How does a prop win on DM other than telefragging?Lord_of_D: wrote: Lets start a community pack specifically for this mod, but which we can play too in common DM :3. btw, whyd you disable the music? for listenning much better?
Prop Hunt - vb5 is out
- SwordGrunt
- Forum Regular
- Posts: 377
- Joined: Thu Jun 07, 2012 8:43 pm
RE: Prop Hunt - vb2 released!!
RE: Prop Hunt - vb2 released!!
Boat already made a script that gives 40 hp to every hunter when a prop spectates/disconnects :)
Code: Select all
Mode #grandvoid -o Konar6 by Frits
<Konar6> the fuck
<Konar6> who made this IRC
<Konar6> how is this possible
- EnsaladaDeTomate
- Posts: 51
- Joined: Sat Feb 23, 2013 6:59 pm
RE: Prop Hunt - vb2 released!!
yeah, ik that, but some big classes, ex: big trees, etc. still getting stuck at small door's and places, ex: map13, map22Hypnotoad wrote:We have changed their hitbox size now to prevent this.EnsaladaDeTomate wrote: Hmm, leaving crouch enabled should be better, since big classes like trees, lamps and tech pillars kept getting stuck in small doors, places, etc etc etc....
Oh, and if ur using random, ur screwed if u spawn at a small place with a big class... That sucks and it's a quite unfair in some way~
Last edited by EnsaladaDeTomate on Wed Apr 23, 2014 10:17 pm, edited 1 time in total.
-
- Forum Regular
- Posts: 116
- Joined: Fri May 25, 2012 11:06 pm
- Location: Denver, CO
RE: Prop Hunt - vb2 released!!
This was very fun to play and has sparked my interest. After playing (quite) a few rounds I think I have a handle on what to see in a map. I'll see if I can conjure something up for this. Any specific map numbers or rotation you looking for? PH01-PH10?
Last edited by Rabbit lord on Wed Apr 23, 2014 10:05 pm, edited 1 time in total.
*Invasion of the Imps [03/19/13]
RE: Prop Hunt - vb2 released!!
We really fixed it in the next version. No more getting stuck in small places as a big prop. Promised :)EnsaladaDeTomate wrote:yeah, ik that, but some big classes, ex: big trees, etc. still getting stuck at small door's and places, ex: map13, map22Hypnotoad wrote:We have changed their hitbox size now to prevent this.EnsaladaDeTomate wrote: Hmm, leaving crouch enabled should be better, since big classes like trees, lamps and tech pillars kept getting stuck in small doors, places, etc etc etc....
Oh, and if ur using random, ur screwed if u spawn at a small place with a big class... That sucks and it's a quite unfair in some way~
PHXX seems like a good way to sort the maps. So yeah, go ahead.Rabbit lord wrote: This was very fun to play and has sparked my interest. After playing (quite) a few rounds I think I have a handle on what to see in a map. I'll see if I can conjure something up for this. Any specific map numbers or rotation you looking for? PH01-PH10?
Last edited by Frits on Wed Apr 23, 2014 11:12 pm, edited 1 time in total.
- Hypnotoad
- Retired Staff / Community Team Member
- Posts: 528
- Joined: Tue May 29, 2012 8:50 pm
- Location: Britland
RE: Prop Hunt - vb2 released!!
Theshooter7 wrote:An easy trick would be to just loop through all the players, and check the team. If blue, heal the player. Indeed this would likely require assigning players a TID based on PlayerNumber()Ijon Tichy wrote: DISCONNECT scripts run on the world, though. You'll need to signal to the hunters somehow that they need to heal up; either through giving a CustomInventory to a certain TID shared by the hunters, or through sending a signal to an ENTER script through an array or something.
Also:Spoiler: Potential Prop Taunt (Open)
Yeah, this is more or less what I did, I already had their TID's stored.Frits wrote: Boat already made a script that gives 40 hp to every hunter when a prop spectates/disconnects :)
-
- Posts: 60
- Joined: Mon Jan 07, 2013 5:13 pm
- Location: Dominican Republic (we are not half-naked natives)
- Contact:
RE: Prop Hunt - vb2 released!!
Let me make music for your maps again! I improved a lot since "Oriental Drum n bass" :P If 6 min is the default timer then i will do a 6 min song, simple :)Rabbit lord wrote: This was very fun to play and has sparked my interest. After playing (quite) a few rounds I think I have a handle on what to see in a map. I'll see if I can conjure something up for this. Any specific map numbers or rotation you looking for? PH01-PH10?
Also, are You guys planning to make "classes" for hunters? Or want to leave it classic and simple (not to say classes Like GvH, not exagerating things).
- Slim
- Zandrone
- Posts: 1112
- Joined: Sat Mar 16, 2013 7:11 am
- Location: Zero Space
- Clan: Can't fit it in here
- Clan Tag: -=FSR=-
- Contact:
RE: Prop Hunt - vb2 released!!
