Overload - New Build
- Grymmoire
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Overload - New Build
The Overload game mode that was brought back by MXU has undergone some changes since its last Skulltag release.
First let's get some obligatory screenshots out of the way despite how old they may be:
[spoiler]
[/spoiler]
Alright now onto the changes:
- Lots, probably, just play it and find out. I've been gone too long to keep track of what's new.
- Overload is multi-mode compatible now. So it works in CTF and one-flag CTF.
Download:
Mode
Maps & Music
Also since the node is gone, the standalone mode should work on any given CTF pack as well.
This mod is not independent from Skulltag's resources so make sure you load it up with the right additional resource wads.
First let's get some obligatory screenshots out of the way despite how old they may be:
[spoiler]
[/spoiler]
Alright now onto the changes:
- Lots, probably, just play it and find out. I've been gone too long to keep track of what's new.
- Overload is multi-mode compatible now. So it works in CTF and one-flag CTF.
Download:
Mode
Maps & Music
Also since the node is gone, the standalone mode should work on any given CTF pack as well.
This mod is not independent from Skulltag's resources so make sure you load it up with the right additional resource wads.
Last edited by Grymmoire on Wed May 01, 2013 10:16 pm, edited 1 time in total.
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RE: Overload - ST Independent build
epic, epic and EPIC! i love them and the map04 (facing worlds) is the best
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
RE: Overload - New Build
So there's no more nodes? Huh, so what's the new objective now? I'm assuming these weren't just converted to CTF given the "New Build" title. [Playtested this a few months back in my own time, it was pretty awesome!]
- Disguise
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RE: Overload - New Build
It's more like the Quake III Team Arena game mode, where you don't have nodes, you just go in the enemy base and shoot the obelisk until it goes boom. I think it was intended this way in the first place.Myselfagain wrote: So there's no more nodes? Huh, so what's the new objective now? I'm assuming these weren't just converted to CTF given the "New Build" title. [Playtested this a few months back in my own time, it was pretty awesome!]
RE: Overload - New Build
Oh very nice! I'm totally looking forward to trying this out now. >:)
RE: Overload - New Build
Yeah, that's how I scripted it originally. The node thing did add an interesting little something extra to the gamemode, though it kinda detracted from the hectic pace of the original. (The Q3TA gamemode was very frantic and less about strategy.)Disguise wrote:It's more like the Quake III Team Arena game mode, where you don't have nodes, you just go in the enemy base and shoot the obelisk until it goes boom. I think it was intended this way in the first place.
Anyway, I'll be checking this out again. :)
Last edited by Jimmy on Tue Jun 19, 2012 6:09 am, edited 1 time in total.
(link updated because I'm a dumb)
♪ Jimmy's MIDI directory ♫ - More than 150 original MIDIs!
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♪ Jimmy's MIDI directory ♫ - More than 150 original MIDIs!
♪ Jimmy's YouTube Channel ♫ - All my recent stuff!
▲ Jimmy's Blog of Doom ▲ - I make terrible posts here.
Download Jenesis
Download Jenocide (RC3)
RE: Overload - New Build
Does the BFG insta-Destroy the obelisk?
- Disguise
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RE: Overload - New Build
Yeah, as I've saw in FNF you can pretty much destroy it in one shot with the 9000, or two shots depends on how it was hit.
RE: Overload - New Build
It does; and that's why none of the maps feature the BFG. :P But things change if you play it on a custom mapset not designed for this.
Last edited by Dusk on Tue Jun 19, 2012 10:24 am, edited 1 time in total.
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RE: Overload - New Build
The thing I've noticed with some of the maps is that you can't pick up the flag at all when playing in CTF.
The maps I found that had this problem are:
OVLD02
OVLD03
OVLD04
OVLD10
OVLD09 isn't very easy to grab the flag unless you make an awkwardly timed jump.
There is also a map that will crash shortly after starting it up, and that map is OVLD07.
Also, I've noticed that a few maps don't have a clear way out if you fall in.
