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Editing and Customization => Featured Releases => Community Content => Past Versions => Topic started by: Troy on February 17, 2012, 03:01:37 am

Title: [Gameplay] Agent Under Fire (Final)
Post by: Troy on February 17, 2012, 03:01:37 am
(http://imageshack.us/a/img43/1696/aufw.jpg)
 

Agent Under Fire

Description

At the start of the round, a player is randomly selected from MI6 and Janus to be their team's VIP. The VIPs are given a shotgun and a usable adrenaline shot, while their bodyguards are given a level 1 weapon. In order for the guards to level up to the next weapon, their VIP must kill an opponent. If a VIP dies, they will be eliminated and one of their guards will take their place. The first team to kill all of their opposing team's VIPs wins the round.

Say Commands

!level - Prints your team's current level.
!weapons - Prints your team's weapon levels.
!voodoo - Activates your adrenaline shot if you are the key player.

Credits

Casino Royale - Euphonic
Live and Let Die - VC
You Only Live Twice - Killer Monkey
Gun Game - Killer Monkey and Lodle

Link

Download Here (http://www.mediafire.com/?zlcq91egntz86k6)

This game mode is defunct.  I may rework it at a later time.
Title: Re: [Gameplay] Agent Under Fire
Post by: Troy on February 17, 2012, 11:38:45 pm
The above post has been updated.  The public version has also been uploaded to the QA server and put into the game cycle's rotation.
Title: Re: [Gameplay] Agent Under Fire
Post by: Troy on February 20, 2012, 10:31:46 am
There has been an update.  You can play 1 on 1 (key player vs key player), there's a delay in between rounds, and various other bugs have been fixed to improve the game mode's playability. For those who you that have not tried this yet, it's a must. The QA server is running it 24/7 again.
Title: Re: [Gameplay] Agent Under Fire
Post by: Troy on February 21, 2012, 06:23:46 am
Once again, the mode has been updated to address things KM wanted implemented.
Title: Re: [Gameplay] Agent Under Fire
Post by: Proxie on February 21, 2012, 07:10:19 am
I'll try the updated version ASAP sweet pea.  Maybe me and you can have a little 1v1 time?
Title: Re: [Gameplay] Agent Under Fire
Post by: Troy on February 21, 2012, 09:53:27 am
I'll see you in game.
Title: Re: [Gameplay] Agent Under Fire (final)
Post by: Troy on February 25, 2012, 04:42:23 am
The game mode has been finalized.  The above download link has been edited.
Title: Re: [Gameplay] Agent Under Fire (final)
Post by: Rick Astley on February 25, 2012, 05:11:19 am
roger that
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 09, 2012, 11:43:57 pm
When I made this game mode, I thought it would be more popular.  Is there a reason why I've never seen it on anyone's server?  Do people not like it or is it broken?  I spent a while making it and it disappoints me that there wasn't much interest shown.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Rick Astley on April 10, 2012, 01:48:04 am
maybe the server doesnt rotate gamemodes that often? i mean everytime i play im usually on deathmatch or flag tag...with the ocassional LALD
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: namajnaG on April 10, 2012, 02:11:39 am
I never played this mod, It's simply not on any default rotations I guess.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 10, 2012, 02:24:16 am
No it's not.  I find that sad.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: The Cy on April 10, 2012, 08:04:32 am
yeah, I really don´t understand why people play the same things over and over again but also complain about the lack of updates and innovations at the same time.
I think agent under fire is a good gameplay and much more fun than modes like living daylights. I would accept people saying: "no, i don´t like it." but either they don´t know about it or they just don´teven try it out, because of clan hostility or stupid prejudices. they say: "I don´t like troy, so I won´t ever play his stupid gamemode." and that´s just childish. I think this mod can´t afford this community divisiveness. tolerance and sincerity should be the key words
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 10, 2012, 08:07:57 am
"I don´t like troy, so I won´t ever play his stupid gamemode." and that´s just childish
It's one thing to not like me but it's another to not even bother trying out a mod because of it.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: namajnaG on April 10, 2012, 03:29:56 pm
"I don´t like troy, so I won´t ever play his stupid gamemode."

