[WIP] All Out War 2: Zeta Project

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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SwordGrunt
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[WIP] All Out War 2: Zeta Project

#1

Post by SwordGrunt » Mon Jul 18, 2016 6:00 pm

The new incarnation of All Out War 2 is now being worked on.

Picking up where the Omega project left off and brought to you primarily by Catastrophe and myself, Zeta puts together high quality and well-balanced gameplay. You can forget all about these old glitches, exploits, and hidden ACS to benefit certain players over others. Zeta is bringing out what's best in AOW2, with a selection of maps and classes prioritizing quality over quantity.


We're all used to playing AOW 2.1, what's new?

Among the large list of additions, gameplay adjustments and bug fixes, here are some of the most notable:

- Proper balance! Chainsaw doesn't ruin the game anymore, Chrono Bow is actually a strong weapon now, Shotgunner is finally being put on par with Gunman, Orca costs a bit more, and many, many other changes;

- New classes and mechs being worked on to spice up gameplay in creative ways while keeping it fun both to play as and against;

- All Mechs look big and imposing again, instead of being shrunk down, and Wolverine is now fully team-colored;

- Weapon skins now have crouch sprites, so you don't randomly appear inhumanly small anymore;

- Mech explosions and C4 fire can no longer damage your own buildings (no more trolling your obelisk and repair pad);

- No more Base Crasher if your buildings are already at low health, nor Base Miracle if they are already at full health, and neither ever occur during or approaching Sudden Death mode;

- Lots of other minor changes to make the game flow much better overall, check out the WIP changelog to tune in.


Cool, what about the maps?

Zeta currently has 13 maps, 12 of which you should already be familiar with as they come from Omega. We plan to include some of the better maps that are played on AOW 2.1 so as to provide the highest quality map pack available. Some of the Omega maps have had small changes to improve their gameplay, and annoyances such as slopes that are hard to climb for larger mechs have also been fixed.

Do you want to make a map for Zeta? By all means, go for it. We appreciate contributions and really look forward to seeing new maps being made as more variety is always good with certain standards set. Our current map list is as follows, with Zeta exclusive maps underlined:

01 - Red Zone
02 - Barrens
03 - Oasis
04 - Glacier
05 - Valley
06 - Floating City
07 - Canyon
08 - Renegade 2030
09 - Infected
10 - Renegade 2032
11 - Waste Plant
12 - Missile Site
13 - Strange World
(by Catastrophe)
14 - Mining Site
15 - Disk Defrag
16 - Happy Fragging
17 - Mining Camp 2
18 - Surface Tension Reloaded
19 - AOW Zone
20 - Immortal Kombat

70 - Space Camp
71 - Unending Pain
72 - Hell's March
73 - All Out War
74 - Defunct Comission


There are new maps in progress and this is not a final maplist. The maps numbered 70+ are in need of heavy changes and are therefore kept separate as they may or may not remain in Zeta.


So when is this coming out?

With most major issues having already been taken care of, there are only some minor gameplay changes and testing needed; other than that, our current priority is fixing whatever bugs there may be left on our current maps and adapt others so we can have a larger selection available. A couple of new maps are already being worked on by contributors and if you would like to make one yourself, we will be happy to add it to the pack.

A large scale project such as this needs a good deal of testing and constant bug fixing, but it won't be long before our first official public version is released and fully playable. You can check out the github repository to see how things are going, and we encourage you to join the #zeta channel on the Zandronum IRC to stay tuned.


Can I still play the current unofficial Zeta though?

Yes, as explained by Catastrophe in a later post:
Catastrophe wrote:Oh I forgot to mention, Zeta is only for Zandronum 3.0, which is thankfully much easier to set-up now (automatic downloading on server browsers). If you desperately wanna try it out, all you have to do is download as zip, extract that stuff to a folder, and run zeta-to-pk3 which will generate the pk3 for you. Once done, just load it up with Zandro 3.0 to play.
Spoiler: silly screenshots (Open)
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Last edited by SwordGrunt on Sun Jul 31, 2016 6:55 pm, edited 6 times in total.

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Monsterovich
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Re: [WIP] All Out War 2: Zeta Project

#2

Post by Monsterovich » Mon Jul 18, 2016 6:16 pm

The new incarnation of All Out War 2 is now being worked on.
[spoiler]They forced me to post this.
Image[/spoiler]
Last edited by Monsterovich on Wed Jul 20, 2016 9:20 pm, edited 6 times in total.

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Re: [WIP] All Out War 2: Zeta Project

#3

Post by SwordGrunt » Mon Jul 18, 2016 6:17 pm

Monsterovich wrote:* reserved *
You're such an epic memer

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Re: [WIP] All Out War 2: Zeta Project

#4

Post by Catastrophe » Mon Jul 18, 2016 6:29 pm

What is this, the runescape official forums?

