Overload - New Build

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Grymmoire
 
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Overload - New Build

#1

Post by Grymmoire » Sun Jun 10, 2012 10:29 pm

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]Image
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Image[/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.
Image

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RE: Overload - ST Independent build

#2

Post by katZune » Sun Jun 10, 2012 10:53 pm

epic, epic and EPIC! i love them <3 and the map04 (facing worlds) is the best
Whitout a good PC ATM, i will back when 2.0 come out, :)
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Decay
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RE: Overload - New Build

#3

Post by Decay » Sun Jun 10, 2012 11:20 pm

Grymmoire wrote: Also since the node is gone, the standalone mode should work on any given CTF pack as well.
Including 3/4 way support.

Basically this a reversion from what we did back to the original Sabbat Martyr II game mode (albeit with bug fixes and various tweaks). Hopefully this will prove much friendlier to public play and lower amounts of players as well as high, instead of at least requiring 3v3 for any sort of decent play.

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RE: Overload - New Build

#4

Post by Avi » Sun Jun 10, 2012 11:45 pm

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!]

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RE: Overload - New Build

#5

Post by Disguise » Sun Jun 10, 2012 11:49 pm

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!]
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.
Image

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RE: Overload - New Build

#6

Post by Avi » Mon Jun 11, 2012 12:01 am

Oh very nice! I'm totally looking forward to trying this out now. >:)

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RE: Overload - New Build

#7

Post by Decay » Mon Jun 11, 2012 1:25 am

Disguise wrote:
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!]
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.
Correct. The node was causing a lot of confusion for people looking to just jump in the game, and some people just didn't get it (somehow). This is far more simplistic and easier to pick up and play (and also makes it convenient to tack the game mode on any other ctf pack like legendary ctf)

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RE: Overload - New Build

#8

Post by Jimmy » Tue Jun 19, 2012 6:08 am

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.
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.)

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.
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RE: Overload - New Build

#9

Post by Razgriz » Tue Jun 19, 2012 6:50 am

Does the BFG insta-Destroy the obelisk?

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RE: Overload - New Build

#10

Post by Disguise » Tue Jun 19, 2012 10:20 am

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.
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RE: Overload - New Build

#11

Post by Dusk » Tue Jun 19, 2012 10:23 am

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

#12

Post by Yellowtail » Tue Jun 19, 2012 1:17 pm

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)
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

#13

Post by Decay » Tue Jun 19, 2012 1:27 pm

Yellowtail wrote: 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.
They are not designed to be played in ctf. Still undecided whether or not to make them ctf compatible.
Yellowtail wrote: 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)
Did you run it in ST or Zandronum? If you ran it with Zandronum, you will need to load skulltag_data with it. I cannot get 07 to crash. Falling into the ice water in 06 kills you and so does the lava in 02. The script error in 07... I don't know what happened there, but it will be fixed.

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RE: Overload - New Build

#14

Post by Yellowtail » Tue Jun 19, 2012 2:26 pm

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.
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

#15

Post by Xaser » Sun Jun 24, 2012 3:03 am

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.

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RE: Overload - New Build

#16

Post by WhoDaMan » Mon Jun 25, 2012 12:38 am

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

#17

Post by Shane » Mon Jun 25, 2012 9:04 pm

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.

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Grymmoire
 
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RE: Overload - New Build

#18

Post by Grymmoire » Mon Jul 16, 2012 11:01 pm

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.
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RE: Overload - New Build

#19

Post by ALIENwolve » Tue Jul 17, 2012 12:55 am

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.
Excellent! I love dynamic setups like this.

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RE: Overload - New Build

#20

Post by Grymmoire » Wed Jul 18, 2012 11:19 pm

Uploaded a quick hotfix to the maps to fix a major issue with OVLD07's scripts.
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