroPlusB"
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.

I may consider this option actually. I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d) I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker. I like this swap, actually. Skull's more defensive and Dive's a finisher, so it works. I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does. May up the damage to zombies as well since I think it does like ...1 to players...yuck. LOL :lol:

I've been hearing conflicting reports about zombies being OP and being too weak.  What has your experience been?

It really depends on the map and whether or not you have Rage. Without the Rage power, it's easy to get tagged by a zombie if you don't have a rapid fire or explosive weapon. Pretty much, if you get a crap wep selection like Blizzard Attack + Dive Missile + Top Spin then you're fucked (unless you're lucky with that Top Spin ;)).

With Rage, if you don't stop moving (or camp in a corner) and are a competent shooter then it's totally possible to win with said Spinning Dive Blizzard. Like I said, it's POSSIBLE, not guaranteed; getting Rage and camp-shooting at zombies doesn't mean you'll win every game, but it makes it a heck of a lot easier.

In short, if you get good weapons then skilled players can beat zombies. If you get "meh" weapons then 1337 players win. If three humans gang up on a zombie then the zombie dies. If the humans get crap weapons (and they're not 1337) then zombies win. If humans get crap weapons and at least one human is in fact 1337, then I'd say it's about 50/50. If you're not skilled at Roboenza and you're alone/vulnerable then you lose, no matter how good your weapons are. :p

Of course I don't play this game mode that much nowadays since Chaos was released, so for all you know this paragraph could be a big steaming pile of shit :lol:

Talking inside of quotes is cool, bro.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 08, 2011, 05:37:07 PM
Quote from: "Messatsu"
Quote from: "SmashBroPlusB"
Add Bright Stopper into the random weapon rotation. It's actually a LOT more useful in Roboenza than in the main game (since zombies rely on sight and melee hits to win). It eats ammo for brunch anyway, so unless you have the extra rage tanks you really can't spam it.

I may consider this option actually.  I was looking for a weapon to replace dive missile (Which is entirely useless even if homing worked in 1d)  I think what I may do is replace skull barrier with flash stopper (brightman) and dive missile with freeze cracker.  I didn't change this originally since I wasn't sure if the flash actually affected zombies, but it does.  May up the damage to zombies as well since I think it does like ...1 to players...yuck.  

I've been hearing conflicting reports about zombies being OP and being too weak.  What has your experience been?
You don't need to ditch the homing weapons completly. Just use the "NoPain" item to have it invoke A_ChangeFlag("CANTSEEK",1) That way the survivors and infect will have the ability to not be tracked by homing projectiles and said weapons could become something a little above busters.
Or use the "YesPain" item to invoke the exact opposite and remove the CANTSEEK from infects or something.

And zombies are really OP. The distance at which the infect morpher spawns plus the SPEED at which the infect morpher travels as a projectile makes it WAY TOO EASY for them to infect. And the super jump gives a huge edge to them, making it way too easy to catch campers. Instead of SuperJump, mess with the infect's class and give them a small boost in the jump power (Z-Something or another. I do not remember well. I think the default is 10". The AltFire could be replaced by something else, like a charge-like attack, bracing to reduce the damage taken and nullify recoil...
Title: Re: [Mod] Rage Roboenza
Post by: Hallan Parva on April 08, 2011, 05:58:00 PM
Quote from: "tsukiyomaru0"
The AltFire could be replaced by something else, like a charge-like attack, bracing to reduce the damage taken and nullify recoil...

What is WRONG with you!?

The whole point of Rage Roboenza is to fight the zombies and not run away, yet how are you supposed to fight something with superior health and is faster than you are if they can also take LESS damage than you and THEY DON'T EVEN RECOIL? (Slight EDIT: Also, since it's Roboenza you "die" in ONE FREAKING HIT and become a zombie.)

Really, the low HP and recoil property were the only things from making these jumping super-speed zombies automatically OP. Remove that and we're all fscked :shock:
Title: Re: [Mod] Rage Roboenza
Post by: Galaxy Sisbro on April 08, 2011, 09:09:06 PM
Quote from: "Galaxy"
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 08, 2011, 11:47:15 PM
Quote from: "Galaxy"
Quote from: "Galaxy"
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
It is dead and you know it is.
Title: Re: [Mod] Rage Roboenza
Post by: Tesseractal on April 09, 2011, 02:19:40 AM
Quote from: "tsukiyomaru0"
Quote from: "Galaxy"
Quote from: "Galaxy"
tsukiyomaru0, Then don't download something with the word "Rage" on his title. Wanna hide? go to normal roboenza, then.
It is dead and you know it is.

It's because people down't want slowbroenza (har) and you know it as well.

@Mess: I think the problem is that the Alpha Zombie is weak, but the minions are stronger, giving you conflicting messages. My experience is that the Alpha is easily overpowered(which I suggest regenrune, HP buff, anything)
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 09, 2011, 02:42:59 AM
another problem is that both the spawned and shoot infect morphers lasts for 3 tics. that's too long, making it more than easy to tag anyone in movement or idle. In other words, way too easy.
Title: Re: [Mod] Rage Roboenza
Post by: Knux on April 09, 2011, 07:43:17 AM
Found a weird bug while playing this. There were 3 people (including me) playing, and one of us got roboenza. One of the non-infected fell too far, leaving the other 2, then the normal NOHOPE music played and the last non-infected player did not get the Rage bonus. We tested this twice and happened both times. Not sure if it can happen with more people, but it's not right.  :shock:
Title: Re: [Mod] Rage Roboenza
Post by: Kapus on April 09, 2011, 07:45:21 AM
The last survivor doesn't get RAGE if there are only a few zombies left. It's not a bug.
Title: Re: [Mod] Rage Roboenza
Post by: Messatsu on April 09, 2011, 05:25:54 PM
Yup, in order for the player to get rage, they must be facing greater than 1/3 of the total players as zombies.  I was thinking of raising it to 1/2, but rage is so much damn fun that I haven't touched it.  That and even with rage players generally lose anyway.  On the flip side, I've seen some amazing zombie slaughters with it so, it's epic when you pull it off.  

I may look at giving the alpha zombie regen rather than raising their health.  360 health is quite a bit and the timer should prevent regen from being OP.  I'll test it and see what happens.  

Lastly I will see about playing around with the CANTSEEK flag and see how it affects magnet missile.
Title: Re: [Mod] Rage Roboenza
Post by: tsukiyomaru0 on April 10, 2011, 02:58:15 AM
I know it seems like a freaky idea, but could be applied... Classes for both infect and survivors.
Example of classes:
Survivors:
Megaman: Obviously, the typical Megaman with all advantages and disadvantages
Sniper Unit: A Sniper Joe but without shield. The ability is to fire faster buster shots, but with lowered fire ratio. Cannot Start with Shield, Explosive or "Crawler" (Water Wave, Search Snake) weapons. Is sightly slower but jumps higher.
Recon Bot: A robot with some aspect of Quickman or Shadowman (running animation). Its ability is to fire slightly faster than Megaman, but the damage per buster is halved and they cause no recoil, but can only start with short-ranged weapons and shields. as fast or a little more than the infected.

Infects:
Regular: The Infects as they are right now, but with a normal jump boost instead of super jump. Chance of becoming one of those when infected: 50%.
Barricade: A stronger infect. Suffers no recoil, but is as slow as sniper. His ability is to throw balls of infected energy that travels a decent distance, but are buster-slow with a lower fire rate. Chance of becoming one of those when infected: 25%.
Crawler: They suffer less action of the gravity (gravity 0.5) and can lunge at a running enemy. His speed is also something to fear, considering they will be faster than a Recon Bot. Chance of becoming one of those when infected: 25%.

I had more ideas for classes, but... Nah, won't mention unless someone shows clear interest.
Title: Re: [Mod] Rage Roboenza
Post by: Mr. X on April 10, 2011, 03:01:02 AM
Nah, I'd prefer to keep it as an alternative to Roboenza:  the same with slight changes.

Anyhoo, I enjoy this.  From the matches I played, it seemed about 50-50 on whether or not the zombies would win or lose, which is great.  Good fun all around.  Wouldn't change a thing.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination
Post by: Guardian Knight on April 26, 2011, 04:27:27 PM
am im wrong or is Team Assassination the most unpopular Mode i have seen?
I was about a hour in the Server, when unfunny Latios came and crashed it. Now the Server is back and still no one joins it.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination
Post by: Korby on April 26, 2011, 04:40:22 PM
It's not the most unpopular. There are tons of other mods that aren't even hosted, such as Quickman Mode/Ninja Mode.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination
Post by: SaviorSword on April 28, 2011, 09:51:51 PM
Quote from: "Messatsu"
Currently here's how captains work:

Captains are selected at random.  If a captain dies before the other captain is selected then it continues until both teams have captains.  When both teams have captains, each one is given a terminator artifact.  This bumps up their damage x4 (their buster now does 10 damage x 4) and gives them armor (which is removed immediately).  If a captain dies, the round is over. The person who kills the captain gets 10 frags as a result of the terminator artifact.  If a captain suicides, they lose 10 frags.  If a captain spectates or otherwise leaves, the game will attempt to select another captain and give that player the health the previous player had.

If it's possible to change the gain/loss of points to +/-100 so ya can be pretty sure that the winnin' team is suppose to win. Hopefully that value is not hardcoded...
Title: Re: [Game Modes] Rage Roboenza + Team Assassination
Post by: Messatsu on April 28, 2011, 10:50:47 PM
As far as I know it's impossible to award frags to a player.  If someone knows a way to do this, please let me know.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 4/
Post by: SmashTheEchidna on May 01, 2011, 10:50:25 AM
You changed the NoHope theme for Roboenza...Why? I don't think the rain fits it at all. Sure it's creepy, but it also feels kinda empty...
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 4/
Post by: Atticus on May 02, 2011, 12:45:50 AM
Hey Mess, or anyone else, if it isn't too inconvinient, could you provide a mirror download for these modes on mediafire? This computer won't let me download anything on any website but Mediafire.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 4/
Post by: Messatsu on May 02, 2011, 03:06:12 AM
Quote from: "SmashTheEchidna"
You changed the NoHope theme for Roboenza...Why? I don't think the rain fits it at all. Sure it's creepy, but it also feels kinda empty...
I got the vibe that a lot of others didn't like the song either since many people changed it.  Figured to change things up a bit.  Can't please everyone though I suppose.

Quote from: "coolguy773"
Hey Mess, or anyone else, if it isn't too inconvinient, could you provide a mirror download for these modes on mediafire? This computer won't let me download anything on any website but Mediafire.
Done, front page.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 4/
Post by: tsukiyomaru0 on May 02, 2011, 04:00:26 AM
I don't object against the rain for NoHope.

Alternatively, try to make RageRoboenza call for a music that isn't in the PK3. But have a "nohope.pk3" ith "nohope.mp3" in your skin folders. If it work, then you could make customization of RageRoboenza much more friendly.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 4/
Post by: SmashTheEchidna on May 02, 2011, 12:51:08 PM
I used to change it to other songs to try and give me more of an adrenaline rush when I'm the last survivor, but I ended up just going with the original eventually.

Now I tried to edit it and turn it back to normal, but I couldn't get it to work. =/
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 4/
Post by: Atticus on May 05, 2011, 01:08:57 AM
I'm having a problem with Rage Roboenza. Whenever I try to join any rage roboeza servers, the game won't let me. I'm using the EXCACT SAME WADS as the server; CSCMRemix_V2a and RageRoboenza-2c. It isn't the maps, beacause I got into an assasination server with CSCM, so the Roboenza WAD is the problem. What do I do?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 4/
Post by: tsukiyomaru0 on May 05, 2011, 02:04:27 AM
Quote from: "coolguy773"
I'm having a problem with Rage Roboenza. Whenever I try to join any rage roboeza servers, the game won't let me. I'm using the EXCACT SAME WADS as the server; CSCMRemix_V2a and RageRoboenza-2c. It isn't the maps, beacause I got into an assasination server with CSCM, so the Roboenza WAD is the problem. What do I do?
Order of the files in the command line. MUST BE IN THE EXACT ORDER.
A little of Skulltag's follishness, I tell you.
If anything, load through DoomSeeker only.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: SickSadWorld on May 05, 2011, 08:22:42 PM
Version 3a comments.

What you have is good. The counter is a good addition. I feel the positioning is a bit distracting and encroaches on the 'gamespace' a bit. It might not be an issue for others but I felt the counter colors were a bit distracting and hard to read at times. I feel the counter layout could be improved in the following way:

(click to show/hide)

Using the 'clientside' script type this will lead to better performance over a network because it's not sending the output of ThingCountName() every tic to all clients. Additionally this revised script 719 features a better HUD position and less distracting text colors. So, free bump.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Messatsu on May 05, 2011, 10:24:25 PM
Learn somethin new every day apparently.  Didn't know about clientside so that will be a good thing to implement.  Thanks, I'll implement that right away.

The positioning of your code puts it in the lower left hand corner.  I actually feel that makes it a bit trickier to look at than on the left side.  You aren't the only one to mention it's current position as inconvenient though.  Anyone else have thoughts on this? Is is good on the left? Is the bottom left preferable?  I'm can't put it on the top right because that's where the chaos mode items are.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Tesseractal on May 09, 2011, 10:19:14 PM
I prefer the new position. It's a bit more out of the way, but the old one was in a place you don't normally look to (it wasn't in a corner or edge) in the HUD. I feel the new position is fine and good.

I'm not really seeing what was changed about the Alpha infect; maybe it wasn't a huge change.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Messatsu on May 10, 2011, 12:12:56 AM
Most of the changes were bugfixes.  The alpha infect change was nothing a player would notice.  Primarily I concentrated on the bugs that cropped up in 3a and continuing to attempt to squash the bug that occurs when players win.  The other items were moving the infected counter and refilling all the players ammo when they get rage.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Hallan Parva on May 12, 2011, 12:32:39 AM
I know I said this in the MMPU expansion project but I'm asking here too.
Quote from: "SmashBroPlusB"
Oh, is the expansion going to add Time/Oil/Charge to the LMS rotation?

And regarding the above question, would you add Time/Oil to the RageRobo rotation as well?

If you're afraid of compatibility problems with RageRobo, then maybe a separate "Powered Up Rage" version?
You already answered the LMS question with a "yes", but I'm asking mainly about RageRobo having the new weapons.

Also this is totally off-topic but w00t 500 posts :cool:
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Messatsu on May 12, 2011, 12:46:10 AM
If weapons are in the LMS rotation then they are available in Rage Roboenza.  The only catch is that currently Time Slow's slow attack will merely blind enemies instead of slowing them.  This is intentional and will be changed once Powered Up is released.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Hallan Parva on May 12, 2011, 12:50:24 AM
... hubba what!?

So this whole time I could've been using MMV weapons like Spark Chaser and Grab Buster...?
WHY DIDN'T YOU SAY THIS BEFORE.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: tsukiyomaru0 on May 12, 2011, 03:45:54 AM
The infectmorpher is still borked... I think I know a way that could help. Try these:
Code: [Select]
actor RoboenzaWeapon : MegaBuster
{
Weapon.AmmoUse 0
Weapon.SlotNumber 1
Obituary "%o was eaten alive by %k."
Inventory.Pickupmessage "Infected!"
+WEAPON.AMMO_OPTIONAL
//inventory.icon "INFEWEP"
Scale 2.0
States
{
//Spawn:
//WEA2 Y 1
//loop
Ready:
ZOMA A 0 ACS_ExecuteAlways(998,0,255)
ZOMA A 0 ACS_ExecuteAlways(704,0,255)
ZOMA A 0 SetPlayerProperty(0,0,1)
ZOMA A 0 A_TakeInventory("PharaohCharge",1)
ZOMA A 0 A_SpawnItem("ZombieSound")
ZOMA A 5 A_ChangeFlag("NODAMAGE",0)
ZOMA A 0 A_JumpIfInventory("RoboenzaCount",1,"RealReady")
Goto Melt
RealReady:
ZOMA A 0 SetPlayerProperty(0,0,0)
ZOMA A 0 ACS_ExecuteAlways(708,0)
ZOMA A 1 A_WeaponReady
Goto Ready+6
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
ZOMA A 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
ZOMA A 1 A_Raise
Loop
Fire:
ZOMA A 0 A_JumpIfNoAmmo("NoAmmo")
ZOMA A 0 A_FireCustomMissile("InfectMorpher1",0,1,0,0)
ZOMA A 0 A_GunFlash
ZOMA BCDEFG 3
ZOMA HIA 3
Goto Ready+6
AltFire:
ZOMA A 1 A_JumpIf(z-floorz>0, "RealReady")
ZOMA A 0 A_JumpIfInventory("RoboenzaCount",6,"SupaJump")
Goto Ready+6
SupaJump:
ZOMA A 0 A_PlaySoundEx("item/refill","Voice")
ZOMA A 1 ThrustThingZ(0, 75, 0, 0)
ZOMA I 1 A_TakeInventory("JumpCancler",1)
ZOMA H 1 A_TakeInventory("RoboenzaCount",5)
TNT1 A 10
ZOMA HIA 3
Goto Ready+6
NoAmmo:
ZOMA A 1 ACS_Execute(979,0)
ZOMA A 0 A_Refire
goto Ready+6
Melt:
ZOMA A 3 DamageThing(255)
loop
Flash:
TNT1 AAAAAAAAAAAA 2 A_FireBullets (0, 0, 1, 0, "ClimbChecker", 0, 43)
stop
}
}

Code: [Select]
ACTOR InfectMorpher1 : MorphProjectile
{
Damage 1
+RIPPER
Projectile
+FOILINVUL
MorphProjectile.MorphFlash ""
MorphProjectile.UnMorphFlash ""
MorphProjectile.PlayerClass "InfectedClass"
MorphProjectile.Duration 999999999999
MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH
Speed 10
Height 15
Radius 15
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("InfectMorpher2",(momx/10)*15,(momy/10)*15,(momz/10)*15,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)
stop
}
}

ACTOR InfectMorpher2 : InfectMorpher1
{
Height 10
Radius 10
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("InfectMorpher2",momx,momy,momz,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)
stop
}
}

ACTOR InfectMorpher3 : InfectMorpher1
{
Height 5
Radius 5
States
{
Spawn:
TNT1 A 1
stop
}
}

It is basically my "Laser code", but moded just so it has a limited range controlled by these three projectiles. This way you have a cone with the broader side toward the user, granting a wider area of effect when the target in directly in front.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Messatsu on May 27, 2011, 03:02:18 PM
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose.  Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved?  Right now I'm changing a few small things but am looking for other suggestions.

