[DEAD] Deathrun
RE: Deathrun
Well, Josse, here you go. It's on DEATH11. You might want to rework the level transition/exit part of the scripts (I didn't set it to go to my map because I wasn't sure if the placement was final). I think it's bug-free, but obviously testing makes perfect. My one fear is that all the cameras will make it lag. It's really fun to play against bots (for me at least), so hopefully it's even better online!
Last edited by Krispy on Fri Jun 14, 2013 4:21 pm, edited 1 time in total.
RE: Deathrun
OH man, I can't wait to test it. I'll tell you how it goes!Krispy wrote: Well, Josse, here you go. It's on DEATH11. You might want to rework the level transition/exit part of the scripts (I didn't set it to go to my map because I wasn't sure if the placement was final). I think it's bug-free, but obviously testing makes perfect. My one fear is that all the cameras will make it lag. It's really fun to play against bots (for me at least), so hopefully it's even better online!
EDIT:
This is freakin awesome!! Expect this to definatly be in DeathRunV10. :D
Great job on the map!
Last edited by Josse on Fri Jun 14, 2013 3:50 am, edited 1 time in total.
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RE: Deathrun
Nice, could be used as a reference to the events in Turkey. :DJosse wrote:OH man, I can't wait to test it. I'll tell you how it goes!Krispy wrote: Well, Josse, here you go. It's on DEATH11. You might want to rework the level transition/exit part of the scripts (I didn't set it to go to my map because I wasn't sure if the placement was final). I think it's bug-free, but obviously testing makes perfect. My one fear is that all the cameras will make it lag. It's really fun to play against bots (for me at least), so hopefully it's even better online!
EDIT:
This is freakin awesome!! Expect this to definatly be in DeathRunV10. :D
Great job on the map!
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RE: Deathrun
Great to hear! I made a couple of touch-ups, mostly aesthetic, but also added a wall to prevent people with the time-bomb from rushing. I didn't change the scripts or any DECORATE/SNDINFO. Just the map part.
http://www.mediafire.com/download/ef17b ... 282%29.wad
Last edited by Krispy on Fri Jun 14, 2013 4:23 pm, edited 1 time in total.
RE: Deathrun
Alright, I'll be sure to update it.Krispy wrote:Great to hear! I made a couple of touch-ups, mostly aesthetic, but also added a wall to prevent people with the time-bomb from rushing. I didn't change the scripts or any DECORATE/SNDINFO. Just the map part.
http://www.mediafire.com/download/ef17b ... 282%29.wad
EDIT: Edited template again. Really bad bug when I was beta testing, but it was a really easy fix. Just continue your map as is, and I can simply add when you send it to me. :3
EDIT 2: Beta test went swell, updated first post.
Last edited by Josse on Sat Jun 15, 2013 6:19 pm, edited 1 time in total.
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RE: Deathrun
Regarding the whole "how to balance the game when it's practically impossible to kill all the Runners", why not introduce some sort of "x% must survive"?
Okay, so it probably won't be workable on every map, but it might be worth consideration.
Okay, so it probably won't be workable on every map, but it might be worth consideration.
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RE: Deathrun
I thought what drun dead :)
Good:
+ Cooperative mode
+ More maps
Fatal problem: every map have own base script. It's very terrible! And your acs code sucks like in previous versions.
How to fix:
1.Create ONE base script. Give name to it, for example: deathrun.acs. There are all general stuff: line scripts, player teleports, win events and etc.
Other MAP stuff will be in map code.
2.Compile it :D And delete old code from the maps.
Good:
+ Cooperative mode
+ More maps
Fatal problem: every map have own base script. It's very terrible! And your acs code sucks like in previous versions.
How to fix:
1.Create ONE base script. Give name to it, for example: deathrun.acs. There are all general stuff: line scripts, player teleports, win events and etc.
Code: Select all
#library "deathrun"
#include "zcommon.acs"
script 999 (int time) //Line script for deathrunners, will be activated by some line on the map
{
survtime += time
}
... //and etc
Code: Select all
#include "zcommon.acs"
#import "deathrun"
script 1 (void) //Activator has pressed trap button
{
...