I HARDLY think that's why it ain't on rotations, Seriously, This community, As I know it, Doesn't act like that. I never heard anyone complain about the lack of updates either.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: terps4life90 on April 10, 2012, 06:52:29 pm
I don't remember the last time i played it either. From the day it was released to now i have play your mode about 2 times. So if you want some closure I suggest talking to the server owners.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 10, 2012, 09:14:51 pm
There's always the hope that it will be more popular when the 4.2 game mode pack (Uplink, Launch Code, and Auf) is released.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: PPK on April 11, 2012, 08:30:38 am
We'll see... I have spoken to the other guys about including the mode. I haven't tried it myself but it seems like a welcomed break and the idea is solid, as I think I mentioned on one of my previous posts on one of the previous threads you made for AuF. I don't think it would hurt if it shows up once in a while.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: WNxRicky on April 11, 2012, 05:18:35 pm
I wasn't aware this mode existed. Anyways, I think it would be suitable for our servers.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 12, 2012, 12:54:49 am
I was constantly updating a while ago.  I even made an event so people would get more familiar with it.  I was looking at it again, and I found some more things I want to change. :P
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: PPK on April 12, 2012, 08:17:37 am
We usually wait for a final version to come along, plus the server changes we're operating didn't leave space for new modes to be added right away.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 13, 2012, 09:38:00 am
I had to fix a problem Euphonic pointed out of the key player going spectator, the mode selecting a new key player, and the previous key player rejoining the game.  The key player will now be eliminated to prevent him or her from rejoining the round.  I also fixed the problem of a key player disconnecting or changing teams when the round was over, and having it select a new key player.  The key player should not be selected if the round is over or in between rounds.

The download link has been updated.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 24, 2012, 06:49:41 am
In preparation for 4.2, this mode has been overhauled.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: PPK on April 26, 2012, 10:18:35 am
I have finally managed to play AUF yesterday and it was quite nice, to be honest. You have to work as a team or else you're screwed (so you have to hope your team knows what a team is...)

I have a question, though: what's the weapon progression? I noticed you jumped from a DD44 or a PP7 to a D5K and soon you'd have an AR33 in your hands. Isn't that a bit drastic? The matches end quickly and if the key player manages to score a couple of kills, his team will be armed with some serious firepower pretty quickly (especially considering the fact he other team may be a level or more below - an AR33 is serious firepower against almost any other weapon).

Does this progression also depend on the number of players? As in, the more people that are playing, the smoother is the progression, and vice-versa?

I just felt it needed a smoother weapon progression for it to be more enjoyable. The matches ended pretty quickly, anyway, and we weren't many in the server (teams of four at the time) and the map in question had tight corridors where all the shooting took place so it was easy to funnel everyone into a trap and make an easy killing. I felt the mode needed longer matches, but maybe that's just me and I love playing in teams so I always want team matches to last longer (and the rounds as well).

This smoother weapon progression could also help when the key player is left alone: he only has a shotgun to fend off the enemy team and they may be armed well (or too well) and that is practically game over for him. Sure, you can engage the turbo and bail out but 3 or 4 guys shooting at you will end your run pretty quickly, especially if the map's hard to navigate at a high-speed (a map with many corridors, handrails, stairs, etc.)
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 26, 2012, 09:35:01 pm
I have finally managed to play AUF yesterday and it was quite nice, to be honest.
Thank you.

I have a question, though: what's the weapon progression?
MI6 - PP7, ZMG, KF7, AR33, Laser
Janus - DD44, D5K, KF7, RC-P90, Laser
KM made both of them.

I noticed you jumped from a DD44 or a PP7 to a D5K and soon you'd have an AR33 in your hands. Isn't that a bit drastic?
The key player needs to get three kills for that to happen.  He's putting quite a lot on the line to do this.

Does this progression also depend on the number of players?
No

I felt the mode needed longer matches, but maybe that's just me and I love playing in teams so I always want team matches to last longer (and the rounds as well).
If everyone understand how to play the game mode, the matches are very long and quite fun.  Just ask Cy.

