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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 126389 times)

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July 25, 2012, 06:32:39 AM
Reply #315

Offline Gumballtoid

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #315 on: July 25, 2012, 06:32:39 AM »
Perhaps the target could have an their name displayed above their heads for easy recognition?

July 25, 2012, 02:15:27 PM
Reply #316

Offline xColdxFusionx

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #316 on: July 25, 2012, 02:15:27 PM »
Quote from: "Messatsu"
Quote from: "SmashBroPlusB"
Earlier on the Hunted server today, it seems like this mode uses "old Time Stopper". This means that if you run around collecting ammo, you can have it go on for nearly a minute before the failsafe kicks in. I'm not sure if this is a problem with The Hunted or if it's a CSCC issue (as the server was running them both) but I'd definitely look into it.
I'm gonna go with CSCC if only because Hunted doesn't really touch weapons in any way.
...I honestly have no idea what's causing this. CSCC doesn't affect the vanilla weapons at all. ...Or, at least, it shouldn't.
Excuse me while I go bring this up with the other devs.

September 22, 2012, 04:08:07 PM
Reply #317

Offline TheDoc

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #317 on: September 22, 2012, 04:08:07 PM »
I was playing Bot Apoc with RockmanNoConstancy expansion and the Mtank that the bot leader dropped didn't refill my RNC weapon(s). Could you make a separate version for RNC (like Saxton Hale does with PU)?

September 23, 2012, 03:55:34 AM
Reply #318

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #318 on: September 23, 2012, 03:55:34 AM »
I am considering it.  RnC has a different weaponset after all so a custom version would be beneficial.

September 23, 2012, 06:25:33 AM
Reply #319

Offline Hallan Parva

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #319 on: September 23, 2012, 06:25:33 AM »
I've mentioned this about eight hundred times in Skype but I never bothered to post it


WELL NO MORE

PRESENTING "ROBOENZA HARDCORE" (a.k.a. Survival Versus)

At first glance, the mode seems to be normal Roboenza: players attempt to defeat other infected players to avoid becoming infected themselves. However, there are quite a few differences that distinguish this mode from standard Roboenza, such as multiple lives and a global timer instead of individual infect timers.

When the round starts, an alert is displayed that notifies players of the impending Roboenza virus. Though there might be (and most often will be) a single "alpha" chosen, with large player pools their can be multiple alphas selected. The new "zombie" players try to attack the others with their claw melee, while the players avoiding tagging blast the zombies with everything they've got. Successfully fragging a zombie will remove them from the game... for about 10 seconds. Yeah, zombies will respawn at certain intervals (e.g. following a "respawn timer") and the players will have to exterminate them all over again. Thankfully, the zombies in Roboenza Hardcore don't have nearly as much health as they do in Roboenza or Rage Roboenza.

Zombie players will notice three main differences: the global timer, the changed claw attack, and the Bonus system. I'll get to the global timer in a minute, so let's bring up the other two items. With the claw attack, the functionality is mostly the same: swipe with Fire, it has short range, and use it on a wall to climb it. The weapon's alternate attack also remains the high jump, though it now drains health instead of time due to the global clock. Hitting a player, however, will inflict partial damage to them. "Damage?", you might ask. Yes, players now take damage from zombie attacks. This is one of the big differences: zombies must hit players multiple times. The claw deals 50 damage as a basic attack, though charging the claw stores a dash; release the charge to sprint forward and deal four 25-damage swipes when (and if) you bump into something.