-Captains won't be selected unless there are 2 members per team.  That way you won't have 1 vs 1 captain fights.
-Captains selection doesn't start till 10 seconds after the round starts.  This is so that more people have time to join and thus can be made captain.
-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance
- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Tesseractal on May 27, 2011, 07:28:08 PM
Quote from: "Messatsu"
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose.  Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved?  Right now I'm changing a few small things but am looking for other suggestions.

-Captains won't be selected unless there are 2 members per team.  That way you won't have 1 vs 1 captain fights.
-Captains selection doesn't start till 10 seconds after the round starts.  This is so that more people have time to join and thus can be made captain.
-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance
- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.

I'm going to say I like/approve all these things, although the last one I'm unsure about (not sure yet whether it'll be good or bad). Now I haven't been able to play this mode as much, the only problem I had was rounds ending instantly due to captains failing it. You've altered it to make a "ball-saver" effect where it just reselects the captain if it's in the first 30-60 seconds ago. Was it your intent to have rounds end instantly because the captain killed himself(jumped off a cliff/etc.)? When you have rounds end instantly you create a sort of roboenza-like slowness.

Here's my other idea: you could could try picking another captain with LESS health - or say that falling down a pit as a captain respawns him with a 50% MAX hp penalty? Meaning that if he had less than 50% health, he would die. I don't remember if captains are immune to wind storm / ghold right now. That way, captains would still be punished for dying - they couldn't use it as an easy escape, but the rest of the players don't have to lose a round because of captain incompetence. It might not be the best idea, but instant-kill of captains is something I think should be approached.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Messatsu on May 31, 2011, 02:56:44 PM
Hrmmmm, I'm not sure what I can do about the falling bit.  I'll check to see if I can put some kind of protection against that but I can't promise anything.  Fail Captain is fail after all.  Problem with all team games is that some people just are bad at team games.  

On a related note.  What improvements could be done to Rage Roboenza?  It seems that it's fairly balanced now, but one common complaint is the morph projectile.  I've seen Tsuki's solutions but I think each of those has some related problem.  The cone 'laser' shot would require the person to be more accurate, but you still have a distance problem.  The other idea I'm toying with is to make it an 'explosion' but the distance is cut dramatically.  I think this may help with those point blank misses while hopefully preventing those silly 10 ft grabs.  What do you all think?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Myroc on May 31, 2011, 03:13:51 PM
Maybe make the captain start out with a free Beat Call?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Messatsu on May 31, 2011, 09:12:44 PM
Actually that was the very idea I was going to go with.  The issue was that beat call actually protects from falling damage and requires a separate script to cause flight to occur.  Without that script captains can just run around pits.  I worked around this by giving beat and calling the script as part of the pain state.  This actually does good damage to the captain but also gives a chance for recovery.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: tsukiyomaru0 on June 01, 2011, 09:52:22 PM
Mega Error in Ragenza:
Somehow, when I spectated as first infect, it DIDN'T end the round. It kept going on without infects. Could be fixed if it checked for "players with RoboenzaWeapon" to declare end of the round?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Shade Guy on June 02, 2011, 07:55:55 AM
I like how you openly admit to spectating when you become alpha.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: tsukiyomaru0 on June 02, 2011, 01:29:12 PM
Quote from: "Shade Guy"
I like how you openly admit to spectating when you become alpha.
It's not my fault if there was lag, the infect morpher works like crap and Kenkoru was almost 100 ms ahead of me. Also, the main problem people have with that behavior is when the infect doesn't even try. I tried tagging Kenkoru about ten times, someone else five.

I remember I was in a hole before I spectated and Kenkoru was near, and he has the fame of Item 1'ng ppl.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
Post by: Korby on June 02, 2011, 06:50:21 PM
So wait out your death or don't play.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 03, 2011, 12:25:10 AM
The improvements are cool and al, but there's something that seems off. At the right angle if you are close to a wall, it won't work. Specially when it should. I don't know why this happens or, for that matter, HOW this happens. Oh, well, at least the accuracy isn't as wonky as it used to be, it is much better actually.

And, again, people are abusing of the VK against more than one person, using stupid reasons. that and spamming Dogman stage.

funny thing: you can still use the item that replaces mega buster with the bass buster if you are infected, but it won't change your weapon into Bass Buster. I bet it works with Proto Buster too?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Korby on June 03, 2011, 12:55:57 AM
Vote Kicking has nothing to do with this topic. Leave it out of here.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: SmashTheEchidna on June 03, 2011, 02:13:48 AM
Personally I think people have been complaining about that range too much. Now the infect weapon seems a bit TOO accurate. If I'm anywhere near a zombie I'm gonna get infected. I can scarcely jump over their heads anymore, 'cause they yank me down out of the air with little effort.

But everyone else seems to be fine with it, so I'm just gonna have to get used to it. =/ It's going to be a lot harder for the survivors now.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Alucard on June 03, 2011, 02:19:15 AM
Well, Smash, it IS called RAGE Roboenza, so that implies it will induce rage on someone.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: SmashTheEchidna on June 03, 2011, 02:29:31 AM
Well it's a heck of a lot more likely that someone will be getting rage. I mean, in the time I was playing, some matches barely went on for 30 seconds before more than half the survivors in a full server were all caught. That's like at least 15 people in 30 seconds at most.

Though some matches did last longer than that. Some much longer. (and I did have one epic win while playing, as well)
Still, I did enjoy when Messatsu himself was playing with us as he gave us a whole lot of mini events. Sometimes it was like everyone had rage, minus the extra tanks. I can see that the new version's got a lot of improvements. It's just like he turned it up to freaking hard mode. I'm really gonna have to think of a new strategy, now.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: LlamaHombre on June 03, 2011, 02:32:27 AM
-Use Shield Weapons more.
-Don't waste your Item 1 for camping.
-Run.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 03, 2011, 02:35:51 AM
Quote from: "SmashTheEchidna"
Personally I think people have been complaining about that range too much. Now the infect weapon seems a bit TOO accurate. If I'm anywhere near a zombie I'm gonna get infected. I can scarcely jump over their heads anymore, 'cause they yank me down out of the air with little effort.

But everyone else seems to be fine with it, so I'm just gonna have to get used to it. =/ It's going to be a lot harder for the survivors now.
I bet it is because of A_Explode.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Muzaru on June 03, 2011, 02:52:29 AM
Anything for assassination?
I has suggest.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: SmashTheEchidna on June 03, 2011, 02:57:07 AM
Unless I'm not really trying to win, I tend to save my item 1's. And I've found myself using Star crash oh so much more often. Come to think of it, Star crash is the only shield weapon in Rage now.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Messatsu on June 03, 2011, 02:57:27 AM
Yea, the very first frame is a small explosion.  It is possible to jump it but it's a bit tricky.  The big pain in the ass with the infect morpher is that it is very hard to make something melee range that can also reach through shields. I think it's pretty good now as most people seem pleased but I'm always up for suggestions.  

Also Muz, whatcha got for a suggestion?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: LlamaHombre on June 03, 2011, 02:59:57 AM
Fire Storm has always been great aid repellant.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: SmashTheEchidna on June 03, 2011, 03:02:09 AM
Yeah, I think I know what you mean.

And true, Firestorm is very useful. I use that as a backup Star Crash. Though I've found that Zombies can get through that easier than star crash, but I think it really depends on how the user uses it. :ugeek:

Since I can't really bullfight zombies anymore, I'm officially going to go Metal Gizmo Gear Solid style.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: TailsMK4 on June 03, 2011, 06:05:10 PM
Quote from: "LlamaHombre"
-Use Shield Weapons more.
-Don't waste your Item 1 for camping.
-Run.

-There aren't that many left, and they do not truly protect. They can stun maybe at best.
-I see the usage of holding down survivors/zombies as a BIG no-no. Now as a temporary block, yes. This will not change in my strategies.
-Yeah right, I'm going to get caught because the zombies move WAY too fast. This is the main reason that I will always like the old Roboenza over Rage. It's about as hopeless as running away from Sinistar in his game.

Regarding the zombie's new melee, I love how you can find out the true reach of the weapon, but the only complaint I have is that you can't jump over it without getting hit.

If anything, these changes are making me kick up my camping skills, which have worked until I get Rage. From there, if I don't have Spread, I'm dead. If I do have Spread, there's some chance. I used to be almost godlike in the old Roboenza because I was an expert at escaping (I even survived by myself three stages in a row). I'm still like that when I'm the alpha, though.

Now, for something I noticed. Does it seem like the Alpha actually slowly restores their HP while they're still alive? I've noticed my energy bars go up bar by bar a few times.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Messatsu on June 03, 2011, 06:18:42 PM
Yup, the alpha zombie has regen based on the number of players minus the number of zombies.  So in a 16 player game the alpha zombie will have 15 health restored every 3 seconds.  With 8 infects it will be 16 - 8 and thus only 8 every 3 seconds and so on.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: SmashTheEchidna on June 03, 2011, 11:23:02 PM
I had some kind of idea to contribute to this.




...but I forgot what it was.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Tesseractal on June 06, 2011, 12:50:59 AM
Quote from: "TailsMK4"
-I see the usage of holding down survivors/zombies as a BIG no-no. Now as a temporary block, yes. This will not change in my strategies.
-Yeah right, I'm going to get caught because the zombies move WAY too fast. This is the main reason that I will always like the old Roboenza over Rage. It's about as hopeless as running away from Sinistar in his game.

-Scrub.

On another note, two less important things:

-Gencoil remixes are good.
-When we started the server, Charged Buster was a usable item that randomly appeared, and then it became default to have Charged Buster. Can it go back to an item in the rotation? I prefer not to use charged buster shots, because then I can't hold down fire and spam buster shots/buster wall, and if others want to use Charge Buster, they only have to use the item.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 06, 2011, 01:01:02 AM
Quote from: "Ice-IX"
-When we started the server, Charged Buster was a usable item that randomly appeared, and then it became default to have Charged Buster. Can it go back to an item in the rotation? I prefer not to use charged buster shots, because then I can't hold down fire and spam buster shots/buster wall, and if others want to use Charge Buster, they only have to use the item.
Heck, you are very right. Charge Buster is way annoying if you DON'T want to use it and are forced to.

On amusing ideas:
Item 1 replacement could be either a super jump or a "double jump", both of which useable even in midair. However, for super jump one or two charges would be enough. For the "double jump", it would trigger the same jump effect, except the Z value would be the same (or similar to) the default jump value and the three charges would remain. Because Item 1 has quite too few utilities...

and the obbituary for Roboenza Weapon? thought randomly during a round:
"%o cannot grasp the true form of %k's attack"
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Donutyoshi on June 12, 2011, 11:04:51 PM
lol I noticed it's version 3d. Which makes it...THREE DEE!
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Copy Robot on June 13, 2011, 12:21:41 AM
Zombies need to have their Treble Sentry removed when becoming zombies.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Mr. Sean Nelson on June 14, 2011, 07:37:40 PM
Why?
What's the big deal?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Kapus on June 14, 2011, 08:05:05 PM
..It's pointless?

Also, zombies could use treble to kill themselves or their partners.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 14, 2011, 10:27:25 PM
Things that needs to be dealt with:

Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.

Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.

Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?

More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.

More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Captain Barlowe on June 14, 2011, 11:01:24 PM
Quote from: "tsukiyomaru0"
Things that needs to be dealt with:

Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
This I can sorta agree with. It's really annoying when you dash by a guy and get insta infected.

Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.
Umm, I don't think you get why this mode is called rageroboenza, Tsuki. It's supposed to have fast zombies. I mean, even the alpha had em.

Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.
Honestly, I agree with TS, but for Item-1: NO. It's perfectly fine on it's own. And just take the item one like a man a Family man and wait to move, instead of ragespecing.

Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?
You can go bother CMM about this. Scorch wheel is mainly a run away weapon, and it's actually quite useful. Plus, you have like, 4 W-tanks.

More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.
10 seconds is fine. 20 seconds/30 seconds? No. And that "suicide as alpha" is really cheap and would be incredibly unfair to both the players and the game, due to one guy NEVER having to be alpha zombie. So this is a BIG NO.

More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.
Umm, honestly, I would say the rage is fine until you're either overwhelmed or get rage right up close to a zombie.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 15, 2011, 12:46:09 AM
Quote from: "thatguy74"
Quote from: "tsukiyomaru0"
Things that needs to be dealt with:

Roboenza Weapon Behavior: As much as this one is so easy to infect with, it is WAY too easy if you don't need to move much, or if you are lazy to aim. Another major problem happens if you move AND fire. Radius and Behavior need a change.
This I can sorta agree with. It's really annoying when you dash by a guy and get insta infected.
Specially if they are not even aimming at you.

Infected Class: Recoil needs to be halved, speed needs to be reduced to match the Megaman class. Recoil is the MAIN problem in cases such as Yamato Spear.
Umm, I don't think you get why this mode is called rageroboenza, Tsuki. It's supposed to have fast zombies. I mean, even the alpha had em.
Messatsu agreed with me in-game before: Recoil needs reduction and speed needs reduction also.

Support Items: Treble is way too weak used alone and people rarely plans where to put it. Item 1 is more of griefing than anything, and can lead to game breaking (trapping an infect and hey spectate, causing the count not to change and getting stuck). A good replacement for Item 1 could be Super Rush Adapter or a custom item that makes the character jump again, even midair.
Honestly, I agree with TS, but for Item-1: NO. It's perfectly fine on it's own. And just take the item one like a man a Family man and wait to move, instead of ragespecing.
Messatsu has kind of agreed with me before. Item 1 has become fatally useless, and people can use it even to hand you in a silver tray to the zombies.

Weapons: One weapon in special needs an ammo buff: Scorch Whell. 4 uses and one bar is gone?
You can go bother CMM about this. Scorch wheel is mainly a run away weapon, and it's actually quite useful. Plus, you have like, 4 W-tanks.
3 W-Tanks, and you often find yourself stuck with the decision of using SW or that other, rapid-firing weaponI don't know why this limitation was added by CMM, but it could be reduced here.

More Preparation Time: Ten seconds. That is all the time people have to run around or whatever? I'd increase to 20 or 30 seconds, and perhaps have the one that will be the alpha infect KNOW beforehand and, should they suicide in preparation, a new one is choosen. This could give people more time to prepare themselves.
10 seconds is fine. 20 seconds/30 seconds? No. And that "suicide as alpha" is really cheap and would be incredibly unfair to both the players and the game, due to one guy NEVER having to be alpha zombie. So this is a BIG NO.
Even so? When someone doesn't want to be alpha, they either grief, ragecide or ragespec anyways.

More Rage Types: Most of the time, the Rage mode only serves to stress the player and make them do silly mistakes. Not that they are bad, but some more would be interesting, like a "PowerStrength", "PowerDamage", "PowerSpeed" and "PowerInvisibility" (Or "PowerGhost", "PowerShadow")., and perhaps have a random chance of two types coming at once, as long as they were offensive and defensive.
Umm, honestly, I would say the rage is fine until you're either overwhelmed or get rage right up close to a zombie.
There's only two types so far. What I'm saying is that it could have more, either the "only one type out of all those available" or the "attack-defense combo". Because not everyone can play in the offensive line. Example: I'm beter in hiding and keeping distance, so Speed and Invisibility would make it easier for me. Also, the rate of infect and survivor victory is more on the infect side.