}
... // more
Last edited by Monsterovich on Sun Jun 16, 2013 8:49 am, edited 1 time in total.
RE: Deathrun
^Good idea. But I understand some of the maps require different acs than others.
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RE: Deathrun
Me and my brother Rabbitlord were discussing some things while at work today. A lot of the traps are interesting, but we were discussing more traps that are based on the runners as well.
Example: a pitfall that has demons in it can be set by the activator, and the one who falls into the pit and gets "caught" would have to find some sort of switch to 'deactivate' the trap. If the player dies, another has to go in and follow suit by deactivating the trap, or die trying. This could help prevent the whole "one trap per runner" deal that happens in most maps, and it adds more variety and tension for both the activator and the runner. The "switch" to deactivate the trap could be randomly spawned to keep things tense and unknowning so the first player can still die unless lucky, and the activator could have more mini switches that do different things in the trap, like one switch to spawn cacos, and another for imps, etc....
TL;DR - Indiana Jones style traps.
Just ideas we're throwing out.
Also multiple trap effects are good as long as they're not one of those "okay I'm at the middle of the trap I'm an hero" style traps.
EDIT: Very funny krispy.
Example: a pitfall that has demons in it can be set by the activator, and the one who falls into the pit and gets "caught" would have to find some sort of switch to 'deactivate' the trap. If the player dies, another has to go in and follow suit by deactivating the trap, or die trying. This could help prevent the whole "one trap per runner" deal that happens in most maps, and it adds more variety and tension for both the activator and the runner. The "switch" to deactivate the trap could be randomly spawned to keep things tense and unknowning so the first player can still die unless lucky, and the activator could have more mini switches that do different things in the trap, like one switch to spawn cacos, and another for imps, etc....
TL;DR - Indiana Jones style traps.
Just ideas we're throwing out.
Also multiple trap effects are good as long as they're not one of those "okay I'm at the middle of the trap I'm an hero" style traps.
EDIT: Very funny krispy.
Last edited by Cyber' on Sun Jun 16, 2013 2:56 am, edited 1 time in total.
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RE: Deathrun
i like the cyber idea :) i support that
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Deathrun
Your parents chose strange names for you and your brother.
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RE: Deathrun
Would the possibility of having 2 activators and 2 groups of runners be forseeable in the future for a large group of players?
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RE: Deathrun
Hm, this actualy could be quite good idea for the last trap. For example after that Archvile jump, or after froggy styled demons.Cyber wrote: Example: a pitfall that has demons in it can be set by the activator, and the one who falls into the pit and gets "caught" would have to find some sort of switch to 'deactivate' the trap. If the player dies, another has to go in and follow suit by deactivating the trap, or die trying. This could help prevent the whole "one trap per runner" deal that happens in most maps, and it adds more variety and tension for both the activator and the runner. The "switch" to deactivate the trap could be randomly spawned to keep things tense and unknowning so the first player can still die unless lucky, and the activator could have more mini switches that do different things in the trap, like one switch to spawn cacos, and another for imps, etc....
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RE: Deathrun
to me, deathrun could use some work but is the best wad that to me is actually fun
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RE: Deathrun
I am not too great with ACS :( so if I were to map a level for you and only added the acs for the traps, do you think you would be able to add in the acs for the activator and basic gameplay?
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RE: Deathrun
Im going to create a map for this.
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RE: Deathrun
After several hours of playing, a big problem I've noticed is that there aren't enough 'passive' dangers or obstacles (pitfalls, crushers, projectiles, etc.) in most maps to give an Activator any breathing room and stop Runners from just jump-strafing to the exit without giving a fuck. In other words, if a Runner manages to sneak by the Activator (incredibly easy when there's a clusterfuck of 10+ Runners), then it's probably GG & nextmap because that's the end of the round right there. There's rarely anything present in the map to slow the Runners down at all. Not only that, but the current system just allows Runners to go along one-by-one like Lemmings, either passing the traps because the Activator wants to wait and try to rack up kills from a trap, or being a sole victim and letting the next 10 Runners wander on by safely. Maps like Space Station address this issue to a degree with the dumb-luck "pick a spaceship" moment, but I don't think turning every map into a series of blind guessing games is the answer.