Once a normal player is fragged (either by an infected or due to stage hazards) they will wait through the respawn timer, and re-enter the match... as an infected player. Yep, death means zombie in this mode. If a cured player dies, they're a zombie. If an infected player dies... well, that's more zombie. Zombies can't carelessly risk their lives, however, as every infected player's death will automatically give Medals to surviving players. A player's earned Medals are seen on the HUD similarly to Beat Call or Rush Jet, and by using special inventory items the Medals can be spent on power-ups. For example, the Red W-Tank is a unique item that never leaves your inventory. Trying to use it will check if the player has enough Medals, and if they do, their current weapon will be refilled and the Medals are spent. However, the opposite is also true; a cured player being fragged will benefit the infected team. When a player is downed (by zombies or stage traps) and becomes a member of the zombie squad, extra time is added to the global clock, in order to give the infected a better chance of winning. The first new infect won't add much time to the clock, but as the survivor numbers dwindle each new infect grants a larger bonus to the game's time (since the surviving players will usually be tougher to take down at this point in the game).

Finally, let's talk about the new timer. The global clock is a way to (hopefully) prevent matches from "going too quickly" or "dragging on forever". The global clock doesn't budge until a round begins, but once there is an alpha (or alphas) it begins to count down. The goal of the non-infected players is to outlast the clock by defeating, evading, or otherwise sneaking past the team of infected. As mentioned before, the death of a non-infected will add seconds to the timer. If all players become infected, then the zombies win. However, if the round's time is depleted and there is at least one cured player remaining, all zombies instantly explode and the non-infected team claims victory. The global clock can be set through server variables, though it automatically adjusts due to the player pool. (Setting the time limit to 0 will enable a sort of "endless" mode, where the timer counts UP instead of down. Bonus time is ignored; player actions won't affect the timer at all. The goal is to see how long you can last against your fellow man/woman/zombie/wartortle, and if the survivors can "time out" the clock a special message will be displayed and the round will end.) Only a few players occupying a server will reduce the time, while a server filled to the brim will greatly increase the time. Here are some proposed values for clock adjustments:

Few Players: x0.8
Average Size: x1.0
Many Players: x1.25
Server Busting: x1.5

In summary, Roboenza Hardcore has a lot of changes that separate it from other Roboenza modes, and even any modes currently offered in 8BDM. Though the zombies are now tougher to take down due to their constant respawning, a timer that can be refilled, and the new charge slash, their job is made tougher by the added defense of non-infected players and the new Medal system, which can give things like theoretically infinite ammo or powerups like rapid fire. The survival aspect of the mode makes the game feel faster paced and adds a stronger emphasis on teamwork instead of just piling into a hallway and spamming Water Wave. Overall, I think the new mode will please fans of Roboenza as well as those looking for something new to try out.

I've already brought this up with Mess (several times, actually) but I kept forgetting to post it for his reference. With the recent bump, I finally have an excuse to put this here. Feel free to suggest things, make comments, or give compliments. Especially that last one. Boy, I sure do love some positive reinforcement.

September 23, 2012, 01:38:54 PM
Reply #320

Offline TheDoc

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #320 on: September 23, 2012, 01:38:54 PM »
I almost didn't read (you know, tl;dr), but I'm glad I did. This sounds very interesting and VERY fun. I would definitely play this. Quick question: you said that if a player uses a certain inventory item, the game will check for the certain amount of medals to spend it on, right? Will all the players start out with all of said inventory items? How will they get these inventory items?

September 23, 2012, 06:02:36 PM
Reply #321

Offline TailsMK4

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #321 on: September 23, 2012, 06:02:36 PM »
That does sound pretty fun, and at least an attack by a zombie doesn't automatically add one to the infects team. And I still could camp if I wanted to.

September 23, 2012, 08:03:32 PM
Reply #322

Offline Hallan Parva

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #322 on: September 23, 2012, 08:03:32 PM »
Quote from: "TheDoc"
Quick question: you said that if a player uses a certain inventory item, the game will check for the certain amount of medals to spend it on, right? Will all the players start out with all of said inventory items? How will they get these inventory items?
The special "Red Items" are starting inventory items that everyone begins with. Though they can't be used without Medals, all players are free to scroll through them in order to prepare for a purchase. Red Items won't disappear from a player's inventory because each use will spend Medals instead. However, even if a player has enough Medals, sometimes a Red Item won't be usable for a different reason (like trying to buy HP Regen if you already have it), and sometimes using a Red Item will remove the effects of a different Red Item (like replacing Rapid Fire Rage with Spread Shots).

