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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Sun Oct 14, 2007 11:40 am    Post subject: Hunt or be Hunted Reply with quote

(Get the latest release here!)

Hunt or be Hunted is my attempt at a teamplay Humans versus Fiends elimination gametype.

Actually, to be more precise it's a soft elimination gametype: Eliminated players can still play, but they won't be as strong as regular players. Should an eliminated player make three frags, they'll respawn as a regular player again. So to win rounds you need to keep the regular players on your team alive whilst helping the eliminated players make frags.

Right now the mod is fairly basic - I'm planning on adding in a upgradable class system, custom HUDs for each team and a number of other gametypes (including my own take on a RTSFPS gametype - but that's a long ways away). Think AVP mixed with Tremulous and you'll have an idea of what I'm trying to (eventually) accomplish with this.

This release *should* work in any NQ engine (issues have cropped up with FTE however..), but I'd recommend you run it in DarkPlaces just because. =)

Anyway, http://shub-hub.com/files/mods_multiplayer/HOBH_r1.zip

Once you've tried it, please play a few rounds with us - Urre's server will be up most for the day, just connect to 213.114.202.22:26000 and play. =)


Last edited by Supa on Fri Jun 26, 2009 10:28 pm; edited 2 times in total
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scar3crow
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Tue Oct 16, 2007 2:05 pm    Post subject: Reply with quote

*bump*
play this people, it is quite fun, Monster and I will testify of such
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Dr. Shadowborg
Inside3D Staff


Joined: 16 Oct 2004
Posts: 726

PostPosted: Tue Oct 16, 2007 4:18 pm    Post subject: Reply with quote

I have. It's not bad, though it is kinda vanilla and plain atm. Also, rounds seemed kinda short to me, but goes rather fast and violent.

I did try to connect to urre's server the day this came out a couple of times, but couldn't.

Overall, has a great amount of potental.

Incidentally, it also kinda reminds me of LTH's Fiend Hunted.
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scar3crow
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Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Tue Oct 16, 2007 5:21 pm    Post subject: Reply with quote

The pacing of the combat is widely affected by the map
a2 tends to be consistent medium battles that last a while
ultrav is very random with some rounds being maybe 10 seconds and others lasting minutes

The mod really shines when you play it on a wide variety of maps (and oh god it is fun when you get Mimic).
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Wed Oct 17, 2007 11:28 am    Post subject: Reply with quote

Dr. Shadowborg wrote:
... though it is kinda vanilla and plain atm. ...

Agreed. I'm working on finishing the design for the upgradeable class system mentioned above, hopefully once that's implemented the mod will start to feel more fleshed out.

Dr. Shadowborg wrote:
... Also, rounds seemed kinda short to me, but goes rather fast and violent. ...

One of the things I dislike about round based games is waiting ages to play again if I end up dying. I know the whole point of a round based game is to avoid dying, but punishing the player for making a mistake and punishing them just because they didn't react fast enough both put the player in 'time out', and they both lead to frustration.

OTOH a round based elimination game adds quite a bit of tension to the game and it *does* coerce the player into valuing their life. The key thing is to strike a balance between making the player value their life and punishing the player for not being careful. So I think short rounds with a soft elimination mechanic tend to work out best for round based games, but that's my opinion - I could be wrong. =)

Also, I was aiming for 'intense', but 'fast and violent' works just as well. =)

Dr. Shadowborg wrote:
... Incidentally, it also kinda reminds me of LTH's Fiend Hunted. ...

Incidentally, three of my favorite mods happen to be LTH's - Tanx, CyberQuake and Fiend Hunted. =)

I *swear* the resemblance is accidental, but I will admit that FHD left a lasting impression with me. I've always been a fan of the Fiend Hunter 'genre' and I've always wanted to create a team based game that was just as intense as playing FH SP. FHD was close to what I wanted in such a game, but after my time in Tremulous I've had an itch to try my hand at a RTSFPS game. However I needed a basic gametype to test things out in and I also wanted to try out a few ideas I had WRT soft elimination, so thus HOBH mode was born.

</ramble>

That said, I'd love to see LTH or anyone else make an update to FHD someday. Being able to play FHD in DP with the custom FHD HUD would be *really* nice. =)
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Oct 17, 2007 12:15 pm    Post subject: Reply with quote

You play Tremulous? What servers? Smile
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Wed Oct 17, 2007 12:43 pm    Post subject: Reply with quote

Sajt wrote:
You play Tremulous? What servers? :)

I haven't played for about a year now, I think. I didn't really stop playing, it's just that the community has apparently became, er, less than optimal.

