Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Max on February 27, 2015, 05:10:24 PM

Title: [Game Mode] TEAM Sneaking (Final Release)
Post by: Max on February 27, 2015, 05:10:24 PM
(http://i.imgur.com/eOLpicR.png)

That's Tactical Espionage Action Mode Sneaking for all you acronym nerds

Screenshots:
(click to show/hide)

Instructions for hosting:
- Host in Team LMS
- Maximum teams should be 2
- Can be hosted with map packs, but not other game modes or classes
- Music is included and can't be changed
- Included maps are TSNECC, TSNEUU, TSNEGG

Instructions for the Dr. Light Team:
- Choose your weaponry at the start of the round, with a generous delay before the match begins.
- Play as if you would in a normal Team LMS game!
- Locate enemies by the sounds of their footsteps or weaponry, or by seeing the marks they leave behind when walking. Bear in mind that your team makes noises too!
- Co-ordinate with your team and chase located Wily members to keep the alert counter going. Enemies are revealed when the counter is up.
- Shoot Wily Team Stun Mines to disarm them.
- Dead Dr. Wily Team members will drop ammo.

Instructions for the Dr. Wily Team:
- Pick a support weapon at the start of the round, including Flashbangs, Smoke Grenades, Chaff Grenades, Stun Mines, Shield Units and Ninja Rope.
- Sneak up on the Dr. Light Team and use your knife to instantly murder them.
- Use your Stun Gun to temporarily stop the other team's movements on a hit. Ammo is limited, enemies drop more if you catch them.
- Flashbangs blind enemies but provide no obstruction to movement. They can explode on contact and have the largest range.
- Smoke Grenades will linger and cause a huge field of smoke to cover you. They won't explode on contact but they will slow any enemy touching the gas field.
- Chaff Grenades have a delayed explosion, but anyone in the blast will have their special weapons jammed for a few seconds, forcing them to use the buster.
- Stun Mines cannot be thrown or moved and are set in place. If an enemy walks into its radius, they will bounce out of the ground and stun with a blinding effect. Hide them, because if the enemy sees the three pressure prongs they can destroy the mine in a single shot.
- The Shield Unit will shield you from any damage while it is active, but makes a whirring noise so you can't use it to avoid detection, only escape an alert phase or approach an enemy. It's sensitive, so it'll be totally jammed if you're in an alert phase.
- The Ninja Rope acts like an aimable wire adaptor, clinging onto surfaces and sending you flying in the direction of the hit. It won't work if you don't give it time to unravel, though, so aim a little far away. Also it doesn't do anything to the Light Team.
- The Cardboard Box can be hidden under with item use and removed the same way. Using fire when the box is active allows you to place it down as a decoy, and you can pick it up again. Moving or turning to watch people pass will give away that you're under it, obviously.
- Work with your team to hide when the alert counter is up and avoid getting hit. If the alert counter is going, the entire team is revealed, so don't be the weakest link!

Currently in open beta. V0 was released over Best Ever and V0-5 / V0-8 is being released here. This wasn't tested too thoroughly and isn't a complete version, so just lower your expectations and have some fun.

Changelog
(click to show/hide)

Grab it on Best Ever (http://www.best-ever.org/download?file=teamsneakingv1.pk3)!!

Videos of the original mode and maps
(click to show/hide)
Title: METAL GEAR!?
Post by: SmashTheEchidna on February 27, 2015, 05:19:41 PM
Ohhhhhhhh maaaaaaaaaaaaaaaaaaaaaaaaaan this looks like so much fun. I've always liked being stealthy~
Title: Re: [Game Mode] TEAM Sneaking
Post by: Zard1084 on February 27, 2015, 09:15:05 PM
Yeeeeeeeeeeesss!!!! it's here!!!!
Title: Re: [Game Mode] TEAM Sneaking
Post by: BookofDobson on February 27, 2015, 09:42:15 PM
Is this on BE yet
Title: Re: [Game Mode] TEAM Sneaking
Post by: Mendez on February 27, 2015, 10:35:48 PM
Here is the best-ever link:
http://www.best-ever.org/download?file=teamsneakingv0-5.pk3 (http://www.best-ever.org/download?file=teamsneakingv0-5.pk3)
Edit: Server should be up now too
:: [BE] Montreal :: 8BDM Tactical Espionage Action
192.99.6.150:15011
Title: Re: [Game Mode] TEAM Sneaking
Post by: LlamaHombre on February 27, 2015, 10:43:42 PM
I forgot this existed
Moved to Projects.
Title: Re: [Game Mode] TEAM Sneaking
Post by: MrL1193 on March 01, 2015, 06:47:26 AM
My initial thoughts after playing this:

- The invisible players really need some kind of mobility tool to ensure that the Light players can't just use Thunder Claw, Freeze Cracker, totem poling, or any other such means to climb out of reach and camp for all eternity. (In fact, in one round on MM2CRA, someone spawned in one of the cubbyholes and was able to sit there in complete safety for the entire round. I suppose the Wily Team could have totem poled to reach him, but we didn't know he was there until it was too late.)

- The stun guns make it a bit too easy to catch players with the insta-kill melee. You can even shoot them repeatedly as you approach to ensure that they don't get away.

- The smoke bomb and cardboard box don't seem very useful. The smoke bomb just doesn't do a whole lot compared to the other support tools, and the cardboard box is even worse. Even using it as a decoy almost never works.

- Some of the weapons available to the Light players are almost always more useful than others in the same group. For instance, you can expect the majority of the Light players to be using Thunder Beam in any given round.