So, instead of the proposed method of having two Activators, or only allowing a trap to be pressed once/twice, why not allow infinite use of certain traps but with a cooldown period? For the most part this would do a lot to deal with the "one-by-one" strategy, but at the same time it wouldn't allow the bigger traps to be spammed to the point of making a map unwinnable. In other words, how many times a trap can be used should be up to the mapper, but can still be changed for the purpose of balancing a map out properly.
Speaking of maps, some of them need work or are just shit. Hell Collapse in particular is a boring bag of soggy dicks that relies on the worst sort of luck regarding that poorly-designed Arch-Vile Jump section. Time and time again I've seen everyone just get lobbed to the right or left and miss the end platform (or plateform as the map calls it) completely. Seriously, 45 seconds of that is evidence of mapping trash that had barely any thought put into it. Put the AV's behind the player. Make the jump longer. Holy shit it works and actually relies on some degree of player timing.
So, instead of the proposed method of having two Activators, or only allowing a trap to be pressed once/twice, why not allow infinite use of certain traps but with a cooldown period? For the most part this would do a lot to deal with the "one-by-one" strategy, but at the same time it wouldn't allow the bigger traps to be spammed to the point of making a map unwinnable. In other words, how many times a trap can be used should be up to the mapper, but can still be changed for the purpose of balancing a map out properly.
Speaking of maps, some of them need work or are just shit. Hell Collapse in particular is a boring bag of soggy dicks that relies on the worst sort of luck regarding that poorly-designed Arch-Vile Jump section. Time and time again I've seen everyone just get lobbed to the right or left and miss the end platform (or plateform as the map calls it) completely. Seriously, 45 seconds of that is evidence of mapping trash that had barely any thought put into it. Put the AV's behind the player. Make the jump longer. Holy shit it works and actually relies on some degree of player timing.
Last edited by Echo on Sun Jun 16, 2013 5:35 pm, edited 1 time in total.
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U
RE: Deathrun
Oh dear, I've missed a lot since I've been gone.
Speaking of maps, some of them need work or are just shit. Hell Collapse in particular is a boring bag of soggy dicks that relies on the worst sort of luck regarding that poorly-designed Arch-Vile Jump section. Time and time again I've seen everyone just get lobbed to the right or left and miss the end platform (or plateform as the map calls it) completely. Seriously, 45 seconds of that is evidence of mapping trash that had barely any thought put into it. Put the AV's behind the player. Make the jump longer. Holy shit it works and actually relies on some degree of player timing.
[/quote]
Wow, now that I actually think about it- or at least think at all, that map really does suck. It has only 5 traps. Everyone else is killed with that jump. I was thinking about added archviles behind them on a 3D-Floor, but this was when I was un-sure if 3D floors were allowed in software.
===
Thanks for all the feedback guys! I'll be sure to stop being lazy, and try to work harder!
I actually have to agree with the "cooldown" trap thing. Runners who always stay behind scared may be punished for sitting in the back, and simply waiting for someone to sacrifice. Recently, I've updated the server with one map having the new "Double Activator". The activators actually won several times if they worked together (There is a platform that when activated, one side breaks into lava. The other activator destroys the other side).Echo wrote: After several hours of playing, a big problem I've noticed is that there aren't enough 'passive' dangers or obstacles (pitfalls, crushers, projectiles, etc.) in most maps to give an Activator any breathing room and stop Runners from just jump-strafing to the exit without giving a fuck. In other words, if a Runner manages to sneak by the Activator (incredibly easy when there's a clusterfuck of 10+ Runners), then it's probably GG & nextmap because that's the end of the round right there. There's rarely anything present in the map to slow the Runners down at all. Not only that, but the current system just allows Runners to go along one-by-one like Lemmings, either passing the traps because the Activator wants to wait and try to rack up kills from a trap, or being a sole victim and letting the next 10 Runners wander on by safely. Maps like Space Station address this issue to a degree with the dumb-luck "pick a spaceship" moment, but I don't think turning every map into a series of blind guessing games is the answer.
