Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ehibika

Pages: [1] 2 3
W.I.P Forum / Project RivalBawlz: a nerf-inspired class mod
« on: March 17, 2019, 07:52:57 PM »
Project rivalbawlz is a work in progress ďclassĒ mod with a theme around nerf-like soft projectile blasters, weapons are largely characterized by itís ammo of choice in terms of firing styles, shot trajectories, and ammo capacities. and all shots fired can be picked back up and reconstituted into your supply.

drawing from splatoon, each blaster is paired with a secondary tool and a special ability, secondary tools offer complimentary functions to the main weapon, such as bombs or inflatable blockades for cover.Specials on the otherhand are high impact but limited use tools and abilities that with proper use, can promote or stop pushes in gameplay.

Currently there are 4 ammo classes with more to come in the future, details on each and the nature of their blasters are below

Ammo Types:


Central to the world of soft projectile combat. ball blasters are weapons characterized by their speed. ball blasters are fast firing and quick to reload, and ball rounds come out fast and ricochet off walls, making these blasters excel at close range engagements.

Spoiler for "Details":
ball rounds have a high initial velocity but lose speed quickly, thus limiting their range. however their high initial velocity makes them especially hard to dodge.

ball rounds fly straight for a few frames before they begin to slow down and fall.

blasters that use ball rounds can reload quickly, and often have capacities on the high side thanks to the ammo type working within hoppers.

Ball rounds take 1 reserve round per reloaded round.

Darts hit hard and reach far, making blasters of this ammo type ideal for long range skirmishes.

Spoiler for "Details":
Darts have more reach than ball round as they fly straight for longer and do not lose velocity nearly as quickly. darts do not bounce off walls however, and will begin to tumble and plummet to the ground once they exceed their effective range.

darts also have very high damage values, which can allow them to take down already damaged targets in fewer hits than other blasters. dart blasters however are slower to reload compared to most blasters, and donít usually have high capacities.

Dart rounds take 2 reserve rounds per reloaded round.

approaching aerodynamics in a different way than most ammo types, darts glide through the air like frisbees and can bounce off walls without any loss in velocity! highly adept for trickshots!

Spoiler for "Details":
Disks have very low flight velocities but stay in the air much longer than other ammo types, disks also can bounce off walls without any loss in speed. while they technically have more range then dart blasters, they are typically easier to dodge at longer ranges. the slow projectile speed can actually be utilized to create curtain fire, making blasters of this type great for support.

Shot damage is quite low however, so itís best to utilize the ammoís properties to hit targets at odd angles rather than engage them head on. Disk blasters typically have high ammo capacities but moderate reload speeds.

Disk rounds take 1 reserve round per reloaded round.

When it comes to long distance pressure, nothing comes close to the capabilities of arrows. harness the ancient power of archery to deliver the hits at ranges no other blaster can contest with!

Spoiler for Details:
arrow blasters fill the backlines sniper role, delivering precise and fatal shots at long ranges. fully charged arrow rounds fly incredibly fast and can take out targets in one hit within the weaponís effective range. while typically slow firing, bow-style arrow blasters have the option of launching quick arrows that fly in an arc for moderate damage.

arrows are some of the most expensive ammo types, taking 5 rounds per arrow. and arrow blasters donít have internal capacities, taking ammo directly from your reservoir instead.


*note, beta imagery*

Spoiler for Coda:

Ammo type: ball
Capacity: 10

The baseline blaster in the lineup, the coda is a well rounded, spring powered, single shot blaster that can work in a wide variety of combat situations

Spoiler for Allegro:

Ammo type: ball
Capacity: 30

The allegro is a rapid, flywheel blaster with a high capacity hopper. built for aggressive play, this blaster can down targets quickly with a rapid barrage of ball rounds, and can reload quickly for nonstop assault.

Spoiler for Mark16:

Ammo type: dart
Capacity: 16

If precision and power is what you're looking for, the Mark16 won't disappoint. this high impact springer can deliver in the hands of a good marksman.

Spoiler for Turbo22:

Ammo type: dart
Capacity: 22

A blaster for those that like options. the turbo 22 is a semi-auto flywheel blaster that can engage full auto when the trigger is held for a moment. players with a good sense of trigger discipline will get mileage out of this blaster.

Spoiler for Soloxis:

Ammo type: disc
Capacity: 30

an intricate disc blaster that can strike foes from unexpected angles.

Spoiler for Vollitron:

Ammo type: disc
Capacity: 30

The vollition can overwhelm foes with a wave of disk rounds, holding them back with a wall of foam or swarming them with shots coming at them from multiple angles.

Spoiler for Landmaster:

Ammo type: arrow
Direct feed

the premier backlines weapon, hold the fort down and shut down trespassers with powerful arrow shots! fire them out quick or draw the bow for full power!


Spoiler for Scatterbomb:

Cost: 35 rounds

Scatterbombs are explosives that go off after a short delay, eliminating nearby targets and flushing areas with bouncing rounds.

