Prop Hunt - vb5 is out

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Hypnotoad
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Prop Hunt - vb5 is out

#1

Post by Hypnotoad » Mon Apr 21, 2014 12:30 pm

Prophunt, the popular GMod/Team Fortress 2 game mode finally found it's way into Zandronum!
For those of you not familiar with the concept:
One team consists of "props", they can be any doom item/decoration such as a shotgun, a torch, a tree etc... The props have to hide from the Hunters whose objective is to hunt the props down and kill them before the timer runs out. The props achieve this by blending in with the map to appear inconspicuous/as part of the scenery.

The hunters have a fist, shotgun and chaingun at their disposal. Not to mention their strongest weapon: a powerful grenade launcher altfire, you only get one grenade though so use it with care. To prevent hunters from just firing randomly anywhere until they hit someone, each shot fired does a bit of damage to the hunter. Killing a prop however restores full health and ammo.

The props have no guns. All they can do is hide in fear or if they're feeling brave: taunting the hunters. Be wary, because occasionally an "infinite taunt" may activate if you keep spamming, which loops forever such that you'll likely be killed quickly unless you have incredible evasive skills.

Download Latest version: http://www.[bad site]/download?file= ... t-vb5a.pk3

List of cvars:
[spoiler]ph_forcerandom (server side)
Description: forces random props
Usage: set ph_forcerandom 1

PH_MAPPROPSONLY (server side)
Description: make force random only spawn you as a prop in the map
Usage: set PH_MAPPROPSONLY 1

PH_HIDETIME (server side)
Description: sets hide time (in seconds)
Usage: set PH_HIDETIME 90

PH_SGDAMAGE (server side)
Description: sets shotgun damage
Usage: set PH_SGDAMAGE 10

PH_CGDAMAGE (server side)
Description: sets chaingun damage
Usage: set PH_SGDAMAGE 5

PH_FISTDAMAGE (server side)
Description: sets fist damage
Usage: set PH_FISTDAMAGE 5

PH_ENABLEMUSIC (client side)
Description: enables or disables music
Usage: set PH_ENABLEMUSIC 1 ("archivecvar PH_ENABLEMUSIC 1" to save in INI)

PH_NOTAUNTS (client side)
Description: enables or disables taunts
Usage: set_PH_NOTAUNTS 1 ("archivecvar PH_NOTAUNTS 1" to save in INI)[/spoiler]



Please support this ticket http://zandronum.com/tracker/view.php?id=1378 to resolve this in the future.

Any comments on mod balance or anything else is welcome.

We're also aiming for a mappack for this mod, so if anyone is willing to contribute a map that would be great ;).

Credits-
Frits: Project leader
Hypnotoad: ACS, additional decorate and additional wad maintanance
Thanks to Heavenwraith, of whom we used part of his timer script
Thanks to wario for being an encyclopedia
Thanks to ijon for some additional decorate code
Thanks to TheCitrusKiwi for hosting testing servers.
Thanks to Tyler/Tux/Fused/el> for testing

IRC: #prophunt
Last edited by Hypnotoad on Fri Mar 25, 2016 8:01 pm, edited 3 times in total.

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RE: Prop Hunt

#2

Post by tyler12112 » Mon Apr 21, 2014 1:28 pm

Everybody needs a hobby
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Guardsoul
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RE: Prop Hunt

#3

Post by Guardsoul » Mon Apr 21, 2014 1:55 pm

I will make a couple of maps for this. Any requirements?
I dont care about how bad your maps are. Everything can be improved.
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Hypnotoad
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RE: Prop Hunt

#4

Post by Hypnotoad » Mon Apr 21, 2014 1:58 pm

I haven't spoken to Frits about this yet so I'm not sure, but I imagine requirements would basically be for it to have plenty of varied props/decoration and items/pickups, and for there to be no spots that only props can get into but hunters can't.

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agaures
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RE: Prop Hunt

#5

Post by agaures » Mon Apr 21, 2014 2:05 pm

So.... it's like the hide and seek mod? only... decorations...
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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Kaminsky
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RE: Prop Hunt

#6

Post by Kaminsky » Mon Apr 21, 2014 2:29 pm

For future releases, I would recommend to configure the NOBLOOD flag for the prop classes. It has become an exploitation for the hunters to determine which objects are players because they bleed from every hit inflicted onto them. It somewhat defeats the purpose of the props concealing themselves in their surroundings if the hunters use their fists and punch every object until they find one that "bleeds".

Nonetheless, I am interested in creating some maps for this modification. Would it be all right to create city-themed maps?
Last edited by Kaminsky on Mon Apr 21, 2014 2:31 pm, edited 1 time in total.