- Footsteps are still made if you try to walk slowly, but you can jump around as much as you want without making them. In fact, if you only tap the jump button so you just barely get off the ground, you can even avoid making the landing sound as you inch your way around. I can't tell for certain whether or not this is intentional, but either way, I find it amusing and strange that bunny hopping is the stealthiest means of movement.
Title: Re: [Game Mode] TEAM Sneaking
Post by: BookofDobson on March 01, 2015, 08:12:23 AM
Other than all this  the box has its use. The box can hide your foot prints slightly, charge at a person with box on> put the box down and get away from the box> stun gun> get kill.
Title: maymays
Post by: Ceridran on March 01, 2015, 05:35:21 PM
Quote from: "MrL1193"
- The stun guns make it a bit too easy to catch players with the insta-kill melee. You can even shoot them repeatedly as you approach to ensure that they don't get away.

I tried to make something to fix this, but I wasn't sure how to give someone a different item depending on what items they already have.
I was thinking that you could add something to Pain.StunGun that would make you immune to stunning/apply a much shorter stun effect, as well as some little effect to let the sneakers know the immunity/resistance has ended.

Quote from: "MrL1193"
- The smoke bomb and cardboard box don't seem very useful. The smoke bomb just doesn't do a whole lot compared to the other support tools, and the cardboard box is even worse. Even using it as a decoy almost never works.

I'd love to see the cardboard box replaced with something that covers the entire player, like a totem pole. With the cardboard box, it's only useful off alert. It's useless on alert because your upper body pops through the box. With the totem pole, hiding in it and using it as a decoy will always be an option.
How could I be fooled by the box decoy on the alert phase? How could I be fooled by the guy in a box who broke the box and sticks his head out of it?

Kao na Gahna (http://megaman.wikia.com/wiki/Kao_na_Gahna) might fit this, but I don't know if one can make the sprite look good and have it cover the whole player.

Quote from: "some guy who doesn't exist"
but cardboard box is mgs
idontcare

I also want to see the sneakers appear as a Sniper Joe instead of Mega Man, but that's because like Joes.
Title: Re: [Game Mode] TEAM Sneaking
Post by: Max on March 01, 2015, 05:57:42 PM
Quote from: "MrL1193"
- The invisible players really need some kind of mobility tool to ensure that the Light players can't just use Thunder Claw, Freeze Cracker, totem poling, or any other such means to climb out of reach and camp for all eternity. (In fact, in one round on MM2CRA, someone spawned in one of the cubbyholes and was able to sit there in complete safety for the entire round. I suppose the Wily Team could have totem poled to reach him, but we didn't know he was there until it was too late.)
I would agree that this is an issue, but fixing it would be against the spirit of the mode. I'd rather leave it to be fixed through time limits and recommended maplists rather than a different aspect of the mode.

Quote from: "MrL1193"
- The stun guns make it a bit too easy to catch players with the insta-kill melee. You can even shoot them repeatedly as you approach to ensure that they don't get away.
If unaware, yeah, that could be considered part of sneakiness. Usually jumping means its easy to avoid a second shot or a stab and you can always shoot back when you're stunned, but maybe it could be brought back to v0 levels or use Ceri's suggestion to only half-stun on second shots or something

Quote from: "MrL1193"
- The smoke bomb and cardboard box don't seem very useful. The smoke bomb just doesn't do a whole lot compared to the other support tools, and the cardboard box is even worse. Even using it as a decoy almost never works.
Eh? Smoke Bombs are pretty good in any narrow passage because they won't be able to see if you're running or waiting for a stab. The slow makes them easy pickings and the gas sfx masks your footsteps, it just has issues being used anywhere open. Maybe it could have more ammo. PS. I love the box and next ver (if it doesn't already) you won't be visible inside it whether it's alert or not so that should be good. Decoys are actually really good, try placing one over a mine or in the other side of a corner to lure.

Quote from: "MrL1193"
- Some of the weapons available to the Light players are almost always more useful than others in the same group. For instance, you can expect the majority of the Light players to be using Thunder Beam in any given round.
Personal preference. I MUCH prefer Blizzard Attack or Gyro Attack to Thunder Beam. While some weapons might get much less use (like Search Snake hue) the options are always there and I'd say no weapon sticks out way more than the rest, especially when fire rate / power / ammo are all important factors in TSNE.
Title: Re: [Game Mode] TEAM Sneaking
Post by: tsukiyomaru0 on March 01, 2015, 09:05:33 PM
There's a LOT of issues with it so far. It reminds of something done in the past and still FAR from fixed. I'd post my take on team sneaking idea, but I'll leave that in the ideas topic.
Title: so constructive
Post by: Max on March 01, 2015, 09:36:28 PM
cool thanks
Title: I love being muted in the servers for no reason
Post by: BookofDobson on March 02, 2015, 02:45:53 AM
I have no idea why but ok. Anyway this is a decent mod which I find I few problems with:

-I wish the knifes range can have the v0 range. I think its just slightly shorter of S.Claw now, and that is kinda far.
-Flying boxes. No +Gravity why?
-Why do the spies (sorry but this is shorter to say) have to stop after slashing? Couldn't they have a very slow ROF?
-Why don't mines go away after use?
-Everyone said this but the stun on the stun gun is way too long. You said jump to avoid a second shot but its way to long for that too.
-Why is Bubble and Wave range and melee?
-Will spy teammates keep tripping on mines?
Title: Re: [Game Mode] TEAM Sneaking
Post by: Isaac940 on March 02, 2015, 04:14:17 AM
I'm still trying to get more experience before forming an opinion on things like stun time and blade length, but at this point there's two things I can think of.

