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Messages - Ehibika

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Projects & Creative / Re: Cutstuff Lazer tag
« on: January 12, 2022, 10:24:49 AM »
Another update for the mod is live along with an updated version of the classmaker, this adds some improvements to the newly introduced ACS menu as well as the ability to now hold a main arm and a sidearm instead of being dedicated to one specific gun, both guns also have their own ammo bars.


There is also now a Github repository for those who are interested:

CSLazerTag-pk3 Repository

Projects & Creative / Re: Cutstuff Lazer tag
« on: January 05, 2022, 06:30:11 AM »
Got the next update for CS Lazer tag and the classmaker mod, now with established support for Ultimates and a chat system created by Trillster.


Main features of this update include some significant improvements to the gunplay, as well as class adjustments to improve their viability.

Projects & Creative / Cutstuff Lazer tag : UserClasses
« on: December 28, 2021, 08:59:39 AM »
    Crash Prevention
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By Ehibika

    Vision/Area Denial
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*Base Class*

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*Base Class*

    Area Denial
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By Thťophile

    Vision/Area Denial
    Trap Setting

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By Thťophile

    Vertical Mobility
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By Thťophile

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By Thťophile

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By PRBlaster

    Trap Setting
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By Trillster
    Vision Denial
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Projects & Creative / Cutstuff Lazer tag
« on: December 27, 2021, 03:23:47 AM »
CutStuff Lazer Tag
A new, Community class making project.

So what is this about?

Cutstuff Community Lazer Tag is a new userclass mod I am developing with a emphasis on class creation and a twist on the approach itself. Set specifically for team last man standing, the mod has players arm themselves with an array of lazer guns and equipment from a shop between rounds. with everyone sporting the same base stats and weapon access, the thing that make classes distinct beyond their visuals is their toolset of abilities and utilities which are also purchased from said shop.

Putting it simply, it's valorant but with user classes.

Wait, what's Valorant?
Valorant is a tactical shooter released by riot games about a year ago, it's based on the gameplay structure of CouterStrike : Global offensive where players buy their arsenal between rounds and engage in a match where one side must get a bomb planted while the other side prevents it. Valorant stands out however in that it brings hero shooter elements into the tactical shooter sphere by having class specific abilities take the role of tactical utilities like smokes, molotoves, and the like while also granting other ways to engage with the core game.

while not entirely, it can be compared to Rainbow six siege or apex legends in some ways, with R6 also being a hero based tactical shooter where each operative bring a unique gadget that offers it's own tactical advantages, and with Apex legends in that both games operate under the bases of working with a pre-existing pool of weapons, while the playable characters themselves possess unique abilities that aid in their goals and gunplay.

What are the key elements to this mod?
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About Class Creation and Participation
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W.I.P Forum / Re: Pokemod - a 3rd person moba/shooter with pokemon elements
« on: February 05, 2021, 03:59:12 AM »
So at this time, I'm seeking out assistance in content development for the pokemod, specifically I am looking for extra hands in 2 main areas:

    ~ Move development
    ~ Skin creation

About Move Development
Moves within the Pokťmon are functionally individual weapons with finite ammo, while they have a fairly particular structure, they are ultimately not too different from copyweapons or other class weapons in structure beyond the absence of weapon huds, and the presence of a new function that serves the role of "A_JumpIfNoAmmo". I say this to illustrate that move development within the pokemod isn't too different from how one would approach making weapons for a weapon pack or for a player class, as such. anyone with experience or aptitude in that area are able to participate within move development.

also, it won't be necessary for move developers to have to work within the the pokemod Pk3. they can just as easily code a move within a standalone PK3 file using vanilla, and leave the rest of the implementation to me.

in many cases, the creation of a move may involve purely creating special effect actors and nothing else. this is often the case for some status and stat altering moves. while the pokemod does use a team specific giving system, move developers can prototype these kinds of moves by just relying on A_Radius give.

A prototyping PK3 can be supplied for those looking to work on moves with specialized functions within the pokemod, such as mortar style moves or remote moves.

