Project Guilt Trip

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Re: Project Guilt Trip

by Joao Lucas » Wed Oct 17, 2007 6:28 pm

Orl wrote:Well its been a whole month without word. Guess this will be another mod down the toilet.
That, or he's too busy working on it to post here.

Re: Project Guilt Trip

by Orl » Sun Oct 14, 2007 2:12 pm

Well its been a whole month without word. Guess this will be another mod down the toilet.

Re: Project Guilt Trip

by gulliver-trans » Fri Oct 05, 2007 7:30 pm

Why do you call it Guilt Trip?

Re: Project Guilt Trip

by Orl » Fri Oct 05, 2007 7:23 pm

So whats the status at this point?

Re: Project Guilt Trip

by Spectrum Vixen » Thu Sep 13, 2007 9:53 am

Actually, that is wonderful!

Maps this mod would use would have to be high quality, naturally... but aside from that, taking into account the high mobility settings of this mod. Each and every class will have a lot of options for movement, I think.

The Marine will have the swinging grapple and the Portal guns to move around with, while the fiend will be able to fly and leap like a motherfucker. This will raise a lot of issues with map-making if I am not mistaken...

I'm thinking prince-of-persia-style open-expanses-and-platforms with grappling hook poles and facets will be neccesary: All human classes will have access to the hook, you see, so it will have to cater to them some, I think, or the humans will get their butts kicked (Remember, Most of the monsters like enclosed spaces, and fight best in those situations)

But at the same time, we can't show the monster classes no love: Perhaps those platforms in those open-expanse rooms would have enclosures, like buildings on those platforms, for them to fight from.

So then. A map that caters to these criterea would be excellent.

Summing up:

-A ground floor with islands surrounded by lava with bridges inbetween, and teleporters going upward from there, and a lot of low-hanging bars and poles for humans to grapple and climb with.

-Several platforms, coming from the walls of the map and hovering in the middle, big and small, with close-quarters structures on them, and staggered in their heights, again with poles ascending and descending for the grappling hook. Remember though, this is not a "pull" type grapple, but a swinging grapple with limited range (its a long range, but its still limited), staggered in heights and distances from one another, but never within jumping distances. A few would be neat to have broken bridges inbetween, though.

-Each structure would do well to have a corresponding teleporter, and the teleporters aught not to be grouped together on one island on the base... too easy.

-At the top of this tower-structured map (wide base and veeery tall map) it would be cool to have a peak room sort of deal.

Heh... that's a tall (heehee) order, I know, but that kind of map would be perfect. Take your time with it... It will take me a while to finish the first release with some basic features.

Re: Project Guilt Trip

by Orl » Wed Sep 12, 2007 9:26 pm

Guest wrote:Yaay! Orl wants to help!... I-think!

What I need most help with is programming gametype and mapping.
I'll help in any way I can. But the only thing I know how to do is mapping. I have much experience with maps and can create some interesting stuff, but thats it. I am by no means a programmer.

Re: Project Guilt Trip

by Spectrum Vixen » Wed Sep 12, 2007 3:17 pm

Game balance:

I don't want any class to have a kill-all end-all move or attack. That would ruin the fun of it all... make it nothing but people using that attack for everything to kill everyone, nothing else. I hate that about fps games, always have. Each attack and skill needs to have a function that no other ability in the class can fill.

Because finding weapons and ammo is never an issue, and because many of these class abilities break barriers most mods take for granted, and because each class will be so drastically different, great care must be taken to game balance, so no class has a distinct advantage, even if all will have specialities.

Arrite, to make something clear, the three modes and the special are not powerups or anything, but are gonna be selected by keystroke (or whatever, set to impulses so you can bind them as you see fit).

Demon Retooling for new system considerations

-Superjump ability
-Wing-flight ability that consumes stamina, and is clumsy
-Immunity to lava, vulnerability in water, and weakness to acid

Reaping (mode1):
(normal, close): Basic claw attack (slish-slash)
(Normal, far): Launch fire bolts
(normal + Jump) Second, smaller mid-air jump that does less damage, but grants extra distance
(normal + Flight) a foreward-aimed, but innacurate fire bolt attack.
(Smash, close): A claw attack that hits all near the Fiend (spinning attack)
(Smash, far): Launch a couple, slower and overcharged fire bolts.
(smash + jump): A harder-hitting jump impact that knocks foes back.
(smash + flight): A foreward-aimed, but innacurate overcharge Firebolt attack.
Demon using this mode has cheap, easy powers.