I got one real major suggestion for balancing, but I doubt due to the limitations of ACS it'll come to fruitition. How about having the props only spawn as what's actually in a map? Example, a bigtree in a tech base map would be a DEAD giveaway that you're a player. So if there's only shellboxes in a map, how about the prop players only spawn as shellboxes? That'd correct balance by a lot.
EDIT: Also, the fading to black during the hiding period really does not help with the telefragging going on, why not instant cut to black? If you see a hider come by during the mass respawning players do, it's basically spoiling where they hide, Could that be fixed?
EDIT: Also, the fading to black during the hiding period really does not help with the telefragging going on, why not instant cut to black? If you see a hider come by during the mass respawning players do, it's basically spoiling where they hide, Could that be fixed?
Last edited by Slim on Thu Apr 24, 2014 1:25 am, edited 1 time in total.
-
- Posts: 60
- Joined: Mon Jan 07, 2013 5:13 pm
- Location: Dominican Republic (we are not half-naked natives)
- Contact:
RE: Prop Hunt - vb2 released!!
I understand your point, but i think the REAL solution to that issue is having a custom mappack made for the wad, with creative mappers making versatile maps where EVERY prop can hide properly, Like a lab, and then outdoors a forest, or, making a weird map, like REAL decorate trees in a building (but this last one item randomizer might screw it?) just an exmaple, im pretty sure that "prop fitting in the map's theme" issue Will be fixed with a custom mappack, just wait for it!Suicide Slim wrote: I got one real major suggestion for balancing, but I doubt due to the limitations of ACS it'll come to fruitition. How about having the props only spawn as what's actually in a map? Example, a bigtree in a tech base map would be a DEAD giveaway that you're a player. So if there's only shellboxes in a map, how about the prop players only spawn as shellboxes? That'd correct balance by a lot.
Last edited by ESTAR on Thu Apr 24, 2014 1:29 am, edited 1 time in total.
-
- Posts: 23
- Joined: Fri Nov 02, 2012 12:00 am
- Location: No where or Canada
- Contact:
RE: Prop Hunt - vb2 released!!
The telefragging will be fixed soon kinda, just wait, all these ideas will or have already been implemented :)Suicide Slim wrote: I got one real major suggestion for balancing, but I doubt due to the limitations of ACS it'll come to fruitition. How about having the props only spawn as what's actually in a map? Example, a bigtree in a tech base map would be a DEAD giveaway that you're a player. So if there's only shellboxes in a map, how about the prop players only spawn as shellboxes? That'd correct balance by a lot.
EDIT: Also, the fading to black during the hiding period really does not help with the telefragging going on, why not instant cut to black? If you see a hider come by during the mass respawning players do, it's basically spoiling where they hide, Could that be fixed?
and the shellbox idea, there will probably not be any maps with just one item.
Everybody needs a hobby
- Slim
- Zandrone
- Posts: 1112
- Joined: Sat Mar 16, 2013 7:11 am
- Location: Zero Space
- Clan: Can't fit it in here
- Clan Tag: -=FSR=-
- Contact:
RE: Prop Hunt - vb2 released!!
But then, that'd be a bad idea, it's a waste of Vanilla compatibility. Having to have it's own mappack just for the proper setting for hiders would be just a pain in the rear, and it'd take a long time. I'm sure this will have it's own maps in the future, it's also compatible with other maps, Which I'm sure was an intended function by the author(s).ESTAR wrote: I understand your point, but i think the REAL solution to that issue is having a custom mappack made for the wad, with creative mappers making versatile maps where EVERY prop can hide properly, Like a lab, and then outdoors a forest, or, making a weird map, like REAL decorate trees in a building (but this last one item randomizer might screw it?) just an exmaple, im pretty sure that "prop fitting in the map's theme" issue Will be fixed with a custom mappack, just wait for it!
EDIT: Also, this seemed to promote playing actual vanilla Doom 2 maps, so I see no manatory need for a mappack JUST for balance's sake.
Last edited by Slim on Thu Apr 24, 2014 1:39 am, edited 1 time in total.
-
- Posts: 23
- Joined: Fri Nov 02, 2012 12:00 am
- Location: No where or Canada
- Contact:
RE: Prop Hunt - vb2 released!!
Music will not be implemented into prop hunt. As far as i know, the mod stops music before the level starts. You can still put music but it won't play.ESTAR wrote:Let me make music for your maps again! I improved a lot since "Oriental Drum n bass" :P If 6 min is the default timer then i will do a 6 min song, simple :)Rabbit lord wrote: This was very fun to play and has sparked my interest. After playing (quite) a few rounds I think I have a handle on what to see in a map. I'll see if I can conjure something up for this. Any specific map numbers or rotation you looking for? PH01-PH10?
