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Summary 0004412: Possession mode changes: get rid of subsequent map resets, and only use round countdowns as a timer to respawn stone, and more
Revision 2024-09-11 10:53 by unknownna
Description I thought about this mode some more, and came to the conclusion that the real problem with it, other than not being able to shoot while carrying the hellstone, is that every win sequence and subsequent map reset kills the momentum of the gamemode. This is bad, since you have to wait for the duration of the win sequence, then wait for 10 seconds or so for the countdown to finish, and then finally wait until you find a proper weapon again so your momentum catches up with what you had going before the last score. See the problem here? It takes way too long to get a game going, only for it to get shut down completely whenever somebody scores.
This mode deserves better treatment to make it fun and do it justice in a fast-paced Doom setting. It should move away from forcing itself to redundant map resets that don’t really serve any purpose or belong in a possession mode.

The only map reset that should occur in this mode is the one at the beginning of the game at the start of a first round, whenever exiting a "waiting for players" state.

And to top it off, remove the hellstone from the scoring player half-way through the win sequence as an indicator that it’s going to respawn again soon.

The new game loop should go more like this:

* "waiting for players" state. Players can’t pick up the hellstone during this state.
* Players join and it counts down to the 1st and only map reset that occurs.
* Players fight and score.
* Win sequence. Hellstone is removed from scoring player half-way through to make the score fast and clean. Alternatively, let players move and shoot during the win sequence to speed it up even further.
* Round countdown begins and is simply used as a timer for the hellstone to respawn. No map reset takes place until the game enters a "waiting for players" state again.

You’d also need to fix the weapon desync that occurs after win sequences to make it play smoothly between each score online:'https://zandronum.com/tracker/view.php?id=2311 [^]'
Or you could alternatively let the players move and shoot during the win sequences to make it play even faster.
Revision 2024-09-11 10:50 by unknownna
Description I thought about this mode some more, and came to the conclusion that the real problem with it, other than not being able to shoot while carrying the hellstone, is that every win sequence and subsequent map reset kills the momentum of the gamemode. This is bad, since you have to wait for the duration of the win sequence, then wait for 10 seconds or so for the countdown to finish, and then finally wait until you find a proper weapon again so your momentum catches up with what you had going before to the last score. See the problem here? It takes way too long to get a game going, only for it to get shut down completely whenever somebody scores.
This mode deserves better treatment to make it fun and do it justice in a fast-paced Doom setting. It should move away from forcing itself to redundant map resets that don’t really serve any purpose or belong in a possession mode.

The only map reset that should occur in this mode is the one at the beginning of the game at the start of a first round, whenever exiting a "waiting for players" state.

And to top it off, remove the hellstone from the scoring player half-way through the win sequence as an indicator that it’s going to respawn again soon.

The new game loop should go more like this:

* "waiting for players" state. Players can’t pick up the hellstone during this state.
* Players join and it counts down to the 1st and only map reset that occurs.
* Players fight and score.
* Win sequence. Hellstone is removed from scoring player half-way through to make the score fast and clean. Alternatively, let players move and shoot during the win sequence to speed it up even further.
* Round countdown begins and is simply used as a timer for the hellstone to respawn. No map reset takes place until the game enters a "waiting for players" state again.

You’d also need to fix the weapon desync that occurs after win sequences to make it play smoothly between each score online:'https://zandronum.com/tracker/view.php?id=2311 [^]'
Or you could alternatively let the players move and shoot during the win sequences to make it play even faster.
Revision 2024-09-06 23:42 by unknownna
Description I was thinking about making the possession modes feel a bit more clean and structured and came up with 2 ideas:

* Don't spawn the hellstone artifact during "waiting for players" states. Alternately, simply don't let players pick it up before the active rounds begin.
* It would be a good idea to remove it from the player after win sequences so other novice players don't get confused during countdowns to the next round. Players will tend to chase each other around needlessly during countdowns when a player still carries the hellstone after scoring.

If anything, the second point would be good to consider.






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