Brute (mode2):
(normal, close): A single, powerful claw slash that is slower, but smacks foes backward some.
(Normal, far): A fireball-flinging attack that explodes. Not nearly as good as a rocket, but throws much harder.
(normal + Jump) A mid-air lunge that does heavy damage.
(normal + Flight) A couple of those weak fireballs. Innacurate, hitting an area rather than a spot.
(Smash, close): A very heavy circle-claw attack that forcibly smacks all nearby people away like ragdolls, briefly stuns, and deals impressive damage. Big, clunky and slow.
(Smash, far): A shambler-style lightning attack that impacts and knocks foes out of the air like flies, even if the damage is not all that impressive.
(smash + jump): A downward smash that damages and knocks away all foes near the epicenter of impact.
(smash + flight): Divebomb! Works a lot like smash + jump, but it can be directed some. Works like a flying rocket.
Demon using this power set can scale and cling to walls, and has stronger beats of their wings that can push foes a little, but they cannot glide.

Celerity (mode3):
(normal, close): A rapid-fire claw attack
(Normal, far): A weaker shot-per-shot but very fast firebolt attack.
(normal + Jump) Accelerates the arc of the jump and does a little more damage on impact.
(normal + Flight) a rapid-fire, but highly innacurate firebolt attack that attacks a wide area.
(Smash, close): A frenzy attack, letting the fiend viciously attack all foes nearby repeatedly, dealing small damage, but very often, and very quickly. Drains stamina QUICKLY.
(Smash, far): Lightning-link, letting the fiend latch onto a foe and yank right up to them. has a finite range, and can only grapple living things, but works like a ctf-style grappling hook.
(smash + jump): A mid-air lunge that does a little damage, and can be repeated in the event of an impact until the fiend misses. On a hit, the fiend bounces backwards several feet, then can lunge again once a couple feet away. (believe me, this will look really cool when its done. Imagine a scrag being pounced from below by the demon, who uses this attack, pounding them senseless mid-air as they try their best to hold their legs shut >.>)
(smash + flight): A charge attack that does impressive damage, and knocks those in its path flying aside. Poor controll while in the air, but fun.

Demon using this mode is much quicker than normal, but is constantly burning stamina when in motion, only able to regenerate it when sitting still.


Hunter(Special): The Demon's outlandish abilities that aid in the demon's role as the wanton destroyer and killer of crunchy prey.
(Normal): Scent (radar-like ability that lets them sense nearby foes.)
(Smash): Shadowstep (a short-range teleport ability. Mostly for dodging something nasty in a pinch, because theres no predicting where you'll end up in the immediate area.)
These abilities are gonna prolly be *very* cheap. Demon using the Hunter set has no actual attacks while the set is active, but the concentration of this improves their base attributes some: speed, jump distances, wingflight efficiency, gliding controll, all at no additional stamina cost. This makes Hunter the ideal set for the demon roving and searching for prey in a large map.

-----------------------------

Anyhow, how does this all look so far? Any ideas on how to balance this stuff, anyone?

Re: Project Guilt Trip

by Spectrum Vixen » Wed Sep 12, 2007 2:00 pm

Arrite arrite arrite, reading over this stuff and looking at how... well, oversensitive I've been, I think I overreacted at you Joao, and blew some things outa proportion.

I've come to expect attacks from you, Joao... coupled with my terrible day so far, all this seemed pretty cruel to me and I just blew up. NOW who spoke without thinking?

Me. And I apologize. I mean... fuck, I'm the one who went on this big rant. You're right, it was a little childish of me. I was trying to sound all high and mighty there, and again, I apologize, so lemme say what I shoulda said in the first place, Joao:

Thank you for
Well nice idea, and good luck to you.
It blindsided me that you said that, and all I heard was insults. As for the rest of what you said... um... walnuts <.<; Squirrels like walnuts, and Walnuts taste like happy.

Re: Project Guilt Trip

by Spectrum Vixen » Wed Sep 12, 2007 1:35 pm

Here we go. Check this out: I'll use my ideas for this version of the Quake marine, which will prolly be implemented fully in the full release, if me can helps it...

The Quake Marine, or Slipgate Warrior as I'm going to call it, is gonna be different from every other class in the mod in that it does not have particular stamina for all its abilities, but reload times for its different modes instead, making each weapon work differently and have its own, recharging pool of power to manage. The result: the Slipgate Warrior is a walking arsenel, adept at dishing out ranged boo-boos.

I'm going to tailor design each class like this, each one playing like it were from a completely different game.

Mode1: Bullets (Super Shotgun (better damage, slower fire), Super Doublebarrel Shotgun (MUCH better damage, knockback, stunning, but slow.)

Mode2: Explosives (The grenade launcher, with less damage over a bigger radius and a knockback (throws people), and the Rocket launcher, with less damage and a greater radius and knockback. Better for rocket jumping and crowd controll)

Mode3: Rapidfire (The Nailgun. It kicks upwards and does more damage for its increased innacuracy, but does better damage, and the Lightning Gun, which consumes the Rapidfire Guage quickly and does a LITTLE less damage, but throws people like ragdolls!, The rapidfire Weapon Tree is meant to be fired in bursts and has a 100% guage that decreases steadily but rapidly as the weapons go off, then comes back when you take your finger off the trigger. Nailgun eats this pool slowly, and can fire 'dry' from any point within 100% above nothing, but the lightning gun needs to start firing at a full charge.)