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Re: [WIP] All Out War 2: Zeta Project

#5

Post by Sean » Mon Jul 18, 2016 6:41 pm

And all I have to do to get Theta into a working state is fix one bug that should be pretty easy to do
I'm the laziest man ever :thumbsup:
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Re: [WIP] All Out War 2: Zeta Project

#6

Post by Lollipop » Tue Jul 19, 2016 10:43 am

I had expected more major changes tbh, but it's good to see that something is happening at last. I just don't see any servers hosting this?

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Re: [WIP] All Out War 2: Zeta Project

#7

Post by fr blood » Tue Jul 19, 2016 11:03 am

May I ask why the cool old Heavy Juggernaut was nerfed(I know it's been done since a lot of time but I'm still asking), do we have chances for it to come back here?

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Re: [WIP] All Out War 2: Zeta Project

#8

Post by Catastrophe » Tue Jul 19, 2016 3:19 pm

Lollipop wrote:I had expected more major changes tbh, but it's good to see that something is happening at last. I just don't see any servers hosting this?
There is a big bolded text on the topic saying "When is this coming out". If you wanna suggest stuff post it here https://github.com/ttaj/AoW-Zeta/issues
fr blood wrote:May I ask why the cool old Heavy Juggernaut was nerfed(I know it's been done since a lot of time but I'm still asking), do we have chances for it to come back here?
It came with...
  • Plasma Cannon
    Heavy Gauss (Insta-kill railgun with infinite distance)
    8 Nukes
    and more
What you'd see happening is them being practically unkillable. Use infantry? Get gauss'd. Use mech? Get nuked. It was very broken, same with old timecop.

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Re: [WIP] All Out War 2: Zeta Project

#9

Post by SwordGrunt » Tue Jul 19, 2016 3:45 pm

Lollipop wrote:I had expected more major changes tbh, but it's good to see that something is happening at last. I just don't see any servers hosting this?
As Catastrophe posted above, feel free to suggest major changes. However, I feel there is no need for any because gameplay already flows fairly well in the currently played All Out War, and what really kills it are the several glitches and exploits present, which were addressed as top priority here. This doesn't mean we didn't discuss larger gameplay changes, we simply didn't add them; such as a team active mech limit that increases during the first 10 minutes of the game, which is something that can still be discussed in the future.

This game allows for many, many huge changes and redesigns, but we feel the average player would have trouble adapting to a more strategy-focused playstyle and part of the reason AOW2 has always been so popular is because it's easy and fun even if you don't know what you're doing, kinda like TF2 when it was at its best about 5-6 years ago.

It also isn't in a well playable state at the moment even though anyone can go to github and get the pk3 and play it. There are still issues to be fixed, mostly with maps. So I wouldn't expect anyone to host a server on it before we release an official version.

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Re: [WIP] All Out War 2: Zeta Project

#10

Post by Lollipop » Tue Jul 19, 2016 4:52 pm

I don't know why I missed the unreleased part of the whole deal, I guess I just wanted it too much. ;)
Fair points guys, I will be watching this closely. AOW could really use an upswing, and I hope this is it.

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Re: [WIP] All Out War 2: Zeta Project

#11

Post by SwordGrunt » Tue Jul 19, 2016 6:51 pm

Lollipop wrote:I don't know why I missed the unreleased part of the whole deal, I guess I just wanted it too much. ;)
Fair points guys, I will be watching this closely. AOW could really use an upswing, and I hope this is it.
Yeah as I said I think the game plays out well but as it is no longer maintaned, major issues arise over time and need to be taken care of or people just get tired of playing it. I'm sure it'll be very refreshing to play Zeta once we finish touching it up - I'm very nitpicky about details and don't like letting bugs slide through for an official release.

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Re: [WIP] All Out War 2: Zeta Project

#12

Post by Catastrophe » Tue Jul 19, 2016 7:31 pm

Hey guys, I went ahead and updated the changelog as it's a bit old. Here it is.

Oh I forgot to mention, Zeta is only for Zandronum 3.0, which is thankfully much easier to set-up now (automatic downloading on server browsers). If you desperately wanna try it out, all you have to do is download as zip, extract that stuff to a folder, and run zeta-to-pk3 which will generate the pk3 for you. Once done, just load it up with Zandro 3.0 to play.

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Re: [WIP] All Out War 2: Zeta Project

#13

Post by fr blood » Wed Jul 20, 2016 2:28 pm

changelog wrote: ----- CRATE CHANGES ------
- Base Crasher and Base Miracle can no longer occur during Sudden Death, nor 5 minutes before it;
- Base Crasher can no longer occur if any of the team's buildings are below 50% health (OBE/RES/BAR) or 40% health (REF/WF);
- Base Miracle can no longer occur if all of the team's buildings are already at or above 99% health;
- C4 crate now properly sets your maximum C4 amount to 4, so you can safely refill that amount, and can no longer occur if you already have 4;
Well some of these changes are sure cool, nothing to say here!
changelog wrote: ----- CRATE CHANGES ------
+ Added Grenade Pack crate, which gives you 4 Frag Grenades and 4 Flashbangs;
- Random Weapon can no longer give you Plasma Cannon;
But I'm the only one thinking that the bonus crate will become more and more annoying especially with these 2 changes?