These maps are:
OVLD02
OVLD06
OVLD07 (Yes, falling into the pit doesn't kill you)
The maps I found that had this problem are:
OVLD02
OVLD03
OVLD04
OVLD10
OVLD09 isn't very easy to grab the flag unless you make an awkwardly timed jump.
There is also a map that will crash shortly after starting it up, and that map is OVLD07.
Also, I've noticed that a few maps don't have a clear way out if you fall in.
These maps are:
OVLD02
OVLD06
OVLD07 (Yes, falling into the pit doesn't kill you)
Last edited by Yellowtail on Tue Jun 19, 2012 1:22 pm, edited 1 time in total.
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RE: Overload - New Build
Oh, haha. I didn't realize there were 3D floors until you mentioned it.
Also, the crash in 07, I guess it was just because of how glitched it was, 'cause it didn't do it with skulltag_data.
EDIT: I also noticed that 09 actually doesn't require an awkward jump.
Also, the crash in 07, I guess it was just because of how glitched it was, 'cause it didn't do it with skulltag_data.
EDIT: I also noticed that 09 actually doesn't require an awkward jump.
Last edited by Yellowtail on Tue Jun 19, 2012 4:08 pm, edited 1 time in total.
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RE: Overload - New Build
Totally random, but props for using Foregone Destruction for MAP04's music. Might be best to use the original UT version, though, since it's a module and a lot smaller. You can get better sound quality for your buck that way.
RE: Overload - New Build
Awsome looking maps. I especially like screenies 4 and 5. I'll have to try this gamemode when I a chance.
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RE: Overload - New Build
I love Overload, it's fun to play and has that nice fast pace Unreal Tournament feel, which in a DooM game runs surprisingly well. Almost makes me wish I had time to design a map or two for it, I've been dying to make a good map with 3D floors in it. Oh well, as always best of luck to the Union and hope that the project gets done.
- Grymmoire
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RE: Overload - New Build
Updated the mode and maps.
Using the server-side command overload_warfare you can switch between the two types of Overload game types.
Overload_warfare 1 for the middle node (which requires a white flag) which is better suited for private/competitive play or 0 for no node, which is better for public play.
1 for node, 0 for no node.
Using the server-side command overload_warfare you can switch between the two types of Overload game types.
Overload_warfare 1 for the middle node (which requires a white flag) which is better suited for private/competitive play or 0 for no node, which is better for public play.
1 for node, 0 for no node.
- ALIENwolve
- Posts: 60
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RE: Overload - New Build
Excellent! I love dynamic setups like this.Grymmoire wrote: Updated the mode and maps.
Using the server-side command overload_warfare you can switch between the two types of Overload game types.
Overload_warfare 1 for the middle node (which requires a white flag) which is better suited for private/competitive play or 0 for no node, which is better for public play.
1 for node, 0 for no node.
- Grymmoire
- Retired Staff / Community Team Member
- Posts: 43
- Joined: Sat Jun 02, 2012 4:41 pm
- Location: United States
RE: Overload - New Build
Uploaded a quick hotfix to the maps to fix a major issue with OVLD07's scripts.
- Grymmoire
- Retired Staff / Community Team Member
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- Location: United States
RE: Overload - New Build
Super bump for update!
New versions of both components of Overload, as well as the maps and music being combined into one pack for some reason.
Mode
Maps & Music
New versions of both components of Overload, as well as the maps and music being combined into one pack for some reason.
Mode
Maps & Music
RE: Overload - New Build
Does this version have a big, flashy, annoying message telling people how to play the mode?
- Grymmoire
- Retired Staff / Community Team Member
- Posts: 43
- Joined: Sat Jun 02, 2012 4:41 pm
- Location: United States
RE: Overload - New Build
Did Overload ever have a big flashy message telling people how to play it?
I don't think that was ever implemented, there's a help screen but that's about it.
I don't think that was ever implemented, there's a help screen but that's about it.