Spoiler for Minibomb:

Cost: 20 rounds

a smaller, impact explosive with concussive properties, can be used to jostle foes or propel yourself onto higher positions.

Spoiler for Blockade:

cost:25 rounds

deploy an inflatable blockade for temporary cover, the blockade can be pushed. players can also jump onto it and use it to reach higher places.

Spoiler for TimeSnare:

Time Snare
Cost: 25

deploy a device that creates a warped time field that slows all enemies inside it so long as they remain within it.

*under construction

Design and in depth mechanics
this mod draws a lot from splatoon in terms of combat mechanics and weapon/class design, you might wonder exactly how that is given the lack of painting and swimming, well itís for the following reasons:

first off, all weapons in the game have a hard set maximum range, shots can only travel so far and once your target is far away, hitting them is virtually impossible. a big part of combat is about working out how to get to an ideal range with your toolset relative to your given opponent. some kits make it easier for a weapon to approach another opponent while others help to keep opponents further away from you.

thereís also a inverse correlation with range and mobility. as shorter ranged weapons tend to have more freedom of movement both in and out of combat, whereas longer ranged weapons tend to be more stationary.

there are more factors to a weapon that go into itís style of play and situation requirements beyond just how far it can shoot and how mobile it is, all of those factors include:

Time to kill (TTK)
a combination of shot power, rate of fire, and the charge up/windup time that happens at the pull of a trigger, essentially how quickly can a weapon eliminate a target at a momentís notice. weapons with shorter TTKís are more readily lethal, even when unprepared.

Shot power
how much a single projectile does per hit. this denotes the break points at which the number of shots it would take to eliminate a previously wounded player is lowered. if one blaster does 50 per shot and another 80, both are a 2 hit kill, however against an opponent that has sustained minor damage from another source, theyíd be more at risk of being one-shotted by the 80 damage blaster, whereas the 50 damage blaster still needs to land 2 shots at least.

a blanket term to describe how much movement this weapon allows the wielder. each weapon has a base movement speed, while some also have lower speeds when in a firing position (typically an automatic or charge based blaster)

Ammo Efficiency
how this blaster handles a players ammo supply. this includes factors such as capacity, ammo cost (decided on itís ammo class) and reload speed but is also influence by things like rate of fire and shot power. these factors dictate how active a weapon can be, how much downtime it experiences, and how readily it can use itís subweapon. weapons with high capacity and fast reloading (common with ball blasters as they often use hoppers) can sustain action for long periods of time with few downtimes. weapons with a higher ammo demand (darts and arrows) will have to be more choosy with their actions given the situation, as recklessly firing will leave them dry on ammo sooner.

Effective range
This covers not only how far a weaponís shots travel, but how quickly and precisely they do. ball rounds travel fast and often have tight groupings but lose velocity and fall faster than other rounds, disks can travel further than most ammo types but are slow and easy to dodge at long distances. darts have great reach and travel time, however some dart blasters can have a lot of shot deviation, meaning that once they are so far from a target, their chances of hitting them diminish.

These five main factors are what primarily how a weapon is best used and where, there are even more factors such as the signature characteristics of the ammo type but those details can be touched on at another time.

Another area where this mod draws from splatoon is in kit design. classes in splatoon are primary weapons with pre designated loadouts composed of isolated tools that all work in tandem with each other. a splat bomb was a splat bomb and a suction bomb was a suction bomb. however, the pairing of one subweapon or another radically changed the nature of that weapon. consider the tentatek and kensa variants of the splattershot in splatoon2. the tentatekís splat bomb makes the weapon far more adept at combat with the ability to throw a fast acting grenade to eliminate or pressure threats into the weaponís effective range. the suction bomb on the kensa splatter shot gives it more zoning power by being able to throw a sticky bomb with a large time delay and blast radius, however this also makes the weapon more passive as the ink demand for the suction bomb means you cannot shoot as liberally, and suction bombs themselves arenít quite as good in direct combat due to their delay.

Iíve always loved this design choice for itís practicality, consistency, and itís ability to create a variety of play options without the need to create a lot of new content, which is all good for a one man project meant to be a used as a vehicle for more gamemodes.

Anything Goes / Ehibika's 2018 objectives
« on: January 01, 2018, 11:44:59 AM »
Wasnít sure what would be an appropriate place to put this, so I figured this would be a safe spot.

Anyways, so itís the dawn of a new year, 2018. An excellent time to set out new year resolutions and yearly objectives. And as a modder, I have quite several objectives I want to achieve over this year. With a lot of new projects I want to take on as well as older projects I want to try and revive. So here on this thread Iíd like to discuss just what king of mods Iím gunning for this year of 2018, will I be able to do all of it? probably not alone at least. But moving onwardÖ


A Utility mod Iíve been recently working on to pave the way for other alternative game modes within regular deathmatch maps, both core and custom. Hotspots is a database mod that contains useful coordinates for spawning actors in, and placing special markers called ďhotspotsĒ on those areas. Each map has a center point/focal point hotspot, a red/blue team hotspot located near the team spawns on a map, and 5 hotspots located at various key interests across the map.

