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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 74378 times)

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April 01, 2011, 04:22:30 AM
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Offline Messatsu

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[Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)
« on: April 01, 2011, 04:22:30 AM »
*NEW*
Roboenza Swarm: v1a - http://www.mediafire.com/download/f4twaub3ww68auk/RoboenzaSwarm-v1a.zip
 Spoiler:
Description: Ever play Infection in Halo? This is basically that.  The mode is played in Deathmatch.
Notes:
- Infected players have 100 health on spawn, doesn't matter if you're the first or last infected player
- 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
- 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.
- A global timer determines the round result.  It starts at 1:30 and for each new infected player, 20 seconds are added.  For each infected player killed, 10 seconds are removed.  When the timer hits 0:00, all infected players are killed and the survivors win.  If all players are infected, then the infected players win (duh)
- Rage rules still apply (2 infected kills -> Rage, 5 kills -> spread)  This may change in future versions.
- With more players, more infected spawn at the start of the round.

Rage Roboenza: 5a Mediafire mirror - http://www.mediafire.com/?q4b6u2jg7ffxx4p
 Spoiler:
So I was screwing around with ways to change the style of play of Roboenza.   I never liked that playing as a zombie felt more like running around like a slow moving target that ate bullets for breakfast.  So I came up with something I like to call Rage Roboenza.

v5a -
- Compatible with v3a
- Recoded many ACS elements
- Infected players are now the same speed as normal players, but have increased recoil and slightly increased slowdown on 'hitstun' weapons
- Item1 replaced with Wire Adaptor (Item1 uses THRUSPECIES so it can crash....that and wire is awesome)
- Players are infected immediately if they respawn in a game with multiple lives if they 'suicide'
- Infected now use the 'zombie' skin.  This is because of a restriction in Zandronum and will be reverted once it's resolved.
- Infected super jump now takes 15 health
- Infected players can regain time by picking up weapon energy
- Normal Players also drop energy / cures when they die
- Eliminated separate Powered Up version.

Special thanks for mrjnumber1 for his help on the cure sprite

Bot Apocalypse - v2a Mediafire - http://www.mediafire.com/download/adodlbjysbmfia0/Botapocalypse-v2a.zip
 Spoiler:
Description: A team based mode of CPU players (Bots) vs Human Players in TLMS.  One human player is assigned to the Bot team as it's leader (because bots are dumb).  If there are enough players, the bot leader gets a health boost to compensate (with a notification message).  The Bot leader also drops an etank when killed.  The last survivor will get the rage rune.


Q&A:
Q: I thought SickSadWorld was working on this very thing.  What is this?
A: SickSadWorld finished his just recently.  You can obtain his version HERE.  He had originally started this project a while ago but ran into what he referred to as a glass ceiling.  More recently I ran across some old code of his that he had sent me and I figured I'd mess around with it and my autobots wad and see if that would yield anything useful.  In the end, we both were able to make this work, albeit in somewhat different ways.  So I'd like to give a special thanks to SickSadWorld for allowing me to use his work as a base for this project and for encouraging me to release it.  Also thanks to SaviorSword for his input on the mode as well as the idea.

Version Notes:v2a - changelist
- Compatibilty with v3b
- Bot Leader gains +25 health per each player they kill on the blue team
- Various small optimizations
- Note: Boss music is a bit glitchy when combined with the TLMS boss music script.

v1f - changelist
- Various attempted bugfixes to resolve some lag that was created by the server adding too many bots
- Bots always Blue Players +4
- Bots will no longer try to switch weapons in YD's Classes mod.  This prevents the mode from crashing.

v1e - changelist
- Bot Leader created when there are a total of 3 players instead of 2.  This also means players don't get any bonuses (ex. rage) till there are at least 3 players
- Bots can now change weapons and use some items.
- Bot Leader Health decreased by 50, but will get bonus health immediately
- Treble adjusted to switch targets
- Bots can no longer pick up items/weapons
- Bot leader will not be the same person twice in a row.
- Small bug fixes

v1d - changelist
- rewrote bot add / remove script
- new timer system.  Controlled by the server timelimit cvar.  Can be set to anything or disabled if the server prefers.
- new apoc music as suggested by Ice-IX (Roc's Creation)
- Bass Buster now replaces Dive missile.  Bots also get Bass Buster.

v1c - changelist
- more attempts to fix the bandwidth issue
- better randomization for choosing bot leader
- better bot randomization, won't always choose megaman on a map change
- dive missile and magnet missile can be obtained by eddie and won't be replaced.

v1b - changelist
- Fixed a bug that *may* have been creating a massive bandwidth spike.
- Bot count reduced slightly (by 2) on higher playercount games
- Bot leader gets bonus health at 4 blue players instead of 5
- Notification when bot leader has been defeated
- Etank -> MTank.  We like ammo.
- 5 Minute round timer.  If the round goes on for more than 5 minutes, meteors will start spawning over members of the blue team at random.  Thanks to Lego for letting me use his astro crush sprites.
- Junk Shield swapped for eddie
- Red players drop small health when killed.

