Skullbag: A New Gamemode

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Qent
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RE: Skullbag: A New Gamemode

#21

Post by Qent » Tue Mar 19, 2013 1:52 am

That grenade launcher issue has been bugging me for a while. I've known the cause (an old/broken version of skulltag_actors.pk3), but not the source itself. Please download a fresh version from http://zandronum.com/download (the 1.0 "Core-only" archive should do nicely) -- that is the only place you should ever get skulltag_actors.pk3 from!

It was from BestEver; it's fixed now, but you should still download from zandronum.com, as that will have the most up-to-date version.
Last edited by Qent on Tue Mar 19, 2013 2:04 am, edited 1 time in total.

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RE: Skullbag: A New Gamemode

#22

Post by Jenova » Tue Mar 19, 2013 2:01 am

I've gone ahead and updated the skulltag_actors.pk3 on the BE wad repository to the newest version, in case anyone might not have it for some reason and needs to download it.
Last edited by Jenova on Tue Mar 19, 2013 2:01 am, edited 1 time in total.

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RE: Skullbag: A New Gamemode

#23

Post by W1D3A55 » Tue Mar 19, 2013 2:02 am

Suggestion: Possibly rename the mod to Scramble. The reason is mainly not to confuse it with Skulltag and just for the fact that the name sounds more fitting (you scrambling for coins).
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RE: Skullbag: A New Gamemode

#24

Post by one_Two » Tue Mar 19, 2013 2:06 am

For some reason I associated the name with bagheads lmao, nice wad though.

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RE: Skullbag: A New Gamemode

#25

Post by Qent » Tue Mar 19, 2013 3:03 am

Okay somehow I got the coin counter to stick at $0 by switching teams.

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RE: Skullbag: A New Gamemode

#26

Post by Avi » Tue Mar 19, 2013 5:29 am

W1D3A55 wrote: Suggestion: Possibly rename the mod to Scramble. The reason is mainly not to confuse it with Skulltag and just for the fact that the name sounds more fitting (you scrambling for coins).
one_Two wrote: For some reason I associated the name with bagheads lmao, nice wad though.
Lol! Funny story: Back when we made this for Skulltag, we didn't have coins. Originally you'd drop a white skull (that one being yours) and anything beyond that had a coin coloring to make it easier to have a point system for when things would drop all over the place. Hence, the name was Skullbag: because you were collecting skulls. But over time with Zandronum being the new port that took over, we still wanted to have an homage to Skulltag while still having something that matched Zandronum. Hence, we changed it to coins so they could be double sided.

And, while I'm on the topic, the coins are different shaped to make them easier to spot along with their color. The penny-looking coins are worth one, the triangle coins are worth 5, the golden diamond coins are worth 25, and the platinum coin (Big, round, shiny) is worth 50. Finally we have a rainbow skull coin that is worth 100.

When you collect a certain number of coins, you're supposed to gain a sparkle trail (which we have now fixed it to be a trail for the next release). And, when you gain 100 coins, you'd glitter all rainbow-like so you'd become an easier target to profile. If used right you can use this to strategize different approaches to scoring with a full team rush.
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RE: Skullbag: A New Gamemode

#27

Post by BloodyAcid » Tue Mar 19, 2013 6:12 am

ZanGrab? Fun mod, hope to push a map out within a few days.

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RE: Skullbag: A New Gamemode

#28

Post by Medicris » Tue Mar 19, 2013 7:41 am

Oh man, finally it's out!

I wish I still had those alpha testing videos.

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RE: Skullbag: A New Gamemode

#29

Post by Avi » Tue Mar 19, 2013 7:44 am

You lost them? Aww, my sad face. :<
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RE: Skullbag: A New Gamemode

#30

Post by Tux » Tue Mar 19, 2013 8:33 am

so it's port of unreal tournament's greed gamemode with small additions. interesting
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RE: Skullbag: A New Gamemode

#31

Post by MinesaeHiromu » Tue Mar 19, 2013 12:32 pm

Combinebobnt wrote: Make it so when you are dead you can't still cap. This kinda makes defending pointless.
Took care of that issue right away, will be fixed in the next release.
Tux wrote: so it's port of unreal tournament's greed gamemode with small additions. interesting
I suppose it did turn out something like that, I had almost forgotten that mode existed.