The hotspots are plotted manually, and so it takes time to get them all down. But my hopes are that they will help lead the way to some newer game modes on regular deathmatch maps that depend on spawning specific objects on the map.

Open Battlefield

A mod being made alongside hotspots to showcase what it can be useful for. This chaotic hybrid game mode that employs elements of king of the kill, screw scramble, and the old operation battlefield mod in one big conquest for points. Players are divided into teams and tasked with reaching a point goal by grabbing point orbs, fragging foes for screws to deliver to auto/reggae, and keeping the central control point in your teamís favor. With powerups and upgrades available, this game mode can offer a chaotic, casual experience.

Rockman World Tour

A mapping endeavor started off by me and Clause months ago (which currently only amounted to 2 complete maps so far) with the aim of being a full pack of payload maps each using the map resources, design structure, and gimmicks of each core map. The aim of course was to give the Evil Escort game mode a chance to operate in a map more optimized for it. as so far it has had to settle with repurposed CTF maps.

The mod that took me from being a nobody to beingÖa bit more known I suppose. Gunslingers was a cowboy themed duel mod made in response to issues Iíve heard about with duel in other class mods and vanilla. Where players spend more time running away to heal and get items then fight, or in CBM, try to use certain classes to cheese their opponent. Gunslingers was meant to strip all that off and leave you with just a revolver, wallhacks to find your opponent immediately. And the need for some good aim.

It was quite a hit for the time, and while it didnít last too long as a duel mod (as people quickly got sick of getting facerolled by blews), it was well enjoyed in the communities favorite LMS game mode.
The mod as seen some neglect, and at one point changes that I think werenít for the best. Iíd like to refurbish this mod, bring back and tune what made it fun while seeing what can be done to emphasize aiming skill and movement skill.

The Neumodian project

Perhaps the class mod Iím most known for by now. The neumodian project is a teamplay oriented mod thatís main draw is the ability to create your own loadout of 2 weapons and a shared altfire. Effectively creating the class and role you aim to fill on the team. Taking place in organized combat games sponsored by the intergalactic arms and gadget facility that the mod is named after. Players have a collection of weapons and tools from practical to unorthodox at their disposal. Allowing them to adapt to any situation and to any map structure.

Iíve done plenty of tweaks and closed tests but havenít really ran the mod in public too often. With the amount of time and work put into it, Iíd like to change that this year.

Project Onslaught (Name Pending)

A bit of a foray into PvE gameplay for a change, this would be a MvM inspired invasion mod tasking players with surviving and defending a destructible entity from hordes of various user created monsters through many waves. Players would have 3 classes to choose from, the fighter, the defender, and the medic. Each with their own weapon proficiencies and innate perks.

A more ambitious project and one I may not fully do alone. I have managed to get enemies to follow a path and attack a battery on a prototype map. So, the groundwork is there at least. But I also wanted to open the door to original mob creations from other people. Be they mundane, lethal, or meme-filled.

Custom DuelBot (Name Pending)
A truly fascinating idea brought up by Zard. This would be a mod heavily inspired by the custom robo series, a collection of games where you set up small combat robots with a loadout of guns, bomb, pods, and legs that each shape the nature of your abilities and how you go about combat.

Specifically, my rough idea would be a duel mod where players could make a setup consisting of a straight shooting mainfire. A bomb altfire with various movement patterns, and an itemfire missile pod for AOE attacks to control space. The idea at large is still in the rough, planning stages but it just seems like such a fantastic idea on paper.

Team Kirby Clash (name pending)

Another more recent endeavor done through inspiration from Kirby Battle Royale. TKC was a Kirby themed class mod consisting of classes based on a selection of copy abilities, but beyond that had movement staples of the Kirby series present on all classes, being able to double tap forward to sprint. Crouch to enter an immobile guard state, and to float by pressing the jump key multiple times. And like with Kirby superstar and Kirby games of recent years. You could perform varying attacks based on your movement state.

Due to the need for a lot of visual content, the mod currently hasnít gone too far. With only 4 copy classes in it (bomb, beam, archer, and sword) but Iím looking to revisit it this year as well. The mod would mainly be balanced for 1 flag CTF and control point games.

And along the way, Iíd also like to try and both maintain and host some of my older game modes more frequently, such as ATF, Operation Takedown, Pointlock, and bankheist just to name a few. Class compatibility has been my primary concern with these mods as CBM doesnít mix well with anything not TLMS. But I have the neumodian project. And weíve been seeing some newer mods crop up as well.

So yes, a busy year for me. As mentioned before I likely wonít get all of these down by myself, but Iíd like to at least get my plans out there so that I can stay on track.

W.I.P Forum / Re: The Idea(s) Topic
« on: October 29, 2016, 07:37:26 PM »
The Push Before Christmas!

A community project proposal.

