Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: SickSadWorld on May 04, 2011, 04:13:19 AM

Title: [Game Mode] ?BOX MODE! [qbox-v2u.wad] [MM8BDM-v5a]
Post by: SickSadWorld on May 04, 2011, 04:13:19 AM
(http://i74.photobucket.com/albums/i248/Cowman_bucket/otbr.png) (http://cutstuff.net/mm8bdm/?p=49)

(http://i1143.photobucket.com/albums/n624/day5ive/qbox_marquee.png)


(click to show/hide)

?-BOX MODE

<!-- m -->http://allfearthesentinel.net/download?file=qbox-v2u.wad (http://allfearthesentinel.net/download?file=qbox-v2u.wad)<!-- m --> | File Size: 6.55M

New in v2u

(click to show/hide)

(click to show/hide)

What is this mode?
Most item placements are replaced with various different ?-boxes that must each be attacked to reveal its contents. All players also start with an Energy Balancer and do not need to worry about acquiring it if they die in deathmatch mode. Other modes require players to pick up the Energy Balancer.


What is the ENERGY BALANCER? (http://cutstuff.net/forum/viewtopic.php?f=28&t=2062)


(click to show/hide)

---

These new ?-boxes are

Blue ?-box
(click to show/hide)



Red ?-box
(click to show/hide)



Green ?-box
(click to show/hide)



Try out your favorite maps with this mode to see what crazy combinations you can come up with! This is a great addition to Chaos and CTF mode or your favorite custom map packs!


---

ENERGY DUEL and ENERGY DEATHMATCH - Integrated into Qbox mode as LMS or TLMS!

(click to show/hide)
Title: Re: [Game Mode] Energy Duel - v1a
Post by: -RanRan on May 05, 2011, 07:10:26 PM
Lovely format you have, SSW.

I tested it small scale with a duel of bots of somewhat varying difficultly -- From the weakest, to the Nightmare.
With the use of weapons and energy, the balancer is a perfect fit. I don't have to run around changing weapons of varying damage and tiers to refill my energy.

As for health spawning and non-spawning, I'm not sure. When I tested it witht he help of that naughty cousin of mine, we discovered the flaw that any two people playing in a map that doesn't have a PlantBarrierWep and a good area of Big/Small WepEnergy will be at risk of being "Trolled" by more skilled or less skills players by repetitive use of the same weapons, including and not limited to:
(click to show/hide)

All these weapons can end up ruining the duel experience given the situations and circumstances that may lead to the abuse of them. I suggest some form of amending to this, to see if it will fix this problem, as all these weapons can literally sap away health within 10 seconds of skillful use.

On that fact, it'd be normal for a Duel-Fool[Skilled Duelist] to refill and re-engage a target, but in the case they can't find health to do so, they may lose to people more often because of the inconvienence.

I didn't include Star Crash[Hugging], because most of the encounters I've had with that would have to happen at close proximity, and can be survived.

Also, I'm all for that Sphere Power-Up. What will be its use, and how will it be applied?
Title: Re: [Game Mode] Energy Duel - v1a
Post by: SickSadWorld on May 05, 2011, 07:37:26 PM
Hey, thanks for your detailed and well-written comments on this.

The health comments are especially useful. How would you rate these solutions?

1) Health spawns as normal.
2) No health spawns at all.
3) Something else.

Quote from: "-RanRan"
On that fact, it'd be normal for a Duel-Fool[Skilled Duelist] to refill and re-engage a target, but in the case they can't find health to do so, they may lose to people more often because of the inconvienence.

This was actually one of the main goals of the mode. If you look at Skulltag/ Doom duel-32 mode for example, you can almost guarantee that both people will die a lot simply because there's not a lot of health around. My goal is to create something faster paced where a fraglimit of 25 is not unreasonable (as opposed to the 5 or 10 we usually see in MM8BDM).

Quote from: "-RanRan"
Also, I'm all for that Sphere Power-Up. What will be its use, and how will it be applied?

It really depends on how the health ideas shake out. My original thought was to give every large health pickup a very small possibility of spawning a sphere/ rune.

The easiest choices for these effects are seen HERE (http://www.skulltag.com/wiki/Spheres)

To summarize:
(click to show/hide)

Something not on this list is also a possibility as long as someone can describe what it should do very specifically. Runes (http://www.skulltag.com/wiki/Runes) as well.
Title: Re: [Game Mode] Energy Duel - v1a
Post by: -RanRan on May 05, 2011, 10:30:37 PM
Answering Quotes in Quotes FTW.
Quote from: "SickSadWorld"
Hey, thanks for your detailed and well-written comments on this.