The Hunted - v2b - http://remote.gouhadou.com/files/TheHunted-v2b.zip
 Spoiler:
v2b - changelist
- Target Health now represented with health bars (boss health on right)
- List of players targeting you now displayed on the left so it's easier to keep track of who's coming for your head
- Removed frags from being tracked.  Will revert this back in future versions
- Various tweaks for v3b

v2a - changelist
- Penalty System for fragging the wrong players (default: 3), can be altered by "set penaltylimit #".  If you hit the limit, you lose a point.
- Penalty points are reset for killing a person targeting you, or killing your target.
- Basic system implemented to judge the distance between you and your target.  Should help finding players easier.
- Health gain changed to 25 health even if the player you killed is both your target and targeting you.

v1b - changelist
- Boss music changes when 1 point remaining (for stock maps uses respective music, for custom maps it randomly chooses a boss theme)
- Some health restored when you kill your target OR the player targeting you
- Score list at end of match

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.

Screw Scramble MINUS - v1b - http://www.mediafire.com/?kyuu0nhmr2dy0uy
 Spoiler:
Description: It's Screw Scramble! (Isn't that great?......anybody?) With Mike's permission, I've altered Screw Scramble. Here are the changes from the base mode:

-Big Screws (10 screws) can drop
-More screws drop (various factors impact how many screws you drop)
-Auto and Reggae will no longer fall into pits (will respawn)
-Auto and Reggae appear on the auto map
-Removed speed change upon obtaining screws
-Screws needed for the runes balanced for each team
-New Runes (Haste and Drain)
-Higher level rewards (ex spread) won't be overwritten by lower ranked ones (ex haste).  Instead you get an M-tank.
-Victory music and who contributed the most screws shown at the end of the round.

Screw Rewards
1-9 - 10 Health restored
10-19 - M-Tank + 25 Health restored
20-29 - Haste Rune + 1 W-Tank + 50 Health restored
30-39 - Rage Rune + 2 W-Tanks + 75 Health restored
40-49 - Drain Rune + 2 W-Tanks + 90 health restored
50+ - Spread Rune + 3 W-Tanks + 100 health restored

If at any point you turn in screws and you already have that rune or better, you get a m-tank instead.

April 01, 2011, 04:27:17 AM
Reply #1

Offline Korby

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Re: [Mod] Rage Roboenza
« Reply #1 on: April 01, 2011, 04:27:17 AM »
Well now it's even more like Zombie Horde.

April 01, 2011, 04:34:41 AM
Reply #2

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #2 on: April 01, 2011, 04:34:41 AM »
You forgot that "little" problem of infectmorpher being shot instead of spawned.

April 01, 2011, 04:41:03 AM
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Offline Mr. X

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Re: [Mod] Rage Roboenza
« Reply #3 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.

April 01, 2011, 04:53:05 AM
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Offline Kapus

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Re: [Mod] Rage Roboenza
« Reply #4 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.

April 01, 2011, 05:16:19 AM
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Offline SickSadWorld

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Re: [Mod] Rage Roboenza
« Reply #5 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.

April 01, 2011, 05:25:47 AM
Reply #6

Offline Vortale

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Re: [Mod] Rage Roboenza
« Reply #6 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.

April 01, 2011, 05:23:08 PM
Reply #7

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #7 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?

April 01, 2011, 05:27:10 PM
Reply #8

Offline Max

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Re: [Mod] Rage Roboenza
« Reply #8 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?

April 01, 2011, 07:08:14 PM
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Offline Mr. X

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Re: [Mod] Rage Roboenza
« Reply #9 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.

April 01, 2011, 07:45:27 PM
Reply #10

Offline tsukiyomaru0

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Re: [Mod] Rage Roboenza
« Reply #10 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, 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.

April 01, 2011, 07:54:36 PM
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Offline Mr. X

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Re: [Mod] Rage Roboenza
« Reply #11 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.

April 01, 2011, 08:04:00 PM
Reply #12

Offline TailsMK4

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Re: [Mod] Rage Roboenza
« Reply #12 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.

April 01, 2011, 08:07:44 PM
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Offline SickSadWorld

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Re: [Mod] Rage Roboenza
« Reply #13 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.

April 01, 2011, 08:30:00 PM
Reply #14

Offline Messatsu

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Re: [Mod] Rage Roboenza
« Reply #14 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.