1. Is it possible to re-stop the player if they get telefragged in the initial spawn? Currently if that happens the person who was telefragged gets free movement and can murder the other team while they are waiting for the round to officially start. At least I think it's telefragging that causes that.
2. Do short jumps fall under "sneaky" or is there a way to code something so that you make a footstep whenever you land or something? Short jumps make no landing noise and if done right, don't cause the system to pick up on ground movements either so no footsteps/prints are made and the player can move completely silently.
Title: Re: [Game Mode] TEAM Sneaking
Post by: Russel on March 02, 2015, 04:34:45 AM
Hi I'm not a developer and I hope Maxine won't have my head for this but I'm responding to these anyway.

Quote from: "BookofDobson"
-I wish the knifes range can have the v0 range. I think its just slightly shorter of S.Claw now, and that is kinda far.
Don't make suggestions to change balance unless you can explain why it would fix a potential problem with the mod's balance. Thing about the knife is even if it went as far as Slash Claw, which it doesn't, it does not have an explosion radius multiplying its effective range.

Quote from: "BookofDobson"
-Flying boxes. No +Gravity why?
To fix this would be -NOGRAVITY. Do your research (http://www.zdoom.org/wiki/) if you're going to try to sound like you know what you're talking about.
However, you are somewhat correct...
Code: [Select]
actor CardboardBoxDummy
{
scale 2.5
+SOLID
+SHOOTABLE
PROJECTILE
radius 24
height 32
health 20
mass 999999999
If you employ the projectile combo and want something to fall, you must remove the NOGRAVITY flag. In this case, however, it would cause the box to hit the ground and die instantly, which is why I would also recommend employing +HEXENBOUNCE and bouncefactor 0.01 in the properties block because NOEXPLODEFLOOR breaks online in Zandronum at the moment.
While I'm at it, it is a necessity for these actors remove the NOBLOCKMAP flag, which is also given by the projectile property as it prevents SHOOTABLE from even mattering.

Quote from: "BookofDobson"
-Why do the spies (sorry but this is shorter to say) have to stop after slashing? Couldn't they have a very slow ROF?
Mechanics. This does two things:
1) Diversifies them from just being straight melee humans.
2) Forces at least some strategy when playing the point and click buggers by adding risk involved when using it.

Quote from: "BookofDobson"
-Why don't mines go away after use?
...You're gonna need to clarify...
If you mean how they stick to the ceiling after they've gone off, I can't figure it out, myself. The code looks fine to me.
If you mean the item isn't taken from you after use?
Well I haven't played the mod enough to know, so...

On the subject of this, it is quite strange that you're simply "forced off" the "trap" slot when you try and select it and it's empty rather than it just removing the weapon from your inventory outright.

Quote from: "BookofDobson"
-Everyone said this but the stun on the stun gun is way too long. You said jump to avoid a second shot but its way to long for that too.
It's just spark shock stun...you can jump.
:X
Quote from: "BookofDobson"
-Why is Bubble and Wave range and melee?
This question isn't even literate.
To go with that, Water Wave isn't even in the range category.
Bubble Lead is in melee because it's a strong weapon in close quarters.
Water Wave is in rapid because it's a fast weapon that covers a large area of ground.
The reason these aren't in ranged is because they can be jumped over and not aimed up, which severely limit how the weapons can be used.

Quote from: "BookofDobson"
-Will spy teammates keep tripping on mines?
This can be fixed with some simple jump states that check the target's inventory for the invisible team items.

Returning at the end of the post to say that I am not a developer for this mod and am only commenting on these suggestions.
I saw the first one and got mad because balance complaints this soon after a mod's release is unhealthy.
Title: Re: [Game Mode] TEAM Sneaking
Post by: MrL1193 on March 02, 2015, 07:30:33 AM
I haven't actually tried this yet, but, considering the length of the stun and the fact that you're invisible by default, I'd guess that if you reeeeeeeally wanted to, you could ensure a kill by jumping when you get close to your victim. If the poor sap also jumps, the two of you collide in midair and fall back to the ground together, giving you plenty of time to slash his face off. If he doesn't, you land on his head and now he can't jump, allowing you to aim down and plant your knife in his skull at your leisure.

Just a thought.
Title: Toxic/10
Post by: BookofDobson on March 02, 2015, 08:37:15 AM
Quote from: lego
'm not a developer and I hope Maxine won't have my head for this but I'm responding to these anyway.

Quote from: "BookofDobson"
-I wish the knifes range can have the v0 range. I think its just slightly shorter of S.Claw now, ed that is kinda far.
Don't make suggestions to change balance unless you can explain why it would fix a potential problem with the mod's balance. Thing about the knife is even if it went as far as Slash Claw, which it doesn't, it does not have an explosion radius multiplying its effective range.

Quote from: "BookofDobson"
-Flying boxes. No +Gravity why?
To fix this would be -NOGRAVITY. Do your research (http://www.zdoom.org/wiki/) if you're going to try to sound like you know what you're talking about.
However, you are somewhat correct...
Code: [Select]
actor CardboardBoxDummy
{
scale 2.5
+SOLID
+SHOOTABLE
PROJECTILE
radius 24
height 32
health 20
mass 999999999
If you employ the projectile combo and want something to fall, you must remove the NOGRAVITY flag. In this case, however, it would cause the box to hit the ground and die instantly, which is why I would also recommend employing +HEXENBOUNCE and bouncefactor 0.01 in the properties block because NOEXPLODEFLOOR breaks online in Zandronum at the moment.
While I'm at it, it is a necessity for these actors remove the NOBLOCKMAP flag, which is also given by the projectile property as it prevents SHOOTABLE from even mattering.