September 23, 2012, 08:42:54 PM
Reply #323

Offline SmashTheEchidna

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #323 on: September 23, 2012, 08:42:54 PM »
Yeah, I would definitely play this. Sounds epic.

September 23, 2012, 10:46:06 PM
Reply #324

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #324 on: September 23, 2012, 10:46:06 PM »
Guess I'll just have to make it then. But first things first. Need to make rnc bot apoc.

Edit: Updated first post with RNC Bot Apoc.

September 28, 2012, 09:41:12 PM
Reply #325

Offline OverlordCrono

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #325 on: September 28, 2012, 09:41:12 PM »
I don't think the Team Assassination link works anymore on the front page. I get an error page when click the link, and I can't find it on wadseeker. I wanted to host it in my server, so would you mind fixing this in your spare time?

EDIT: I tried the link in the notice, but it's not listed in it either.

November 02, 2012, 09:14:44 PM
Reply #326

Offline Neo

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #326 on: November 02, 2012, 09:14:44 PM »
Quote from: "SmashBroPlusB"
I've mentioned this about eight hundred times in Skype but I never bothered to post it


WELL NO MORE

PRESENTING "ROBOENZA HARDCORE" (a.k.a. Survival Versus)

At first glance, the mode seems to be normal Roboenza: players attempt to defeat other infected players to avoid becoming infected themselves. However, there are quite a few differences that distinguish this mode from standard Roboenza, such as multiple lives and a global timer instead of individual infect timers.

When the round starts, an alert is displayed that notifies players of the impending Roboenza virus. Though there might be (and most often will be) a single "alpha" chosen, with large player pools their can be multiple alphas selected. The new "zombie" players try to attack the others with their claw melee, while the players avoiding tagging blast the zombies with everything they've got. Successfully fragging a zombie will remove them from the game... for about 10 seconds. Yeah, zombies will respawn at certain intervals (e.g. following a "respawn timer") and the players will have to exterminate them all over again. Thankfully, the zombies in Roboenza Hardcore don't have nearly as much health as they do in Roboenza or Rage Roboenza.

Zombie players will notice three main differences: the global timer, the changed claw attack, and the Bonus system. I'll get to the global timer in a minute, so let's bring up the other two items. With the claw attack, the functionality is mostly the same: swipe with Fire, it has short range, and use it on a wall to climb it. The weapon's alternate attack also remains the high jump, though it now drains health instead of time due to the global clock. Hitting a player, however, will inflict partial damage to them. "Damage?", you might ask. Yes, players now take damage from zombie attacks. This is one of the big differences: zombies must hit players multiple times. The claw deals 50 damage as a basic attack, though charging the claw stores a dash; release the charge to sprint forward and deal four 25-damage swipes when (and if) you bump into something.

Once a normal player is fragged (either by an infected or due to stage hazards) they will wait through the respawn timer, and re-enter the match... as an infected player. Yep, death means zombie in this mode. If a cured player dies, they're a zombie. If an infected player dies... well, that's more zombie. Zombies can't carelessly risk their lives, however, as every infected player's death will automatically give Medals to surviving players. A player's earned Medals are seen on the HUD similarly to Beat Call or Rush Jet, and by using special inventory items the Medals can be spent on power-ups. For example, the Red W-Tank is a unique item that never leaves your inventory. Trying to use it will check if the player has enough Medals, and if they do, their current weapon will be refilled and the Medals are spent. However, the opposite is also true; a cured player being fragged will benefit the infected team. When a player is downed (by zombies or stage traps) and becomes a member of the zombie squad, extra time is added to the global clock, in order to give the infected a better chance of winning. The first new infect won't add much time to the clock, but as the survivor numbers dwindle each new infect grants a larger bonus to the game's time (since the surviving players will usually be tougher to take down at this point in the game).