This smoother weapon progression could also help when the key player is left alone: he only has a shotgun to fend off the enemy team and they may be armed well (or too well) and that is practically game over for him.
He should never be left alone.  The shotgun is just enough fire power for the key player to be effective but not a rambo.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: killermonkey on April 27, 2012, 12:46:34 am
The weapon progression that I proposed to Troy makes sure there is commensurate reward for teams that utilize their key players whilst protecting them as well. This rewards team work and a well functioning team will surely end the round quickly, thus earning points. I see nothing wrong with that.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: PPK on April 27, 2012, 11:14:08 am
It was quite a confusion when I played, then. The key player usually ended up killing the other team's key player so I never had the chance of seeing the full weapon progression (and when I saw the AR33 it was because my whole team had been killed...)
That progression seems fine, now that I see it. If your whole team is murdered by the other team's key player, you'll be in a hairy situation but that's your fault. I will have to play longer matches with more people to comment any further, or just accept what you two just said, since everything seems reasonable. I guess it all boils down to the quality and organization of your team.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 27, 2012, 04:01:44 pm
If you look at the first post, you can always just type !weapons and it will print the loadout.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on April 30, 2012, 07:58:59 pm
I came across a bug yesterday after playing with a large group a people.  The mode was switched to AuF half way through the match.  A player had selected Ourumov in the previous mode.  AuF continued to let him be Ourumov which caused a costume problem.  A costume prevention has been implemented for both team's bodyguards to prevent this problem from occurring.

- I have updated the download link's version.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Excidium on May 03, 2012, 04:27:54 am
nice job on finishing    I shall upload it to 1138 servers now.....was waiting for the final
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on May 03, 2012, 05:56:39 am
Thanks for uploading it to your servers.  I cannot even begin to fathom the amount of time and effort I put into this mode.  I hope the community enjoys it.  ;-)
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on July 14, 2012, 06:10:52 am
This game mode has just received an update.

!weapons now prints the team's weapon levels to a box versus chat.
The help string has been condensed, and the say commands are included at the bottom.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: TriDefiance on July 22, 2012, 02:58:08 am
@Troy
In my opinion upon playing this gamemode, the DD44 is far more OP than the PP7. This in turn gives Janus a huge lead. Is there a way to provide both teams with the same starter weapon?
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on July 22, 2012, 03:25:43 am
I don't know where you got your facts from, but I got mine from the Wiki...

The PP7 and DD44 do exactly the same damage.  The PP7 is actually better because it's more accurate.

This list was chosen for a reason for both teams:

MI6: PP7, ZMG, KF7, AR33, Moonraker
Janus: DD44, D5K, KF7, RC-P90, Moonraker

Level 1: Damage and fire rate are the same.  MI6 has a slight advantage because their weapon is more accurate but Janus has one more shot in their magazine.
Level 2: Damage is the same.  Janus has a slight advantage because their weapon is more accurate but MI6 has more bullets.
Level 3: KF7s
Level 4: Fire rate and accuracy is the same.  Janus' weapon has a larger magazine size but MI6's weapon can zoom.
Level 5: Lasers
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: TriDefiance on July 22, 2012, 03:29:15 am
I'm not saying your weaponset is bad or anything, I'm just saying if a player was to shoot MI6 with constant headshots with the DD44 compared to the PP7, you'll notice the difference. Idk, it's something I observed.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: PPK on July 22, 2012, 09:02:38 am
I'm not saying your weaponset is bad or anything, I'm just saying if a player was to shoot MI6 with constant headshots with the DD44 compared to the PP7, you'll notice the difference. Idk, it's something I observed.

You'd have to be close to score 8 consecutive headshots with the DD44. That or be very very good. I personally think things are quite well balanced in terms of weaponsets. The DD44 loses a bit on the long range but has one extra round. It wouldn't be so much fun if everyone simply had the same weapons. The only "big" difference is on the last tier since the P90 can deal an extra 20 points of damage but then again, aim your shots and you can make a dent, or even kill, its wielder (though the goal is to chase the coward with the shotgun).
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on July 22, 2012, 07:20:10 pm
I agree.  The only big difference is RC-P90 vs AR33.  The RC-P90 does slightly more damage and the has a larger magazine size.  However, those two weapons are the close as I can come to equality.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on July 27, 2012, 09:20:41 am
I've spent a few days porting this game mode to 4.2.  It will be ready for testing tomorrow.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on July 28, 2012, 01:24:02 am
I've updated the first post with a 4.2 version for the Devs and BTs to try.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on August 06, 2012, 12:03:18 am
Since 4.2, there is a bug with this mode.  When the game mode is changed or the bots are reloaded, the GETracker complains about errors.  This may be an issue related to 4.2.  In light of this, the download link will be removed until further notice.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: WNxEuphonic on August 06, 2012, 01:08:06 am
Since 4.2, there is a bug with this mode.  When the game mode is changed or the bots are reloaded, the GETracker complains about errors.  This may be an issue related to 4.2.  In light of this, the download link will be removed until further notice.