Quote from: "BookofDobson"
-Why do the spies (sorry but this is shorter to say) have to stop after slashing? Couldn't they have a very slow ROF?
Mechanics. This does two things:
1) Diversifies them from just being straight melee humans.
2) Forces at least some strategy when playing the point and click buggers by adding risk involved when using it.

Quote from: "BookofDobson"
-Why don't mines go away after use?
...You're gonna need to clarify...
If you mean how they stick to the ceiling after they've gone off, I can't figure it out, myself. The code looks fine to me.
If you mean the item isn't taken from you after use?
Well I haven't played the mod enough to know, so...

On the subject of this, it is quite strange that you're simply "forced off" the "trap" slot when you try and select it and it's empty rather than it just removing the weapon from your inventory outright.

Quote from: "BookofDobson"
-Everyone said this but the stun on the stun gun is way too long. You said jump to avoid a second shot but its way to long for that too.
It's just spark shock stun...you can jump.
:X
Quote from: "BookofDobson"
-Why is Bubble and Wave range and melee?
This question isn't even literate.
To go with that, Water Wave isn't even in the range category.
Bubble Lead is in melee because it's a strong weapon in close quarters.
Water Wave is in rapid because it's a fast weapon that covers a large area of ground.
The reason these aren't in ranged is because they can be jumped over and not aimed up, which severely limit how the weapons can be used.

Quote from: "BookofDobson"
-Will spy teammates keep tripping on mines?
This can be fixed with some simple jump states that check the target's inventory for the invisible team items.

Returning at the end of the post to say that I am not a developer for this mod and am only commenting on these suggestions.
I saw the first one and got mad because balance complaints this soon after a mod's release is unhealthy.

1.Knife does a  OHKO as intentioned... need I say more  how that matters to the mods balance? Im talking about range alone, not the explosion. I also said "a little shorter"
2.My mistake and I'm not trying to show how smart I am. The box has no gravity to it, that is dumb, no code needed nuff said.
3. Ok. Cool.
4.Mines sometimes stay in the ground after  triggered. Or in the air...
5. again mistake. My questions must have been literate enough to answer I see.
6. ... So are you telling me Spark is some stock stun and its duraration can not be adjusted? Oh wait... thats exactly what it is and jumping won't do squat. Even its a miss the spy can shoot it again because the rate of fire is fast enough.
7.Ok cool then.

8. umm so far people loved this mod from v0 to now. What are you even talking about? You seem to be finding a reason to get mad
Title: Re: [Game Mode] TEAM Sneaking
Post by: Ceridran on March 02, 2015, 01:52:35 PM
I woke up only a little earlier, I won't be surprised if I screw something up here.

Quote from: "BookofDobson"
-Everyone said this but the stun on the stun gun is way too long. You said jump to avoid a second shot but its way to long for that too.
Quote from: "Lego"
It's just spark shock stun...you can jump.
:X
Quote from: "BookofDobson"
6. ... So are you telling me Spark is some stock stun and its duraration can not be adjusted? Oh wait... thats exactly what it is and jumping won't do squat. Even its a miss the spy can shoot it again because the rate of fire is fast enough.

Sure ain't solving anything here, but I wanna point out that it's not exactly Spark Shock stun.

Stun Gun
(click to show/hide)
Spark Shock
(click to show/hide)

Shocked lasts 35 tics, Stunned lasts 90 tics but Pain.StunGun takes it away after 35 tics. May not be all that different, but it's just easier to adjust.
Hope I ain't reading wrong.

Can't you just put JumpIfInventory at the start of Pain.StunGun that'll take you to another painstate that's almost identical except taking away Stunned at 17 or 18 tics instead of 35?

Quote from: "BookofDobson"
Toxic/10
you stop that (http://i.imgur.com/bGAbiPb.gif)
Title: Re: [Game Mode] TEAM Sneaking
Post by: Ukiyama on March 02, 2015, 02:40:54 PM
If I remember right you can't take away powerups like that from a person, so its 90 tics instead of 35.
Title: We mute you b/c you're kind of toxic sometimes, sorry :/
Post by: Mendez on March 02, 2015, 05:29:37 PM
Maxine isn't here, but I can help answer some of the questions since we're currently working on the mod together.
Quote from: "BookofDobson"
-I wish the knifes range can have the v0 range. I think its just slightly shorter of S.Claw now, and that is kinda far.
This is something I can agree with, if only for the fact I managed to get two kills with a single knife slash today. I don't believe it should go back to V0 values though. Maxine currently has no plans of changing the knife's range, but I think if more people can provide evidence of knives acting stronger than they should be, a small range nerf could be in order.
Quote from: "BookofDobson"
-Flying boxes. No +Gravity why?
-Why don't mines go away after use?
This mod still is in beta, we apologize for the small visual bugs you might experience. Maxine has had to fix numerous bugs since v0 came out, and we thank you for pointing out a couple more.
Quote from: "BookofDobson"
-Why do the spies (sorry but this is shorter to say) have to stop after slashing? Couldn't they have a very slow ROF?
The knives allow a small window for the regular players to counter the spies or run away from them. If the spies didn't stop moving, they could simply hug the player until they had the chance to stab again, and that would not be fun.
Quote from: "BookofDobson"
-Everyone said this but the stun on the stun gun is way too long. You said jump to avoid a second shot but its way to long for that too.
Stun Gun can be hard to land sometimes and it usually gives off the direction of the spy, meaning that the player has a chance to seek out the spy with their rapid weapon or fend them off with their melee attack. Although, it is very strong from mid-range right now, so it's possibly a tiny nerf might be implemented in the future.
Quote from: "BookofDobson"
-Why is Bubble and Wave range and melee?
Bubble Lead is in melee because it's best used from close range, with a strong damage-per-second ratio that allows players to quickly take out spies with only a few hits.
Water Wave is in RAPID because it fires a lot of projectiles at spies in a short amount of time, just like the other rapid weapons.
Quote from: "BookofDobson"
-Will spy teammates keep tripping on mines?
No, they will not. That should be fixed for the next version