The health comments are especially useful. How would you rate these solutions?

1) Health spawns as normal. Then it'd be Duel Again.
2) No health spawns at all. D@%$, Homie. :>
3) Something else. -RR says Yes.

Quote from: "-RanRan"
On that fact, it'd be normal for a Duel-Fool[Skilled Duelist] to refill and re-engage a target, but in the case they can't find health to do so, they may lose to people more often because of the inconvienence.

This was actually one of the main goals of the mode. If you look at Skulltag/ Doom duel-32 mode for example, you can almost guarantee that both people will die a lot simply because there's not a lot of health around. My goal is to create something faster paced where a fraglimit of 25 is not unreasonable (as opposed to the 5 or 10 we usually see in MM8BDM).

If that was your intention, then consider this mode win, homeslice.

Quote from: "-RanRan"
Also, I'm all for that Sphere Power-Up. What will be its use, and how will it be applied?

It really depends on how the health ideas shake out. My original thought was to give every large health pickup a very small possibility of spawning a sphere/ rune.

The easiest choices for these effects are seen HERE (http://www.skulltag.com/wiki/Spheres)

To summarize:
(click to show/hide)

Something not on this list is also a possibility as long as someone can describe what it should do very specifically. Runes (http://www.skulltag.com/wiki/Runes) as well.

Only one thing to say: DO IT.
Title: Re: [Game Mode] Energy Duel/ Energy Deathmatch - V1B (5/9/20
Post by: SickSadWorld on May 09, 2011, 09:00:16 AM
Updated 5/9/2011

See original post for updates!
Title: Re: [Game Mode] Energy Duel/ Energy Deathmatch - V1B (5/9/20
Post by: SickSadWorld on May 09, 2011, 03:50:50 PM
There was text here, it's gone now.

Moved to first post
Title: Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
Post by: Batton on May 10, 2011, 05:15:46 AM
Holy sh--!

?-box mode is a lot more fun than I thought it would be. Why doesn't anyone post replies to your topics, SSW? Is it because no one finds anything wrong to cry about?

This is a really amazing mod, thanks for sharing!
Title: Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
Post by: tsukiyomaru0 on May 10, 2011, 05:50:44 AM
Oddity: in Darkman's Stage, there were no boxes here. Instead, I saw only the regular items.

Suggestion:
Boobytrap boxes
Color: Purple
Content and chances:
50% Explosion
20% Metool
15% Quickbeam
10% Explosion (With the Wind Storm damage type)
5% A rare item

Feedback: Thumbs up for it!
Title: Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
Post by: SickSadWorld on May 10, 2011, 08:38:30 AM
Hey Batton & Tsuki, thanks for your support!

I think your idea is a really good one. So let's talk about it. I liked everything you mentioned except 2 things. I think I might make the booby trap ?-boxes be the blue type. The reason being that if it's a unique color people might just avoid them. The other thing was the quickbeam, not sure I like that.

How about this (without %)

Napalm explode
Hyper bomb explode
Crash bomb expode
Crystal eye (different color than normal)
Wind storm explode
Metool?
Rare item (what should this be?)

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Title: Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
Post by: Hallan Parva on May 10, 2011, 12:05:08 PM
Quick Beam would be VERY assy, to say the least.

"Alright, I just found Gravity Hold and Top Spin! Ooh, hey another blue box--"
SHREEEEEEEEEENNNNNNNNNNNNNNN
<< Finn the Human Boy couldn't dodge the beams. >>
"FUCKING HELL GOD DAMN IT"
<< Finn the Human Boy has disconnected. >>
Title: Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
Post by: tsukiyomaru0 on May 10, 2011, 06:41:48 PM
Quote from: "SickSadWorld"
Hey Batton & Tsuki, thanks for your support!

I think your idea is a really good one. So let's talk about it. I liked everything you mentioned except 2 things. I think I might make the booby trap ?-boxes be the blue type. The reason being that if it's a unique color people might just avoid them. The other thing was the quickbeam, not sure I like that.

How about this (without %)

Napalm explode
Hyper bomb explode
Crash bomb expode
Crystal eye (different color than normal)
Wind storm explode
Metool?
Rare item (what should this be?)

