Page 1 of 2
Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 8:50 am
by MinesaeHiromu
Vicious Celestine proudly brings to the Zandronum community, its first public release, Skullbag!
Skullbag is a team based gamemode in which players of each team must collect skull coins to deliver to the enemy's goal. Hurting players will cause them to drop coins and killing them will spew out a cluster of coins, including every coin the player was carrying at the time of death.
Included with this first release are 6 maps for the new gamemode: Coin Warp, Two Faced, Heads or Tails, Small Change, Change of Pace, and Molten Money.
The development of Skullbag started just before Zandronum was created, as a tribute to the end of one source port and the opening of another, the bronze coins show the Zandronum helmet on one face and the Skulltag skull on the other.
DOWNLOAD:
Skullbag Beta v1.11
http://dl.dropbox.com/u/15225510/SkullB ... _v1.11.pk3
Skullbag Samsara Patch v1.01
http://dl.dropbox.com/u/15225510/SkullB ... _v1.01.pk3
Using Skullbag:
-
Must be played using Team Game (ACS).
- Currently this mod requires the use of Skulltag_Actors.pk3 and Skulltag_Data.pk3.
- Suggested point limit is at least 1000 points, possibly try 3000 for a decent game.
- It is recommended to server hosts that suicides be disabled.
Using Skullbag Samsara Patch:
- Load this after Skullbag and Samsara.
- Recommend disabling Duke's jetpacks.
Spoiler: Screenshots (Open)
Spoiler: Videos (Open)Video is a bit dated, randomized coin drops have been removed and coin dropping has been improved.
The [video] tag is deprecated, please use the [media] tag
Spoiler: Changelog (Open)Skullbag:
v1.11
----
- Moved coin counter to the top of the screen, under the scoreboard
- Fixed Random Powerup Spawner on Change of Pace spawning the wrong powerup types
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.
Skullbag Samsara Patch:
v1.01
----
- Fixed incorrect weapon placement on Heads or Tails
v1
----
- Initial version.
Spoiler: Credits (Open)
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 9:44 am
by thebestmlTBM
Nice one. I hope this is the main gamemode.
It's like a Coin Match in Smash Bros. Melee & Brawl.
because hell, all we care about is money.



RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 12:30 pm
by Springy
Looks amazing! I can't wait to try it.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 4:12 pm
by MrSetharoo
So this is like the coin game-mode from Super Smash Bros. combined with Skulltag game-mode, right?
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 4:28 pm
by thebestmlTBM
MrSetharoo wrote:
So this is like the coin game-mode from Super Smash Bros. combined with Skulltag game-mode, right?
That was my comment. and yes, it is.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 5:06 pm
by IdeIdoom
Well, good luck the wad and I will give it a try once it was hosted on BE.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 5:35 pm
by someoneelse
Cool! I made a server on [BE].
One issue, grenade launcher seem silent for some reason, shooting, explosion, everything...
Also these sparkles while running are maybe a bit annoying for me, but whatever one likes I guess...
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 5:48 pm
by Ivan
Sounds like the Collector mode from Rise of the Triad, the one with weapons that I forgot the name of! This could be very fun.
What's the cap to collect skulls to win the game? If it's something very high I suggest you lose only half of what you had on death rather than everthing.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 6:14 pm
by Tux
Sounds interesting! I'd like to see implemented owner's skull dropping on frag... Like you frag someone with 5 skulls and he drops 6, you frag someone with 0 skulls and he drops 1 skull you know.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 6:24 pm
by Qent
It does that.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 6:38 pm
by someoneelse
Another tip: killing self seem like a good exploit, remember to dissallow suicide on your servers! Also, my server is still up:
[BE] New York :: Skullbag! New competetive mod, new gameplay!
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 8:46 pm
by MrSetharoo
thebestmlTBM wrote:
MrSetharoo wrote:
So this is like the coin game-mode from Super Smash Bros. combined with Skulltag game-mode, right?
That was my comment. and yes, it is.
Oh sorry, I didn't notice you already made that comment :lol:
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 9:11 pm
by President People
Can't wait to try this.
Where can I download that StrifeGuy skin seen in the video?