Also, are You guys planning to make "classes" for hunters? Or want to leave it classic and simple (not to say classes Like GvH, not exagerating things).
Also I've got the map name "PH01" already, so if there's no way to change it don't use plskthx :)
Everybody needs a hobby
- Slim
- Zandrone
- Posts: 1112
- Joined: Sat Mar 16, 2013 7:11 am
- Location: Zero Space
- Clan: Can't fit it in here
- Clan Tag: -=FSR=-
- Contact:
RE: Prop Hunt - vb2 released!!
Is there any good reason at all that music is forced off? It's a clientside deal. I'm just saying it serves no real purpose for this. :/tyler12112 wrote: Music will not be implemented into prop hunt. As far as i know, the mod stops music before the level starts. You can still put music but it won't play.
It was an example though, not to be taken literally.tyler12112 wrote: and the shellbox idea, there will probably not be any maps with just one item.
Last edited by Slim on Thu Apr 24, 2014 1:50 am, edited 1 time in total.
-
- Posts: 23
- Joined: Fri Nov 02, 2012 12:00 am
- Location: No where or Canada
- Contact:
RE: Prop Hunt - vb2 released!!
Music was taken for more enjoyment of the prop taunts and more easier for hunters to find, imo it's better for the game modeSuicide Slim wrote:Is there any good reason at all that music is forced off? It's a clientside deal. I'm just saying it serves no real purpose for this. :/tyler12112 wrote: Music will not be implemented into prop hunt. As far as i know, the mod stops music before the level starts. You can still put music but it won't play.
It was an example though, not to be taken literally.tyler12112 wrote: and the shellbox idea, there will probably not be any maps with just one item.
yea i know but was using that to say not every level will be equal to all props but there is ways to win even with a big tree.
Everybody needs a hobby
-
- Posts: 60
- Joined: Mon Jan 07, 2013 5:13 pm
- Location: Dominican Republic (we are not half-naked natives)
- Contact:
RE: Prop Hunt - vb2 released!!
Welp at least i tried.tyler12112 wrote:Music will not be implemented into prop hunt. As far as i know, the mod stops music before the level starts.
And Slim, custom mappack doesnt necessarily means "babysit props".
- Slim
- Zandrone
- Posts: 1112
- Joined: Sat Mar 16, 2013 7:11 am
- Location: Zero Space
- Clan: Can't fit it in here
- Clan Tag: -=FSR=-
- Contact:
RE: Prop Hunt - vb2 released!!
ESTAR wrote: custom mappack doesnt necessarily means "babysit props".
Well I'm sorry Estar, that's what looked like what was implied. I only said it as what I read.ESTAR wrote: I understand your point, but i think the REAL solution to that issue is having a custom mappack made for the wad, with creative mappers making versatile maps where EVERY prop can hide properly,
-
- Posts: 60
- Joined: Mon Jan 07, 2013 5:13 pm
- Location: Dominican Republic (we are not half-naked natives)
- Contact:
RE: Prop Hunt - vb2 released!!
Suicide Slim wrote: Example, a bigtree in a tech base map would be a DEAD giveaway that you're a player.
I Was referring to theme of the Map, obviously not a big room filled and spammed with stimpacks xDESTAR wrote: i think the REAL solution to that issue is having a custom mappack made for the wad, with creative mappers making versatile maps where EVERY prop can hide properly, Like a lab, and then outdoors a forest
RE: Prop Hunt - vb2 released!!
I see no reason why you can't add music to the Maps you make. Maybe someday they'll be used for something else. So go ahead.Suicide Slim wrote: Is there any good reason at all that music is forced off? It's a clientside deal. I'm just saying it serves no real purpose for this. :/
Music won't be defaulted on in the mod but clients can always turn it back on.
The item randomizer well, i don't think it will work well. If Every item on the map is randomized then there will be no more blending in. At which point it just becomes spray 'n pray.
What i'm thinking about is perhaps adding selective item randomizers eg: big tree can turn either into a small tree, stalagmite/tite or nothing at all.
Last edited by Frits on Thu Apr 24, 2014 7:33 am, edited 1 time in total.
Code: Select all
Mode #grandvoid -o Konar6 by Frits
<Konar6> the fuck
<Konar6> who made this IRC
<Konar6> how is this possible
- BarneyTheDinosaur
- New User
- Posts: 13
- Joined: Thu Jan 02, 2014 8:38 am
- Location: Inside your mind
RE: Prop Hunt - vb2 released!!
I want to join on the mappack
Thank you for existing and supporting this game! Love you all.
RE: Prop Hunt - vb2 released!!
Although I wish I could add some ideas to improve this wad, I can't really come up with anything as I haven't really played this gametype in gmod either. That aside, I want to share how much of a blast I've had these past few days playing in this server. Congratulations on a successful server!
Last edited by Condor on Thu Apr 24, 2014 11:53 am, edited 1 time in total.