Special: Dimensional (This is the fun stuff, quirky things a Slipgate can do that are useful in mobility and combat. This includes the Wormhole gun (lets the Slipgate Warrior 'open' a hole in a wall to move past obstructions, or displace a part of a shot person several feet behind them, dealing damage.) and the Portable Slipgate (which makes a two-way portal only you and members of your team can use to go inbetween. Each player can have a set number of these gateways, likely defined by the server. An industrious player uses these portals to create ease-of-access pathways for themselves and teammates to get to checkpoints and across the level quickly.)

the Slipgate Warrior always:
-Has access to the swinging grappling hook
-Is terribly useful.

They, in the final release, will be a race-neutral class, as they will be too useful to confine to one race. There might be a Monsterous and a Human version of this class simply for ease of implementation in the final versions of this mod, but they'll be muchly the same, but different in little ways (like instead of the grappling hook the monster slipgate warrior would have superjumping, and some weapon differences.)
---------------------------

For all the classes, instead of that condition modifying attacks buisness (no promises, I'm going to do what works in the end for each and every class differently), I think the powerups would modify the way the powers work, or change them completely... More later.

Re: Project Guilt Trip

by Joao Lucas » Wed Sep 12, 2007 12:07 pm

I can't believe this asshole got mad on me because I wished him good luck and just made a point: there is a mod where you can play with monsters already.

Ok, now child, go sleep. Children should do that on the afternoon. Or maybe drink some hot milk and eat cookies. Just so you can keep it in mind, little arrogant-fuck:

FvF > You and your mod

Go advertise your mod at Inside3D, not here. Ass.

Re: Project Guilt Trip

by Spectrum vixen » Wed Sep 12, 2007 11:37 am

Anyhow, let's move along, shall we?

With the weaponless system this mod will use, I think the system, with complex conditions and whatnot, would not work for a lot of the human charachters, and a lot of the monsters with abilities that require precision and timing to use.

So. For classes that need precision and whatnot, an alternate system.

Mode 1
Mode 2
Mode 3
Special

Normal
Smash

It is much simpler, this method, than a distance and movement based system for ranged classes.

More later, I'm busy in classes

Re: Project Guilt Trip

by Guest » Wed Sep 12, 2007 11:21 am

Seriously dude, what I was saying was
Well nice idea, and good luck to you. But a mod where you can play with monsters was already created.
was a completely cold and useless comment that insulted my intelligence, or REALLY seemed to. Do you really think I'm THAT ignorant? If you really do, you're an arrogant, racist little man... oh wait... thats already true.

Then, you had the gall to pour salt in the wound to agitate things further, as seems to be your nature. My frustration with you, Joao, should have been obvious in my reply to your words in the first place, but now I feel like I really need to lay it into you. Your reply to the voicing of my dissaproval of your putting your two cents into this topic in the first place, ala
I wasn't looking down on you, I even wished you good luck. But now I see how pathetic you are. Can you even program stuff? Or did you just woke up right after a crazy-ass dream wanting to make a mod?
was equally useless and cold: You just had your feelings hurt because I was honest with you, and let you know that your words were wholly unhelpful to me, and really had no point but for you to hear your own voice (or, rather, feel special because you said something), so you insulted me again to make yourself feel better.

I try to be friendly, Joao, with as many people as I can... but you... I see no reason to be. No. Reason. At all. You're horribly racist, egotistical, angsty, cruel, and you speak thoughtlessly because you get mad, and have no idea how to controll your emotions in productive ways. You've been nothing but nasty to me the entire time I've been here, since day one, and I'm sick of it.

So unless you feel like starting to be useful in these conversations, like actually offering help or meaningful input that would contribute to the quality of this project, Joao (which I would be VERY grateful for, by the way) please, or at least putting some more thought into your words, by all means, stop talking. If you wanna keep bickering, lets take it to pms, dude, I don't want to clutter this thread any more with this nonsense.

Re: Project Guilt Trip

by Joao Lucas » Wed Sep 12, 2007 10:55 am

I wasn't looking down on you, I even wished you good luck. But now I see how pathetic you are. Can you even program stuff? Or did you just woke up right after a crazy-ass dream wanting to make a mod?

Re: Project Guilt Trip

by Spectrum Vixen » Wed Sep 12, 2007 8:10 am

Oh, and Joao, I reinvent the wheel daily when I drive my car >.>; Dont look down on me for coming up with original ideas just because you have seen something a TINY bit like it before. Wanna help? Go buy gumballs with your two cents >.>; that comment was wholly unhelpful and pointless.

Re: Project Guilt Trip

by Guest » Wed Sep 12, 2007 8:05 am

Yaay! Orl wants to help!... I-think!

What I need most help with is programming gametype and mapping.

If we could get Siege and War gametypes going for the first release, with the Demon and Quake marine classes working, that'd be spiffy because it would still work fully.

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