Speaking of next version, it's going to take a small while because Maxine and I are in the middle of making a few interesting additions that we hope you guys like. Since I'm working on it too, it should be easy to guess what those additions are.
Title: Re: [Game Mode] TEAM Sneaking
Post by: Korby on March 02, 2015, 06:08:30 PM
just uh
just pointing out that what lego meant wasn't that it was spark's stun duration, but that it was its stun style, and that you could, indeed, still jump out of the way of additional shots
Title: Strangely I have seen worse.
Post by: BookofDobson on March 02, 2015, 07:00:34 PM
Quote from: "Mendez"
Answers

Ok thanks, I will be looking forward to the next version. And I can try to get proof of the knife range

Quote from: "Korby"
just uh
just pointing out that what lego meant wasn't that it was spark's stun duration, but that it was its stun style, and that you could, indeed, still jump out of the way of additional shots

Cough cough.
Quote from: "BookofDobson"
. Even its a miss the spy can shoot it again because the rate of fire is fast enough.

Not to mention that you must consider the fact that the spy has no armor debuff and will be coming closer to make sure you don't move
Title: yd made me edit this. what a bitch
Post by: Bikdark on March 02, 2015, 11:05:00 PM
Quote from: "BookofDobson"
Even its a miss the spy can shoot it again because the rate of fire is fast enough.

Not to mention that you must consider the fact that the spy has no armor debuff and will be coming closer to make sure you don't move
I don't think you understand how the "knife" is actually an extremely small and short-ranged projectile that causes the user to stand still for a brief moment on use. If you can't move out of the way or jump to avoid a possible 2nd shot, you need to re-evaluate your skill as a player, improve accordingly, then try to discuss knife balance.

Also, you have been very disrespectful and unnecessarily snarky to people in this thread. If you calm down and present arguments and facts rather than personal attacks and insults, people may take your views into consideration.
Title: Re: [Game Mode] TEAM Sneaking
Post by: Mendez on March 02, 2015, 11:18:50 PM
Dobson, I feel like you are leaving out many important variables in your argument that stun gun is extremely powerful. It feels like you're only considering a one-on-one situation where the terrain is flat and the players are only 128 pixels from each other. You don't seem to consider the idea that stun gun's ammo is limited and that teammates can come to the player's aide or that the player is ever capable of dodging a single stun shot and re-engaging on the spy. A spy is not entirely invisible either, especially when their footsteps are seen and heard.
Maxine plans to nerf stun gun's ammo for next version, so hopefully you don't need to dodge as many shots as before, and spies don't feel encouraged to spam their way to a free kill.
Title: Bik what are you even talking about now?
Post by: BookofDobson on March 03, 2015, 12:04:26 AM
Quote from: "Bikdark"
Quote from: "BookofDobson"
Even its a miss the spy can shoot it again because the rate of fire is fast enough.

Not to mention that you must consider the fact that the spy has no armor debuff and will be coming closer to make sure you don't move
I don't think you understand how the "knife" is actually an extremely small and short-ranged projectile that causes the user to stand still for a brief moment on use. If you can't move out of the way or jump to avoid a possible 2nd shot, you need to re-evaluate your skill as a player, improve accordingly, then try to discuss knife balance.

Also, you have been very disrespectful and unnecessarily snarky to people in this thread. If you calm down and present arguments and facts rather than personal attacks and insults, people may take your views into consideration.


Seeing how I'm not the only one going about this stun gun argument and seeing how I am not being rude about this ever. I can honestly say that this post is simply invalid.

Quote from: "Bik"
personal attacks and insults

Citation needed.

Quote from: "Mendez"
Dobson, I feel like you are leaving out many important variables in your argument that stun gun is extremely powerful. It feels like you're only considering a one-on-one situation where the terrain is flat and the players are only 128 pixels from each other. You don't seem to consider the idea that stun gun's ammo is limited and that teammates can come to the player's aide or that the player is ever capable of dodging a single stun shot and re-engaging on the spy. A spy is not entirely invisible either, especially when their footsteps are seen and heard.
Maxine plans to nerf stun gun's ammo for next version, so hopefully you don't need to dodge as many shots as before, and spies don't feel encouraged to spam their way to a free kill.

No, don't worry. I'm not leaving them out. I simply never mention these because that's obvious. But if you want to tell me I don't know what I am talking about:

Quote
It feels like you're only considering a one-on-one situation where the terrain is flat and the players are only 128 pixels from each other.
No I'm not. In fact, what I am talking about would not work if its like halfway across the map. Nor the terrain has to be flat. However I do feel you are saying this stun is exactly like the spark shock when it is not.

Quote
You don't seem to consider the idea that stun gun's ammo is limited
.... You guys wonder why I'm so toxic
Simply put I do. Next.

Quote
teammates can come to the player's aide or that the player is ever capable of dodging a single stun shot and re-engaging on the spy. A spy is not entirely invisible either, especially when their footsteps are seen and heard. (Basically Implying: You are stupid and you cannot see the most obvious mechanics of the mod before complaining)


I can assure you, I do take these things to note. If these made the problem better and the version being fixed next why are we still trying to argue about this and why am I the only one going though this unfair treatment? MrL had this issue, Dood had this issue. Why am I the only one being confronted like this? If fixing this will be in the next version let it be so.
Title: ...
Post by: Max on March 03, 2015, 12:10:04 AM
Quote from: "BookofDobson"
Why am I the only one being confronted like this?