(click to show/hide)

Well, boobytraps are often odd somehow, as if telling "Look! I'm different! I may have something good or bad!"
I... Don't know if CrystalEye is a good or bad idea.
Title: Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
Post by: -RanRan on May 10, 2011, 06:48:02 PM
I tested this a bit myself, while I've isolated myself from Online play to work on the Tournament Map-Pack.

The modes are wonderful now, SSW. :D

As for the ?-Mode, It maybe could use a little bit more tweaks with the %'s. And as for that special box....

Maybe it could drop a rune as a rare item?
Title: Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
Post by: Koal on May 10, 2011, 09:19:26 PM
I really like this mode. It spices deathmatch up a bit to make it tolerable.

And for the trap boxes, how about a chance of a box exploding into a shower of flame blast projectiles?
And also the anti-gravity effect I mentioned were you slowly accend up into the air and get thrown back.
Also the flash stopper on a larger scale that affects everyone.
Title: Re: [Game Modes] ?BOX MODE & ENERGY DUEL
Post by: SickSadWorld on May 23, 2011, 08:09:12 PM
Blog post bump

Be sure to check out MM8BDM blog contributor Myroc's thoughts on this mode if you haven't already!
http://cutstuff.net/mm8bdm/?p=49 (http://cutstuff.net/mm8bdm/?p=49)
Title: Re: [Game Modes] ?BOX MODE & ENERGY DUEL
Post by: Knux on June 04, 2011, 05:01:57 AM
A few days ago, I was thinking about a "what if" scenario involving this sort of gameplay. Now, I have that thought in my MM8BitDM folder. Will gladly play it.  :D
Title: Re: [Game Modes] ?BOX MODE
Post by: SickSadWorld on June 11, 2011, 08:55:06 PM
Updated for MM8BDM-v2b!
Title: Re: [Game Mode] ?BOX MODE!
Post by: SickSadWorld on July 15, 2011, 01:30:37 AM
Bump for v2c release

Lots of changes
Title: THIS IS A NECROPOST BURN ME A STAKE
Post by: Tesseractal on November 15, 2011, 07:59:48 AM
This is a highly interesting and underlooked mod! Right now I think it's a bit of a broad scope right now, but it tackles elements of randomness very well. After all - the... "less satisfying" a weapon placement (or item placement) on a map is, the more utility you get out of it. So where's my main dissatisfaction with weapon placement? MMCTF01-07, of course! (Unfortunately, Ivory's weapon placement is already good enough and this mode doesn't change a lot. I GUESS that's a good thing.) Now, you were able to conjure Eddie item rotations for different modes - I think the same can be applicable for Box placement in different modes. If possible, here's the things I'd like to see:

CTF/Possession Mode Red Boxes: Comment out Exit Unit and Treble. (Treble does not work; Exit Unit is a hilarious free point.) Or fix Treble/add Reggae etc.
CTF Mode Green Boxes: Is it possible to make symmetrical green box spawns? Let's say that Rolling Cutter is in the same place on both maps. When it's switched, can it be the *same* weapon in both? (e.g. Rolling Cutter is replaced with Slash Claw on CTF03; it's the same place in both bases.)    If not, you can solve the main problem by removing Hard Knuckle and Charge Kick. I'm dead serious. Nothing gives one side a huge advantage nearly as much as those weapons.

CTF Mode Green Boxes: "Special Group": Comment out Scorch Wheel and Leaf Shield. Mirror, Top, and Gravity (the latter which LOVES showing up in place of Rain Flush) actually seem fairly tolerable, and it's a nice refresh to see in CTF maps. Scorch Wheel no, Leaf Shield DEFINITELY no. Leaf Shield already breaks MMCTF07, and it's not normally in the map! D:

CTF Mode Blue Boxes: Now a lot of these are "blanks" and I understand that reasoning. Is it possible that more of the blanks could show up as wep energy? CTF is different from Duel or DM in that if you have the flag, you often live longer. As such, it's quite a bummer when you can't scrounge up much weapon energy to defend yourself... That seems to be the main problem. Of course it isn't an issue if enough W-tanks show up, but since you can potentially live a long time making use of that E. Balancer could come quite in handy (with more small wep spawns. Not big ones.)

DM/Duel Mode Green Boxes: Now the opposite: is it possible to PREVENT Duplicate (or symmetrical) weapons? When I dueled Obelisk today on MM4DC1, there were *Three* Pharaoh Shot spawns (one of which was the original). Now that's a rarity and all part of the chance, but when you're going for *more* weapons, well... More is better.