The holiday season is practically around the corner (if said corner was still a couple blocks away), the day of snow, eggnog, good cheer, and most importantly; presents from saint Nicholas himself. However as we all know, Christmas has a pretty nasty habit of getting attacked by some evil force, selfish organization, or all around grouch that just wants to spoil the season for millions of people for their own gain, and this year theyíre joining forces into an organization under the name ďThe Naughty GroupĒ, bit of a hokey name yes but itís only for the season so who cares,
But with their combined force they would surely curbstomp Santa and bring an end to Christmas in record time!

As such, olí santa clause had to start issuing out his shipments under the watchful eyes of additional help. With the coming of Christmas he began recruiting a group of heroes from around the world to guard his sleds and make sure they reach their destinations safely. Are you a good enough guy to save Christmas? Or a bad enough dude to take it down?

==So what was all of this leading up to?==

Mainly, a proposal for a community mod aimed to act as a seasonal revival for Evil escort. Coming with new, holiday themed escort specific maps that employ design choices more suitable for Evil Escort, instead of how at the moment, it works off of modified CTF maps.

Maps arenít the only thing I want to make with this however, along side some new Evil escort maps I want to also develop a community class mod specific for it, having mutually exclusive classes between the nice and naughty sides, in the context of the small narrative shared above, the mod would consist of user created OC classes who have chosen to see to either the safety or the destruction of the holiday, and in turn are structurally designed around the needs of whatever side they are on.

Team Nice are the ones on attack, and such are pushing the sled. Team Naughty on the other had are on defense and need to stop the sled before it reaches its destination. Of course I would oversee class balance in the end, but the main goal would be a user class mod fitted to offer the best experience with payload possible, as well as payload maps designed to offer such an experience for it, but also vanilla and CBM when possible.

==So ultimately, whatís the end goal for this mod?==

At the most minimal, what Iíd like to achieve with a group is:
    5 holiday themed payload maps
    8 user classes, 4 on each side.

At the most however, my desired goal would be:
    10 holiday themed payload maps.
    12 user classes, 6 on each side.

And in terms of date, my hopes is to try and get a release done before mid December, perhaps by the 3rd of December, or the first Saturday of the month.

==What do you need from the community?==

Specifically, user created maps and user created classes, Iíd bee working on a map myself but my main goal would be putting it all together and ensuring that everything is in tune with each other. For classes Iíd like one class per person, but I may allow for 2 if the situation calls for it. since I need 8 classes at the minimum however, that shouldnít be too difficult to achieve.

The aim of this post is to try and gather interest and form a team in order to get things working, I wanna start on this real early so as to gauge interest a head of time and make sure we have the time needed to get this done, plus I do want to have a team to host closed tests to make sure things are solid before release.

if you're interested in contributing, Send me a PM or let me know on the Cutstuff discord chat, and from there I'll decide on weather to act on this or not.

W.I.P Forum / Re: Teamstyle: The Objective Class mod
« on: October 05, 2016, 04:00:42 PM »
An idea for a class:
Name:Ember Beast
HP: 300 or so.
Speed: Slow, but faser when weaker.
Skin: Something like a giant, wich-walks-in-4-legs beast. The colors are red and orange.
The Ember Beast (EB if you want so)is mainly a defensive class.His main role is to protect weak , ranged classes.
His main attack is the Ember flare,a powerfull aura wich deals a moderate damage around the EB.This is good for destroyin' weak classes with meelee attacks.This, also, can push enemies away.
And if that wasn't enough, you still have 2 attacks!
The altfire is the MeteorGun.It shoots a fireball that deals a high damage in a medium area, at the cost of 1/4 of your ammo.Use this when fighting ranged , weak classes.
Then, you have the last attack(wich is normally done with rightclick),the Hell laser.
This is a powerfull,short ranged laser attack. It does little damage, but it increases with time,but reduces again if you change the objetive.
Use this against strong classes(or use lots of small peeps,lol).
Weaknesses:Fighting fire with fire does seem to hurt him...

hmm, well here's the problem, this class supposedly has the designated role of protecting long ranged classes. but then you give him an arsenal that can handily deal with any type of opponent at any range, a very large HP pool with the added perk of gaining speed when his health drops, and having no perceivable weakness to take advantage of. this is basically a do-it-all class, and that's not good for a mod like this since classes are balanced around each other. one that can easily defeat any opponent at any range is just going to centralize the mod and kill the games variety, as nothing can reliably deal with that class besides itself.

not only that, but it's intended role is already filled by an existing class, steelix; and even then, long ranged classes typically can fend for themselves  anyways.

The thing to remember is that this is not a user class mod where every class is made to be perfectly self sufficient and able to carry the game if they are played well enough. classes are roles that are strong in some areas and weak in others, this is what makes team composition important, as stacking in one class leaves a gaping hole in your teams defenses and capabilities. having a team of only heavies sounds like an easy win (300 HP and a high damaging weapon) until you realize that heavy deals poor damage at mid-long range, and his slow speed makes him an easy pick for marksman and bomber, his two main counters.

