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Author Topic: [Event] Agent Under Fire  (Read 6979 times)

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Troy

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[Event] Agent Under Fire
« on: February 04, 2012, 09:43:01 pm »



Agent Under Fire

After
two long weeks of work, I am proud to announce that Agent Under Fire is ready for testing.  Once I get the bugs worked out, I'll be hosting a 24 hour event on the Quantum Alliance server so everyone can try it.  Later on, I'll be releasing the mode to the public.  Agent Under Fire is a hodgepodge of Live and Let Die, You Only Live Twice, Casino Royale, and Gun Game.  If you enjoy these game modes, you will thoroughly enjoy this one.

Description


A player is randomly selected from MI6 and Janus to be their team's key player. The key player on MI6 is James Bond. The key player on Janus is General Ourumov. The key players start the round with a shotgun and their team members start the round with a level 1 weapon. In order for the team players to level up to the next weapon, their key player must kill a player on the opposing team. Once per round, the key players have the ability to increase their walking speeds by using their voodoo powers. Each player is given two lives during the course of the round. The first team to kill their opposing team's key player wins the round.
Information
Date: February 11th
Time: 5pm EST - 5am EST
Server: [-QA-] Quantum Alliance | New York City | Classic Sets (206.217.128.12:27015)

Do not miss your opportunity to try this brand new game mode.
« Last Edit: February 11, 2012, 03:35:10 am by Troy »
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The Cy

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Re: [Event] Agent Under Fire
« Reply #1 on: February 07, 2012, 12:12:16 am »

I tested it out today and it flows very well, like a hungry vagina. I think its a very classical, movie-based gameplay. two teams, two rivals, fighting against each other, supported by their (hopefully brave) colleagues. saturday night is big gaming fun night on the QA server. spread the word, people
« Last Edit: February 07, 2012, 12:17:10 am by The Cy »
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Troy

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Re: [Event] Agent Under Fire
« Reply #2 on: February 07, 2012, 12:20:48 am »

I have some bugs to fix now.  Thanks Cy.
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Rick Astley

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Re: [Event] Agent Under Fire
« Reply #3 on: February 07, 2012, 09:43:54 am »

yeah it was very good...i enjoyed testing it aswell
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Wake[of]theBunT

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Re: [Event] Agent Under Fire
« Reply #4 on: February 07, 2012, 11:25:26 am »

Nice work Troy! I hope to test myself soon too. I smell a perfect candidate PR item for next community update ;)


*installs GES after latest upgrade to win7 ultimate 64bit and 8GB memory* (up from XP 32bit professional 2GB memory)
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Gabbo

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Re: [Event] Agent Under Fire
« Reply #5 on: February 09, 2012, 03:00:58 am »

I tested it out today and it flows very well, like a hungry vagina.
You couldn't think of a better metaphor than that?
Will try to check this out before the 11th if I can, and certainly on the 11th if possible.
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Troy

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Re: [Event] Agent Under Fire
« Reply #6 on: February 09, 2012, 04:24:48 am »

I have diligently been debugging my mode and I'm proud to announce I have one known bug left.
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killermonkey

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Re: [Event] Agent Under Fire
« Reply #7 on: February 09, 2012, 06:04:21 am »

Send it to me when you think you are done
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Re: [Event] Agent Under Fire
« Reply #8 on: February 09, 2012, 07:42:31 am »

Very Nice!  Good Work Troy looking forward to the 24hour gaming
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liamcadhain

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Re: [Event] Agent Under Fire
« Reply #9 on: February 09, 2012, 04:54:00 pm »

I have diligently been debugging my mode and I'm proud to announce I have one known bug left.

Congrats on the debugging man. I'll try and make it to the server sometime during the day if I don't get too snowed under by college assignments. In any case good luck with everything on the day!
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Troy

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Re: [Event] Agent Under Fire
« Reply #10 on: February 11, 2012, 03:28:14 am »

Eager players, unfortunately the event is going to be delayed because I have to work tomorrow.  It will start at 5pm (EST) instead.

(Updated the time in the first post.)
« Last Edit: February 11, 2012, 03:36:24 am by Troy »
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Re: [Event] Agent Under Fire
« Reply #11 on: February 12, 2012, 01:53:23 am »

Found several serious bugs:

1. The special player is the same every round
2. The adrenaline, when used, is active even after round restart (ie it never stops)
3. The adrenaline bar goes away after the first round
4. If a player changes teams as the key player (forced or otherwise) they remain the key player on the other team. This leaves one team with two key players and the other with none.
5. Elimination does not make any sense in this game mode and makes the weapon rotation worthless.
6. I never had a shotgun as a key player

Some cosmetic issues:

1. The key player should be colored white in the scoreboard
2. It is not very obvious that you are the key player when the round starts
3. When I try to choose a character that is the key player type it doesn't tell me why the character menu keeps popping back up (hint: look at LALD)

So I suggest removing the elimination mechanic entirely. Also, the round shouldn't end when the key player dies. Ending the round pretty much forces every round to be played on DD44's or PP7's essentially, thus defeating the premise of the scenario.

The scenario is good, but needs a serious amount of work. v4.2 will really enhance the gameplay with the use of objective icons and team icons.
« Last Edit: February 12, 2012, 02:08:59 am by killermonkey »
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Troy

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Re: [Event] Agent Under Fire
« Reply #12 on: February 13, 2012, 01:56:56 am »

The whole point of the event was to give the public a taste of the mode and find more bugs.  I didn't expect it to be perfect.

