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Author Topic: [Game Mode] ?BOX MODE! [qbox-v2u.wad] [MM8BDM-v5a]  (Read 35012 times)

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May 04, 2011, 04:13:19 AM
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Offline SickSadWorld

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[Game Mode] ?BOX MODE! [qbox-v2u.wad] [MM8BDM-v5a]
« on: May 04, 2011, 04:13:19 AM »





 Spoiler:

?-BOX MODE

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

New in v2u
    Now with v5a compatibility!
     Buckshot mode is Super adaptors
     Secret mapcodes: FDEST, HOLORM, SHOOT, MM7SLAX
     A lot more health now spawns
     Works out of the box with most popular PWADs (i.e. classes) - Load this first

 Spoiler:

 Spoiler:

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?


 Spoiler:

---

These new ?-boxes are

Blue ?-box
 Spoiler:

This common box has a good chance to reveal a health or weapon energy item. Occasionally it can reveal something better but this seems more rare. There's also a chance this will give you nothing.



Red ?-box
 Spoiler:

This uncommon box has a good chance to reveal a useful item that you can use. Beware though, as you can destroy this container to reveal that it was empty.



Green ?-box
 Spoiler:

This special item can reveal a weapon of some type. These weapons are probably of the same style as the original item in that spot.



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!

 Spoiler:
ENERGY DUEL and ENERGY DEATHMATCH

<!-- m -->http://wadhost.fathax.com/files/nrgduel-1b.zip<!-- m -->













What is it?
This was originally intended to be a Duel mode with less health for faster paced action. It now extends to deathmatch to make use of the Energy Balancer and ?-box game mechanics. It is possible that this mode is still best enjoyed in the Duel format.



New changes in version 1b
    This mode now applies to deathmatch.
     The following items are now Energy Balancers that respawn: ETank, MTank, Eddie, and ProtoUpgrade.
     RushJet locations have become RushCoil.
     Plant Barrier and Time Stopper will either be an Energy Balancer, Big Health, Big Weapon Energy, or WTank. Whatever it is on the level load will respawn.
     SmallHealth locations have a 40% chance to spawn the health. Health now respawns.
     BigHealth locations have a 25% chance to spawn either a SmallHealth or BigHealth. Health now respawns.
     Dive, Magnet missiles and Skull Barrier placements are replaced by the ?-box from MM3 (see second screenshot). These drop one of either an Energy Balancer, Big Health, WTank, or BigWeaponEnergy with equal probability. Whatever it drops after opening will respawn.


Old patch notes
 Spoiler:
http://wadhost.fathax.com/files/nrgduel-v1a.zip

This mode makes use of (and includes) the special Energy Balancer item. This special item is a key aspect of this mode and where the name comes from.

How it works:
[*] Small health pickups have a 50% chance to spawn per item placement and do not respawn.
[*] Big health pickups have a 25% chance to spawn per item placement  and do not respawn.
[*] All EddieSummon, ProtoUpgrade, ETank, and MTank items are now an Energy Balancer. These do not respawn.
[*] RushJet is now RushCoil instead.
[*] If you die while carrying up to 5 WTanks, BeatCall, RushCoil, TangoSummon, or the Energy Balancer these will spawn where you die allowing your opponent to use them.
[*] Weapon energy respawns as usual.

How to run:
Just load the wad in the launcher and run! Make sure to select Duel mode either when configuring a server or doing Offline Skirmish.

This is an alpha release and I'd be interested to hear your comments on issues of balancing and gameplay.

Commentary:
[*] The idea here is to eliminate a bit of the gameplay element often seen in Duels where it becomes a contest of who can grab the most health pickups.
[*] This mod addresses that without removing health completely. Each small and large health having a random chance to spawn ensures that the gameplay experience will continue to be unique and not rely on memorized health locations. Memorizing in this case might help though, since it will still use the same health item placements in existing maps.
[*] It seems frequent that Duel requires the use of a lot more weapons than typical deathmatch or other modes. As such, it is common for a Dueler to run out of ammo. I wanted to see if gameplay would be improved in some way from the addition of the Energy Balancer since it seems like a perfect fit to this situation.
[*] Should healths have a higher or lower spawn rate?
[*] Instead of large healths should it spawn some sphere-type powerup instead at a lower rate?
[*] I want to retain much of the same feel as the original game especially in terms of movement.

Deprecated notes
 Spoiler:
New in v2p
[*] Added MM8/ v3a support!
[*] Balancing tweaks all around
[*] Some new surprises!