W.I.P Forum / Teamstyle: The Objective Class mod
« on: September 30, 2016, 10:25:15 PM »
(This thread is a work in progress, forgive the incompleteness)

Teamstyle is an objective game mode class mod designed around team play through class synergy, class relationship, and the presence of abilities found in no other class mod as of this time. Taking inspiration from a number of team based class shooters like Team Fortress 2, Overwatch, Dirty bomb, Splatoon, and more as well as just general ideas from other games weíve applied.

The mod doesnít just stop at classes though, it incorporates a number of features and design choices at the interest of adding tactical options, these include:

~The ability to walk and shoot through allies
~Damage falloff, raising range variance and the importance of placement.
~Numerical damage display
~Internal respawn system
~The ability to see the health of allies (as a support class)

And features that will be coming in soon:
~Team communication commands (call help, call medic)
~See class distribution among your team via Automap
~Scoreicons for all classes

How is there any more teamplay in this mod than Class based Modification or Unholy?

Teamplay is largely facilitated by classes being designed around specific roles, each have a primary job in the game and are built to perform that job as efficiently as possible, rather than being exclusively centered around fast passed DPS, many classes either employ the threat of damage to hold an area and keep enemies back, or are about more than just dealing damage, some can heal allies, generate shields to deflect oncoming fire, or debuff opponents to weaken them a good deal.

But the most important aspect of the mod is the fact that classes are balanced around one another, each can be checked by another class or another strategy available to the player, and success is achieved by adapting ones strategies and decisions around what strategies the opponent is using.

Is everyone crowded in a big clump and sending waves of firepower your way? Some explosive wielding classes can help clear things up, and some shielding classes can redirect the damage from the team.

Is a long ranged class locking the area down? Try a speedy flanker and see if you can remove him, or use another long ranged class to take him on.

Is your team unable to last through the enemyís defenses? Probably time to roll a healer and help sustain the team long enough to take them down.

Teamstyle Class and mechanics guide

Basic mechanics:
    Damage falloff
    Blast jumping
    Double jumping

Class Guide:
Offense Classes:

Defense Classes:

Support Classes:

~~Basic Mechanics~~

Damage falloff:

Spoiler for Hiden:
Unique to teamstyle is damage falloff, where projectiles deal damage relative to how far they are from the person that shot it upon hitting something. The vast majority of weapons have it, and at different rate as well. Damage falloff makes range play a much more important role in combat, as classes have an optimal range where their weapon deals the most solid damage per hit. Bullets speed and spread is generally a good indication of where a weaponís ideal range is, but how long till a weaponís damage falls, how quickly it falls, and how low it can possibly go varies from weapon to weapon.

Damage falloff is what can give one class an advantage over another, as their DPS changes based on their distance from one another. Within close to mid range two classes could be equally effective, but from further away, one may still do more damage after falloff than the other, giving him the edge.

Spoiler for Hiden:
As mentioned, with damage falloff being a significant part of the modís design, knowing what constitutes as long ranged, mid ranged, and close ranged is important information for knowing how to address any situation, so hereís an explanation on that.

Close Range [200mu or less]

Things are up close and personal here, most classes work well in this range, but some outright excel at this range, to where being anywhere in this zone around them is asking for trouble.

Ideal classes for this range:

Mid Range [500mu to 200mu]

Where most fights happen, this is the general distance the community is used to fighting in, the vast majority of classes also work well in this range.

Ideal Classes for this range:

Mid-long Range [900mu to 500mu]

Things are a bit further away now and damage falloff often starts to be near itís end for many classes, but this zone is a pretty comfortable area for explosive wielders and spike damage classes, explosion wielders can be safe out of the blast radius of their own weapons, and spike damage classes have the time needed to land stronger yet infrequent shots.

Long ranged classes in general are particularly good here also.

Ideal Classes for this range:

Long Range [1400mu to 500mu]

Most classes deal minimal damage here, but a fair number work quite well at this distance, giving them a distinct edge in this situation. Projectiles come at a slower pace in long ranged fights as leading your shots is key here.

Ideal Classes for this range:

Extreme long Range [1400mu or more]

Few classes work well at this distance, but the ones that can have quite the upper hand in this scenario, with enough time to react to oncoming fire and the ability to still deal good damage this far, classes that work in this range can have some significant map control when played well.
Ideal Classes for this range:
Blast Jumping:
Spoiler for Hiden:
Blast jumping is the act of detonating an explosive beneath you in order to propel yourself across great distances at the cost of some health, itís an important tool for many offense classes as it allows for higher movement across the map, and since you take reduced self damage by blast jumping, the cost isnít so crippling that it makes the act too risky to consider.

Blast jumping in Teamstyle is a simpler process than rocket/sticky jumping in TF2, as detonating an explosive beneath you will launch you forward regardless of where the explosion was relative to your position. But itís also an important tool to utilize when on the offense, as it can get you to the frontline in no time, and reach shortcuts that would normally be inaccessible to other classes.