Well actually I did respond to Mr. L and Dood isn't even on this topic

Currently the Stun Gun has had its ammo fixed back to v0 levels (oversight on the new menus made you have more than intended) and skill removal was applied so it's consistent levels across all servers, no change to the rate or stun time as of now
edit: that's 4 to start with and 2 per pickup with a maximum of 8
Title: Re: Someone who needs a time-out
Post by: Bikdark on March 03, 2015, 12:41:46 AM
Please excuse my atrocious formatting.
(click to show/hide)
Title: You still going? Holy shit.
Post by: BookofDobson on March 03, 2015, 02:19:56 AM
Quote from: "Bikdark"
Please excuse my atrocious formatting.
(click to show/hide)
[/spoiler][/quote]

Btw:
Quote
baseless arguments, insults, ego, and disrespect.
You should practice what you preach dude
Title: Re: [Game Mode] TEAM Sneaking
Post by: Russel on March 03, 2015, 02:26:34 AM
Stop trying to cover your ass. You have failed. You fucked up.
Accept it.
End of discussion.
You have said nothing constructive after your initial point and you just derailed the topic completely.

You're done.
Title: Re: [Game Mode] TEAM Sneaking
Post by: Ceridran on March 03, 2015, 02:37:48 AM
Quote from: "BookofDobson in his post subject"
You still going? Holy shit.

I should repeat this. Not as a quote.

You still going? Holy shit.
Title: Re: [Game Mode] TEAM Sneaking
Post by: BookofDobson on March 03, 2015, 02:41:47 AM
Quote from: "Lego"
Stop trying to cover your ass. You have failed. You fucked up.
Accept it.
End of discussion.
You have said nothing constructive after your initial point and you just derailed the topic completely.

You're done.


Quote
Ok thanks, I will be looking forward to the next version. And I can try to get proof of the knife range

I got what I came for, this was supposed to be done with. Jesus, how rude.

Quote
I can say the same to you. You gonna keep playing dissection tennis?

No. Are you guys done now?
Title: Re: [Game Mode] TEAM Sneaking
Post by: Orange juice :l on March 03, 2015, 02:49:05 AM
(https://i.imgur.com/5GlRIh.jpg)

This thread has devolved into total madness. It's like watching people try to calm down a wild boar by slapping it in the face.

But regardless, I wouldn't change much about the mod sans YD's fix to double stun ammo, and perhaps making Light more fun to play/solve the problem of neither team wanting to move (plus bugfixes and let us save our selections as Light)
Title: thx oj
Post by: King Dumb on March 03, 2015, 02:54:27 AM
Ending this now because it's gone too far, and souring this new mod's thread so early is just rude. I don't want to see any more of this from any of you. Got it? Good. Thanks.

To paraphrase Korby, I haven't decided if I'm punishing anyone. Keep it that way.

-------------------------------------------------------------------

I'm definitely liking this a lot more than the v0 alpha. A couple things though.

As I mentioned to you (Maxine) over Skype, I'm still not entirely sold on all of these weapon categories. I guess it might take some more playing and watching to see what people use. While I think that in terms of categorization a fifth category might be in order, this of course increases the total amount of ammo blue players have. This could actually be a pretty clean way to buff the blue team a little bit down the road, but I don't think such is necessary.

Otherwise, I suppose it's not entirely reasonable to expect every weapon to be effective in a mod that alters how you interact with the enemy so much.

Secondly, I wonder, is there a reason you haven't incorporated altfire? The way I see it, I can see how altfire may not be the best choice because the knife is technically your "main weapon" and using weapnext/prev to switch altfires is a little weird, but it'd be something I'd consider if you haven't already. Options include stun and grenades as weapons 1 and 2 with knife on alt, or knife on main and stun/grenades as alts 1 and 2.

Quote
I would agree that this [cubbyholes in MM2CRA, etc.] is an issue, but fixing it would be against the spirit of the mode. I'd rather leave it to be fixed through time limits and recommended maplists rather than a different aspect of the mode.
I see where you're coming from here, but there could be ways to fix it that don't compromise the spirit of the mode, but still allow it to be more robust.

One somewhat silly but potentially interesting idea I just thought of was to allow spies to wall-jump. This could make a noise and display a hand/foot-print on the wall. It would give the spies an extra tool to use for approaches and could force the blue team to be more creative in their camping spots. I truly thought of this as I was typing this message and so I haven't given it a lot of thought, but off the bat it seemed pretty nifty.