New in v2k-o
[*] Floating Eddie fixed
[*] NEW Secret maps and Special items
[*] Treble shoots slightly less shots now and howls on his way out
[*] Treble fix for Nightmare! skill
[*] Rage Auto summon always solid instead of explicitly maintaining Hexen translucency
[*] Added 2 new maps to 4 total custom maps. Map codes MM7SLAX, SHOOT
[*] Bot AI to switch weapons now included. Primarily geared at LMS but works in all modes

New in v2d-v2k
[*] Improves possession support
[*] Improves CTF red ?box layout
[*] Fixes some unbalances in speed altering weapons for CTF
[*] Tweaks to the energy balancer
[*] General stability improvements
[*] New secrets and easter eggs
[*] NEW LMS MODE
[*] Shadowman possession chip initial position fix

Planned for the next release
[*] Magnet and Dive missiles will be replaced with either a shootable ?-box or something else yielding a random weapon/ powerup. Implemented
[*] Plant barrier may be replaced with something. Implemented
[*] It may use an idea similar to the crate in AOW2 where killing someone yields a random sphere/ rune type powerup but possibly a negative powerup as well. You won't know until you get the crate. Not yet, need more playtesting and feedback
[*] Energy Balancers and Rush Coils will respawn. These will no longer be dropped when you are fragged if carrying them. Implemented
[*] An intro explaining how the mode works will be included for ease of use. Not yet
[*] Deathmatch mode compatibility(?) Implemented

Thanks to everyone who playtested and especially everyone for their suggestions.

May 05, 2011, 07:10:26 PM
Reply #1

Offline -RanRan

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Re: [Game Mode] Energy Duel - v1a
« Reply #1 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:
 Spoiler:
Drill Bomb
Hyper Bomb
Rolling Cutter
Knight Crush
Magnet Missle
Dive Missle
Pharoah Shot [Full Power]
Power Stone[Broken]
Ballade Cracker
Metal Blades
Ice Slasher
Hard Knuckle
Wind Storm
Gravity Hold

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?

May 05, 2011, 07:37:26 PM
Reply #2

Offline SickSadWorld

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Re: [Game Mode] Energy Duel - v1a
« Reply #2 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

To summarize:
 Spoiler:
[*] Quad damage (45 seconds)
[*] Double speed and acceleration (45 seconds)
[*] Stop time (10 seconds)
[*] 90% transparent (invisible) (45 seconds)
[*] Reduce damage taken by 3/4 (45 seconds)
[*] Total invulnerability (30 seconds)
[*] +100 health (up to 200) (one time use)

Something not on this list is also a possibility as long as someone can describe what it should do very specifically. Runes as well.

May 05, 2011, 10:30:37 PM
Reply #3

Offline -RanRan

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Re: [Game Mode] Energy Duel - v1a
« Reply #3 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

To summarize:
 Spoiler:
[*] Quad damage (45 seconds)
[*] Double speed and acceleration (45 seconds)
[*] Stop time (10 seconds)
[*] 90% transparent (invisible) (45 seconds)
[*] Reduce damage taken by 3/4 (45 seconds)
[*] Total invulnerability (30 seconds)
[*] +100 health (up to 200) (one time use)

Something not on this list is also a possibility as long as someone can describe what it should do very specifically. Runes as well.

Only one thing to say: DO IT.

May 09, 2011, 09:00:16 AM
Reply #4

Offline SickSadWorld

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Re: [Game Mode] Energy Duel/ Energy Deathmatch - V1B (5/9/20
« Reply #4 on: May 09, 2011, 09:00:16 AM »
Updated 5/9/2011

See original post for updates!

May 09, 2011, 03:50:50 PM
Reply #5

Offline SickSadWorld

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Re: [Game Mode] Energy Duel/ Energy Deathmatch - V1B (5/9/20
« Reply #5 on: May 09, 2011, 03:50:50 PM »
There was text here, it's gone now.

Moved to first post

May 10, 2011, 05:15:46 AM
Reply #6

Offline Batton

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Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
« Reply #6 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!

May 10, 2011, 05:50:44 AM
Reply #7

Offline tsukiyomaru0

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Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
« Reply #7 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!

May 10, 2011, 08:38:30 AM
Reply #8

Offline SickSadWorld

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Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
« Reply #8 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?)

 Spoiler:
Boobytrap boxes

Content and chances:
50% Explosion I like this, % might need a tweak
20% Metool I like this, % might need a tweak
15% Quickbeam Not sure I like this
10% Explosion (With the Wind Storm damage type) I like this, % might need a tweak
5% A rare item I'm really interested in this

May 10, 2011, 12:05:08 PM
Reply #9

Offline SmashBroPlusB

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Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
« Reply #9 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. >>

May 10, 2011, 06:41:48 PM
Reply #10

Offline tsukiyomaru0

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Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
« Reply #10 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?)

 Spoiler:
Boobytrap boxes

Content and chances:
50% Explosion I like this, % might need a tweak
20% Metool I like this, % might need a tweak
15% Quickbeam Not sure I like this
10% Explosion (With the Wind Storm damage type) I like this, % might need a tweak
5% A rare item I'm really interested in this

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.

May 10, 2011, 06:48:02 PM
Reply #11

Offline -RanRan

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Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
« Reply #11 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?

May 10, 2011, 09:19:26 PM
Reply #12

Offline Koal

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Re: [Game Modes] Energy Duel/ DM + ?-BOX MODE (5/9/2011)
« Reply #12 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.

May 23, 2011, 08:09:12 PM
Reply #13

Offline SickSadWorld

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Re: [Game Modes] ?BOX MODE & ENERGY DUEL
« Reply #13 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

June 04, 2011, 05:01:57 AM
Reply #14

Offline Knux

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Re: [Game Modes] ?BOX MODE & ENERGY DUEL
« Reply #14 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


 

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