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Hypnotoad
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RE: Prop Hunt

#7

Post by Hypnotoad » Mon Apr 21, 2014 2:34 pm

Bleeding isn't an exploit, if props don't bleed then it becomes extremely difficult for hunters to find props (assuming the prop players are competent at blending in). I might do a cvar to disable the fist though.

City maps are fine.

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RE: Prop Hunt

#8

Post by Catastrophe » Mon Apr 21, 2014 9:00 pm

I am in love with this wad, one of the funniest wads I've played in a long time.

The changes I'd do personally is make it so that solid objects don't bleed (especially big tree), and make it so that shooting randomly should punish you more, but actually managing to hit something should give health back.

Also fist is op, it should do at least 1 point of self damage or something.
Last edited by Catastrophe on Mon Apr 21, 2014 9:02 pm, edited 1 time in total.

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RE: Prop Hunt

#9

Post by Klofkac » Mon Apr 21, 2014 9:24 pm

I think there might ba a slight gameplay flaw - the hunters can memorize the map so well that they can easily deteremine who is player and what is a real decoration.
I haven't played the mod yet, so I can't tell if you have done anything against this.
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Catastrophe
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RE: Prop Hunt

#10

Post by Catastrophe » Mon Apr 21, 2014 9:27 pm

Should make it so that every doom item has a chance of not spawning to shake things up a bit

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Frits
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RE: Prop Hunt

#11

Post by Frits » Mon Apr 21, 2014 9:43 pm

Klofkac wrote: I think there might ba a slight gameplay flaw - the hunters can memorize the map so well that they can easily deteremine who is player and what is a real decoration.
I haven't played the mod yet, so I can't tell if you have done anything against this.
We were thinking about making an item randomizer in the future but first we need to tackle the basic stuff like balance and bugs.

The fist was designed so you could run up and check things because there was more to check than you could shoot turns out this is a bit unbalanced we'll fix that.

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RE: Prop Hunt

#12

Post by W1D3A55 » Mon Apr 21, 2014 9:53 pm

Catastrophe wrote: Should make it so that every doom item has a chance of not spawning to shake things up a bit
Perhaps it should be so that it either doesn't spawn or spawns a different item altogether.

On topic: this mod is definitely fun to play with, but here's a few possible suggestions:
1. Possibly gl lights for classes that would normally have them (torches, barrels, etc)
2. Support for skulltag actors
3. Animations on sprites for hiders.
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Frits
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RE: Prop Hunt

#13

Post by Frits » Mon Apr 21, 2014 10:04 pm

W1D3A55 wrote: 3. Animations on sprites for hiders.
This is already in? Torches and stuff are animated.
The GLlights are on the todo list.
St actors maybe in the future.

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Kaminsky
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RE: Prop Hunt

#14

Post by Kaminsky » Mon Apr 21, 2014 10:10 pm

Another recommendation would be to keep a limitation towards the number of hunters, depending on the number of props on the map. In my opinion, the ratio for the number of hunters to the number of props should be 1:2 to maintain the balance of the game.

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RE: Prop Hunt

#15

Post by Combinebobnt » Mon Apr 21, 2014 10:11 pm

Congrats on your newfound popularity with this awesome wad idea.

You might want to consider spawning items in monster locations, that would definitely help alongside with the randomizer cata suggested. Glad to know that you are already working on the balance and the opengl lights and stuff etc.

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RE: Prop Hunt

#16

Post by ESTAR » Mon Apr 21, 2014 11:24 pm

nice, great, good, awsome! Please host more servers, only one is not enough anymore :P
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RE: Prop Hunt

#17

Post by Lord_of_D: » Tue Apr 22, 2014 12:39 am

i like this game mode, but i think you should get rid of the ammo props, that or give them a big nerf, cause their small size allow them to hide behind things easely, and with that speed, well...
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RE: Prop Hunt

#18

Post by Yellowtail » Tue Apr 22, 2014 12:50 am

Lord_of_D: wrote: i like this game mode, but i think you should get rid of the ammo props, that or give them a big nerf, cause their small size allow them to hide behind things easely, and with that speed, well...
Problem: This is the case in the original prop hunt, so this is a non-issue, really.

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RE: Prop Hunt

#19

Post by Ru5tK1ng » Tue Apr 22, 2014 1:01 am

This was actually a lot of fun and it was hilarious being on ts and playing at the same time. If anyone runs any servers please use a wad that is at least a coop wad or a wad that doesn't have several small dm maps. The wad that was being ran on the server last night was really bad for this mod. Also the Chaingun could probably be a bit more balanced if it took up more health when fired.
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RE: Prop Hunt

#20

Post by DooMAGE » Tue Apr 22, 2014 1:29 am

Keep the good work, I played this mod so much this weekend.

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