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Overload - New Build

Posted: Sun Jun 10, 2012 10:29 pm
by Grymmoire
The Overload game mode that was brought back by MXU has undergone some changes since its last Skulltag release.

First let's get some obligatory screenshots out of the way despite how old they may be:
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Alright now onto the changes:

- Lots, probably, just play it and find out. I've been gone too long to keep track of what's new.
- Overload is multi-mode compatible now. So it works in CTF and one-flag CTF.

Download:
Mode
Maps & Music

Also since the node is gone, the standalone mode should work on any given CTF pack as well.

This mod is not independent from Skulltag's resources so make sure you load it up with the right additional resource wads.

RE: Overload - ST Independent build

Posted: Sun Jun 10, 2012 10:53 pm
by katZune
epic, epic and EPIC! i love them <3 and the map04 (facing worlds) is the best

RE: Overload - New Build

Posted: Sun Jun 10, 2012 11:45 pm
by Avi
So there's no more nodes? Huh, so what's the new objective now? I'm assuming these weren't just converted to CTF given the "New Build" title. [Playtested this a few months back in my own time, it was pretty awesome!]

RE: Overload - New Build

Posted: Sun Jun 10, 2012 11:49 pm
by Disguise
Myselfagain wrote: So there's no more nodes? Huh, so what's the new objective now? I'm assuming these weren't just converted to CTF given the "New Build" title. [Playtested this a few months back in my own time, it was pretty awesome!]
It's more like the Quake III Team Arena game mode, where you don't have nodes, you just go in the enemy base and shoot the obelisk until it goes boom. I think it was intended this way in the first place.

RE: Overload - New Build

Posted: Mon Jun 11, 2012 12:01 am
by Avi
Oh very nice! I'm totally looking forward to trying this out now. >:)

RE: Overload - New Build

Posted: Tue Jun 19, 2012 6:08 am
by Jimmy
Disguise wrote:It's more like the Quake III Team Arena game mode, where you don't have nodes, you just go in the enemy base and shoot the obelisk until it goes boom. I think it was intended this way in the first place.
Yeah, that's how I scripted it originally. The node thing did add an interesting little something extra to the gamemode, though it kinda detracted from the hectic pace of the original. (The Q3TA gamemode was very frantic and less about strategy.)

Anyway, I'll be checking this out again. :)

RE: Overload - New Build

Posted: Tue Jun 19, 2012 6:50 am
by Razgriz
Does the BFG insta-Destroy the obelisk?

RE: Overload - New Build

Posted: Tue Jun 19, 2012 10:20 am
by Disguise
Yeah, as I've saw in FNF you can pretty much destroy it in one shot with the 9000, or two shots depends on how it was hit.

RE: Overload - New Build

Posted: Tue Jun 19, 2012 10:23 am
by Dusk
It does; and that's why none of the maps feature the BFG. :P But things change if you play it on a custom mapset not designed for this.

RE: Overload - New Build

Posted: Tue Jun 19, 2012 1:17 pm
by Yellowtail
The thing I've noticed with some of the maps is that you can't pick up the flag at all when playing in CTF.

The maps I found that had this problem are:
OVLD02
OVLD03
OVLD04
OVLD10

OVLD09 isn't very easy to grab the flag unless you make an awkwardly timed jump.

There is also a map that will crash shortly after starting it up, and that map is OVLD07.

Also, I've noticed that a few maps don't have a clear way out if you fall in.

These maps are:
OVLD02
OVLD06
OVLD07 (Yes, falling into the pit doesn't kill you)

RE: Overload - New Build

Posted: Tue Jun 19, 2012 2:26 pm
by Yellowtail
Oh, haha. I didn't realize there were 3D floors until you mentioned it.

Also, the crash in 07, I guess it was just because of how glitched it was, 'cause it didn't do it with skulltag_data.

EDIT: I also noticed that 09 actually doesn't require an awkward jump.

RE: Overload - New Build

Posted: Sun Jun 24, 2012 3:03 am
by Xaser
Totally random, but props for using Foregone Destruction for MAP04's music. Might be best to use the original UT version, though, since it's a module and a lot smaller. You can get better sound quality for your buck that way.

RE: Overload - New Build

Posted: Mon Jun 25, 2012 12:38 am
by WhoDaMan
Awsome looking maps. I especially like screenies 4 and 5. I'll have to try this gamemode when I a chance.

RE: Overload - New Build

Posted: Mon Jun 25, 2012 9:04 pm
by Shane
I love Overload, it's fun to play and has that nice fast pace Unreal Tournament feel, which in a DooM game runs surprisingly well. Almost makes me wish I had time to design a map or two for it, I've been dying to make a good map with 3D floors in it. Oh well, as always best of luck to the Union and hope that the project gets done.

RE: Overload - New Build

Posted: Mon Jul 16, 2012 11:01 pm
by Grymmoire
Updated the mode and maps.

Using the server-side command overload_warfare you can switch between the two types of Overload game types.
Overload_warfare 1 for the middle node (which requires a white flag) which is better suited for private/competitive play or 0 for no node, which is better for public play.

1 for node, 0 for no node.

RE: Overload - New Build

Posted: Tue Jul 17, 2012 12:55 am
by ALIENwolve
Grymmoire wrote: Updated the mode and maps.

Using the server-side command overload_warfare you can switch between the two types of Overload game types.
Overload_warfare 1 for the middle node (which requires a white flag) which is better suited for private/competitive play or 0 for no node, which is better for public play.

1 for node, 0 for no node.
Excellent! I love dynamic setups like this.

RE: Overload - New Build

Posted: Wed Jul 18, 2012 11:19 pm
by Grymmoire
Uploaded a quick hotfix to the maps to fix a major issue with OVLD07's scripts.

RE: Overload - New Build

Posted: Wed May 01, 2013 10:13 pm
by Grymmoire
Super bump for update!

New versions of both components of Overload, as well as the maps and music being combined into one pack for some reason.

Mode
Maps & Music

RE: Overload - New Build

Posted: Thu May 02, 2013 12:11 am
by Marcaek
Does this version have a big, flashy, annoying message telling people how to play the mode?

RE: Overload - New Build

Posted: Thu May 02, 2013 5:33 pm
by Grymmoire
Did Overload ever have a big flashy message telling people how to play it?
I don't think that was ever implemented, there's a help screen but that's about it.