It is Rage Roboenza, but now it is more like a Roboenza 3 or 4 than anything.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Tails on June 15, 2011, 01:07:43 AM
Quote
Even so? When someone doesn't want to be alpha, they either grief, ragecide or ragespec anyways.
..Like you? Just play roboenza. I've seen you suicide because "you had no chance".
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Kenkoru on June 15, 2011, 01:17:38 AM
Quote from: "tsukiyomaru0"
I'm better in hiding and keeping distance, so speed and invisibility would make it easier for me.

Messatsu, himself, said the point of rage was to kill off the zombies. Not to wait for them to die out. It completely misses his original intention.

It'd be like making a sandwich for someone to eat, then instead using it as if it were toilet paper....or something.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Captain Barlowe on June 15, 2011, 01:22:02 AM
I agree with you, tails and Ken, most of these changes are mainly opinion based on by guess who >_>.
(click to show/hide)
It's four W-Tanks, Tsuki. FOUR.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 15, 2011, 03:32:22 AM
Quote from: "Kenkoru"
Quote from: "tsukiyomaru0"
I'm better in hiding and keeping distance, so speed and invisibility would make it easier for me.

Messatsu, himself, said the point of rage was to kill off the zombies. Not to wait for them to die out. It completely misses his original intention.

It'd be like making a sandwich for someone to eat, then instead using it as if it were toilet paper....or something.

In the past, it WAS possible to have 50% of the rounds end with survivors winning, but now only 10% to 20% of the games in a day gets that result, and there are days that survivors always lose.

It is way too hard to fight. And it doesn't mean there will be always inviz or haste berserk, with my idea.

Quote from: "thatguy74"
I agree with you, tails and Ken, most of these changes are mainly opinion based on by guess who >_>.
(click to show/hide)
It's four W-Tanks, Tsuki. FOUR.

Base is 3. When a certain weapon or item is randomly selected by LMS, it gets replaced by ANOTHER W-Tank

So it is 3 + random(0,1) (sort of)
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Captain Barlowe on June 15, 2011, 03:35:11 AM
Well, you mostly get FOUR W tanks anyway, so does it matter?.
Also, most of that stuff you said mess approved on... Mess said that never happened. I checked with him on skype. >_> Lying is bad, bro.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Kenkoru on June 15, 2011, 03:38:08 AM
I'm in the server pretty often, seeing as I have nothing better to do and no other servers are quite as populated, and I can say from experience, survivors win more than you think. You're in the server, what, 20 minutes a day? At most? If you were there more often, you'd see that survivors win pretty often. The game outcomes, most of the times, depend on maps and players skill level.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Tesseractal on June 15, 2011, 04:47:16 AM
Quote from: "Kenkoru"
I'm in the server pretty often, seeing as I have nothing better to do and no other servers are quite as populated, and I can say from experience, survivors win more than you think. You're in the server, what, 20 minutes a day? At most? If you were there more often, you'd see that survivors win pretty often. The game outcomes, most of the times, depend on maps and players skill level.

Yes. As I said on release.

"RageRoboenza is Roboenza for pros."

You think survivors never win?

(http://img810.imageshack.us/img810/6884/screenshotrocbeats19zom.png)

RageRoboenza is much more about mind games than you think. It's possible to Item-1 Trap a zombie before it can infect you, giving you time to blast it and get more ground. At times turning corners can be suicidal- a zombie or a survivor can easily walk into the other or a trap. The speed increase is offset by increased recoil - unintentional, but this means you can actually repel zombies better in Rage- provided you are capable of hitting them. If you camp or flee all the time, you rely on the inability/failure of others in order to win. If you utilize the new advantages Mess has provided - Rage, Spread, Bass, rageblast - the tactical advantage favors humans, who have far more options than zombies. Zombies effectively rely on: the element of surprise/mobbing (effectively the same thing). Large groups sometimes, yeah you'll have a bit of trouble stopping them with non-splash/AOE/ripper weapons. It just requires more skill and precision.

Tsuki, your logic is "If I increase the skill it takes to infect me, I won't have to get better at avoiding zombies." No rationally skilled player will follow that because they won't handicap themselves to help you win. In fact I don't think you would win more if zombies were slower, or the last survivor got doomsphere or whatnot. You simply make excuses as to why you lose to avoid admitting your skill in this mode is lacking.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 15, 2011, 05:18:17 AM
Spoiler to save space (yes, I think this banter is taking space)
(click to show/hide)
Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only coming with actual ideas.

Ah, yeah, mind I'm the most active player in Roboenza since its release, so I know my deal. The visible range? Thanks me, I was the first to come with it.
Title: We're tired of you.
Post by: Bikdark on June 15, 2011, 06:22:52 AM
Quote from: "tsukiyomaru0"
Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only one coming with actual ideas.
Terrible ideas, at that ^
Ah, yeah, mind I'm the most active player in Roboenza since its release
This is a lie^
, so I know my deal. The visible range? Thanks me, I was the first to come with it.
                                                                     lolno^
You know what? I'm tired of hearing how you think you're the one who comes up with things first, or how you have the best ideas ever. You don't, kbro? kbro.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: theanjo on June 15, 2011, 06:25:44 AM
Quote from: "tsukiyomaru0"
Spoiler to save space (yes, I think this banter is taking spaceO RLY?!)
(click to show/hide)
Now are we going to lose time discussing or are we going to come up with ideas for balance, because I feel I'm the only coming with actual ideas.

There's plenty of time to fix stuff. It will just be minutes late. Isn't Mess the creator of this version of roboenza? I thought so. You're coming up with ideas that get lost in the forum. The only way for ALLof your ideas to come alive is to make your own version.

Ah, yeah, mind I'm the most active player in Roboenza since its release, so I know my deal. The visible range? Thanks me, I was the first to come with it.
...you're joking. You're not the most active. You RAGE QUIT every 20 minutes. Thus, you have NOTHING to back up your accusations. Visible range was Mess's decision. Mess makes his decisions on ideas on this topic, Skype, and on his own. Talk to him about it if you are too lazy to make your own roboenza. I don't mean Assassination.
Have some experience with what you are working with before you rant. That's how you make a review good. That's how you criticize the right way. That's how you do a job better. Experience is part of anything you do, and it makes everything you do better. Rant with more experience in RageRoboenza. Try to play for an hour straight. You'll see the difference.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Shade Guy on June 15, 2011, 06:42:34 AM
Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: SmashTheEchidna on June 15, 2011, 10:41:26 AM
Quote from: "Shade Guy"
Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.

^

The only thing worse than this is a Bass Buster + Yamato Spear Combo Camp. *shudders*
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Captain Barlowe on June 15, 2011, 04:57:43 PM
(click to show/hide)
I agree, theanjo. I agree.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 15, 2011, 06:13:31 PM
Quote from: "SmashTheEchidna"
Quote from: "Shade Guy"
Also, I do believe that it is somewhat ridiculous to put in Bass Buster. As soon as the alpha infects someone, they begin taking recoil and whatnot and become severe victims of this weapon. Seriously, it's like Yamato Spear except weaker and faster, and it has infinite ammo. And it is incredibly easy to push zombies into pits with it.

^

The only thing worse than this is a Bass Buster + Yamato Spear Combo Camp. *shudders*
Did you forget the MegaBuster Coop Camp

Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by your jealousy/envy hate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: SmashTheEchidna on June 15, 2011, 06:16:52 PM
No. I did not. The Megabuster Coop camp was actually BEATEN.

Twice.


This has not, as far as I've seen.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Tails on June 15, 2011, 07:01:00 PM
Quote from: "tsukiyomaru0"
Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by your jealousy/envy hate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]
No they are not. We're giving logical arguments that you reject. It was based on actions YOU YOURSELF did.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: theanjo on June 15, 2011, 07:42:26 PM
Quote from: "tsukiyomaru0"
Thatguy, TheAnjo and some others: Your arguments are invalid because it is biased by your jealousy/envy hate toward me. I didn't count Mess' ideas because he is the one developing, so it is not just idea, it is addition/removal already,
[/discussion]

Yes, Tsuki. I'm jealous that you camp all of the time and I barely even camp. I'm jealous that you can only hide from zombies, but I can fight them. YES TSUKI, I envy that you're the most active player on rage even though I play rage almost every day, hours straight. YES TSUKI. I envy the fact that you played since the release of Rage Roboenza, compared to me playing the Alpha stage of it. I am SO JEALOUS about the fact that you rage quit all the time, while I get to improve on my skills in Roboenza.

Seriously though, my argument is invalid? Here's a tip. When arguing, put in all the gory details, but make them as short as possible. That way, people won't have as much fire power to use against you.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Bikdark on June 15, 2011, 10:08:40 PM
(click to show/hide)
/me Nods head at Anjo.
Tsuki, our arguments aren't invalid. We've presented logical evidence that your ideas will not work, k? Also, we're not jealous of you, and we don't envy you. Your arrogance is showing even more then it has before.[/spoiler]
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 16, 2011, 11:19:29 PM
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: theanjo on June 16, 2011, 11:50:49 PM
Quote from: "tsukiyomaru0"
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)

Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 17, 2011, 12:25:46 AM
Quote from: "theanjo"
Quote from: "tsukiyomaru0"
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)

Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.
Bold letters for the blind ppl
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: theanjo on June 17, 2011, 01:10:52 AM
Quote from: "tsukiyomaru0"
Quote from: "theanjo"
Quote from: "tsukiyomaru0"
Somehow, I'm starting to doubt A_SpawnItemEx was a good idea, even though I started it. So, what about making an "A_FireCustomMissile" fire a projectile that lasts two tics and has a speed of 50, the second tic ending the projectile existance (or not) and spawning the visual effect? That could work. At least, until I test something I made with spawn here to see if it is safe for use.

(The problem with A_SpawnItemEx I speak of is somewhat like the one that happens with Firestorm, a "Blast" spawning way above the ledge/wall.)

Cool story bro. But seriously, you point is what? You just rambled on about a subject, without a conclusion. You basically made useless knowledge with a useless meaning.
Bold letters for the blind ppl

EXPLANATION FOR BRAINLESS PEOPLE.
Listen Tsuki, why fix something that already works? Why make a human centipede when our digestive system already works? By this logic, you are rambling about a new code that is not needed. And a situation where a human is by a ledge and an infect is below is rare.

Besides you did manage to make a Roboenza wad of your own... and it was no fun. (Wrongfully called Roboenza V3 because it wasn't made by Cutman Mike) The thing about Roboenza, the range of the claw is what makes the mode fun. By making it more precise, not only does it make infecting difficult, but more frustrating than fun. So instead of updating a project where you have little to no control, update your Roboenza wad!
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 17, 2011, 02:51:29 AM
Quote from: "theanjo"
Yadayadayada
Anjo, do you know how decorate works? NO. Do you know how SpawnItemEx works? Again, NO. Do you know how hard it is to make it work with 100% of accuracy? NO. Cutmanmike allowed me to post that version of Roboenza back then, and the only reason I didn't improve it further (and so to say, won't even put any effort into it again) is because no one cared. So, cut it out because you are only trying to find reasons to disapprove something that may work with more accuracy while I find a creative way to make it work FLAWLESSLY, something that I know that you won't be doing.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Shade Guy on June 17, 2011, 03:00:00 AM
Terribly sorry to interrupt your argument, but I do have to partially agree with Anjo.

You said that no one cared for your modifications to the infectmorpher. This is mainly because it seemed that no one believed it needed changing. I suggest PM'ing Mess about this coding thingamajig, since he doesn't seem to be responding to your posts on this topic. If he shoots the idea down, leave it be and don't waste further time trying to get his attention.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 17, 2011, 03:04:40 AM
Quote from: "Shade Guy"
Terribly sorry to interrupt your argument, but I do have to partially agree with Anjo.

You said that no one cared for your modifications to the infectmorpher. This is mainly because it seemed that no one believed it needed changing. I suggest PM'ing Mess about this coding thingamajig, since he doesn't seem to be responding to your posts on this topic. If he shoots the idea down, leave it be and don't waste further time trying to get his attention.
I think Messatsu is getting too busy to check this topic, or he hates how some people use it to argue over my ideas without producing something.

In fact, he DOES read. He just doesn't have time to reply, I think.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: shadowspirit on June 17, 2011, 03:13:17 AM
ERROR.

-----

Script error, "RageRoboenzaPU-3e.zip:RageRoboenzaPU-3e.wad:DECORATE" line 530:
Parent type 'MTankPU' not found in RefillAmmo

Execution could not continue.

Script error, "RageRoboenzaPU-3e.zip:RageRoboenzaPU-3e.wad:DECORATE" line 532:
"INVENTORY.AUTOACTIVATE" is an unknown flag
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Tails on June 17, 2011, 03:14:40 AM
Well you might want to stop. It's getting pretty annoying to be honest. It's how arguments start, hun.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: theanjo on June 17, 2011, 03:41:52 AM
Quote from: "tsukiyomaru0"
Quote from: "theanjo"
Yadayadayada
I like this part of your speech. Lol. You and your false accusations. Anjo, do you know how decorate works? Yes NO. Do you know how SpawnItemEx works? Again, NO. Got me there. But at least I have the balls to admit that. Do you know how hard it is to make it work with 100% of accuracy? NO Yes. Cutmanmike allowed me to post that version of Roboenza back then, and the only reason I didn't improve it further (and so to say, won't even put any effort into it again) is because no one cared. So, cut it out because you are only trying to find reasons to disapprove something that may work with more accuracy while I find a creative way to make it work FLAWLESSLY, something that I know that you won't be doing.

Now there you are again boasting about how you're the perfect angel, the perfect baby that was proclaimed about 50 years ago by the Sages of Wisdom on the Mountain of Light. So just because you know more about making codes than me automatically makes you the best out of all of us in the community. I won't work on improving it because this ISN'T MY PROJECT. It isn't yours either. I only test the alpha stages of it. You can't be a Walmart greeter and say you're the manager. And that's what you're doing. You aren't in charge of the project. Give suggestions. Don't say that it will be implemented into the wad.

Again, on your Roboenza wad, you fixed something that didn't need fixing. Why not give a zombie something to reach the unreachable by their class, but reachable by the humans? And that's something Mess got right.

Quote from: "tsukiyomaru0"
I think Messatsu is getting too busy to check this topic, or he hates how some people use it to argue over my ideas without producing something.
That's because all you're doing is fighting.
In fact, he DOES read. He just doesn't have time to reply, I think.
How hard is it to type for five minutes?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 17, 2011, 03:50:29 AM
Quote from: "theanjo"
ifail
You do. Didn't you notice I edited my message? In that SHORT moment, I asked him. So, yeah, he checks the topic, but doesn't have time to reply. Deal with it.

as tails said:
Quote from: "Tails_Hatsune"
Well you might want to stop. It's getting pretty annoying to be honest. It's how arguments start, hun.

Now, moving on... he also explained why th infectmorpher damages others of the same class. Small thing to make the oil canisters go "boom" when attacked.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: theanjo on June 17, 2011, 04:35:54 AM
Quote from: "tsukiyomaru0"
Quote from: "theanjo"
ifailOMG! You're running out of ammo aren't you? Just admit it. You've lost.
You do. Didn't you notice I edited my message? In that SHORT moment, I asked him. So, yeah, he checks the topic, but doesn't have time to reply. Deal with it.
Now read my original message, your reply makes no sense. Logic is a good weapon. Try to fight with it. Your results will be much better.  So what do you want me to deal with? It's not serious, nor disproving anything serious I'm saying.
as tails said:
Quote from: "Tails_Hatsune"
Well you might want to stop. It's getting pretty annoying to be honest. It's how arguments start, hun.

Now, moving on... he also explained why the (rofl you forgot an e) infectmorpher damages others of the same class. Small thing to make the oil canisters go "boom" when attacked.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Ivory on June 17, 2011, 04:54:25 AM
Enough! Theanjo, that comment was getting out of line. Yes Tsuki is arguing his case, but you don't have to start insulting him.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Tesseractal on June 17, 2011, 07:31:47 AM
(click to show/hide)

Fairly confident this is a roboenza bug and *not* a v2b one, so posting it here. For about the next minute or so, Noise Crush weapon colors did not change to Screw Crusher (despite Screw Crushers being fired repeatedly). My guess is that Noise Crush was charged when the rune was given(I'd have to ask Shade to confirm that though). Non-direct links below if the images fail.

http://imageshack.us/photo/my-images/85 ... 06170.png/ (http://imageshack.us/photo/my-images/856/screenshotdoom201106170.png/)
http://imageshack.us/photo/my-images/15 ... 06170.png/ (http://imageshack.us/photo/my-images/15/screenshotdoom201106170.png/)
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Shade Guy on June 17, 2011, 07:56:03 AM
Don't ask me whether I was charging the noise Crush when I got rage, I don't have that good memory. Perhaps soon we can try and recreate it.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Muzaru on June 17, 2011, 10:01:29 AM
Quote from: "Messatsu"
Yea, the very first frame is a small explosion.  It is possible to jump it but it's a bit tricky.  The big pain in the ass with the infect morpher is that it is very hard to make something melee range that can also reach through shields. I think it's pretty good now as most people seem pleased but I'm always up for suggestions.  