Ultimately, what is expected from move developers is to deliver a functional representation of the move complete with visual elements; matters such as damage, typing, and Status affliction can be dealt with on my end.

About Skin development
The task of skin making doesn't involve spriting skins from scratch but rather, processing PMD sprites both cannon and custom into workable skins.

This process involves the use of the CBM color pallet (shown below) and utilizes the skin generator by Trillster (link below)
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When coloring the skin, the ultimate goal is to make strategic use of as much of the pallet as necessary, so that if need be, the pokemon in question can be retranslated back to their cannon colors. this ranges from making effective use of the 2 color trios that team translate into the same color, to only making the dominant color of a pokemon sprite translatable, leaving some colors (typically neutral colors like browns, whites, creams, etc) untouched.

if you'd like to be a part of the development of the pokemod, Hit me up on discord or send me a forum message.

Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: October 30, 2020, 08:32:26 PM »
I'll be participating in this one!

W.I.P Forum / Pokemod - a 3rd person moba/shooter with pokemon elements
« on: August 30, 2020, 04:06:51 PM »
So What is the Pokemod?
The pokemod is a fairly extensive Class+Gameplay mod aimed at being a 3rd person shooter with RPG and moba elements, primarily based around the pokemon franchise. this mod however goes further than just creating a bunch of pokemon themed CBM classes.

This mod aims to harness the various interwoven parts that make up a singular pokemon within the baseline game, and translate those mechanics within an action based environment as opposed to a strict turn based one. this has been a passion project that I've wanted to see happen long before I even got into zandronum modding.

How does this work
when choosing your class, you are given the choices of any number of pokemon as well as Smeargle taking the role of megaman to protect you from skin crashes, in progression mode, the playable pokemon are all first stage pokemon that may have the ability to evolve into greater forms, boosting their stats, changing their typing, and even giving them access to new moves. In rentals mode, all available forms of pokemon function as independant classes all with their own preset movesets that can be freely modified. the available roster all depends on what the rentals addon dictates.

Many of the mechanics present within the core franchise all exist within this mod, the stats and distinctions between physical and special damage sources, typing interactions, and even the functions of statuses and various moves. some changes were made in respect to the different environment of course.

Currently, the roster consists of all the starters from generations 1-4, with more to come down the road once the mod leaves beta stages.

In gameplay, the majority of your setup is done in a special menu titled "PKMN Setup"
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Here, you can perform a number of key functions so long as you're within a safe location, from learning level-up moves to buying items and TMs to even evolving.
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So What about the moves?

Moves are a major part of this mod, a sort of marriage between weapons and abilities, moves are the main actions that your class can perform. you can hold up to four moves, each operating as a mainfire with a generic melee attack for an altfire. said generic melee is typeless, and takes the position of early normal moves like scratch,tackle,pound, and horn attack. as such, those moves do not exist in the mod.
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Pokemon all have a pool of moves they can learn and relearn naturally at no cost, consisting of 4 starting moves plus one additional one unlocked at each level up to max lvl 15. TM's can also be bought from the shop to learn a move so long as that move is compatible. picking the right set of moves is crucial for getting the most value during gameplay. not only do you have 2 attacking and defending stats to account for (which is your best attacking stat, which defense is your opponent weakest on), but you also need to account for range as well as utilities that best serve the function you aim to bring to your team.

When will this be playable
Though it's still in beta, it is in a fully playable state, and servers are usually up for it, typically named Pokemon Betatest ## things are still in a state of flux as I'm still trying to establish some core elements with the mod before I really dive into additional content such as newer pokemon and mechanics.

A humble discord also exists for this mod, I'm hesitant to post an invite here out of fear of bots but if you'd like a link to it, just reach out to me on discord and I'll send you the invite. the discord is mostly just for organizing tests as of right now.

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.

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

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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!

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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!

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*note, beta imagery*

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*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:

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Blast Jumping:
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~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|====[+]
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~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.

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