DM Mode Red Boxes: This is just for fun, but I'd say you could earn REAL street cred by throwing in the "lost items". I know you've made Item-2, and I'm sure you can find Balloon/Wire/Reggae somewhere.  :p
Title: Re: [Game Mode] ?BOX MODE!
Post by: OverlordCrono on November 17, 2011, 12:34:39 AM
I agree, this is a very overlooked mod. Unfortunately, I have never seen anyone host this, and consequently, myself and others will never get to play and see for themselves. I'm sure if there was an occasional server of ?Box, it'd grow a bigger fan-base.
Title: Re: [Game Mode] ?BOX MODE!
Post by: HD_ on November 17, 2011, 12:45:20 AM
There's a server up at this very moment AFAIK.
Title: Hmm... Rage Weapon Randomizer Energy Duel ?box LMS Ultra Mod
Post by: Tesseractal on December 21, 2011, 08:54:36 PM
Looks like ver H has fixed most of the problems.

Great stuff with Possession mode. I'd recommend anyone wanting to give Possession mode a shot to use this. The board is now shootable after it's been dropped once, regenerates if crushed, and Mike's silly automap script is gone. What's not to like? (You should probably clarify all this somewhere.)
Title: Re: [Game Mode] ?BOX MODE!
Post by: SickSadWorld on January 24, 2012, 06:42:20 AM
http://wadhost.fathax.com/files/qbox-v2n.zip (http://wadhost.fathax.com/files/qbox-v2n.zip) | File size: 289.82 KB

Qbox Version "v2n" is now live! The code is all available and if you feel like using aspects of it in your projects let me know and we can work some credits thing out.

I realize there's a tournament currently in place based primarily on "v2k". From "v2k" to "v2n" these are the exact differences which may or may not impact the tournament. I don't want to persuade anyone to use a particular version; any of the "v2"x versions are similar enough that it's only a minor change or bugfix between releases.


Ask your tournament coordinator what the official stance is on disparity between Qbox versions compared to match history. I've attempted with significant effort to maintain the current balance between Qbox versions but it's ultimately up to you, the players to decide if it suits your needs. My official stance is neither for nor against using v2n over v2k. They are similar enough to where it doesn't really matter; the core item statistics have been unchanged since version v2c.
Title: Re: [Game Mode] ?BOX MODE!
Post by: Hallan Parva on January 24, 2012, 03:08:51 PM
instead of making Treble suck more why don't you just make Tango suck less :ugeek:

I like all of the other changes though. Can't wait to see the new maps.
Title: Re: [Game Mode] ?BOX MODE!
Post by: Korby on February 04, 2012, 08:30:13 PM
hurr strategic bump
The heck are you talking about? Tango rocks. It's amazing area denial, and really useful in CTF.

Mediafiiirrreeee (http://www.mediafire.com/?q9aico8fcb0ycn1) (qbox-v2o.wad)
Title: Re: [Game Mode] ?BOX MODE!
Post by: SickSadWorld on February 11, 2012, 12:07:55 AM
Updated file hosting with Dogsoft mirror (indexable by wadseeker)

Back up and running!
Title: Re: [Game Mode] ?BOX MODE!
Post by: SickSadWorld on January 17, 2013, 08:24:24 AM
Not a necrobump but instead a bump to point out that new version v2p is out and ready to play with v3a support!

Happy fragging
Title: Re: [Game Mode] ?BOX MODE!
Post by: Hallan Parva on January 24, 2013, 12:57:03 AM
[7:53:52 PM] Spike:

Support Item Qbox

Rush Coil
Rush Jet
Beat Support
Tangv Roll
Trouble Sentry
Jetpack Eddie
Weapons Eddie (low)


Upgrading Qbox

Laser Buster
Arrow Buster
Duo Fist
Super Adaptor
E-Tank (non-LMS only)
Rush Jet (low)
Weapons Eddie (low)


Items Qbox

Small Health (non-LMS only)
Large Health (non-LMS only)
Weapon Energy
Large Weapon Energy
W-Tank (low)
Jetpack Eddie (low)


M-Tanks Are Special Qbox

E-Tank (non-LMS only)
W-Tank
Weapons Eddie
Double W-Tank (low)
Large Weapon Energy (low)