Also Muz, whatcha got for a suggestion?

Sorry for the lateness...
Buuuut....

ROUGH VERSION
(click to show/hide)

SOMETHING ELSE

(click to show/hide)

ORGANIZED VERSION
(click to show/hide)

Spoilered, because there is alot of text...

...I actually sat, and took about an hour to type this out... Then another 30 minutes fixing it up...
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 17, 2011, 04:27:42 PM
Quote from: "Muzaru"
Quote from: "Messatsu"
Yea, the very first frame is a small explosion.  It is possible to jump it but it's a bit tricky.  The big pain in the ass with the infect morpher is that it is very hard to make something melee range that can also reach through shields. I think it's pretty good now as most people seem pleased but I'm always up for suggestions.  

Also Muz, whatcha got for a suggestion?

Sorry for the lateness...
Buuuut....

ROUGH VERSION
(click to show/hide)

SOMETHING ELSE

(click to show/hide)

ORGANIZED VERSION
(click to show/hide)

Spoilered, because there is alot of text...

...I actually sat, and took about an hour to type this out... Then another 30 minutes fixing it up...

/me just fell off his chair.
God! My! Oh! That is a lot! O_O
For some reason, this made me think of CS2D's Zombie Mode. I think there was something of "Zombies Spawns Forever, survive until timer runs out"
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Messatsu on June 17, 2011, 05:06:02 PM
Wow, that is a whole heck of a lot.  The one idea that I'm kinda pulling from this that would be interesting is a 'ticket' system similar to the Battlefield games.  I could work it like this.

-Each team starts with 50 tickets
-Each death reduces the ticket count by 1
-A player can become a captain either
  a.) getting to 5 frags first
  b.) randomly selected
-Captain's reduce ticket count by 10-15

Probably would just make this a whole new mode given how different it is.  I'll comb over Muz's thoughts more and see what else I like.  It's all good stuff but I'm not sure how much is possible...or rather what I can make possible.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Asd967 on June 17, 2011, 08:57:03 PM
Killing a captain ataking only 10-15 lives?
Do you know how much a captain kills to be that worth of a tradeoff?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Muzaru on June 17, 2011, 09:38:44 PM
How much of that is possible?
In skulltag that is.


I kept thinking of g2,tf2,d2.... Lotsa twos...
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Asd967 on June 17, 2011, 09:39:40 PM
If you make a system that is independent from the core engine, you can change as much as you want.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Muzaru on June 17, 2011, 09:41:48 PM
Oh...
Is that easy?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Asd967 on June 17, 2011, 09:43:35 PM
If you know how to code, yes.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Muzaru on June 17, 2011, 09:45:04 PM
Oh....

Did you like the whole idea?
I guess it would need tweaks for smaller matches...

Anything that seems just outright too strong?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Shade Guy on June 18, 2011, 10:00:50 AM
Oh yes, I thought up an idea for Rage Roboenza. I think it would be nice to add some sort of call feature for the zombies.

The zombie would use an item to call for help. Any zombies in range will be notified that this person has called and would subsequently point to where the call came from. With correct use, it would be a nice way to coordinate zombies and help the hunt.

So...Scenario time!

-Zombie 1 has been split up from the rest of the zombies.

-Zombie 1 finds a survivor!

-Zombie 1 uses call!

-All zombies recieve call and rush to Zombie 1's side.

-With the power of TEAMWORK, the survivor is infected.

So...Yeah. Throwing that out there.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Alucard on June 18, 2011, 03:23:44 PM
How long will the range be, Shade Guy?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Galaxy Sisbro on June 18, 2011, 03:43:54 PM
That idea could work... But at the same time could not. Imagine zombies trolling with this item
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Shade Guy on June 19, 2011, 01:57:38 AM
Well, obviously it could be put to bad use and be spammed...Maybe make it one use per zombie? Or maybe add a delay between uses?

And as for the range, I'm not sure. I'd say at least moderate range, because if you're in a big level and the range is small, no one's gonna hear you.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: MidnightTH on June 20, 2011, 05:36:30 PM
How do you like my map?
http://www.sendspace.com/file/cd2rs6
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 20, 2011, 06:01:19 PM
Remember when I suggested "projectile spawns projectile"? Use it. Works much better than "weapon/player/monster spawns projectile" and doesn't cause the "spawning over ledges" problem that happens with weapons like Fire Storm's "shield"
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Flashbang on June 20, 2011, 06:43:12 PM
This was so much fun last night!
Truly a memorable mode.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Gummywormz on June 21, 2011, 11:17:55 PM
Bug: roboenza claw does damage and can kill infects.
Suggestion: Have the infected have an icon next to their name on the scoreboard
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Muzaru on June 22, 2011, 03:16:57 AM
Aww... idea has been dieded.


Also...
Quote from: "Gummywormz"
Suggestion: Have the infected have an icon next to their name on the scoreboard

That sounds nice.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Messatsu on June 22, 2011, 04:04:40 AM
Quote from: "Gummywormz"
Bug: roboenza claw does damage and can kill infects.
Suggestion: Have the infected have an icon next to their name on the scoreboard

It's not a bug, it's a feature.  No, but seriously it's a separate attack that's designed to damage the oil canisters in Oil man's stage.  I'll fix this up shortly so that it's a protected type, but I need to update powered up first.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: tsukiyomaru0 on June 23, 2011, 01:05:50 AM
For some reason, under high ping (200+), the morpher seems to spawn behind, quite like this:
(http://i51.tinypic.com/344t55z.png)
Picture simulated offline based on fact witnessed online

I wonder why this is happening... I have never noticed this happening before.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Asd967 on June 23, 2011, 01:34:06 AM
The morpher spawns behind because you are with high ping >_>
Basically, you ran forward while shooting, that reveals the attack's desynch with your client, as your vision will always be on YOUR game and the visible attacks will be SERVER side, so nothing much to do there.
You can get a superarm block and keep running backwards, you can see the rock floating trying to reach you, it's creepy.
Ah yes, also reveals your hitbox, as Serverside, you were there when you shot.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: theanjo on June 23, 2011, 10:26:30 PM
On an unrelated note, will Team assassination be compatible with 4 teams at some point? I know that would mean adding new features like if a Captain is down, the team will force spec and pick another team or something.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Messatsu on June 24, 2011, 11:11:17 PM
Unlikely in it's current incarnation.  What I may end up doing is creating a version where the captains are worth 10 frags (yay terminator rune) and have a new captain be chosen when the previous one dies.  Of course I would scale the health and whatnot to work with this.  It seems many people didn't like the idea of ending the round when the captain dies so perhaps a revamp is in order.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: FCx on June 28, 2011, 09:51:35 PM
I'm not sure if you want to do this imrpovement to rageroboenza, but:

MEGAMAN 8-10 Weapons for Rage Roboenza!!!! from:
viewtopic.php?f=28&t=2158 (http://cutstuff.net/forum/viewtopic.php?f=28&t=2158)

What do you think?

Ohh antoher thing: Is possible to enable unlagged please??? Without it I have a big handicap as a zombie
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
Post by: Tesseractal on July 05, 2011, 08:16:49 AM
Since you're working on V4, an issue I'd like to see resolved.

Survivors still get knockback from weapons used by other survivors. Example: On Metal Man's stage, I couldn't go up a staircase because the other survivor was using Star Crash. Then I became a zombie. If's there some way to remove ALL knockback from survivors - because having your jump ability blocked by things like Pharoah Shot / Star Crash is a bit irritating - do that, please.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: LlamaHombre on July 08, 2011, 05:49:48 PM
Bump for v4a.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Korby on July 08, 2011, 05:56:48 PM
Only 4a for PU?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Messatsu on July 08, 2011, 07:02:57 PM
So far, I will back port is shortly.  Could be very interesting with classes, heh.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: LlamaHombre on July 14, 2011, 09:59:28 PM
Bump.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Gummywormz on July 14, 2011, 10:14:14 PM
If you get rage rune as a survivor and then get infected, you still have the rage rune.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Messatsu on July 14, 2011, 10:18:55 PM
That's intentional, you also keep escape unit.  Since you've earned those, you get to keep them even when infected.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Korby on July 15, 2011, 07:23:33 PM
Do you get to keep spread if you get that as well?
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: LlamaHombre on July 15, 2011, 07:24:24 PM
Yeah.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: CHAOS_FANTAZY on July 16, 2011, 02:53:12 AM
Interesting note:
If a zombie consumes a cure when there's one person left, the cured person receives a Rage Level as well.  Intentional?

Also, some way for humans to pick up and use cures instead of having them lay around in obscure corners of the map would be nice.  A new inventory item, that can be thrown to cure many zombies at once, perhaps...?  I don't know, but I don't like how humans can't pick up/use cures.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Awbawlisk on July 16, 2011, 03:02:35 AM
Quote from: "CHAOS_FANTAZY"
I don't know, but I don't like how humans can't pick up/use cures.

Then they would troll the zombies and nobody will like that >:
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: CHAOS_FANTAZY on July 16, 2011, 03:05:11 AM
Quote from: "Awbawlisk"
Then they would troll the zombies and nobody will like that >:

Curing a zombie means another ally!  Only total jerks (Or those with an inventory malfunction) wouldn't use it.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: SmashTheEchidna on July 16, 2011, 03:27:20 AM
Quote from: "CHAOS_FANTAZY"
Also, some way for humans to pick up and use cures instead of having them lay around in obscure corners of the map would be nice.  A new inventory item, that can be thrown to cure many zombies at once, perhaps...?  I don't know, but I don't like how humans can't pick up/use cures.

This. I know I've mentioned this at least twice before, but for some reason I didn't mention them here. don't ask why. I believe that survivors should be able to pick them up and use them as an inventory item to throw at the zombies and cure them. If it misses, you can pick it back up. Heck, in that sense, you could toss it to another survivor or something. (playing catch with medicine that's supposed to be stopping a zombie apocalypse sounds wrong, though.) I don't think you should be able to carry more than one cure.

Though you gotta think about this: What happens if you get infected while you hold the cure? Will you keep it in your inventory and just use it when you want? Or will it activate automatically? What if you're the last survivor and you get infected while you're holding the cure? Technically the game would probably just end there as the zombies taking over, but logically speaking, you really should have a second chance if you have a cure on you.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Alucard on July 16, 2011, 04:28:02 PM
Also, make it so that the cure doesn't end up in pits. Maps with a big pits *cough RINGMAN cough* or in-the-way pits *cough WINDMAN cough* get many cures in their pit.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: SmashTheEchidna on July 17, 2011, 11:01:10 AM
What would happen to the cures if they do fall into the pits, then? Would they disappear or respawn in a different spot?

Also in case I didn't already say it, Survivors should probably only be able to carry one cure at a time.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Messatsu on July 17, 2011, 03:47:54 PM
I don't know about having survivors being able to pick it up.  Currently I can think of that being very trolltastic.  Really, I implemented it so that infected players aren't necessarily stuck as infected for the remainder of the round if they're lucky.  It seems to work well and I don't want to alter that balance at the moment.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: SmashTheEchidna on July 17, 2011, 04:42:27 PM
Well, I can see where you're coming from on that.

But what about keeping the cures from falling into the pits? Not even sure if that's possible or not, honestly.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: CHAOS_FANTAZY on July 17, 2011, 05:13:16 PM
Quote from: "Messatsu"
I don't know about having survivors being able to pick it up.  Currently I can think of that being very trolltastic.  Really, I implemented it so that infected players aren't necessarily stuck as infected for the remainder of the round if they're lucky.  It seems to work well and I don't want to alter that balance at the moment.

Quote from: "CHAOS_FANTAZY"
Curing a zombie means another ally!  Only total jerks (Or those with an inventory malfunction) wouldn't use it.

Also, you were dumb willing enough to change the rage system to revolve around frags, which honestly seems a little biased to me...

And about cures, what if they were registered as Monsters, so they couldn't fall past areas labeled "Block Monster?"  If they could do so while still functioning the same way, that's what I'd do.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: SmashTheEchidna on July 17, 2011, 05:43:23 PM
Even if it means another ally, Trolls will be trolls.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7/
Post by: Messatsu on July 17, 2011, 06:27:17 PM
Quote from: "CHAOS_FANTAZY"
Also, you were dumb willing enough to change the rage system...
If you want your opinions to matter in any capacity, I would refrain from lines such as this one.  I've stated from the very beginning of this that the intention was to make survivors engage the infected rather than constantly run away and hide.  This change is in line with that original goal.

As for giving the roboenza cure a monster flag; it did cross my mind and will consider trying it, however it won't help if someone jumps into a pit.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7
Post by: Tesseractal on July 19, 2011, 10:47:14 PM
I'm rather opposed to the "cure" system in general. It doesn't really seem to help anyone - it's dropped and picked up totally at random. And if there's one zombie and one survivor, and the last zombie gets cured, did anyone really win? That bugs me since I'm a "winning" kind of guy. I can't think of any way to implement the cure in a way that's balanced, beneficial, or interesting. Right now it's a random either "you can be non-infected for 10 seconds!" or "the last survivor doesn't get to kill you!" and I don't really think it helps much. If people don't feel real strongly about you could axe it without much loss.

I'm interested in what people about the "vampire mode" option. Possibility being: When a zombie attacks and hits someone, it steals 10 HP. This would mean that zombies could steal HP from oil canisters (which would explode and then cancel out the HP loss) or other zombies (who will have an incentive not to screw around, or risk getting their HP stolen for serious zombies). Sometimes all the HP you need to break a wall is right there - in a zombie who doesn't attempt to infect. I guess that makes a zombie cannibal advocate, lol.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7
Post by: CHAOS_FANTAZY on July 19, 2011, 11:10:30 PM
Quote from: "Messatsu"
If you want your opinions to matter in any capacity, I would refrain from lines such as this one.

Nobody appreciates my sadistic humor
I'm sorry if you took offense; all in all, it was pretty rude.

All I meant by it was, it doesn't seem to help much.  People still hide in obscure corners of the map, and they now earn their rage by shooting zombies with stuff like M-Blade when they try to go infect them.

And as a T-Spin/S-Claw kamikaze, I can tell you that rushing a zombie fails more often than not.
Title: Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 7
Post by: Messatsu on July 21, 2011, 05:13:03 PM
Quote from: "CHAOS_FANTAZY"
I'm sorry if you took offense; all in all, it was pretty rude.

Is fine if you were joking, it just didn't really seem that way.

On a side note, I updated the topic with two mini mods.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: theanjo on July 25, 2011, 09:58:30 PM
Will you consider modifying autobots to make the bots be placed on a certain team? This would make it very easy for fans of bot apocalypse.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Messatsu on July 26, 2011, 01:36:18 AM
hmm, ya know, in theory, if the server set the botcount to 16 and then 8 players joined one team, I THINK the bots would automatically populate the other team evenly.  As I said, I haven't really tried it with a bunch of people in a server.  Small issue though, the mod only works for the first 10 seconds in a LMS match, afterwards it terminates.  This is because it detects bots if they are active players.  If a player goes to spectate, they aren't active and thus it will try to add a bot.  Since it's LMS it can't add, so it will endlessly repeat and throw errors.  Short version: if you can get this to work for bot apoc, then make the winlimit 1.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: theanjo on July 26, 2011, 04:08:57 AM
So I tried making a test server. The command did not work in the server console. So after that, I tried it out on an offline skirmish, and it worked like it normally did. Then I changed the game mode from Team DM to Team LMS while still in an offline skirmish. The console spam did not happen while the bots died, or when i was spectating. I have seen this happen before, when I set puke 225 to 32. I guess the only way to solve that as of now is to have spectator slots on a server. But like I said. It doesn't work at all on the server.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Messatsu on July 26, 2011, 02:57:37 PM
A player has to be in the game in order for the script to execute.  Just running it from the console alone won't work.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: theanjo on July 26, 2011, 11:56:19 PM
You sure? Because I had Lego in the server to help me test, and it still didn't work out.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Beed28 on July 27, 2011, 04:06:56 PM
I think I see why it didn't work on a server and only worked in offline skirmish. The script needs a "NET" keyword beside it. For example:

Code: [Select]
Script 225 (int NewMaxBots) NET
{

}

Here is a better explanation. (http://zdoom.org/wiki/Script_types#Net_scripts)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Messatsu on July 28, 2011, 02:24:29 AM
No, it should only be pukable by the host.  Adding NET makes it pukable by anyone and that'd be a problem (can you imagine the trolling..heh).  So it should either be done via the server console, or via rcon.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Tesseractal on August 01, 2011, 12:33:17 AM
This is a question I'd like to direct not only at Messatsu, but anyone who plays Rage Roboenza.