I also get these in my gameplays that use GETracker, it seems to not actually affect the gameplay at all.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on August 06, 2012, 02:09:25 am
KM has provided me with his upcoming patch.  This has fixed the problem.

(Link updated)
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: The Cy on August 06, 2012, 09:37:51 am
would be cool to see a triple alliance composed of arsenal, agent under fire and TDM in the next official patch. I think they work quite well now. what do you think?
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on August 06, 2012, 03:24:30 pm
Yea, that would be.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on September 29, 2012, 08:29:22 pm
I made some changes to this game mode that I didn't publicly announce.  Instead of the VIP dying, and the round restarting, when the VIP dies, he will be eliminated, and one of his guards will take his place.  When all the VIPs have been eliminated, the surviving team will be declared the victors, and the round will restart.  This helps cut down on short rounds and new players ruining the game mode.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on October 16, 2012, 04:39:03 am
I made a new star icon for the VIPs.  I'll release an update for this soon.

(http://img69.imageshack.us/img69/4889/starradar.png)
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: The Cy on October 16, 2012, 09:14:59 am
looks cool!
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: liamcadhain on October 16, 2012, 08:29:57 pm
Nice icon Troy
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: namajnaG on October 16, 2012, 08:39:47 pm
Good stuff.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on October 17, 2012, 01:27:32 am
The update is now available.  I have the latest version running on my server.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on February 11, 2013, 03:41:38 am
Minor changes

- Changing the cvar value of auf_adrenaline will no longer end the round prior to the round beginning.
- Added an EmitGameplayEvent when the warmup started.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Troy on February 11, 2014, 01:57:14 am
I'd like to revive this game mode.  Does anyone have any ideas in what should be changed?

Change list

- Make the game mode start when it's 1 on 1.
- Create a Showdown! HUD message when it's 1 on 1.
- Possibly rework the Adrenaline into multiple shots.
Title: Re: [Gameplay] Agent Under Fire (Final)
Post by: Entropy-Soldier on February 11, 2014, 10:00:59 pm
Multiple adrenaline shots, perhaps adding up to a slightly shorter time, would be a nice change.  They would allow the VIP to escape from guards without then having an extra 5 seconds of super speed left over.  Whenever i was forced to use it, i would almost always go straight for the other VIP if he was close as it just felt like a waste otherwise.


One other thing I've always found a bit lackluster about this mode is the tendency for it to be decided right at the start.  The braver/luckier/tougher VIP will usually end up getting his team either RCP90's or lasers pretty quickly, as the shotgun easily beats out the DD44/PP7.  This then makes it near impossible for the enemy VIP to get his team an arsenal that competes, since the shotgun is mostly outclassed by the higher level weapons.  The match will usually go on for a few more minutes, but the outcome is pretty much decided once the first VIP goes down.  I think this mechanic worked well with the old system, where there was just one VIP, as it prevented things from getting too campy as a VIP that did nothing would soon get chewed up by P90 spam.  However, with multiple VIPs i think the that the advantage is a bit too persistent. 

Perhaps have a team's weapons drop a few levels or reset when they successfully kill a VIP.  This would still encourage VIPs to expose themselves and be proactive, as leveling up your team's arsenal would be a constant responsibility, rather than something you do at the start that lets you hide behind a wall of P90 spammers.  It would also help the loosing team regain ground, as their next VIP would have a much easier time defending himself and his team might have a weapon advantage over the enemy if the previous VIP got anything done.

This should be pretty easy to code up, so it's worth some testing if nothing else.  Can't wait for the new version!