[7:54:17 PM] sick sad world: smashbro
[7:54:23 PM] sick sad world: can you post that in the forum topic so i dont forget
[7:54:27 PM] Spike: limiting the distribution of E-Tanks, outright removing M-Tanks (balancing)
[7:54:28 PM] sick sad world: there's a lot of good ideas there
[7:54:43 PM] Spike: also more Eddie for an M-Tank, I'd do that trade any day of the week lol
[7:54:43 PM] sick sad world: the idea of "jetpack eddie" is hilarious and awesome
[7:54:52 PM] Spike: yeh from Mega Man & Bass
[7:54:56 PM] Spike: it's your items Eddie
[7:54:57 PM] Spike: but less boring
[7:55:04 PM] sick sad world: i need to do some research
[7:55:12 PM] sick sad world: but please post that on the qbox forum topic
[7:55:12 PM] Spike: I think someone did a skin of that but I'm not POSITIVE so don't kill me
[7:55:19 PM] sick sad world: nah it's cool if they didnt i can skin that
[7:55:32 PM] sick sad world: but those categories are interesting
Title: Re: [Game Mode] ?BOX MODE!
Post by: Dark_Chaos on September 29, 2013, 06:48:45 PM
yea. i have a problem, when ever i try to start a server with this mod, i get an error message that says "script error, "qbox-v2q.wad:DECORATE" Line 100: Replaced type "possesionstone2' not found in possesionstoneQbox

wtf.
Title: Re: [Game Mode] ?BOX MODE!
Post by: Ceridran on September 29, 2013, 06:50:04 PM
It lacks V3B support.
Title: Re: [Game Mode] ?BOX MODE!
Post by: Dark_Chaos on September 29, 2013, 08:24:17 PM
Quote from: "Ceridran"
It lacks V3B support.


damn. well that sucks.
Title: Re: [Game Mode] ?BOX MODE!
Post by: SickSadWorld on December 11, 2013, 09:44:00 PM
Updated to v2r

Now with v3b support

(Fug I did it back in august but just never released it :L)
Title: Re: [Game Mode] ?BOX MODE! - (Core v4a)
Post by: SickSadWorld on May 17, 2014, 02:51:57 PM
Version increment to v2s

Core version v4a compatibility. Tweaks and balances. Enjoy!
Title: Re: [Game Mode] ?BOX MODE! [qbox-v2t.wad] [MM8BDM-v4a]
Post by: hevanavix on July 30, 2014, 05:33:08 PM
I have a problem.
Script error, "qbox-v2t.wad:DECORATE" line 25:
Replaced type 'FireWave' not found in FireWaveQBox
Title: Re: [Game Mode] ?BOX MODE! [qbox-v2t.wad] [MM8BDM-v4a]
Post by: King Dumb on July 30, 2014, 05:39:47 PM
My guess is you're loading your wads in the wrong order. Make sure you load MM8BDM-v4a.pk3 before you load qbox-v2t.wad (you still have to load MM8BDM-v4a.pk3 even though you're playing with a mod.)

Otherwise, are you loading any other mods along with qbox?
Title: Re: [Game Mode] ?BOX MODE! [qbox-v2t.wad] [MM8BDM-v4a]
Post by: Endymion on February 28, 2015, 06:50:42 PM
Will this mod v4b compatible?
Title: Re: [Game Mode] ?BOX MODE! [qbox-v2t.wad] [MM8BDM-v4a]
Post by: SickSadWorld on May 06, 2015, 04:42:49 AM
Quote from: "Endymion"
Will this mod v4b compatible?
Yes! Generally speaking, this mod will be compatible with all subdivsions of major version increments (i.e. should be compatible through v4*). The main thing that breaks this mode is the addition of new items and/or weapons. The way the randomness works makes this the case. If you run an old version on a newer engine, the new weapon/item placements just won't be randomized.

http://static.best-ever.org/wads/qbox-v2t.wad (http://static.best-ever.org/wads/qbox-v2t.wad)

Still current through v4c!
Title: Re: [Game Mode] ?BOX MODE! [qbox-v2u.wad] [MM8BDM-v5a]
Post by: SickSadWorld on February 25, 2017, 10:18:52 PM
Updated with full v5a compatibility  :mrgreen:

http://allfearthesentinel.net/download?file=qbox-v2u.wad
Title: Re: [Game Mode] ?BOX MODE! [qbox-v2u.wad] [MM8BDM-v5a]
Post by: alexparr on June 03, 2017, 05:18:17 PM
Your link is broken.  :(