How do you feel about the "cure" system in the mode?

In the servers recently I've seen a lot of two kinds of behavior: survivors will see the cure and "guard it", attempting to kill anyone who approaches (especially if the zombie is the last one), or simply standing on the cure and waiting to be infected (so that they consume the cure before anyone else can). This tells me: People don't want zombies getting cured. And I don't particularly, because someone getting cured means I lose a potential frag. Granted, it's very simple for me to Item-1 them and wait for them to become a zombie again, but then they have full life again. (Also, Messatsu discourages that behavior) Granted, there will be a zombie requirement for cures to appear next version - however, as it is now, the more zombies there are in a game, the more likely it is for a "cured" person to become reinfected after being cured. (often instantaneously) This just results in one "lucky" zombie getting his timer and HP restored, and often being the last zombie left (because he gets more time).

I also don't like the cure from a competitive standpoint. Things added so far: Rage, exit unit, the "frag item" that triggers rage runes, have all been given to reward players who earn them. A cure doesn't reward players who are skilled/earning frags; it rewards players who are lucky. And that's the main reason I find it irritating compared to all the previous additions to the mode.

Anyone who agrees with me, PLEASE do say so. My idea is worthless without the support of the masses! I'm counting on you, general public!
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: NaePoliTan on August 01, 2011, 01:00:56 AM
Now that you mentioned, I get annoyed by this too. I'm close to getting a cure and someone frags me out. And when I camp a cure, it is often to have the zombie get the cure  as soon as they rush into me. I think frag count should be disabled for this.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: LlamaHombre on August 01, 2011, 01:21:28 AM
Um, no?

The Frag Count is what the Rage and Spread bonuses rely on.
Title: Cures are useless next update because BEEEEEEP A CURE!!!!!!!
Post by: Kenkoru on August 01, 2011, 02:20:55 AM
Quote from: "Ice-IX"
In the servers recently I've seen a lot of two kinds of behavior: survivors will see the cure and "guard it", attempting to kill anyone who approaches (especially if the zombie is the last one), or simply standing on the cure and waiting to be infected (so that they consume the cure before anyone else can).

^This is the main reason I want the cure to be implemented. Other than that, I see no use for it.

Half the time, you'll see infecteds standing and waiting for others to die and drop a cure. They aren't doing what they're supposed to be doing: infecting survivors. Single survivors win even more because zambies are just hoping for a cure to drop, not showing any effort to infect the survivor, and giving him a much better chance to win. Now, the chances of winning increased isn't the problem; it's the reason. Killing zambies and getting the runes gives them a better chance of winning, and that's how they should be. They shouldn't win because zambies just sit and watch others die off, waiting for the cure to drop; then when someone does get a cure, that one survivor (if he doesn't get infected) has his victory snatched from him.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: SmashTheEchidna on August 01, 2011, 03:29:42 AM
I'm gonna have to say that I like the concept of the cure being in the game (as I was the one to first suggest it, though I think Mess probably overlooked it and added it anyway.) But seeing Zombies camp and wait for a cure just isn't fun for the survivors. Whenever I'm infected, I do hope that someone drops a cure so I can rush in and get it (unless I'm alpha, then I'll just try to exploit it in the zombies favor. :ugeek: ) But I still do my job. It's only if I'm unfairly infected that I'll not go around infecting people. And even then, I'll still at least do SOMETHING sorta productive. It's only those rare instances when I feel cheated that I don't do work. And it's usually by suiciding and telling the person who infected me to do proper work.


But at the moment, this is really the least of my concerns with the roboenza matches. Often times I've been on the server and the matches were just overall disappointing because the people apparently don't know how to play infected. It's like fighting the 3 stooges, except there's more of them. Of course this usually changes somewhat when the more pro players join, but I always seem to miss them or they leave when I join. >.>;
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Messatsu on August 01, 2011, 04:19:03 PM
I'm making a change in the next version in the way the cure is handled.  The more infected players there are, the greater the chance it will drop.  If there are only a few infected left, it won't show up, period.  Hopefully this will encourage players to infect others as it will increase their chance of being cured.  Of course I'm up for other ideas on how to tackle this.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Flandre Scarlet on August 02, 2011, 12:53:12 AM
Then they'll infect everyone and simply stop moving when everyone is infected.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Tesseractal on August 15, 2011, 06:51:26 PM
Quote from: "Messatsu"
I'm making a change in the next version in the way the cure is handled.  The more infected players there are, the greater the chance it will drop.  If there are only a few infected left, it won't show up, period.  Hopefully this will encourage players to infect others as it will increase their chance of being cured.  Of course I'm up for other ideas on how to tackle this.

Well, you're trying to prevent a single or two zombies who are left from getting it, right?

Here's how it'll happen: One man has Spread Rune and Napalm Bomb. Eight zombies approach him. Napalm Bombs kill six of them. Since cure drop rate is upped with zombie #, it's more likely a cure was dropped. One of the zombies (or both) gets cured. Now you have two survivors, and possibly a zombie (or a timer-out / exploded zombie). The cure even as you've planned to implement still discourages risk-taking from zombies. Now, none of the 8 zombies will want to go "first"; because they'll most likely turn into a cure for another zombie. So slowly, it turns into "8 sit around and watch a guy with napalm bombs, waiting for someone to go foward and turn themself into a cure". And the newer zombies will be able to outlast the old ones, who have been doing the work because of the timer.

All of the "rage bonuses" have been planned and you can know when to expect them, and they serve as a reward to players surviving. Now you're giving zombies a reward for surviving... at total random. Even if it's me or you, I'm still tired of free wins for zombies.

-I infect three people as Alpha. Two die, one drops a cure, one zombie is cured. Now one guy is alone as the alpha, except he has knockback and has lost 40 seconds. Free win.

-I infect six players as alpha. First one drops a cure, five more die. I get the cure. Free win.

-I destroy six zombies with spreadrune. None of them see the cure because they were trying to kill me. Last zombie gets cured because he's a sneaky snake man. Free win.

All of these have happened numerous times, and it really kills the novelty of the free win. I like to play roboena to demolish everyone with custom music, the free wins really takes away from that. Remove the free wins(cures), please. Any idea you've mentioned so far just screams "You get a free win based on luck alone! MARIO PARTY!" to me. :
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 7/21
Post by: Shade Guy on August 16, 2011, 06:22:12 AM
Well at the moment, any cure-based addition adds a large amount of luck to Rage Roboenza. I always felt that getting infected was a punishment, and cures kinda remove that idea. I think the only way cures should be implemented is if a zombie works really hard and infects several people. Zombies doing nothing and getting cures is just rewarding them for doing jack.

Perhaps a cure can only be given to a zombie that infects x number of people?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: theanjo on August 22, 2011, 03:38:46 AM
Are the two new randomizers compatible with each other?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: BiscuitSlash on August 22, 2011, 10:58:39 AM
Are you going to make an update for Team Assassination? It would be really cool as well if you added 3-4 teams with it
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: LlamaHombre on August 22, 2011, 01:08:57 PM
Nobody plays Team Assassination. :?
Title: umad llama?
Post by: BiscuitSlash on August 22, 2011, 02:56:53 PM
I did  :evil:
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: LlamaHombre on August 22, 2011, 02:59:58 PM
I did too, but nobody else wanted to.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: theanjo on August 24, 2011, 09:46:54 AM
And that's the problem with this community. Roboenza is fun, but no one ever really thinks to be more open to wads. X pack for example is a great map pack, but It has been left alone and no one will ever see it ever again. Team Assassination is also a good game mode, but no one thought about playing it. Seems to be that if it was advertised by Shagg, Pink, or played by CutmanMike, it is automatically the best thing ever. It's not. It got fame, but in reality, you are the one missing out. Don't judge a wad by other people, play it, then give your thoughts.

An unrelated topic:
Weapons are a different story. If you can access it without using a cheat server, or buckshot, then it does get played. Powered-up and 8-10 pack come with an LMS rotation, so it has a very good way to use those weapons.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: Shade Guy on August 24, 2011, 10:41:28 AM
I think that Team Assassination could be expanded on a bit more.

Once, I thought of an idea similar to Team Assassination, but involving classes based on chess pieces.

Everyone starts as Pawns, who are the weak guys, like in Chess. Then, a number of people get designated roles.

You've got your King (only one of him), who would work a lot like the leader does in this mode; kill him and the team loses.
Then there's the Knights (two max), who are pretty agile and have high jumps and such.
After that is the Bishops and Rooks/Castles (still two max), haven't thought about how they would work.
And lastly is the Queen. This powerful class would be reserved for when a large number of people are playing.

The would be a specific formula to make sure how many Knights/Pawns/Etc. there are depending on the number of people playing.

Ideas like this could potentially increase interest in the game mode.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: SaviorSword on August 24, 2011, 02:33:11 PM
Quote from: "theanjo"
And that's the problem with this community. Roboenza is fun, but no one ever really thinks to be more open to wads. X pack for example is a great map pack, but It has been left alone and no one will ever see it ever again. Team Assassination is also a good game mode, but no one thought about playing it. Seems to be that if it was advertised by Shagg, Pink, or played by CutmanMike, it is automatically the best thing ever. It's not. It got fame, but in reality, you are the one missing out. Don't judge a wad by other people, play it, then give your thoughts.

Explain to me how Bot Apoc became really popular when I was able to host it. It was never advertised by some big-name folk like Shagg, Rose, or CutmanMike for that matter... Although Rose DID play Bot Apoc a FEW games before (like around 5 rounds) and even as a leader too! That's besides the point though, she never did advertise Bot Apoc as far as I know.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: Hallan Parva on August 24, 2011, 02:34:54 PM
I'm elaborating on that chess idea

(click to show/hide)

The idea is to emphasize player "pairs" where two classes boost each other.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: xColdxFusionx on August 24, 2011, 06:08:25 PM
Quote from: "SmashBroPlusB"
I'm elaborating on that chess idea

[snip]

The idea is to emphasize player "pairs" where two classes boost each other.

I think the idea with the "chess pieces" was to have special classes that were explicitly based on the actual chess pieces. Your ideas are neat and emphasize teamwork, yes, but certain ideas have no basis in chess and therefore kind of ruin the mod, in a sense.

Here are my ideas, building off the ones put out so far:

Pawn
This is the basic class. Average speed, average health, average... everything. Upon spawning, he gets double speed briefly. His attack is a rather awkward v-shot with a short range, but it fires fairly quickly and can do lots of damage, fast. In addition, if a pawn manages to kill another class, it becomes one of that class briefly.

King (1 player)
Very high health, but a hint slower than the Pawn (not much, but just enough so that it's noticeable). His attack is a slam move that blasts all nearby foes back (like classic Gravity Hold with a smaller area), meant mostly as a "keep-away" move to avoid getting overwhelmed by the enemy team rushing at him.

Knight (2 players)
As he moves, he drifts back and forth (ThrustThing in the See state that pushes him left and right?), but he can jump fairly high. His attack is a spear prod when you're on the ground, but in the air it allows him to slam down on opponents heads, dealing area damage based on the distance he falls. Jump over your opponents, then land on their heads for massive damage!

Rook (2 players)
He can't strafe. At all. However, he moves forward and backward incredibly fast. His attack is a ramming strike that only stops when he hits a wall or a player, dealing incredibly high damage. If you hit your king with this move, he'll be thrown behind you; use this to get him out of a tight scrape.

Bishop (2 players)
He can't move forward or backward. He can, however, strafe incredibly quickly. His attack is a "shield" similar to Star Crash/Junk Shield/Dark Shield. Slide into your opponents and hug them to death!

Queen (1 player)
The chess player's best friend. She moves quickly (not as fast as the Rook/Bishop, but a bit slower). Her attack is an 8-directional spread shot that deals massive damage, but fires fairly slowly.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: Hallan Parva on August 24, 2011, 08:02:43 PM
That's cool and all but I can see the Queen owning everyone else. Also lol at castling :p SUCH A PRO MOVE.

My classes were more "balanced" and each class had a specific role meant for augmenting his or her team. By working collectively as a team much more can be accomplished.

You know what, never mind. I'm pitching a better idea to Messatsu, WE SHALL HAVE SMASH FORTRESS 2.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: xColdxFusionx on August 24, 2011, 08:19:52 PM
Quote from: "SmashBroPlusB"
That's cool and all but I can see the Queen owning everyone else. Also lol at castling :p SUCH A PRO MOVE.
Of course, the numbers and attacks would have to be fine-tuned to make sure no class has a super-massive bonus over the others, but the "tiers" of power were part of the point; Queens are overpowered in chess, which makes them prime targets for anything and everything, with knights, rooks, bishops, and pawns each being lower on the ladder. (Also, Pawns have the massive advantage of being able to transform into anyone; if a Pawn takes out your queen, you have to deal with the enemy team having two queens!)

Also, castling is the sexiest move ever.

...Now that I think of it, Queens should probably have a melee attack of some sort instead of a ranged shot, in order to go with the "everyone has a melee attack" theme I had going with the rest of the classes...

My classes were more "balanced" and each class had a specific role meant for augmenting his or her team. By working collectively as a team much more can be accomplished.
Your classes were very good, but they didn't have the spirit of the chess pieces they were supposed to represent. Especially with the Queen being a support. Queens are supposed to kill things like a boss!

You know what, never mind. I'm pitching a better idea to Messatsu, WE SHALL HAVE SMASH FORTRESS 2.
...What?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: BiscuitSlash on August 24, 2011, 08:22:47 PM
Mess, do you think you'll update Team Assassination soon? If not then I could......try
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/20
Post by: Messatsu on August 25, 2011, 12:09:10 AM
I intend to update Team Assassination, but I'm probably going to completely rewrite it as of this point to support 4 teams and not have the round end when a team captain is killed.  I just need to figure out a few things first.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 9/15
Post by: Messatsu on September 15, 2011, 02:03:49 PM
Updated Roboenza.  If no major bugs pop up, maybe I can turn my attention to Team Assassination finally. hmmm.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Balrog on October 13, 2011, 06:33:51 PM
Congrats on beating me to Bot Apocalypse Mess.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Orange juice :l on October 13, 2011, 06:50:32 PM
Quote from: "Messatsu"
Bot Apocalypse - v1a - http://httphttp://wadhost.fathax.com/files/Botapocalypse-v1a.zip

Dat link.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Hallan Parva on October 13, 2011, 08:44:12 PM
I've got a quick question: what's the difference between your version and Balrog's version of Bot Apocalypse?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Awbawlisk on October 13, 2011, 09:18:27 PM
Quote from: "Orange juice :l"
Quote from: "Messatsu"
Bot Apocalypse - v1a - http://wadhost.fathax.com/files/Botapocalypse-v1a.zip

Dat link.

Does this work?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: OZX on October 13, 2011, 10:48:37 PM
How come i cant enter the deathwind server?i have everything i need?Unlees im missin a wad?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: SickSadWorld on October 13, 2011, 11:53:07 PM
Quote from: "Balrog"
Congrats on beating me to Bot Apocalypse Mess.

Do you have a version? I'd love to see it.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Balrog on October 14, 2011, 11:02:28 PM
No, but I did have a rough idea of how to implement.

Force all players onto Light, move a random player to Wily, and spam ConsoleCommand("addbot %PREDETERMINED_BOT%").
Title: MM10RAIN for apocalyptic? ...How!?!
Post by: Tesseractal on October 20, 2011, 10:31:46 PM
I propose a complete change to the Apocalypse Music!
(click to show/hide)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: LlamaHombre on October 21, 2011, 12:20:03 AM
I will kill children and lob grenades at their undead bodies if the above is not satisfied.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Sora on October 21, 2011, 12:24:58 AM
Quote from: "LlamaHombre"
I will kill children and lob grenades at their undead bodies if the above is not satisfied.