I was involved in the prestandalone days and fondly remember playing with people who actually played as a team - people who valued teamwork over score counts. I had to attend to Real Life Issues shortly before the 1.1.0 release and during that period I didn't have the energy to play it anymore.. Eventually said RLI were resolved and I poked around a bit but by that time the playerbase had gone to pot, so I just kind of shrugged my shoulders and resumed modding. =|

I'd like to play again someday, but most of my energy is directed towards modding now and when I do (rarely, now) play games online it tends to be ye olde Rocket Arena or CRCTF. =)
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Wed Oct 17, 2007 12:58 pm    Post subject: Reply with quote

Your mod is cool. I tried it against the FrikBots. My main gripe is that the enemies often spawn where they died :X. I was the last human left, and walked into a room with one grunt and two fiends. Managed to kill the fiends, only they both respawned in the same room Sad
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F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.


Last edited by Sajt on Sat Jan 19, 2008 12:58 am; edited 1 time in total
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dayfive



Joined: 10 Nov 2006
Posts: 77

PostPosted: Sat Jan 19, 2008 12:55 am    Post subject: Reply with quote

this mod is really fun on DM1
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Wed Jan 23, 2008 2:31 pm    Post subject: Reply with quote

dayfive wrote:
this mod is really fun on DM1


Long time no see dayfive, what's up?

Off-topic: I recently saw the movie Stealth which you worked on sound software for, I agree the plot is flimsy (although I did like the overall plot arc), really I think it was the details in the plot that fell flat, amazing how little it takes to turn a potentially good movie into a bad one - nice CG and sound though Smile
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Sun Mar 02, 2008 7:07 pm    Post subject: Reply with quote

Hi.

The next release version is probably going to take quite a while (since I'm also working on a bot for Gloom..) so I'm taking a brief break to write a patch for r1. I'm mostly going to try to resolve the last few outstanding issues (mostly with the respawn system) and implement a few things to make online play less of a pain.

Also I'd like to fix the balance issues (all I can say right now is I like CaptureStrike's scoring method..) and maybe add a new game mode or two. If I get *really* bored I might add in elements planned for the next release.. We'll see. :)
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Mon Mar 24, 2008 8:15 pm    Post subject: Reply with quote

Supa wrote:
The next release version is probably going to take quite a while (since I'm also working on a bot for Gloom..) so I'm taking a brief break to write a patch for r1. I'm mostly going to try to resolve the last few outstanding issues (mostly with the respawn system) and implement a few things to make online play less of a pain.


How goes it?

Supa wrote:
Also I'd like to fix the balance issues (all I can say right now is I like CaptureStrike's scoring method..) and maybe add a new game mode or two. If I get *really* bored I might add in elements planned for the next release.. We'll see. Smile


What is CaptureStrike's scoring method?
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Tue Mar 25, 2008 5:15 am    Post subject: Reply with quote

LordHavoc wrote:
How goes it?


Ack, I got distracted (again) and I completely forgot about the patch, sorry. :| If it's any consolation I managed to remove (almost) all of the (nasty, ugly, horribly stupid) fat from the r1 source before I forgot about this, so it shouldn't take too long to produce a patch once I get around to it..

LordHavoc wrote:
What is CaptureStrike's scoring method?


Basically each round is made up of two turns and teams swap sides (attackers and defenders) at the end of each turn, so each team will play both sides in one round. Only the attacking team can score points in a turn - the goal of the defending team is to prevent them from scoring points. After both teams have taken turns playing each side, the team scores are compared. If neither team has accumulated enough points to win or a tie game occurs, additional rounds of two turns each will be played until one team accumulates enough points to win.
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Thu Sep 11, 2008 10:38 pm    Post subject: Reply with quote

Sorry for taking so much time for getting r2 ready, here are the changes from r1:

* Weaponset has been condensed to spawn weapons + one pickup for each ammo type, Fiends must pick up weapons to gain mutations - map control actually matters now.

* Powerups have been added back in.

* Throws added - collide with a player at a high enough speed and you'll launch them up a bit, giving you a chance to land free hits for a while.

* Fiends will drop Egg pickups on death, which give Hunters a health boost and promote Broodlings.

* Fiends/Broodlings can juggle players in midair with repeated slashes. Works best when you corner Hunters in places like DM3's central atrium.

http://shub-hub.com/files/mods_multiplayer/HOBH_r2.zip
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Thu Sep 11, 2008 11:15 pm    Post subject: Reply with quote

Sounds good, now update your booth in a way that doesn't make it sound dull (because it really isn't). An action screenshot alone, maybe a bulleted list, a list of powerups the fiends can have, things like that =)
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