I also second OJ's notion of being able to save our selections.
Title: Re: [Game Mode] TEAM Sneaking
Post by: MrL1193 on March 03, 2015, 05:31:22 AM
Quote from: "King Dumb"
Secondly, I wonder, is there a reason you haven't incorporated altfire? The way I see it, I can see how altfire may not be the best choice because the knife is technically your "main weapon" and using weapnext/prev to switch altfires is a little weird, but it'd be something I'd consider if you haven't already. Options include stun and grenades as weapons 1 and 2 with knife on alt, or knife on main and stun/grenades as alts 1 and 2.
Better yet, couldn't we have the knife on main, the stun gun on alt, and flashbangs/smoke bombs/mines as an item? Then we wouldn't have to do any weapon switching at all. (In fact, I was actually surprised the first time I played that the mines weren't items; they seem like a natural fit for it.)
Title: Re: [Game Mode] TEAM Sneaking
Post by: Bikdark on March 03, 2015, 06:14:01 AM
That makes perfect sense, MrL. The first few times I played as invis I had a pretty hard time with the clunky wep layout
Title: Re: [Game Mode] TEAM Sneaking
Post by: Rozark on March 03, 2015, 12:02:24 PM
Mfw I just now realized those were stunmines (even though it's said on the first post, oops) and not a device projecting fake footstep sounds.
Title: Re: [Game Mode] TEAM Sneaking
Post by: Orange juice :l on March 03, 2015, 04:02:19 PM
On the other hand an invisible 1 hp met or something that just wanders around making noise would be awesome
Title: Re: [Game Mode] TEAM Sneaking
Post by: Ceridran on March 03, 2015, 04:19:51 PM
Hey, I like that idea! I was thinking of something like that when Rozark mentioned the fake footsteps. You could have two types of Mettaurs to choose from, with one being a walking bomb. I can't think of what the other one would be. How about walking boxes?
Title: i don't like altfires
Post by: Max on March 03, 2015, 06:57:06 PM
Quote from: "King Dumb"
As I mentioned to you (Maxine) over Skype, I'm still not entirely sold on all of these weapon categories. I guess it might take some more playing and watching to see what people use. While I think that in terms of categorization a fifth category might be in order, this of course increases the total amount of ammo blue players have. This could actually be a pretty clean way to buff the blue team a little bit down the road, but I don't think such is necessary.

Kinda interested on weapon categories. I think most are in a balanced spot, but Thunder Beam stands out. While other choices that are great for scouting like Search Snake or Freeze Cracker go underused, Thunder Beam is overused. I think it's because the side beams make it 'safe', and of course the OHKO is a constant factor. I might remove it, but I was also playing with the idea of replacing it similar to the Mega Buster with a slightly nerfed version, either in ammo count or power. Open to discussion, but other weapons like Noise Crush, Thunder Bolt, even Ice Wave tend to be... 'better' picks and unused because of the Thunder Beam's safety.
Things like Dust Crusher and Spark Shot go completely unused and may need mod-side buffs to projectile speed or ROF.
I think everything else is in a good spot.

Thanks for putting up with 4 pages of balance discussion and unfun arguments guys! New content preview

(click to show/hide)
Title: Re: [Game Mode] TEAM Sneaking
Post by: Rozark on March 03, 2015, 08:46:58 PM
That awkward map showcase along with the chaff announcement.

Neat. More grenade variety is fun. I'll still be waiting for my decoy grenade/item that creates fake footsteps though >_>
Title: Re: [Game Mode] TEAM Sneaking
Post by: Bikdark on March 04, 2015, 12:05:29 AM
Quote from: "Rozark Kyouko"
I'll still be waiting for my decoy grenade/item that creates fake footsteps though >_>
Was discussing this with Max earlier.

There are a lot more problems involving footstep decoys than you'd think, so I don't think implementing them will be an easy task
Title: Re: [Game Mode] TEAM Sneaking
Post by: BookofDobson on March 04, 2015, 01:20:08 AM
Quote from: "Rozark Kyouko"
That awkward map showcase along with the chaff announcement.

Neat. More grenade variety is fun. I'll still be waiting for my decoy grenade/item that creates fake footsteps though >_>

Idea: Make a floor-hugger projectile of fake foot steps and maybe blind people if it explodes on a wall
Title: Re: [Game Mode] TEAM Sneaking
Post by: Bikdark on March 04, 2015, 03:40:38 AM
Quote from: "BookofDobson"
Idea: Make a floor-hugger projectile of fake foot steps and maybe blind people if it explodes on a wall
Been going down this road for a while. There are very few ways to implement that concept without degrading the integrity of the footstep system.
Title: Re: [Game Mode] TEAM Sneaking
Post by: Korby on March 04, 2015, 06:12:23 AM
Because it's not already degraded by the patented stupid little KD hop travel method?
Title: Re: [Game Mode] TEAM Sneaking
Post by: Max on March 12, 2015, 06:31:41 PM
Time for another joint map + weapon thingymajig it's ok if you don't care

(click to show/hide)
Title: Re: [Game Mode] TEAM Sneaking
Post by: BookofDobson on March 12, 2015, 06:59:28 PM
Quote from: "Max"
Time for another joint map + weapon thingymajig it's ok if you don't care

(click to show/hide)

is it me or this map is really, really big?
Title: Re: [Game Mode] TEAM Sneaking
Post by: Max on March 12, 2015, 07:04:05 PM
CC (the last one) was the small one, GG (this one) is the huge one, there's another one rolling out that's medium sized and there's a possibility of making a tiny one as well but that's not exactly planned
Variety y'know
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Max on March 20, 2015, 05:37:37 PM
V0-8 released, still technically in beta until revamp of some weaponry and maps but yolo

Final new map by Mendez n me
(click to show/hide)

Changelog
(click to show/hide)

Grab it on Best Ever (http://www.best-ever.org/download?file=teamsneakingv0-8.pk3)!!
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Isaac940 on March 21, 2015, 01:15:37 AM
Watakid just stopped by the server, asked if the mod could consolecommand force sv_noidentifytarget rather than cl_identify target to not mess with people's ini files.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Knux on March 21, 2015, 01:35:33 AM
I mentioned this back at the server, but an F1 help screen describing the main details and Wily team weapons would be great.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Isaac940 on March 21, 2015, 02:09:36 AM
People moving during weapon selection is still happening. Also I wonder if there should be some incentive for invis team to hunt down blue team and not just sit in one place forever.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Knux on March 21, 2015, 04:20:14 AM
There definitely should be an invincibility period during the weapon select music. Also, if killed while selecting weapons, the weapon select will stay onscreen until the next round. I liked the maps, by the way. They're really cool looking, even if the base one is incredibly big.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Hallan Parva on March 22, 2015, 08:27:43 AM
Quote from: "Isaac940"
People moving during weapon selection is still happening.
It only takes one cheater to completely kill off a server. :ugeek:

I think some sort of invulnerability time during the round start phase is in order, especially since Light team has to sift through a ton of weapons if they don't want the default Ice Slasher / Super Arm / Thunder Beam loadout. Speaking of which, can't you put in something where the mod can remember what weapons you chose during setup between rounds? Even if it doesn't carry over from map to map, just being able to use the same loadout between rounds on the same map would be super super helpful.