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 10:12 pm
by Ijon Tichy
does it work with samsara
because we all know it's completely worthless if it doesn't work with samsara
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 10:49 pm
by Hellstorm Archon
Interesting concept. Can't wait to play this on a server someday.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 11:01 pm
by MrSetharoo
I tried this mod out on a botmatch with RGAWW2. Even though it bugged the classes to the "all american weapons" classes I gotta say this is a really good mod. The maps are great, the coins look great (lol the little skulltag and zandronum faces on the coins), the coins bounce nicely, the different values of currency that drops out is also nice too, and the sounds the coins make when they drop is clean and sound great. I can't wait to see what crazy combinations work with this gamemode.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 11:30 pm
by Avi
someoneelse wrote:
Also these sparkles while running are maybe a bit annoying for me, but whatever one likes I guess...
The sparkles are meant to show value, and are actually there for more than for visuals. It basically helps people pick their targets if the players start glittering because they're holding a good amount of coins, and likewise it lets you see what coins on the ground are worth slowing down for if you're going for a cap.
Ivan wrote:
What's the cap to collect skulls to win the game?
The server sets their own caps, so that's up to the servers themselves. When I would host test sessions I'd constantly change the number based on what map we were playing (Small change is best map ever and you should all play it. Dead serious.) so it wouldn't hurt to experiment and give us a suggested amount.
Tux wrote:
you frag someone with 5 skulls and he drops 6, you frag someone with 0 skulls and he drops 1 skull you know.
This is exactly how we designed it. :) We've even experimented with a random chance of having a super high value coin drop off by chance to force defenders to try and cap and basically create a role-swapping gameplay mechanic. No promises that we kept that in though, I honestly forgot.
someoneelse wrote:
Another tip: killing self seem like a good exploit, remember to dissallow suicide on your servers!
I do the exact same thing when I host. :)
President People wrote:
Where can I download that StrifeGuy skin seen in the video?
That's Min's custom player skin. I think all the VC people that play doom consistently have one or two customs. I know I got two of my own somewhere... On that topic I'm still looking for a strife one Medicris once had. That one looked awesome.
RE: Skullbag: A New Gamemode
Posted: Mon Mar 18, 2013 11:45 pm
by President People
Avi wrote:The sparkles are meant to show value, and are actually there for more than for visuals. It basically helps people pick their targets if the players start glittering because they're holding a good amount of coins, and likewise it lets you see what coins on the ground are worth slowing down for if you're going for a cap.
Even players with no coins sparkle, though. Makes it super-easy to see players coming from around corners, especially in the dark tunnel on SBT03.
Avi wrote:That's Min's custom player skin. I think all the VC people that play doom consistently have one or two customs. I know I got two of my own somewhere... On that topic I'm still looking for a strife one Medicris once had. That one looked awesome.
Aw. Well, I hope they release it someday. I'd think a cool custom skin like that would be more fun if more people could see it. :D
RE: Skullbag: A New Gamemode
Posted: Tue Mar 19, 2013 1:41 am
by MinesaeHiromu
someoneelse wrote:
Cool! I made a server on [BE].
One issue, grenade launcher seem silent for some reason, shooting, explosion, everything...
Also these sparkles while running are maybe a bit annoying for me, but whatever one likes I guess...
Thank you so much for hosting, and I'll be sure to look into the Grenade Launcher issue right after the unforseen particle one.
Ivan wrote:
Sounds like the Collector mode from Rise of the Triad, the one with weapons that I forgot the name of! This could be very fun.
What's the cap to collect skulls to win the game? If it's something very high I suggest you lose only half of what you had on death rather than everthing.
The Triads were actually the inspiration for making those silver coins. As for the point limit, like Avi said, different maps sometimes call for different values, but 1000-3000 is generally good. you can carry as little as 1 coin to the goal to score, and it's not hard to go back and pick up the coins you lost or kill the person who stole all of yours.
someoneelse wrote:
Another tip: killing self seem like a good exploit, remember to dissallow suicide on your servers! Also, my server is still up:
[BE] New York :: Skullbag! New competetive mod, new gameplay!
Good point, noted that in the main post.
Ijon Tichy wrote:
does it work with samsara
because we all know it's completely worthless if it doesn't work with samsara
I would actually be glad to make a special patch for Samsara once we work out the initial bugs. The custom player class is the only thing really keeping Samsara from working I believe.
President People wrote:
Aw. Well, I hope they release it someday. I'd think a cool custom skin like that would be more fun if more people could see it. :D
All things in due time. ;)
RE: Skullbag: A New Gamemode
Posted: Tue Mar 19, 2013 1:45 am
by Combinebobnt
Make it so when you are dead you can't still cap. This kinda makes defending pointless.