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RE: Skullbag: A New Gamemode

#32

Post by thebestmlTBM » Tue Mar 19, 2013 1:58 pm

MinesaeHiromu wrote:
Combinebobnt wrote: Make it so when you are dead you can't still cap. This kinda makes defending pointless.
Took care of that issue right away, will be fixed in the next release.
Tux wrote: so it's port of unreal tournament's greed gamemode with small additions. interesting
I suppose it did turn out something like that, I had almost forgotten that mode existed.
Good but I was expecting a coins sound from the Smash Bros in my opinion.
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RE: Skullbag: A New Gamemode

#33

Post by someoneelse » Tue Mar 19, 2013 5:26 pm

About sparkles, I do not speak of a gameplay (visibility for others) aspect, but of the ones on HUD... They hurt my eyes a lot. In competitive sight must be concentrated, and moving things like this cause me a bad headache...
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RE: Skullbag: A New Gamemode

#34

Post by Balrog » Tue Mar 19, 2013 8:36 pm

W1D3A55 wrote: Suggestion: Possibly rename the mod to Scramble. The reason is mainly not to confuse it with Skulltag and just for the fact that the name sounds more fitting (you scrambling for coins).
Might not necessarily be a good idea, considering MM8BDM had a mod called Screw Scramble that was basically just like this, but with the drop points being randomly-spawned things instead of a line you crossed.

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RE: Skullbag: A New Gamemode

#35

Post by -Jes- » Wed Mar 20, 2013 3:27 am

Ijon Tichy wrote: does it work with samsara

because we all know it's completely worthless if it doesn't work with samsara
Quick Ijon, make a compatability patch for some mod on mod action.

It'll be.. So.. AWESOME!
Last edited by -Jes- on Wed Mar 20, 2013 3:48 am, edited 1 time in total.

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RE: Skullbag: A New Gamemode

#36

Post by MinesaeHiromu » Wed Mar 20, 2013 1:21 pm

I will be releasing Beta 1.1 some time later today or into tomorrow.
someoneelse wrote: About sparkles, I do not speak of a gameplay (visibility for others) aspect, but of the ones on HUD... They hurt my eyes a lot. In competitive sight must be concentrated, and moving things like this cause me a bad headache...
You shouldn't see the sparkles on your screen anymore if you're moving forward, they'll instead form a trail behind you, only if you have 100 coins or more.
-Jes- wrote: Quick Ijon, make a compatability patch for some mod on mod action.

It'll be.. So.. AWESOME!
I have the Samsara patch about 70% done at the time of writing this.

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RE: Skullbag: A New Gamemode

#37

Post by Espio » Wed Mar 20, 2013 3:24 pm

Interesting stuff and soon to be patched with Samsara? More epicness.
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RE: Skullbag: A New Gamemode

#38

Post by MinesaeHiromu » Fri Mar 22, 2013 5:34 am

So who's ready for the next update and Samsara compatibility?

Skullbag Beta v1.11
http://dl.dropbox.com/u/15225510/SkullB ... _v1.11.pk3

Skullbag Samsara Patch v1.01 - Load this after Skullbag and Samsara
http://dl.dropbox.com/u/15225510/SkullB ... _v1.01.pk3
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Spoiler: Changelog (Open)
v1.1
----
- Removed white sparkle particles being thrown off by everyone
- Sparkle particles now form more of a trail shape from players
- Sparkle particles on coins travel half as far from previous version
- Fixed being able to cross the goal line with coins while dead
- Less annoying announcer
- Attempt to fix broken coin counter when swapping teams
- Shotguns moved under player spawns
- Coin Warp BFG10k replaced with a plasma rifle and doom sphere
- 3D floors added to Heads or Tails
- Earthquake intensity on Molten Money decreased
- Lava over grating on Molten Money is no longer instant kill
v1
----
- Initial version.
Edit: changed from Skullbag Beta v1.1 to v1.11 and Skullbag Samsara Patch v1 to v1.01
Last edited by MinesaeHiromu on Fri Mar 22, 2013 7:25 am, edited 1 time in total.

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RE: Skullbag: A New Gamemode

#39

Post by -Jes- » Fri Mar 22, 2013 10:52 am

This is the happiest day of my life.

Downloaded, brb playing this forever.
Last edited by -Jes- on Fri Mar 22, 2013 10:53 am, edited 1 time in total.

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RE: Skullbag: A New Gamemode

#40

Post by thebestmlTBM » Fri Mar 22, 2013 12:23 pm

would it be great if you made a MSPaint DooM Compatibility. I tried it and it didn't work.
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I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
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