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Re: [WIP] All Out War 2: Zeta Project

#14

Post by SwordGrunt » Wed Jul 20, 2016 3:49 pm

fr blood wrote:
changelog wrote: ----- CRATE CHANGES ------
- Base Crasher and Base Miracle can no longer occur during Sudden Death, nor 5 minutes before it;
- Base Crasher can no longer occur if any of the team's buildings are below 50% health (OBE/RES/BAR) or 40% health (REF/WF);
- Base Miracle can no longer occur if all of the team's buildings are already at or above 99% health;
- C4 crate now properly sets your maximum C4 amount to 4, so you can safely refill that amount, and can no longer occur if you already have 4;
Well some of these changes are sure cool, nothing to say here!
changelog wrote: ----- CRATE CHANGES ------
+ Added Grenade Pack crate, which gives you 4 Frag Grenades and 4 Flashbangs;
- Random Weapon can no longer give you Plasma Cannon;
But I'm the only one thinking that the bonus crate will become more and more annoying especially with these 2 changes?
What do they have to do with one another?

Random weapon shouldn't be able to give you Plasma Cannon considering it already has its own crate. And having 4 grenades and flashbangs is better than most individual weapons to be honest (keep in mind you can refill these grenades too, just as with the 4x C4 crate)

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Re: [WIP] All Out War 2: Zeta Project

#15

Post by fr blood » Wed Jul 20, 2016 5:19 pm

Another question will that version be banned on PainKiller/Best Ever too?

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Re: [WIP] All Out War 2: Zeta Project

#16

Post by Sean » Wed Jul 20, 2016 5:23 pm

fr blood wrote:Another question will that version be banned on PainKiller/Best Ever too?
If it uses a few TB of bandwidth like AOW2.1 (or uses tonnes of CPU), then it'll be banned.
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Re: [WIP] All Out War 2: Zeta Project

#17

Post by SwordGrunt » Wed Jul 20, 2016 6:26 pm

Sean wrote:
fr blood wrote:Another question will that version be banned on PainKiller/Best Ever too?
If it uses a few TB of bandwidth like AOW2.1 (or uses tonnes of CPU), then it'll be banned.
If by any chance the poorly coded objects that caused this massive bandwidth problem were present in Omega's last revision (and therefore, in Zeta), we'll spot it with the measure outbound traffic feature eventually and take care of it. So I wouldn't worry about that at all.

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Re: [WIP] All Out War 2: Zeta Project

#18

Post by Catastrophe » Wed Jul 20, 2016 6:56 pm

fr blood wrote:Another question will that version be banned on PainKiller/Best Ever too?
I fixed a bunch of broken arrays and rewrote some things. The bandwidth issues hopefully won't be present, we'll be testing on my servers for a month for stability before putting it on TSPG.

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Re: [WIP] All Out War 2: Zeta Project

#19

Post by Sean » Wed Jul 20, 2016 7:44 pm

SwordGrunt wrote: If by any chance the poorly coded objects that caused this massive bandwidth problem were present in Omega's last revision (and therefore, in Zeta), we'll spot it with the measure outbound traffic feature eventually and take care of it. So I wouldn't worry about that at all.
I would because bandwidth isn't free. Repeat offenders will most likely be permanently banned. AOW is well-known for this stuff too so if ThZeta (oh god, why did you have to call it that? to confuse fucking everyone?) causes disruption to other servers or does that one BE server Jenova talked about and DDoSes random players overnight then it won't last long on TSPG.
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Re: [WIP] All Out War 2: Zeta Project

#20

Post by SwordGrunt » Wed Jul 20, 2016 8:09 pm

Sean wrote:
SwordGrunt wrote: If by any chance the poorly coded objects that caused this massive bandwidth problem were present in Omega's last revision (and therefore, in Zeta), we'll spot it with the measure outbound traffic feature eventually and take care of it. So I wouldn't worry about that at all.
I would because bandwidth isn't free. Repeat offenders will most likely be permanently banned. AOW is well-known for this stuff too so if ThZeta (oh god, why did you have to call it that? to confuse fucking everyone?) causes disruption to other servers or does that one BE server Jenova talked about and DDoSes random players overnight then it won't last long on TSPG.
Catastrophe wrote:we'll be testing on my servers for a month for stability before putting it on TSPG.
And I highly doubt this massive bandwidth use (which is obviously because of a bugged and/or poorly coded actor) is actually present in Zeta and wasn't just a display of the impressive coding skills of Demy Veronika. But if it is, it'll be found way before it could ever become an issue for TSPG or wherever else it gets hosted.

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