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Author Topic: [Total Conversion] Under Siege  (Read 46622 times)

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June 18, 2013, 01:22:35 AM
Reply #165

Offline TheDoc

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #165 on: June 18, 2013, 01:22:35 AM »
I REALLY don't want to come across as selfish, but when can a release be expected? What will it have?

June 18, 2013, 01:28:28 AM
Reply #166

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #166 on: June 18, 2013, 01:28:28 AM »
Quote from: "TheDoc"
I REALLY don't want to come across as selfish
you already are

I really don't want you complaining like you did over at Strength in Numbers though so I'll answer question things possibly

Quote from: "TheDoc"
When can a release be expected?
when it's done

Quote from: "TheDoc"
What will it have?
nothing's concrete, but our projected totals are

3 Maps!
8 to 16 Classes!
24 Levels to grind!
32 unique Items!
All making for 1 exciting mod!

COLDY'S MOBIES: UNDER SIEGE
coming never 20XX

June 18, 2013, 08:37:01 PM
Reply #167

Offline Myroc

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #167 on: June 18, 2013, 08:37:01 PM »
So, I made some changes to Mordecai, juggling around a few of his skill mods and, most importantly, adding an actual background.

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June 21, 2013, 10:42:02 PM
Reply #168

Offline Ceridran

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #168 on: June 21, 2013, 10:42:02 PM »
This is totally going to end well will it no it won't but it might but it won't but it shall but it will never end well.

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What I have added doesn't instantly turn him into a Disabler, right? I hope not. You know, if every character in Dota 2 with some form of CC was instantly a Disabler, I think that nearly everybody would be a Disabler.

If you feel the percentages contain imbalance, (too low, too high, etc) feel free to edit them. I'm usually pretty bad at guessing what will happen with them.

June 25, 2013, 05:11:06 AM
Reply #169

Offline Hilman170499

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #169 on: June 25, 2013, 05:11:06 AM »
At least 2 pages haven't passed, but days had so I'll leave this here.

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June 29, 2013, 06:14:36 AM
Reply #170

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #170 on: June 29, 2013, 06:14:36 AM »
warning - NSFB
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Thanks to an incredibly attractive children's building tool, Coldy's Mobies: Under Siege is now 100% standalone. This means a number of things, the most important being that we can take advantage of new Zandronum features that 8BDM can't, due to being locked on to a single Zandronum build. Lego didn't stop being beautiful though, and now we have a smorgasbord of neat little shiny bits, including:

    Kill Streak support! End opponents' lives in rapid succession and get cool achievements like Killamanjaro!*
    Survival Spree support! Defeat opponents over your lifetime without falling yourself for corny titles like Godlike!
    Damage Over Time custom support! Now you can throw an explosive flaming poison flask that causes enemies to bleed!
    The turrets finally work properly. HOLY HELL. NOW THEY CAN SHOOT THINGS AND MAKE YOU DIE.
    Custom teams! We're still not sure what colours to make them, but hey, they're in now!
    Berserk added! Force opponents to stare at your firmly toned asscheeks and empty their weapon clips in fear!

There's some other changes in there too but honestly I can't even remember them all. Lego is a freaking baus, be sure to donate all of your monies in his general direction. On behalf of the Coldy's Mobies development team, I'd like to leave with a quick "thank you for your continued support, have a nice day".

* Awesome announcer voice from "The Halo Guy" Jeff Steitzer not included.

June 29, 2013, 07:50:36 AM
Reply #171

Offline Russel

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #171 on: June 29, 2013, 07:50:36 AM »
It's always nice when Smash bro likes things I do, because his reactions are over-the-top and it makes me feel appreciated.