I'll go even farther and complain to Chuck Norris if this doesn't happen.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Messatsu on October 21, 2011, 03:01:02 AM
I'll consider it.  I dunno, it's not my favorite.  I chose MM10rain since it's already built into the game and doesn't make the wad any larger.  I still wish I could figure out why the game creates a huge bandwidth spike.  It seems like it's related to when people are telefragged as the map starts and somehow a single person begins to request a whole bunch of data.  If that person leaves, the lag goes away.  It's so inconsistent that I can't pinpoint it exactly. If anyone has any ideas what could be causing it, please let me know.  BTW, a full server uses something like 2-3MB of traffic, this is requesting upwards of 15mb.  It's not that there are too many bots or anything simple like that.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: ?Tsan? on October 23, 2011, 12:14:52 AM
The wadhost download isn't working. I've clicked on it, made a new tab, and made a new window. I swear though, I thought I saw the spyware symbol next to my first tab when I opened another window...
Well anyway all the tabs and windows all read blank and show apparently nothing. Anyone got their take on that? Or is the wadhost download not working currently?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Korby on October 23, 2011, 12:26:38 AM
I had a similar problem and had to get them via wadseeker. I'll send you a link to a mirror on a site you're comfortable with downloading from, if you'd like.
Obviously this would require you to tell me what site you're comfortable downloading from.

Welcome to the forums, by the way.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: ?Tsan? on October 23, 2011, 12:57:19 AM
Thanks!
I'm most comfortable with MediaFire. Yeah, i've attempted to download SickWorld's version and rename it... yeah it didn't work so well.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Korby on October 23, 2011, 12:59:20 AM
Yeah, they're different in terms of coding. I'll upload it real quick and send it over.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Skye.EXE on October 24, 2011, 07:39:13 PM
Quote from: "Korby"
Yeah, they're different in terms of coding. I'll upload it real quick and send it over.
Mind shooting me that link when you get the chance? I hear this is good but the link isn't working for me. Damn wadhost...
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Korby on October 24, 2011, 08:39:58 PM
http://www.mediafire.com/?0pt08ld3zd1zbvb (http://www.mediafire.com/?0pt08ld3zd1zbvb)
I'll just post it here.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Messatsu on October 25, 2011, 12:31:04 AM
I'm currently working on 1c.  Trying to iron out a few remaining bugs.  (Curse you lagzilla!!) I'll try to post a mediafire mirror when I do so for those who need it.  BTW, Thanks Korb.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Korby on October 25, 2011, 12:32:10 AM
Mmhm, my pleasure.

you should totally implement lagzilla as a feature
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Skye.EXE on October 25, 2011, 08:41:49 PM
Quote from: "Korby"
http://www.mediafire.com/?0pt08ld3zd1zbvb
I'll just post it here.
Good Idea, we don't want your inbox to explode XD.
Or Do we..?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Korby on October 25, 2011, 08:53:06 PM
I'm hosting a mafia game, it'll explode anyway.

so how about that lagzilla
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Messatsu on October 25, 2011, 10:53:15 PM
It's a feature! Seriously though, I will be so happy when that is solved. Nothing ruins a good match like that lag.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Jakeinator on October 29, 2011, 03:53:32 AM
When i click on the download for bot apoc it wont work
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 10/1
Post by: Korby on October 29, 2011, 03:56:05 AM
Quote from: "Korby"
http://www.mediafire.com/?0pt08ld3zd1zbvb
I'll just post it here.

I'll just leave this here.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: ice on December 24, 2011, 06:23:13 PM
my 2 cents on the new bot apoc
PLEASE tone it down with the bass buster and tomahawks, they make small to medium stages completely unplayable (not to mention they seemed to pop up as main weapons more than usual...then again might be the luck of the draw)
Though I do love the new timer system
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: SaviorSword on December 24, 2011, 10:39:18 PM
I might make a poll later to see whether bots should have set to random weapons or use mono-weapons until they pick up another weapon. As of now, they only use Slot 2 weapons (Blizzard, Elec, Fire, Dive, Magnet, Tomahawk, Freeze, and Shade. No Snake though) which is the default weapon choice for a bot in LMS.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: Joseph Collins on December 25, 2011, 01:24:17 AM
(http://img.photobucket.com/albums/v341/JosephCollins/Sprites/ZOMAAkimboSwipe.gif)

I'll just leave this here.  See if it generates any interest and whatnot.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: Korby on December 25, 2011, 05:32:34 AM
Actually, I was planning on doing something that would require that eventually.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: SmashTheEchidna on January 07, 2012, 08:31:24 PM
Might I suggest something for the Bot Apocalypse?

The actual Apocalypse (when the timer reaches 0 and meteors fall) seems kind of lacking, if you ask me. If it were a real apocalypse by meteors, they wouldn't just be inconveniently aiming for the survivors only. There would be meteors falling all over the place.
If there's a way to do that, it'd be great if you had meteors falling in the background (not really the actual background, just off in the distance or wherever) while there were still the astro crush meteors trying to kill you. I'd suggest getting permission to use Uki's meteor weapon for that. That comes pretty close to what I had in mind. You could probably have the stick that summons meteors spawn in a random spot, and be invisible and invincible so that the meteors don't stop.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: Knux on January 08, 2012, 11:19:49 PM
Or maybe, instead of random meteors all over the place, random eruptions. Just to add some variety to the chaos.  :p
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: SmashTheEchidna on January 09, 2012, 12:13:55 AM
I don't see why we can't have both.  :p
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: Knux on January 09, 2012, 12:19:10 AM
But will it blend? That is the question.  :ugeek:  :ugeek:

If they find a way to make it not lag, sure. I just shudder at the thought of it in big maps though. Dammit TOMX, I'm nerfing you this second!
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: Ukiyama on January 09, 2012, 12:24:32 AM
Knowing my luck the meteors would cause huge lag just because of the sheer number of them falling all over, probably not a good idea.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 12/1
Post by: SmashTheEchidna on January 09, 2012, 12:33:58 AM
Hm, for some reason that didn't occur to me. That is an issue.
You probably wouldn't have to put more than one stick around, so that might help with it, but other than that I don't really know how to get around that.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/15
Post by: Messatsu on January 15, 2012, 07:25:52 PM
Bump for new mode.  (The Hunted)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/15
Post by: Knux on January 15, 2012, 10:42:26 PM
Description: A Deathmatch mod. Hunt down your target while avoiding being killed by player(s) targeting you.

Rules: Players score points by killing their target. Multiple people can have the same target. There is no penalty for killing anyone else currently. If you kill the player(s) targeting you, then you reset their target. The objective is to get to the pointlimit before other players, frags don't count.


I think there should be one, so people actually play the mode and don't go around killing random peeps. You could make it so they lose points, or punish them with effects like slow speed and other things. Other than that, this is a neat, fresh take on DM.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/15
Post by: xColdxFusionx on January 16, 2012, 03:42:30 PM
Quote from: "Knux"
Description: A Deathmatch mod. Hunt down your target while avoiding being killed by player(s) targeting you.

Rules: Players score points by killing their target. Multiple people can have the same target. There is no penalty for killing anyone else currently. If you kill the player(s) targeting you, then you reset their target. The objective is to get to the pointlimit before other players, frags don't count.


I think there should be one, so people actually play the mode and don't go around killing random peeps. You could make it so they lose points, or punish them with effects like slow speed and other things. Other than that, this is a neat, fresh take on DM.

The problem with point drain/ Slow penalties is that AoE weapons and stray shots exist.

I suggest an HP penalty so that players have to be strategic with who they attack.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/15
Post by: Messatsu on January 16, 2012, 05:52:25 PM
Well, here's two problems with any penalty.

1.) There are times where multiple people have the same target, you may want to kill the person who is after the same guy first.  I don't think a player should be penalized for that.
2.) Stray shots and AoE weapons make it too easy to kill players just in the line of fire.  

One thing I was thinking of doing was making it so the player gets 'shocked' like spark shock but without the damage.  So they're immobile for just a moment.  

I've also added a results screen in the next version so you can see who scored what at the end of the round.

Keep the ideas coming btw.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/15
Post by: xColdxFusionx on January 16, 2012, 06:16:59 PM
Quote from: "Messatsu"
One thing I was thinking of doing was making it so the player gets 'shocked' like spark shock but without the damage.  So they're immobile for just a moment.

That could work, I suppose.

The reason I was thinking about a health penalty is that you can grab a health bubble to quickly remedy the penalty when the battle is over, but during the fight a 5 or 10 health penalty could change the entirely. Then again, that's just my opinion. *shrug*

A brief stun would work as well; a quick delay to slow you down could very well change the course of the match...
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/15
Post by: BiscuitSlash on January 16, 2012, 06:28:12 PM
I don't see why a penalty is needed to be honest. Your punishment is not scoring a point and not getting much closer to winning. That's enough of a penalty.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/15
Post by: Knux on January 16, 2012, 06:32:22 PM
There's also always people who just blast each other and not play the mode the way it was intended to be.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/26
Post by: Korby on February 04, 2012, 08:25:29 PM
RageRoboenza-4d.wad (http://www.mediafire.com/?59y54eqybc80zb5)
RageRoboenzaPU-4d.wad (http://www.mediafire.com/?yqi8d97oyk4s77y)

Wadhost is down so here's some mediafire.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 2/8/
Post by: Messatsu on February 08, 2012, 11:46:48 PM
Thanks Korb.

Also, bump for new Bot Apoc  :p
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 2/8/
Post by: AquaRaider64 on February 09, 2012, 07:00:17 PM
The Link for 8-10 Weapon Randomizer doesn't work, JSYK.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 2/8/
Post by: Russel on February 09, 2012, 07:56:28 PM
He hasn't made a new one yet...not to mention I don't even have the actual pack on mediafire nor anything else atm, nor is the damn thing ever hosted so no point now, I might post it up later, but again, no real point.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 2/8/
Post by: AquaRaider64 on February 09, 2012, 08:06:04 PM
I would host a server for it, but I have 2 reasons I can't:
1. No Weapon Randomizer...duh
2. I don't currently have a router to use, seeing as we currently use a wireless Mi-fi, but I do believe we have one, because at one point in time we did use a Desktop. Not sure if we really even have one, though.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 2/8/
Post by: Messatsu on February 28, 2012, 05:05:48 PM
So I've been trying to think up a way to create a penalty in The Hunted for killing random players.  Here's what I came up with

- Each time a player kills a random person, they get a penalty point.
- If you kill either a player targeting you, or your intended target, it erases your penalty points.  
- If you kill 5 players (thus 5 penalty points), you lose a point needed to win (if you have any)

Does this sound like a good system? Should a player dying also erase penalty or no?  What do you all think?

Also I changed it so that if you die 5 times, your target is reset...that way you won't be chasing around the same guy all level if you can never get them.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 2/8/
Post by: OrangeMario on March 06, 2012, 07:12:13 AM
sounds like a good idea to me! I'm just thinking though that mabe reseting the point-penalty at each death might be abused... someone could jummp off of a cliff or self kill themself if their penalized; thus getting rid of it, and continuing to fight without worry.

Why not extend the penalty (for deaths/sucides) up to 3 spawns, or make it that the penalty is lifted only when your killed by another player, and never by sucide?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 2/8/
Post by: Knux on March 06, 2012, 07:39:39 AM
Should a player dying also erase penalty or no? What do you all think?

Depends. If suiciding erases penalties... wait, that sounds kind of pointless unless I am missing a detail here... (blargh, it's almost 4am, spare me!)

By the way Mess, I found a silly thing in Bot Apoc. Each and every single time that Eddie gives me Energy Balancer, it turns into another Eddie which always gives me a Charge Kick. Was this intended? Because it's kind of funny, though a bit annoying at times.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 3/6/
Post by: Messatsu on March 06, 2012, 05:08:37 PM
Yea, you're right, suiciding players would be a problem.  New version released!
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Messatsu on April 25, 2012, 04:57:04 PM
Bump for new bastardization of one of CMM's modes.
Title: lol I'm still downloading it though
Post by: Hallan Parva on April 25, 2012, 06:55:11 PM
> no Regeneration rune
> Spread higher than Vampirism

son I am disappoint :ugeek:
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Korby on April 25, 2012, 07:09:31 PM
you
have used spread before, right? that thing's going to be way higher than all the other ones for obvious reasons
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: SaviorSword on April 25, 2012, 10:06:39 PM
Seen spread Super Adaptor? That stuff's absolute murder. Ya can't have spread lower on the list at all.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Hallan Parva on April 25, 2012, 11:07:25 PM
I've used Spread before, but to me LIVING LONGER is better than dealing more damage (especially in a collection game like Screw Scramble), which is why I voted for Regeneration / Drain being higher... but then I saw this:
Quote from: "SaviorSword"
Seen spread Super Adaptor? That stuff's absolute murder. Ya can't have spread lower on the list at all.
and I only wondered.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Korby on April 26, 2012, 03:18:31 AM
Spread Rolling Cutter.
Good luck dying.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Messatsu on April 26, 2012, 03:21:07 AM
Ever used spread gravity hold?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: fortegigasgospel on April 26, 2012, 03:28:35 AM
Quote from: "Messatsu"
Ever used spread gravity hold?
I'm not sure, but I don't think spread works for AOE weapons.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: SaviorSword on April 26, 2012, 05:54:17 AM
It does work, it acts like a triple powered version of the AoE weapon that's spreaded. So a spread Gravity Hold would do 60 damage if the foe is close by and on the ground, and not even in the air.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Awbawlisk on April 26, 2012, 08:06:54 PM
Needs moar spread Blizzard Attack in a wide open area
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: SmashTheEchidna on April 27, 2012, 03:01:44 AM
Just about anything with Spread is deadly. Anyone remember Spread Power Stone? Just getting hit by one of those rocks was an OHKO.

So yeah, I believe the point has been made. Spread has to stay farther up. (I didn't even know about spread Ghold until now, though. Holy crap.)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Ceridran on April 27, 2012, 02:29:03 PM
Charge attacks are screwed by ragerune, as it does not help.

(Or does it?)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Beed28 on April 27, 2012, 02:32:08 PM
I don't think the double fire rate affects charging times of the Proto Upgrade, Wild Coil, Atomic Fire and Super Adaptor. It's a shame, really.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 4/25
Post by: Messatsu on April 27, 2012, 03:00:37 PM
It doesn't help the charge times, but it generally speeds up the firing animation and the reload times, so it's not a complete waste.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Hallan Parva on June 13, 2012, 02:58:20 AM
suggestion for Bot Apocalypse


MULTI METEOR MADNESS (enabled with Buckshot)

> all humans spawn with no weapons
> meteors start at the beginning of the match
> when time runs out, meteors can target multiple players
> all humans receive "Meteor Charges" that (delayed) summon meteors at your location
> Meteor Charges are potentially unlimited but have to recharge
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: SmashTheEchidna on June 13, 2012, 04:11:26 AM
That sounds like it's own game mode.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: ice on June 19, 2012, 05:17:36 PM
one small request
PLEASE FOR THE LOVE OF GOD, TAKE MIRROR BUSTER FROM THOSE BROKEN BOTS!
*clears throat* The reason for that is, bots, they have infinite ammo, and if they happen to be holding down fire with it in a room of bots spamming, say, ice slasher, those slashers will hit the barrier causing a beam of powerful ripping shots (also a tip to you people, yes, mirror buster can be activated on team mate's shots)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Gumballtoid on June 20, 2012, 08:26:26 AM
And that's why Enker is great.

Or you could make a bot weapon for it. Just don't remove it altogether.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: fortegigasgospel on June 20, 2012, 05:02:43 PM
Or make a suggestion to make Mirror Shield not block explosives due to Enker's weakness to Ballade Cracker.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Knux on June 21, 2012, 03:38:58 PM
There's actually a list of weapons that are extremely deadly in bot hands. I've found off the top of my head:

- Wind Storm: A Wind Storm bot that lands one hit on you is guaranteed to force you to use your Exit Unit. Because otherwise they will combo you infinitely to your death, juggling you in the air.

- Mirror Buster: There is a specific manner to deal with this one more or less safely, but no matter which route you take, it's an extreme risk to attack a bot who has infinite ammo always and has this up. You don't know when they'll take it down, forcing you to use trap weapons like Danger Wrap and Hyper Bomb, then getting out of their sight. Just hope it's buddies don't shoot him when that happens, because you can be sure it will still be aiming at you.

- Knight Crush: You'd be surprised how quickly you can die at the right range. No, really. It's something you must experience to understand. I don't know about you all, but everytime I've met a Knight Crush bot, they ALWAYS seem to land the perfect hit to OHKO me. And with the long range of the weapon, that isn't much of a problem.

That's it for now. I thinking I'm missing one or two. I'm tired however, so I can't be bothered to think much. >_>
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: SmashTheEchidna on June 21, 2012, 07:14:01 PM
Quote from: "Knux"
There's actually a list of weapons that are extremely deadly in bot hands. I've found off the top of my head:

- Wind Storm: A Wind Storm bot that lands one hit on you is guaranteed to force you to use your Exit Unit. Because otherwise they will combo you infinitely to your death, juggling you in the air.

