Editing and Customization > Community Content
New mode
Entropy-Soldier:
Sadly neither is possible at the moment, at least not without a custom map.
Your new intro text is pretty cool, though!
John Doom:
:D Attachment updated! I put back the alarm sound (though I'm using the other not bugged file) and made sure targets only spawn after there are at least two players, as suggested by papel.
September is near and I don't think I'll be able to keep working on this mode for too long (I've still a video game to develop :D ). This mode is complete, anyway, I'm satisfied with the result. It may still need a bit of testing, though, checking for bugs and balancing the experience. What do you suggest me to do now, Entropy-Soldier?
--- Quote from: Entropy-Soldier on August 29, 2018, 04:21:44 pm ---Sadly neither is possible at the moment, at least not without a custom map.
Your new intro text is pretty cool, though!
--- End quote ---
No problem, it's just too bad I can't achieve everything I planned, but it's ok.
Thanks for the compliment :)
Entropy-Soldier:
Well, once you feel the mode is in its final state, at least for this version, make a thread and release it here:
https://forums.geshl2.com/index.php/board,98.0.html
We'll test it one final time at 8:30 PM EST tonight and I'll let you know how it goes!
John Doom:
:) Thank you! Though that means 1:30 am in my country, I'll be there this time :D
EDIT: :-[ nope, I got it wrong, it's 3:30. Unfortunately I won't be able to attend, sorry. Hope you'll enjoy it, though :)
Entropy-Soldier:
Well, we gave it a shot tonight for a couple of matches and it seems the recent changes made it pretty much impossible to win as Janus.
I was actually wrong about using CalculateCustomDamage to scale the max damage you can do, sadly. It does fix the hitsounds but due to the order things are processed in it actually doesn't change the max amount of damage a given player can take at one time...there are ways around this but they're all pretty elaborate. I'll look into adjusting things for 5.1.
With the scattered objectives the agent's very high max health is probably not needed anymore anyway. It's probably best to just let him start with a 2x damage bonus versus Janus that scales up to 4x once he has 4 tokens, and then only give him 4x the health at 16 players instead of 16x. This forces him to sneak around and attack weak points in the defenses instead of just running past the entire enemy team to get the objectives.
Removing armor spawns would also help quite a bit with discouraging the agent player from taking on the entire enemy team at once, as like in the original GE64 any damage taken would stack up.
It's a shame that you don't have more time to work on this mode, as it's certainly an ambitious one that no doubt needs a lot of live playtests and tweaking to get right. However I think implementing all of those changes I just listed would at least give each team a fair chance of winning.
Regardless of what you decide to do, good luck with your other game! I hope it works out for you.
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