Finally, let's talk about the new timer. The global clock is a way to (hopefully) prevent matches from "going too quickly" or "dragging on forever". The global clock doesn't budge until a round begins, but once there is an alpha (or alphas) it begins to count down. The goal of the non-infected players is to outlast the clock by defeating, evading, or otherwise sneaking past the team of infected. As mentioned before, the death of a non-infected will add seconds to the timer. If all players become infected, then the zombies win. However, if the round's time is depleted and there is at least one cured player remaining, all zombies instantly explode and the non-infected team claims victory. The global clock can be set through server variables, though it automatically adjusts due to the player pool. (Setting the time limit to 0 will enable a sort of "endless" mode, where the timer counts UP instead of down. Bonus time is ignored; player actions won't affect the timer at all. The goal is to see how long you can last against your fellow man/woman/zombie/wartortle, and if the survivors can "time out" the clock a special message will be displayed and the round will end.) Only a few players occupying a server will reduce the time, while a server filled to the brim will greatly increase the time. Here are some proposed values for clock adjustments:

Few Players: x0.8
Average Size: x1.0
Many Players: x1.25
Server Busting: x1.5

In summary, Roboenza Hardcore has a lot of changes that separate it from other Roboenza modes, and even any modes currently offered in 8BDM. Though the zombies are now tougher to take down due to their constant respawning, a timer that can be refilled, and the new charge slash, their job is made tougher by the added defense of non-infected players and the new Medal system, which can give things like theoretically infinite ammo or powerups like rapid fire. The survival aspect of the mode makes the game feel faster paced and adds a stronger emphasis on teamwork instead of just piling into a hallway and spamming Water Wave. Overall, I think the new mode will please fans of Roboenza as well as those looking for something new to try out.

I've already brought this up with Mess (several times, actually) but I kept forgetting to post it for his reference. With the recent bump, I finally have an excuse to put this here. Feel free to suggest things, make comments, or give compliments. Especially that last one. Boy, I sure do love some positive reinforcement.

i would just say this is mm8bdm's version of "INFECTOR"(or however its spelt)from halo , but there are some differences that make it not so halo-e..."halo-e"?

December 24, 2012, 04:24:13 AM
Reply #327

Offline TailsMK4

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #327 on: December 24, 2012, 04:24:13 AM »
I know this is a bump from about a month ago, but if I remember right, there is some leeway from the rules of necrobumping if the content is "important" enough.

...So anyway, are there any plans at the moment to port any of these modes to V3A? Vanilla is nice for a change, but DM is already boring to me, and CTF...just not many people do it. From what I've seen of testing servers, Classes is almost ported to V3A, so why not some other modes as well?

December 24, 2012, 05:49:50 AM
Reply #328

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #328 on: December 24, 2012, 05:49:50 AM »
That's true. Trying out new stuff is nice and all, but I'd like to go back to Ragenza. So, who will be doing the conversion and fixing ('cause, you know, claw range is totally borked again and the "climb checker" is too sensitive)

December 24, 2012, 03:42:22 PM
Reply #329

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Other Creations (Upd. 5/9/
« Reply #329 on: December 24, 2012, 03:42:22 PM »
I'm working on it, but it is the holidays here in the states so I'm tied up mostly with that.  Roboenza does have a small problem that I have yet to work around.  In Skulltag if a player is 'morphed' and no skin is defined then it uses whatever skin the player was using (so, I'd be Metal Man for example) but in Zandronum, I revert to a Mega Man skin.  I may just hard define the skin to Doc Robot or Zombie or somethin, dunno yet.  Likely the first mode I will finish is Bot Apoc since it requires the least changes (aside from balancing things to account for the bots now being a bit less stupid).  Also, this isn't a topic you can really necro bump since it is still relevant.