So, instead of the proposed method of having two Activators, or only allowing a trap to be pressed once/twice, why not allow infinite use of certain traps but with a cooldown period? For the most part this would do a lot to deal with the "one-by-one" strategy, but at the same time it wouldn't allow the bigger traps to be spammed to the point of making a map unwinnable. In other words, how many times a trap can be used should be up to the mapper, but can still be changed for the purpose of balancing a map out properly.
Speaking of maps, some of them need work or are just shit. Hell Collapse in particular is a boring bag of soggy dicks that relies on the worst sort of luck regarding that poorly-designed Arch-Vile Jump section. Time and time again I've seen everyone just get lobbed to the right or left and miss the end platform (or plateform as the map calls it) completely. Seriously, 45 seconds of that is evidence of mapping trash that had barely any thought put into it. Put the AV's behind the player. Make the jump longer. Holy shit it works and actually relies on some degree of player timing.
[/quote]
Wow, now that I actually think about it- or at least think at all, that map really does suck. It has only 5 traps. Everyone else is killed with that jump. I was thinking about added archviles behind them on a 3D-Floor, but this was when I was un-sure if 3D floors were allowed in software.
Back when I started Deathrun, I didn't know how to use these Gobal scripts at all, and I just thought to myself, whats the difference? But now, after DeathRun has other map submissions and updates, it becomes a jumbled mess. The reason why I havn't updated it, was simply because I was lazy. But now that I have released a stable version of Deathrun, I guess I can start on re-working all the maps thoroughly.Monsterovich wrote: I thought what drun dead :)
Good:
+ Cooperative mode
+ More maps
Fatal problem: every map have own base script. It's very terrible! And your acs code sucks like in previous versions.
How to fix:
1.Create ONE base script. Give name to it, for example: deathrun.acs. There are all general stuff: line scripts, player teleports, win events and etc.
Global Script
Now this is an awesome idea. It'll give the activator more interaction with the Runners, instead of simply killing them. The mini-switches would be awesome to see ingame.Cyber wrote: Me and my brother Rabbitlord were discussing some things while at work today. A lot of the traps are interesting, but we were discussing more traps that are based on the runners as well.
Example: a pitfall that has demons in it can be set by the activator, and the one who falls into the pit and gets "caught" would have to find some sort of switch to 'deactivate' the trap. If the player dies, another has to go in and follow suit by deactivating the trap, or die trying. This could help prevent the whole "one trap per runner" deal that happens in most maps, and it adds more variety and tension for both the activator and the runner. The "switch" to deactivate the trap could be randomly spawned to keep things tense and unknowning so the first player can still die unless lucky, and the activator could have more mini switches that do different things in the trap, like one switch to spawn cacos, and another for imps, etc....
TL;DR - Indiana Jones style traps.
Just ideas we're throwing out.
Also multiple trap effects are good as long as they're not one of those "okay I'm at the middle of the trap I'm an hero" style traps.
EDIT: Very funny krispy.
===
Thanks for all the feedback guys! I'll be sure to stop being lazy, and try to work harder!
Last edited by Josse on Tue Jun 18, 2013 4:08 pm, edited 1 time in total.
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Deathrun 2
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Dead shit
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The Zandro Games
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RE: Deathrun
Josse, check your PM inbox. There's STUFF in there that might be useful.
H ELLO AM 48 YEAR MAN FROM SOMALIA. SORRY FOR BAD ENGLAND. I SELLED MY WIFE FOR INTERNET CONNECTION FOR PLAY AND I WANT TO BECOME THE GOODEST PLAYER LIKE YO U