- Mirror Buster: There is a specific manner to deal with this one more or less safely, but no matter which route you take, it's an extreme risk to attack a bot who has infinite ammo always and has this up. You don't know when they'll take it down, forcing you to use trap weapons like Danger Wrap and Hyper Bomb, then getting out of their sight. Just hope it's buddies don't shoot him when that happens, because you can be sure it will still be aiming at you.

- Knight Crush: You'd be surprised how quickly you can die at the right range. No, really. It's something you must experience to understand. I don't know about you all, but everytime I've met a Knight Crush bot, they ALWAYS seem to land the perfect hit to OHKO me. And with the long range of the weapon, that isn't much of a problem.

That's it for now. I thinking I'm missing one or two. I'm tired however, so I can't be bothered to think much. >_>


To pick up where you left off,

- Yamato Spears: Probably the worst rapid fire weapon a bot can have, and one of the worst weapons to have to face up against. Infinite Yamato Spears can be dangerous even in the most incompetent hands. Give em to an auto aiming bot, and you probably won't last much longer than 5 seconds out there without an exit unit.

- Rolling Cutter: Like Knight Crush, bots almost always seem to get a perfect shot on me. But it's not just because of the weapon itself, it's because of the other bots backing him up. If there's at least one other bot over there that's seen you, then you're in trouble.

- Oil Slider: Oh dear god, Oil Slider. If a bot comes sliding at you, unless you have something that kills quickly or instantly, you have no chance to survive.

- Ballade Crackers: Probably to be expected, since these are always dangerous. But I can never seem to avoid it from a bot. They always hit just enough to stun me for another hit, and pretty much hold me down till I'm dead.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Hallan Parva on June 21, 2012, 07:23:58 PM
Oh, I don't know if it's just me, but it appears as if the bots only change weapons after using their current armament for a certain period of time. Would it be possible to have the bots randomly cycle through their weapons if they're just running around?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: fortegigasgospel on June 21, 2012, 08:17:51 PM
Quote from: "SmashTheEchidna"
Quote from: "Knux"
There's actually a list of weapons that are extremely deadly in bot hands. I've found off the top of my head:

- Wind Storm: A Wind Storm bot that lands one hit on you is guaranteed to force you to use your Exit Unit. Because otherwise they will combo you infinitely to your death, juggling you in the air.

- Mirror Buster: There is a specific manner to deal with this one more or less safely, but no matter which route you take, it's an extreme risk to attack a bot who has infinite ammo always and has this up. You don't know when they'll take it down, forcing you to use trap weapons like Danger Wrap and Hyper Bomb, then getting out of their sight. Just hope it's buddies don't shoot him when that happens, because you can be sure it will still be aiming at you.

- Knight Crush: You'd be surprised how quickly you can die at the right range. No, really. It's something you must experience to understand. I don't know about you all, but everytime I've met a Knight Crush bot, they ALWAYS seem to land the perfect hit to OHKO me. And with the long range of the weapon, that isn't much of a problem.

That's it for now. I thinking I'm missing one or two. I'm tired however, so I can't be bothered to think much. >_>


To pick up where you left off,

- Yamato Spears: Probably the worst rapid fire weapon a bot can have, and one of the worst weapons to have to face up against. Infinite Yamato Spears can be dangerous even in the most incompetent hands. Give em to an auto aiming bot, and you probably won't last much longer than 5 seconds out there without an exit unit.

- Rolling Cutter: Like Knight Crush, bots almost always seem to get a perfect shot on me. But it's not just because of the weapon itself, it's because of the other bots backing him up. If there's at least one other bot over there that's seen you, then you're in trouble.

- Oil Slider: Oh dear god, Oil Slider. If a bot comes sliding at you, unless you have something that kills quickly or instantly, you have no chance to survive.

- Ballade Crackers: Probably to be expected, since these are always dangerous. But I can never seem to avoid it from a bot. They always hit just enough to stun me for another hit, and pretty much hold me down till I'm dead.

- Spark Shock: If a bot hits you with this you are dead, and its worse when its more then one bot.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: BiscuitSlash on June 21, 2012, 08:21:16 PM
Not so much Spark Shock. You can just about escape it if you get hit and then you have a good chance of attacking them. Even when you are being shocked you can fight back if you have the right weapon (ballade cracker comes to mind). Also it only does 10 damage, which isn't that powerful.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Messatsu on June 21, 2012, 08:50:14 PM
Quote from: "SmashBroPlusB"
Oh, I don't know if it's just me, but it appears as if the bots only change weapons after using their current armament for a certain period of time. Would it be possible to have the bots randomly cycle through their weapons if they're just running around?

The weapon switching is somewhat randomized.  The script contains:

Delay(random(35*10,35*20));

which basically means they won't attempt to switch weapons between 10 and 20 seconds after selecting one.  That's the gist of how it works.  Bot Apoc is already a bandwidth and CPU heavy mode due to all the bots and players, so I'm trying not to add too much more overhead if I can help it.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Davregis on July 24, 2012, 08:55:30 PM
Mess, can you make the targeted player in "The Hunted" glow or something?

I spent 5 minutes looking for a player and came in third after having a 6 point lead.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Hallan Parva on July 24, 2012, 09:49:39 PM
Earlier on the Hunted server today, it seems like this mode uses "old Time Stopper". This means that if you run around collecting ammo, you can have it go on for nearly a minute before the failsafe kicks in. I'm not sure if this is a problem with The Hunted or if it's a CSCC issue (as the server was running them both) but I'd definitely look into it.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Messatsu on July 24, 2012, 11:14:48 PM
Quote from: "Daveris"
Mess, can you make the targeted player in "The Hunted" glow or something?

I spent 5 minutes looking for a player and came in third after having a 6 point lead.
I will try to look into it.  The biggest issue is making something that only a single player can see.  Korby suggested something that I will look into and see how feasible it is.

Quote from: "SmashBroPlusB"
Earlier on the Hunted server today, it seems like this mode uses "old Time Stopper". This means that if you run around collecting ammo, you can have it go on for nearly a minute before the failsafe kicks in. I'm not sure if this is a problem with The Hunted or if it's a CSCC issue (as the server was running them both) but I'd definitely look into it.
I'm gonna go with CSCC if only because Hunted doesn't really touch weapons in any way.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Gumballtoid on July 25, 2012, 06:32:39 AM
Perhaps the target could have an their name displayed above their heads for easy recognition?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: xColdxFusionx on July 25, 2012, 02:15:27 PM
Quote from: "Messatsu"
Quote from: "SmashBroPlusB"
Earlier on the Hunted server today, it seems like this mode uses "old Time Stopper". This means that if you run around collecting ammo, you can have it go on for nearly a minute before the failsafe kicks in. I'm not sure if this is a problem with The Hunted or if it's a CSCC issue (as the server was running them both) but I'd definitely look into it.
I'm gonna go with CSCC if only because Hunted doesn't really touch weapons in any way.
...I honestly have no idea what's causing this. CSCC doesn't affect the vanilla weapons at all. ...Or, at least, it shouldn't.
Excuse me while I go bring this up with the other devs.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: TheDoc on September 22, 2012, 04:08:07 PM
I was playing Bot Apoc with RockmanNoConstancy expansion and the Mtank that the bot leader dropped didn't refill my RNC weapon(s). Could you make a separate version for RNC (like Saxton Hale does with PU)?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Messatsu on September 23, 2012, 03:55:34 AM
I am considering it.  RnC has a different weaponset after all so a custom version would be beneficial.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Hallan Parva on September 23, 2012, 06:25:33 AM
I've mentioned this about eight hundred times in Skype but I never bothered to post it


WELL NO MORE

PRESENTING "ROBOENZA HARDCORE" (a.k.a. Survival Versus)

At first glance, the mode seems to be normal Roboenza: players attempt to defeat other infected players to avoid becoming infected themselves. However, there are quite a few differences that distinguish this mode from standard Roboenza, such as multiple lives and a global timer instead of individual infect timers.

When the round starts, an alert is displayed that notifies players of the impending Roboenza virus. Though there might be (and most often will be) a single "alpha" chosen, with large player pools their can be multiple alphas selected. The new "zombie" players try to attack the others with their claw melee, while the players avoiding tagging blast the zombies with everything they've got. Successfully fragging a zombie will remove them from the game... for about 10 seconds. Yeah, zombies will respawn at certain intervals (e.g. following a "respawn timer") and the players will have to exterminate them all over again. Thankfully, the zombies in Roboenza Hardcore don't have nearly as much health as they do in Roboenza or Rage Roboenza.

Zombie players will notice three main differences: the global timer, the changed claw attack, and the Bonus system. I'll get to the global timer in a minute, so let's bring up the other two items. With the claw attack, the functionality is mostly the same: swipe with Fire, it has short range, and use it on a wall to climb it. The weapon's alternate attack also remains the high jump, though it now drains health instead of time due to the global clock. Hitting a player, however, will inflict partial damage to them. "Damage?", you might ask. Yes, players now take damage from zombie attacks. This is one of the big differences: zombies must hit players multiple times. The claw deals 50 damage as a basic attack, though charging the claw stores a dash; release the charge to sprint forward and deal four 25-damage swipes when (and if) you bump into something.

Once a normal player is fragged (either by an infected or due to stage hazards) they will wait through the respawn timer, and re-enter the match... as an infected player. Yep, death means zombie in this mode. If a cured player dies, they're a zombie. If an infected player dies... well, that's more zombie. Zombies can't carelessly risk their lives, however, as every infected player's death will automatically give Medals to surviving players. A player's earned Medals are seen on the HUD similarly to Beat Call or Rush Jet, and by using special inventory items the Medals can be spent on power-ups. For example, the Red W-Tank is a unique item that never leaves your inventory. Trying to use it will check if the player has enough Medals, and if they do, their current weapon will be refilled and the Medals are spent. However, the opposite is also true; a cured player being fragged will benefit the infected team. When a player is downed (by zombies or stage traps) and becomes a member of the zombie squad, extra time is added to the global clock, in order to give the infected a better chance of winning. The first new infect won't add much time to the clock, but as the survivor numbers dwindle each new infect grants a larger bonus to the game's time (since the surviving players will usually be tougher to take down at this point in the game).

Finally, let's talk about the new timer. The global clock is a way to (hopefully) prevent matches from "going too quickly" or "dragging on forever". The global clock doesn't budge until a round begins, but once there is an alpha (or alphas) it begins to count down. The goal of the non-infected players is to outlast the clock by defeating, evading, or otherwise sneaking past the team of infected. As mentioned before, the death of a non-infected will add seconds to the timer. If all players become infected, then the zombies win. However, if the round's time is depleted and there is at least one cured player remaining, all zombies instantly explode and the non-infected team claims victory. The global clock can be set through server variables, though it automatically adjusts due to the player pool. (Setting the time limit to 0 will enable a sort of "endless" mode, where the timer counts UP instead of down. Bonus time is ignored; player actions won't affect the timer at all. The goal is to see how long you can last against your fellow man/woman/zombie/wartortle, and if the survivors can "time out" the clock a special message will be displayed and the round will end.) Only a few players occupying a server will reduce the time, while a server filled to the brim will greatly increase the time. Here are some proposed values for clock adjustments:

Few Players: x0.8
Average Size: x1.0
Many Players: x1.25
Server Busting: x1.5

In summary, Roboenza Hardcore has a lot of changes that separate it from other Roboenza modes, and even any modes currently offered in 8BDM. Though the zombies are now tougher to take down due to their constant respawning, a timer that can be refilled, and the new charge slash, their job is made tougher by the added defense of non-infected players and the new Medal system, which can give things like theoretically infinite ammo or powerups like rapid fire. The survival aspect of the mode makes the game feel faster paced and adds a stronger emphasis on teamwork instead of just piling into a hallway and spamming Water Wave. Overall, I think the new mode will please fans of Roboenza as well as those looking for something new to try out.

I've already brought this up with Mess (several times, actually) but I kept forgetting to post it for his reference. With the recent bump, I finally have an excuse to put this here. Feel free to suggest things, make comments, or give compliments. Especially that last one. Boy, I sure do love some positive reinforcement.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: TheDoc on September 23, 2012, 01:38:54 PM
I almost didn't read (you know, tl;dr), but I'm glad I did. This sounds very interesting and VERY fun. I would definitely play this. Quick question: you said that if a player uses a certain inventory item, the game will check for the certain amount of medals to spend it on, right? Will all the players start out with all of said inventory items? How will they get these inventory items?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: TailsMK4 on September 23, 2012, 06:02:36 PM
That does sound pretty fun, and at least an attack by a zombie doesn't automatically add one to the infects team. And I still could camp if I wanted to.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Hallan Parva on September 23, 2012, 08:03:32 PM
Quote from: "TheDoc"
Quick question: you said that if a player uses a certain inventory item, the game will check for the certain amount of medals to spend it on, right? Will all the players start out with all of said inventory items? How will they get these inventory items?
The special "Red Items" are starting inventory items that everyone begins with. Though they can't be used without Medals, all players are free to scroll through them in order to prepare for a purchase. Red Items won't disappear from a player's inventory because each use will spend Medals instead. However, even if a player has enough Medals, sometimes a Red Item won't be usable for a different reason (like trying to buy HP Regen if you already have it), and sometimes using a Red Item will remove the effects of a different Red Item (like replacing Rapid Fire Rage with Spread Shots).
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: SmashTheEchidna on September 23, 2012, 08:42:54 PM
Yeah, I would definitely play this. Sounds epic.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Messatsu on September 23, 2012, 10:46:06 PM
Guess I'll just have to make it then. But first things first. Need to make rnc bot apoc.

Edit: Updated first post with RNC Bot Apoc.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: OverlordCrono on September 28, 2012, 09:41:12 PM
I don't think the Team Assassination link works anymore on the front page. I get an error page when click the link, and I can't find it on wadseeker. I wanted to host it in my server, so would you mind fixing this in your spare time?

EDIT: I tried the link in the notice, but it's not listed in it either.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Neo on November 02, 2012, 09:14:44 PM
Quote from: "SmashBroPlusB"
I've mentioned this about eight hundred times in Skype but I never bothered to post it


WELL NO MORE

PRESENTING "ROBOENZA HARDCORE" (a.k.a. Survival Versus)

At first glance, the mode seems to be normal Roboenza: players attempt to defeat other infected players to avoid becoming infected themselves. However, there are quite a few differences that distinguish this mode from standard Roboenza, such as multiple lives and a global timer instead of individual infect timers.

When the round starts, an alert is displayed that notifies players of the impending Roboenza virus. Though there might be (and most often will be) a single "alpha" chosen, with large player pools their can be multiple alphas selected. The new "zombie" players try to attack the others with their claw melee, while the players avoiding tagging blast the zombies with everything they've got. Successfully fragging a zombie will remove them from the game... for about 10 seconds. Yeah, zombies will respawn at certain intervals (e.g. following a "respawn timer") and the players will have to exterminate them all over again. Thankfully, the zombies in Roboenza Hardcore don't have nearly as much health as they do in Roboenza or Rage Roboenza.

Zombie players will notice three main differences: the global timer, the changed claw attack, and the Bonus system. I'll get to the global timer in a minute, so let's bring up the other two items. With the claw attack, the functionality is mostly the same: swipe with Fire, it has short range, and use it on a wall to climb it. The weapon's alternate attack also remains the high jump, though it now drains health instead of time due to the global clock. Hitting a player, however, will inflict partial damage to them. "Damage?", you might ask. Yes, players now take damage from zombie attacks. This is one of the big differences: zombies must hit players multiple times. The claw deals 50 damage as a basic attack, though charging the claw stores a dash; release the charge to sprint forward and deal four 25-damage swipes when (and if) you bump into something.

Once a normal player is fragged (either by an infected or due to stage hazards) they will wait through the respawn timer, and re-enter the match... as an infected player. Yep, death means zombie in this mode. If a cured player dies, they're a zombie. If an infected player dies... well, that's more zombie. Zombies can't carelessly risk their lives, however, as every infected player's death will automatically give Medals to surviving players. A player's earned Medals are seen on the HUD similarly to Beat Call or Rush Jet, and by using special inventory items the Medals can be spent on power-ups. For example, the Red W-Tank is a unique item that never leaves your inventory. Trying to use it will check if the player has enough Medals, and if they do, their current weapon will be refilled and the Medals are spent. However, the opposite is also true; a cured player being fragged will benefit the infected team. When a player is downed (by zombies or stage traps) and becomes a member of the zombie squad, extra time is added to the global clock, in order to give the infected a better chance of winning. The first new infect won't add much time to the clock, but as the survivor numbers dwindle each new infect grants a larger bonus to the game's time (since the surviving players will usually be tougher to take down at this point in the game).