Found several serious bugs:

1. The special player is the same every round
No it's not.  At the beginning of the event, it was randomize.  Something happened that broke it.  I have fixed it.

2. The adrenaline, when used, is active even after round restart (ie it never stops)
I will look into this but I think I fixed that.

3. The adrenaline bar goes away after the first round
That is because the players weren't randomizing.

4. If a player changes teams as the key player (forced or otherwise) they remain the key player on the other team. This leaves one team with two key players and the other with none.
Thank you, I will look into this.

5. Elimination does not make any sense in this game mode and makes the weapon rotation worthless.
I'm not removing elimination.

 
6. I never had a shotgun as a key player
Fixed that.  Again, when I left the randomization wasn't working.  This means the key player abilities were not given.  I now have the shotgun in the giveplayerweapons function.

1. The key player should be colored white in the scoreboard
It is white.  Again, I already said the players weren't randomizing causing all sorts of issues.

 
2. It is not very obvious that you are the key player when the round starts
Yes it is.  There's a HUD saying, "You are the key player" and also a showpopuphelp.  The help's code was faulty and has been fixed.

3. When I try to choose a character that is the key player type it doesn't tell me why the character menu keeps popping back up (hint: look at LALD)
No, you need to look at LALD.  When you are the baron, and you choose him, it takes 4 - 5 times for the HUD to say, "You are Baron Samedi".  When you're not the baron and you try to choose the baron, you have to also do it 4 - 5 times for it to say, "You may not impersonate Baron Samedi."

So I suggest removing the elimination mechanic entirely.
No, every player gets two lives.

Also, the round shouldn't end when the key player dies.
Yes it should.

 
Ending the round pretty much forces every round to be played on DD44's or PP7's essentially, thus defeating the premise of the scenario.
Poorly defending your key player ends the scenario.  There are only 4 opportunities to level up.

 
The scenario is good, but needs a serious amount of work.
No, the version you tried needs a serious amount of work.  The version I have on PC (bugs that I have fixed that I found during the event) is nearly perfect.  You told me to send the game mode to you when I was done.  I haven't sent it to you yet.
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killermonkey

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Re: [Event] Agent Under Fire
« Reply #13 on: February 13, 2012, 02:12:28 am »

Since you are being a dick about my very constructive feedback BASED ON THE GAME MODE THAT EVERYONE PLAYED you can go on by yourself.

The mode was fundamentally flawed with elimination and round ending immediately on key player death. If you can't accept that then maybe you can accept it when no one plays your mode.

How the fuck am I supposed to know that you "fixed" bugs when the fix wasn't even released or mentioned in your posts.
« Last Edit: February 13, 2012, 02:15:39 am by killermonkey »
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The Cy

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Re: [Event] Agent Under Fire
« Reply #14 on: February 13, 2012, 10:43:11 am »

there were indeed very short rounds. the people who didnĀ“t know the gameplay were very confused sometimes, because it interrupted so directly. why not make it like LALD where the ending of a round is extended by a text information and the fading music? text information could be "The Janus / MI6 key player has been killed"
and maybe the key players could start with a body armour from the beginning, so it would be not THAT easy to kill them. the key player needs too be stronger. he has the burden to kill people in order to level up his own team, so he always runs straightly into the action.
« Last Edit: February 13, 2012, 10:50:43 am by The Cy »
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Re: [Event] Agent Under Fire
« Reply #15 on: February 13, 2012, 10:17:45 pm »

Since you are being a dick about my very constructive feedback BASED ON THE GAME MODE THAT EVERYONE PLAYED you can go on by yourself.
I do not need your help.  Thank you for what you provided for me.

The mode was fundamentally flawed with elimination and round ending immediately on key player death. If you can't accept that then maybe you can accept it when no one plays your mode.
I can accept that fact it's not what you envisioned but I will not accept the fact that no one wants to play it.

How the fuck am I supposed to know that you "fixed" bugs when the fix wasn't even released or mentioned in your posts.
I knew about every bug you posted but the team change one.  I did not have enough time to post about the bugs.  My goal was just to get a semi working version up so the public could play it.
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Re: [Event] Agent Under Fire
« Reply #16 on: February 15, 2012, 10:42:15 am »

I do not need your help.  Thank you for what you provided for me.

Don't need help, but taking it anyway.

Quote
I can accept that fact it's not what you envisioned but I will not accept the fact that no one wants to play it.

Considering that most people leave the servers once there's something other than regular DM/TDM, I doubt anyone play on your GM unless they're bored to death and have nothing to do on their day.

Quote
I knew about every bug you posted but the team change one.  I did not have enough time to post about the bugs.  My goal was just to get a semi working version up so the public could play it.

Right, so basically it's like you'd release a game full of major bugs before you finished developping. So ges dev team, you know what to do: Release 4.2 now, we'll play with the bugs until you release a 4.2.x. NP.
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terps4life90

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Re: [Event] Agent Under Fire
« Reply #17 on: February 15, 2012, 11:42:28 pm »

Usually, when you fix bugs, more bugs can occur.
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Troy

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Re: [Event] Agent Under Fire
« Reply #18 on: February 16, 2012, 11:56:13 pm »

The original plan was to have the game mode complete and polished before the event.  However, work and school took priority.  So instead of not delivering anything at all, I delivered what I had done.  At one point, I thought I only had one bug left, but I soon discovered many more.  I received messages about the mode from various people detailing many bugs.  Once I release this mode to the public, this will not be the case.

For those of you that have never made a game mode, it is an long and tidious process.  I am trying to my best to deliver a flawless game mode.
« Last Edit: February 16, 2012, 11:58:12 pm by Troy »
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