A number of classes within the offense category can blast jump, this includes the fighter, the cannoneer, the breaker, and the boiler. Only one defense class can blast jump, that being the bomber. No support classes so far are able to blast jump, so keep that in mind before leaving your healer in the dust.

~Offense Classes~
Offense classes are designed around assaulting an objective, these are the ones that push onto the key entity of interest and will fight whatever stands in their path. These classes have generally high mobility, Their DPS varies but they are usually equipped with means to get around or through defenses.

[+]=====|The Fighter|====[+]
Spoiler for Hiden:

HP: 175
Speed: Above Average

The balanced and reliable frontlines class, the fighter is a highly adaptive offense class with great mobility and damage output. Equipped with the assault buster, a semi auto weapon equipped with a built in missile launcher; the fighter is able shoot 25 rounds at a steady rate with his mainfire before needing to reload, the first 5 rounds upon firing coming out in a rapid burst, allowing the fighter to do quick spurts of damage when working behind cover.

And when you need a bit more burst damage, the assault missiles can come into play, using the altfire will launch a swift missile that deals damage within a splash radius but also does bonus damage on direct hits. Direct hits are great but it has a healthy splash radius, so aim within a targetís area on the floor if they are too fast to hit directly, Great for dealing with both swift but frail opponents or knocking a dent into bulkier but slow foes with direct hits.

But damage isnít itís only purpose, fire the missile at your feet and you can send yourself flying high and far, navigate the map quickly by blast jumping and get to high ground in no time!

~Defense Classes~
Defense classes are all about protecting an entity of interest by obstructing pathways to it, and eliminating threats efficiently. Despite what the name may usher (for those used to RPGs), these classes tend to have very high damage potential, and use said damage potential to hold attackers from advancing or wiping them out when they do bypass defenses. Conversely, most defense classes usually arenít too mobile, and depend heavily on being in the right position to be at their most effective.

~Support Classes~
Support classes are centered around using non damaging or auxiliary abilities to keep their allies in the fight and lean things in their teams favor, supports possess talents that are valuable both on the offensive and defensive, and see themselves in both situations often. While the current selections of supports are all able to heal, support isnít strictly healing. They can augment allies or weaken enemies, all while still contributing DPS when itís needed.

Q:Can I suggest/submit a class idea?

A: sure thing! Iím always open to ideas for new classes, just remember that the class should be defined by what it offers to the team, not how it plays. I donít want to have multiple classes that deal the same damage at the same range and do the same things but just do them differently. Also remember that I have the final say on statistics, if a class that was suggested or even submitted to me ends up throwing the gameís balance way out of line, I will act immediately to tune it at the interest of a better playing experience, even without your consent. Worse case scenario I may outright remove it, Iíve done it with my own classes before.

Q: Wait, the Sniper has damage falloff? Doesnít that defeat the purpose?

A: marksman is more of a long distance burst damage class than he is a traditional FPS sniper, he still does far more damage from a distance than any other class, but since he only getís bodyshots here I felt it would be better for the recipient since if far enough, a fatal shot could become near fatal, which would lead the victim to fall back. The marksman still removed the victim for a moment while the victim has the opportunity to avoid dying and having to respawn if he so chooses.

Q: Does this mod have a discord chat?
A: indeed! the link is here:

W.I.P Forum / Re: ATF- Assault The Fort
« on: August 13, 2016, 07:34:44 AM »
Things have changed quite a bit since then, we are (or really...I am) actively working on class balance since, and have introduced some new classes to fulfill more roles, we've had some pretty exciting games since then.

needless to say, it's not nearly as easy to just scoot over to the enemy base as heavy and pound the battery with the gattling.

MM8BDM Discussion / Re: So what's the state of CTF?
« on: July 14, 2016, 09:00:46 PM »
I don't believe there is much we can really do about this, even if we add more maps or try to resolve the issue of runners and the need to prepare yourself after death (both of which I tried to tackle in a CTF centered mod of my own), in the end of the day, people don't want to play the game mode, like cutmanmike said, DM/LMS will remain in favor for it's simplicity, no objective to worry about, no need to consider team composition, just pick a class and kill folks.

not to mention that since they are always populated, no one will venture out of it.

Projects & Creative / Re: [Game Mode] Evil Escort! (aka Payload)
« on: June 12, 2016, 03:19:04 AM »
Be great to try this out with some of my defunct CTF based class mods, both are designed for teamplay in mind but perished due to a lack of interest in general.

W.I.P Forum / Re: Gunslingers!! The Cowboy Duelist mod.
« on: June 07, 2016, 09:37:49 PM »
Quote from: "Bikdark"
Reloading all 6 bullets when you've only used 2 seems wonky and unnecessary. Enemy tracking is REALLY laggy in terms of simply moving your crosshair around. Simply flicking your aim a bit makes the reticle-thing fly around until it eventually matches the enemy's location. Bit hard to explain but I'm sure you understand what I mean. Even then, I'm not sure if it's even worth keeping. I think Messatsu's "the hunted" mod made use of a similar system, but only displayed distance to your target, not their exact location. Eventually, with this system of knowing exactly where your enemy is, a metagame will pop up where the first person to move will lose. If there's some ambiguity then I think more risk and mindgames would be involved.