Finally, let's talk about the new timer. The global clock is a way to (hopefully) prevent matches from "going too quickly" or "dragging on forever". The global clock doesn't budge until a round begins, but once there is an alpha (or alphas) it begins to count down. The goal of the non-infected players is to outlast the clock by defeating, evading, or otherwise sneaking past the team of infected. As mentioned before, the death of a non-infected will add seconds to the timer. If all players become infected, then the zombies win. However, if the round's time is depleted and there is at least one cured player remaining, all zombies instantly explode and the non-infected team claims victory. The global clock can be set through server variables, though it automatically adjusts due to the player pool. (Setting the time limit to 0 will enable a sort of "endless" mode, where the timer counts UP instead of down. Bonus time is ignored; player actions won't affect the timer at all. The goal is to see how long you can last against your fellow man/woman/zombie/wartortle, and if the survivors can "time out" the clock a special message will be displayed and the round will end.) Only a few players occupying a server will reduce the time, while a server filled to the brim will greatly increase the time. Here are some proposed values for clock adjustments:

Few Players: x0.8
Average Size: x1.0
Many Players: x1.25
Server Busting: x1.5

In summary, Roboenza Hardcore has a lot of changes that separate it from other Roboenza modes, and even any modes currently offered in 8BDM. Though the zombies are now tougher to take down due to their constant respawning, a timer that can be refilled, and the new charge slash, their job is made tougher by the added defense of non-infected players and the new Medal system, which can give things like theoretically infinite ammo or powerups like rapid fire. The survival aspect of the mode makes the game feel faster paced and adds a stronger emphasis on teamwork instead of just piling into a hallway and spamming Water Wave. Overall, I think the new mode will please fans of Roboenza as well as those looking for something new to try out.

I've already brought this up with Mess (several times, actually) but I kept forgetting to post it for his reference. With the recent bump, I finally have an excuse to put this here. Feel free to suggest things, make comments, or give compliments. Especially that last one. Boy, I sure do love some positive reinforcement.

i would just say this is mm8bdm's version of "INFECTOR"(or however its spelt)from halo , but there are some differences that make it not so halo-e..."halo-e"?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: TailsMK4 on December 24, 2012, 04:24:13 AM
I know this is a bump from about a month ago, but if I remember right, there is some leeway from the rules of necrobumping if the content is "important" enough.

...So anyway, are there any plans at the moment to port any of these modes to V3A? Vanilla is nice for a change, but DM is already boring to me, and CTF...just not many people do it. From what I've seen of testing servers, Classes is almost ported to V3A, so why not some other modes as well?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: tsukiyomaru0 on December 24, 2012, 05:49:50 AM
That's true. Trying out new stuff is nice and all, but I'd like to go back to Ragenza. So, who will be doing the conversion and fixing ('cause, you know, claw range is totally borked again and the "climb checker" is too sensitive)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Messatsu on December 24, 2012, 03:42:22 PM
I'm working on it, but it is the holidays here in the states so I'm tied up mostly with that.  Roboenza does have a small problem that I have yet to work around.  In Skulltag if a player is 'morphed' and no skin is defined then it uses whatever skin the player was using (so, I'd be Metal Man for example) but in Zandronum, I revert to a Mega Man skin.  I may just hard define the skin to Doc Robot or Zombie or somethin, dunno yet.  Likely the first mode I will finish is Bot Apoc since it requires the least changes (aside from balancing things to account for the bots now being a bit less stupid).  Also, this isn't a topic you can really necro bump since it is still relevant.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Gumballtoid on December 24, 2012, 03:58:52 PM
Michael712's Zombie Joe skin would be ideal for that purpose.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: GameAndWatcher on December 24, 2012, 04:04:49 PM
^or AstroZomberg or even Mummira
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: FTX6004 on December 24, 2012, 04:20:02 PM
use zombies from shademan's stage instead.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: GameAndWatcher on December 24, 2012, 04:29:02 PM
^That's what I meant by AstroZomberg.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Beed28 on December 24, 2012, 04:41:26 PM
Quote from: "Messatsu"
In Skulltag if a player is 'morphed' and no skin is defined then it uses whatever skin the player was using (so, I'd be Metal Man for example) but in Zandronum, I revert to a Mega Man skin.

Oh, that's too bad. Prehaps you could explain to the Zandronum devs about that then?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
Post by: Messatsu on December 24, 2012, 06:53:21 PM
Maybe.  Considering this behavior changed between 98e and Zandronum, I'm not sure if this is the intended function though.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: Messatsu on January 09, 2013, 01:11:58 AM
Bump for Rage Robo update.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: tsukiyomaru0 on January 10, 2013, 11:17:01 PM
Quote
Well, claw range is still long, cure should be handled whether or not it should spawn and the ratio by a custom variable the host can define (Actually I'd rather NEVER see the cure anymore), perhaps you could fix Item1 by removing the "ThruGhost" as it is what causes the crashes, some weapons can teamkill (Flashbomb).

DING: Also, try to make everyone "start out unable to move" until the Alpha is morphed. This prevents the alpha from morphing over a pit.
Plus, terrible news: The crash IS NOT exclusively tied to Item1. Go figure.
Report Log (http://www.mediafire.com/?46zw2a3420qmq8k)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: FTX6004 on February 10, 2013, 10:06:56 AM
I was just played roboenza today and why shows it blue screen when i lose! (http://img89.imageshack.us/img89/1043/screenshotdoom201302101.png) (http://imageshack.us/photo/my-images/89/screenshotdoom201302101.png/)
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: Korby on February 10, 2013, 02:18:10 PM
Because of the way the mod works, everyone gets a victory screen after the round is over.

This is (probably) part of the reason why "THE ROBOENZA VIRUS HAS BEEN CONTAINED" and whatever the zombie victory message is appear.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: Beed28 on February 10, 2013, 03:00:17 PM
Wait, do dead people get a grey screen when the map changes?
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: FTX6004 on February 10, 2013, 03:02:09 PM
Well sometimes when i died in roboenza im still getting blue screen.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: tsukiyomaru0 on February 10, 2013, 04:25:51 PM
Let me explain: if two or more players are alive by the end of the round, the game executes a normal exit, which is no different from changemap.
However, if ONLY ONE player is left alive, it uses the default end of LMS, which deems the last surviving player as winner and everyone else as loser.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: DarkAura on February 10, 2013, 06:20:42 PM
Now is there any way that this can be made to not happen?

It's not really fun for me when a somewhat fun mod makes it so one person can still "win" the game.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 1/8/
Post by: tsukiyomaru0 on February 10, 2013, 06:30:05 PM
Quote from: "DarkAura"
Now is there any way that this can be made to not happen?

It's not really fun for me when a somewhat fun mod makes it so one person can still "win" the game.
Possible, if someone decyphers the Zombie Horde mod.
Title: Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 8/27
Post by: Messatsu on August 28, 2013, 11:49:09 AM
Bump for bot apoc update.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Messatsu on September 09, 2013, 02:46:00 AM
OMG Double post?!  Bump for new mode.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: tsukiyomaru0 on September 09, 2013, 10:27:11 PM
OK, time to rant on it:
Quote
- Infected players are 20% faster than normal players. Alfire is a super jump (like Rage Robo) on the ground. In the air, it's a boost in the direction you're aiming. It takes about 15% of your current health to use.
There's a triple wrong there. 20% encourages infect rushing recklessly, super jump should not be needed because no camp is 100% safe in a DM due to respawns and air dash is more like flying zombies. What are they?! L4D Hunters?!

Quote
- Infected players do not infect others on touch like in Rage Robo. Infected players must kill surviving players. On respawn or late joining, players are infected automatically.
The claw damage is still VERY inconsistent, added their fire rate, which also adds for reckless charging. Inconsistency can be easily fixed by having the pain.infectclaw (or something) give a powerprotect to infectclaw for X tics (being X how long the attack lasts) in the first action of the painstate with a frame length of 0 tics.

Quote
- Rage rules still apply (2 infected kills -> Rage, 5 kills -> spread) This may change in future versions.
I'd rather see this as actual "runes" that may spawn when an infect is killed but can only be picked by a survivor, in case infects DO get nerfed.

And now, suggestions:
1. Make the cure item a custominventory for survivors as well, in which picking one of those could allow them to respawn as a survivor if they have one cure in stock.
2. Again, "RR_CurePercentage" should become a thing to decide the odds of cure spawning.
3. Some weapoons are useless. Leaf Shield is the worst offender, being just a garbage item. Perhaps have Leaf Shield "take damage for their owner" (When attacked while shield is up, ammo decreases and the health doesn't drop).
4. Infects using item. That is plain wrong. A simple modification on each item could allow them to "fail" when someone infected uses them.
5. Maybe upload a CFG to Best Ever.
6. If infects DO get a nerf ranted above, then you could perhaps add "classes" to them.

Finally: SV_NoCallVote 1
Seriously, WaTaKid has even mentioned how "megagame.wad" players often misuse the function, 9/10 times else more.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Korby on September 09, 2013, 11:14:27 PM
A swarm does not calculate its every move and have Godly strategy. That is an army. A swarm is a giant ball of death that will chase you to the ends of the earth and demolish you.

I'm pretty sure the zombies being reckless is intended.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: tsukiyomaru0 on September 09, 2013, 11:21:41 PM
Quote from: "Korby"
A swarm does not calculate its every move and have Godly strategy. That is an army. A swarm is a giant ball of death that will chase you to the ends of the earth and demolish you.

I'm pretty sure the zombies being reckless is intended.
There's a difference between reckless by being overly favored where there's no headshot and being reasonably favored (slow but doesn't feel pain, or fast but recoils when hurt). Anyway, came here again to post about something amusing:

Not sure if intended or not... But is likely compatible with other mods, but not with bots. Tried running it with Super C mod and it worked, until a bot got cure or rune. I've yet to test if it's bots derping or mod+bot conflict, or probably ACS conflict between V3A's Global and V3B's Global
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Davregis on September 10, 2013, 01:20:45 AM
Quote from: "tsukiyomaru0"
Melee weapons have an innate advantage over ranged weaponry

(click to show/hide)
[/spoiler]
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Messatsu on September 10, 2013, 02:26:44 AM
Whelp.  Tsuki's complaining about everything.....mission accomplished.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Rozark on September 10, 2013, 06:43:45 AM
Ok, Tsuki, lemme break this apart for you. First though, some fitting music.
(click to show/hide)
[/color]
(click to show/hide)
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Laggy Blazko on September 10, 2013, 10:32:46 AM
I'd say Mess should nerf the runes in some way because they make already good players OP, IMO.

(Also, are you talking about forcing SV_NoCallVote? What the crap?)
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: xColdxFusionx on September 10, 2013, 01:18:52 PM
The only thing I agree with in the entirety of Tsuki's wall of text is the inconsistency.
Zombie Claw is even less consistent than its parent weapon, Slash Claw. And that's saying something.

Everything else, though, I agree with Rozark.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Ceridran on September 10, 2013, 01:37:38 PM
I didn't really have much to worry about on this side, then I saw Rozark's response.

Quote from: "Sooki being punched by Science BarkofthetreethatgrowsRosesapparentlythatmakesnosense  - I am smoking imagination"
3. Some weapons are useless. Leaf Shield is the worst offender, being just a garbage item. Perhaps have Leaf Shield "take damage for their owner" (When attacked while shield is up, ammo decreases and the health doesn't drop).
Then don't use them

Really? That's only a temporary solution. It's one of the many weapons taking room in the stage while having little utility.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Messatsu on September 10, 2013, 02:03:05 PM
Quote from: "xColdxFusionx"
The only thing I agree with in the entirety of Tsuki's wall of text is the inconsistency.
Zombie Claw is even less consistent than its parent weapon, Slash Claw. And that's saying something.

Everything else, though, I agree with Rozark.
I think it just SEEMS more inconsistent due to it's small range.   The attack is actually a hybrid projectile / explosive.

Both of these occur 3 times over 6 tics.
-If the projectile hits a player, it does 20 damage, and an additional 5 damage over 96 range.  The additional explosion is to harass nearby players.  So at point blank, the damage range is 60-75, a clean 5 hit kill at worst, and 4 hit if you are a luck god.

- If the attack misses, it does a 25 damage explosion at 48 range.  This is probably the problem with it being 'inconsistent' as a slight miss will greatly reduce the damage the player takes.  Granted, if I removed this element, the player would take 0 damage and infected players would have a MUCH harder time (I tried this, it wasn't as fun).

I could go the full explosive route, but that is what I started with, and believe me that was even worse.  Until FULLRADIUSDMG is implemented as a flag, there's ALWAYS going to be some drawback to the attack.

As for leaf shield, I'll think about what to do.  It's a wonky weapon to be certain, but maybe I can do something like make the projectile a ripper or something? (reduced damage of course)
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Hallan Parva on September 10, 2013, 07:23:54 PM
Mess you silly, if you'd just implement per-frag item bonuses and zombie scaling (e.g. ZAMBEE SWORD BEEMS) Leaf Shield would be fantastic. Guaranteed zombie sword beam deflection plus speed boost plus Half Damage support item? Yes, please.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: tsukiyomaru0 on September 10, 2013, 07:58:07 PM
You can't try to emulate a "Head shot" (or rather: "head rip") without editing from line 0, because it will always cause an unfavourable inconsistency. And the uselessness of Leaf Shield is with it up. It really ought to do something rather than alarm everyone with "HEY, THAT IDIOT GOT LEAF SHIELD UP! GANGBANG HIM!". Having Leaf Shield behave as a damage soaker as I proposed could be one, as having it behave as a clone of Star Crash would not be a good idea.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Hallan Parva on September 10, 2013, 08:52:30 PM
Quote from: "tsukiyomaru0"
having it behave as a clone of Star Crash would not be a good idea
are
are you okay
do you have a fever or something


because really show me ONCE where ANYONE said "Leaf should do hugging damage" ANYWHERE in the thread




at this point I'm inclined to agree with Messatsu and Rozark
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: tsukiyomaru0 on September 10, 2013, 08:59:16 PM
Quote from: "SmashBroPlusB"
Quote from: "tsukiyomaru0"
having it behave as a clone of Star Crash would not be a good idea
are
are you okay
do you have a fever or something


because really show me ONCE where ANYONE said "Leaf should do hugging damage" ANYWHERE in the thread




at this point I'm inclined to agree with Messatsu and Rozark
It's called "thinking ahead", so no one suggests "Oh, make Leaf shield do hug damage". And making the projectile a ripper... Is similar to Star Man's Star Crash! I was accidentally correct on the "behave as a clone of Star Crash" guess, if you consider the Classes.

Anyway, don't put much hope in Roboenza Swarm. Classes Saxton is still in the spotlight.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: TailsMK4 on October 06, 2013, 06:04:52 PM
RIP Roboenza. Ah well, I suppose I could try one more time to revive the mode by making some fixes to it later. Since the switch to v3b, I've noticed a few bugs, such as the infamous no underwater gravity for morphed actors. I do, however, have a fix for this, and it's already been proven to work with the private testing I've had. Thing is, I'm not sure if people are willing to play it anymore. Some now prefer Roboenza Swarm to Rage...it's the opposite for me since I dislike regular Deathmatch.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Ceridran on October 06, 2013, 06:14:09 PM
As much as I'd love to see more Roboenza, this mode really seems to be lacking attracting, interesting aspects at this point in time. Nobody wants to be the Alpha Infected.

The Alpha could be large and in charge, (http://tvtropes.org/pmwiki/pmwiki.php/Main/LargeAndInCharge) with an ability to give out an AOE speed buff for a limited time.

Just things off the top of my head.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Goomba98 on January 04, 2014, 04:04:11 PM
Why aren't the screw sounds from the Wii games?
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Russel on April 09, 2014, 10:44:07 PM
This response doesn't seem to make much sense...you referred to an error as if you had already referred to it previously. I'd hate to complain about grammar like that, but it's hard to tell what you're trying to ask.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: bass44 on April 19, 2014, 05:07:35 AM
You know I've always wondered this... the old version of Bot Apocalypse meteor shower theme song at the end of the round was a song made by Sunsoft but I just don't know where it came from.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Russel on April 19, 2014, 06:41:26 AM
Allow me to shed some light on this...

(click to show/hide)
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: SmashTheEchidna on April 19, 2014, 05:43:57 PM
More accurately...

(click to show/hide)
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: -Daiki-TheOni on April 30, 2014, 02:34:57 PM
Quote from: "SmashTheEchidna"
More accurately...

(click to show/hide)

ufff Underrated game, is such a gem like those from the "mana" saga and etc.
Title: Re: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/
Post by: Messatsu on July 24, 2014, 03:21:56 PM
So, looking to update Rage Roboenza for the first time in forever.  Now, I've kinda felt that in v5 the balance wasn't too bad, but I wanted to get a bit of feedback first.  Just a side note, the goals of v6 right now are to introduce multiple alphas when there are more players (a commonly requested feature) and to make it compatible with v4.  If there's anything else you'd like to see, lemme know!