Anyway, changes I plan to make are:
    Minion base for both ranged and melee - variants can be made at will as needed. Flying will probably be made later on but GRGGG.
    Team base cores - As of now called the Zenith; working name.
    Turrets - They need health bars.
    Siege Defense - announcer visual ques to tell you when a turret is under attack and (probably) reveal a direction to you as to where it is. (I have this planned, but it might clutter the screen or something, so I fully intend to run the idea by Cold Fusion before starting work.)
    Completed statuses - Having only Damage over Time, Berserk, Jamming, Silencing, and Disabling made, I need to finish the other effects like weighted, snared, disoriented, and distracted. After which, I will give indicators about their effects as icons above their heads in order to allow players around them know their effects.
    Nitpicking - there are a few dependencies left in the class base leftover from forking...gonna need to fix that.
    Other minute details - Turrets log how many kills they made, adding possibility for more cash/xp drops from turret kills as well as turrets getting kill sprees. Ring outs*, Shut Downs, and Denials** are soon to exist. Kill streaks don't have proper titles; this will be brought up with the dev team later. Current team names as I have them now are Crimson and Cobalt; this will probably take some time to resolve, but I like how they sound now.

If anyone has any questions or suggestions, now would be a pretty good time for them, I suppose, because we're doing stuff!

* Ring outs are when a player falls into a pit. The plan here is to try and have that earn a frag if an opponent assaults you into a pit. There is a special message when rung out by an opponent.
** Denials are when a player kills another during a streak, which requires at least two kills to achieve.

June 29, 2013, 11:12:26 PM
Reply #172

Offline Hallan Parva

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #172 on: June 29, 2013, 11:12:26 PM »
This is part "I'm posting so Lego doesn't feel bad about double posting" and part "he's been confirmed for eons but nobody outside of the dev team actually knew about it".

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June 29, 2013, 11:16:39 PM
Reply #173

Offline Russel

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #173 on: June 29, 2013, 11:16:39 PM »
And now to submit my character~

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June 29, 2013, 11:29:57 PM
Reply #174

Offline Balrog

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #174 on: June 29, 2013, 11:29:57 PM »
Quote from: "SmashBroPlusB"
lego is awesome
I would have helped you, you know. You just have to ask and give me a checklist of what you want done.

EDIT: making it standalone was completely unnecessary btw

June 29, 2013, 11:35:28 PM
Reply #175

Offline Russel

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #175 on: June 29, 2013, 11:35:28 PM »
The difference here is, I volunteered actively and did stuff...this would be the second time I rebooted a mod, the first being AwNet's reinception.

June 29, 2013, 11:37:44 PM
Reply #176

Offline Balrog

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #176 on: June 29, 2013, 11:37:44 PM »
Quote from: "Lego"
The difference here is, I volunteered actively and did stuff...this would be the second time I rebooted a mod, the first being AwNet's reinception.
I didn't volunteer because nobody asked me, therefore I assumed that coding was well in hand. (If "did stuff" refers to RNC, I left that hanging because nobody gave me info on what needed fixing.)

June 29, 2013, 11:45:04 PM
Reply #177

Offline Russel

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #177 on: June 29, 2013, 11:45:04 PM »
By did stuff, I mean I offered to work for CF, realized a small thing that is in most MOBAs, (that is class locking) and immediately knew how to make it on account of my knowledge of clientside scripts. After which I decided to make a turret system and upon realizing how bad the turrets were then, I made them better then made some status effects and a kill streak/spree system. Before I knew it, I had half the mod's vital systems completed.

June 29, 2013, 11:49:02 PM
Reply #178

Offline Hallan Parva

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#sadbuttrue #slamdunk #needburnheal
« Reply #178 on: June 29, 2013, 11:49:02 PM »
Quote from: "Balrog"
making it standalone was completely unnecessary btw
Among the advantages I brought up earlier, making the mod standalone also fixes a problem that's been plaguing Saxton Hale since the beginning of time...


Morons can't host this with Jax Classes.

June 30, 2013, 12:05:02 AM
Reply #179

Offline Balrog

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Re: [Mod/Game Mode] Under Siege (Working Title)
« Reply #179 on: June 30, 2013, 12:05:02 AM »
Morons don't know how to use alpha builds. MM8BDM should run just fine on 1.1.