Now that's the information I'm looking for. fortunately I've already answered the problem with the reload and the enemy tracking in today's update. for the latter, it deactivates once your in the general proximity of someone, and can even be toggled with a server variable to shut it off completely.

now the lagginess is something that really isn't my fault. it's more to do with zandronum's rather iffy netcode. plus the script is more so meant for finding the opponent in larger maps so in the very least, if it shows their general location, it's doing it's job.

W.I.P Forum / Re: Gunslingers!! The Cowboy Duelist mod.
« on: June 07, 2016, 09:00:43 AM »
This is a lot of fun! The only problem is that it tends to require more cover-based maps than ones reliant on rooms, since packed maps tend to have the players hugging walls and watching corners instead of getting into the heated gunfights you see on maps like MM1OIL. You might be able to cut this down a bit by activating the markers at a certain distance, so that when the players are close enough to each other the indicators aren't visible. That's been the biggest complaint from the servers, that the indicator can influence gameplay too much in close quarters. I like the concept, though! If I find some time between my own projects and DOS Reborn I might see about getting a map or two done for this.

it being more cover based was admittingly intentional, as the damage dropoff was meant to give players the option of either trying to lead their shots further away knowing they have a higher margine for error, or taking the risk and trying to close in on the opponent for a high damage close range shot. but the markers do make attempting the latter difficult and even more risky than it should be. I'll implement a distance maximum so you only see them when you're sufficiently far away.

Largely boring and buggy. Fix reloading, remove (horribly coded) enemy sight, add footstep sounds. Needs a lot of tuning before people play it more than once and drop it forever.

Can't please everyone, but 4 out of 5 isn't bad. still though, give me some more details on these complaints. like what about reloading needs to be fixed beyond the unintentional 2 at a time ammo loading? exactly how is the enemy tracking "horribly coded"?

does it flicker a lot? that happens with pretty much everything online, not sure if I can do much about it.

is it inaccurate? again it does go a bit off center if you are at a higher or lower angle from them, so I tried to make it more of an approximation of where they are. I don't understand the math that the Hudmessageonactor function uses so I cannot really do much tuning to it.

but otherwise, it seems to do it's job as far as I can tell.

and what other things needs tuning? it's still in an early state so it's not going to be perfect right from the get-go, but I cannot fix what I don't know is broken.

Yo, this is super fun. It's really simple to pick up, but it's challenging when you factor in finding cover, the spread the bullets do if you shoot too quickly, and going in for killshots. I also love the unique bits of flavor the mod itself adds- it certainly has a lot of character, from the obituary to the hats flying off to the silly class names. Nice work!

I will agree that the tracker kind of throws me off, but it's not a big concern. The matches fly by quickly and they're always fun to watch since they usually get pretty tense. I'd only recommend bumping the movement speed a tad- he feels super slow.

Looking forward to more updates for this.

Thanks! and I'm going to work on the tracker. and I can raise the speed on the fighters some too, or at least the strafe speed since that's what I recall was specifically complained about. I tried to make the speed more in line with games like tf2 or overwatch as the base megaman moves rather fast. since leading shots is key, I didn't want classes to be able to move so fast that it feels like hammering the fire key yields better results more often than trying to judge the opponents movements and predict where they will be.

I've had lots of fun with this just today. My only recommendation is, since LMS seems to be a thing, set up the tracer so it only appears in Duel. Having 15 different tracers on-screen is pretty disorienting.

yeah, that was more of an experimental test at that time, I'll have it disabled for LMS in the future. that and make the deathsound only work in duel.

Good mod but you should polish the lazy things like the mega buster obit and mega buster hud into something else more fresh (a new hud).
Also have the +INVENTORY.IGNORESKILL flag on the ammo because the ammo sound plays 6 times when reloading, but you get the the ammo 2 by 2 because of doubleammo. Have this flag so it gives you the ammo 1 by 1.
Speaking of which, have the reloading time only reload the missing amount of bullets and not the 6 bullets every time.
That aside yeah this mod is simple and good by me

the huds in the works, with how badly my last 2 projects bombed despite all the work put into it, I was more focused on getting a functional product first, and then adding the visual elements as I go.

the whole 2 ammo thing was definitely a first for me, as I never had that happen to me before. thanks for the heads up on that flag.

and I'll make the reload time only reload missing bullets. I wanted reloads to be those strategic openings you have to put up with, and thus know when to retreat to cover so you can safely reload before the enemy tries to close in for a close range shot. my initial worry was that people would just fire one bullet and then immediately reload it over and over, and thus keep the opening short.

Ideally. I wanted the player to reload when they had 3 bullets or less.