Very neat concept otherwise, I'd love to see more mods push the envelope on gameplay instead of focusing near-entirely on classes.
Title: Two words: Silent Kill
Post by: Hilman170499 on March 24, 2015, 12:50:17 PM
So it goes like this, ...
(click to show/hide)
Title: Re: [Game Mode] TEAM Sneaking
Post by: Ceridran on March 24, 2015, 01:50:01 PM
Quote from: "Korby"
stupid little KD hop travel method

To deal with this, you should make a footstep or two and a different sound at the very start of a jump.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: CutmanMike on March 24, 2015, 02:15:42 PM
Very fun mode once you get the hang of it and know what is going on. It is essentially Creepers versus Megaman with a twist, and I love me some Creeperin'. Hope more servers for this pop up with some unloved map packs.

A couple of things I noticed that you might want to sort out:

Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Max on March 24, 2015, 05:29:27 PM
Woo thanks for the feedback Mike, it kinda sucks I missed the huge party and couldn't chat and explain stuff but hey ho, maybe next time

Help screen is being worked on thanks to a few suggestions I've received already, and a tutorial would be neat but I'm not sure how many people would check it or realise it exists, so I guess I'll chalk that down as a maybe. The main thing I wanted to discuss though was this:

Quote from: "CutmanMike"
I feel like there should be some kind of timer so camping doesn't take up a majority of the game time. I couldn't come up with one for GVH at the time so one never got implemented, but how about something like this: If no one has died in X amount of time, the red team gets revealed automatically. Timer gets reset if someone on the blue team dies. X should be like 3 minutes or something

At the moment both teams have incentives to camp, Light doesn't want to be caught and has safety in areas they can check whereas Wily wants to wait in tunnels to just stab people who forget to check. It kinda sucks sometimes but usually people deal with it and play properly. Your suggestion is one that I've been talked to about before (as well as suggestions like individual Wily members turning a little visible if they stand in one place for too long) but I haven't decided on anything yet. The real problem I've had with these suggestions is that they always take power away from Wily by reducing their incentive to camp whereas Light is allowed to do what they want. That seems like a healthy choice if I had to pick one or the other since Wily is by far the more 'offensive' team when they're not being scouted out, but running through scenarios in my head I kept thinking that Light members with no incentive to not camp would probably just decide to wait out the timer for easy kills on Wily or camp until Wily moved to them for easy sniping, which is problematic because I wanted both teams to remain relatively balanced in offence and defence especially with the difference between alert phases and rest phases.
There's no solution or decision here it's just a block of discussion, so I don't really know what I'm gonna do haha
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Korby on March 24, 2015, 09:33:45 PM
Restrict the blue team to their busters if they haven't killed anyone in an equal amount of time.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Zero1000 on March 24, 2015, 09:46:14 PM
Here's a list of ideas i had about this mod.

- How about making a red team member visible if they stand still for some amount of time?
- Maybe if enough people are on each team (like, 5v5) the last blue member gets a rune?
- Also, how about the server picks teams when this mod is on? Since everyone can join whatever team they want and the match can become quickly unbalanced, like 3 blue players vs 9 red ones. Or is it alredy here? I don't know.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Max on March 26, 2015, 04:21:22 PM
B-B-B-Bonus map

(click to show/hide)

I made this theme to replicate some of the VR Missions in the first Metal Gear Solid game (http://static.giantbomb.com/uploads/original/0/329/1195164-psd3d017.jpg) for use in a tutorial or training map, but it seemed a little funny to waste them so I made a multiplayer map too
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: CutmanMike on March 26, 2015, 04:23:40 PM
I almost feel like the footstep FX should be white/gray for that map since there's so much black.
Title: Re: [Game Mode] TEAM Sneaking (New Release)
Post by: Max on March 26, 2015, 04:25:17 PM
They're actually a digital red, but since there's red on that map too I might go ahead for white
Title: Re: [Game Mode] TEAM Sneaking (Final Release)
Post by: Max on April 03, 2015, 05:02:51 PM
V1 released, no more updates for a while unless it's broken as fud, finally coming out of beta

Changelog
(click to show/hide)

http://www.best-ever.org/download?file= ... kingv1.pk3 (http://www.best-ever.org/download?file=teamsneakingv1.pk3)
Title: Re: [Game Mode] TEAM Sneaking (Final Release)
Post by: DoomManFTW on April 04, 2015, 08:35:22 AM
Great job,played and recorded this yesterday,and i actually have fun no matter what team im playing in   BloodTrail
Title: Re: [Game Mode] TEAM Sneaking (Final Release)
Post by: TailsMK4 on April 04, 2015, 09:29:17 PM
The revised weapons do not refill (at least Blizzard doesn't), and people on Wily are still visible when they haven't selected weapons yet. I think the only fix I've seen was that people that end up moving early can't kill anyone until the round starts.