W.I.P Forum / Gunslingers!! The Cowboy Duelist mod.
« on: June 06, 2016, 08:23:26 AM »
No items....
No weapons...
No fancy gadgets or tricks...
No hiding...

Just you, him, and the guns in each of your hands.

Gunslingers!!, a mod that started primarily as a duel mod but is also viable in Deathmatch and Team LMS. designed for quick and highly skill based matches. the game pits you as one of 5 different colton models. each armed with the same gun and level of abilities. but carrying their own set of choice words for their opponent.

How does it play?

it's very simple really, you're armed with a revolver that has a clip of 6 shots, you have infinite ammo but reloading takes a bit of time. the revolver can fire as quickly as you can pull the trigger, but rapid fire makes all subsequent bullets veer off course and do a little less damage. so try not to make a habit of fanning the hammer all the time.

2 key mechanics are also present in this game mode. the ability to see enemy players behind walls, and damage drop-off with your bullets.

with the ability to see your foe's general location when not in your line of sight, the fight can start as quickly as possible with both parties being able to reach each other with minimal searching. and in games with more than one gunner, can keep an alert player from an unpleasant ambush by some yellow-bellied back shooter. which is important because of the second feature pivotal to this game mode: Damage falloff.

your bullets deal damage relative to the distance they travel from the one that shoots them. within a short radius around the user, damage falloff does not occur, and the bullets will do their full damage of 100 health. this area is what I call the "fatal zone", where one shot will down a foe instantly. past that small area, the bullets shrink in power until they reach their minimum of 25 damage.

mid ranged gun fights can end within 2-3 shots, but long ranged shootouts will always end with 4 shots.

how you take advantage of this is all up to you. you can try and ace the opponent with a close quarters fatal shot by hopping around the corner, but just remember. they'll always be able to do the same damage to you in that situation, and are just as aware of where you are as you are to them. they might be planning on doing the same thing in fact!

What is the goal of the mod?
First and foremost, it was intended to be a highly skill based duel game mod. with design choices being based off of common complaints I hear about duel. among those being the long waits. and the tendency for matches to drag on as opponents retreat for health and search for items.

here, I wanted to eliminate that. I wanted the opponents to be able to find each other immediately. I wanted them to be ready to go the moment they spawn. and I wanted matches to end quickly. but not quickly in the sense of he that spams first wins, or he that knows some secret advantage to dominate their foe will win.

The revolvers were made to be powerful and responsive, but demanding the player to have good aim, leading. and use of cover as you can't just run out guns blazing and hope for success. otherwise this will be all that's left of you:

What more needs to be done?
as it is now, it's in a working state, now I just need to flesh things out visually. make a hud that actually looks like the colton's revolver buster, and have some varying skins for all the different fighters. just to identify them from one another at least. while it's not important now since they all work the same, I do want to dable with giving them varying traits and stats that differ their play styles from one another.

not to mention, incorporate tumbleweeds in some way.

and while this would be out of my reach, I'd love to have some maps made specifically for this mod, once with more of a clear western or western steampunk theme to them.

Can I get the file?

A Best Ever server should usually be up most of the time, usually with western themed names when not using the word "Gunslingers", currently though, the latest file is available here: ... npYY1dXQlk

Celebi - Help with getting the Hudmessageonactor script to work online
Red_Lantern - Creator of the colton skin, which was pretty much my prime inspiration for this mod.

Help & Editing / Re: ACS Compiling?
« on: March 07, 2016, 02:28:55 AM »
I appreciate the effort at least, and I guess I'll just have to give it a shot there.

hope they won't be too hostile upon me mentioning my operating system, let's just say that it isn't linux I'm using.

Help & Editing / Re: ACS Compiling?
« on: March 07, 2016, 02:19:21 AM »
No Dice, I feel this may be due to the fact I cannot actually run .exe files at all on this operating system.

Could there be another way to get this script compiled? or am I more or less out of luck?

Help & Editing / ACS Compiling?
« on: March 06, 2016, 09:57:17 PM »
Hey guys, I'm a user of Slade3 as it works with my operating system, but doing anything with ACS has always been problematic given the fact I cannot compile code on my own.

in earlier versions, attempting to compile even with Acc.exe gave me a blank error, but in the most recent version I get this:
Code: [Select]
=== Error log: ===
execvp(/Users/[Name]/Documents/~MM8BDM-v4c/ACC, path/acc154win/acc.exe, -i, /Users/[Name]/Documents/~MM8BDM-v4c/ACC path, /Users/[Name]/Documents/Slade Temp/DaDi.acs, /Users/[Name]/Documents/Slade Temp/DaDi.o) failed with error 2!

I have no clue what "error 2" is, and searching on google hasn't come up with anything.

So I want to ask if anyone might know what this is, or if there is an alternative way to compile ACS scripts.

W.I.P Forum / Nothing...
« on: January 15, 2016, 08:43:14 PM »
This was a complete failure...

Pages: [1] 2 3