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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Tue Mar 05, 2013 10:09 pm Post subject: mods |
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Flagbase4
Adds a sprited base at flag origin points. Suitable for every CTF mappack.
Headhunter (links below)
Team mode based on a Quake mod of the same name. Works on any map*, for 2-4 teams.
Just set teamkeys on and run as CTF.
Frag a player, they drop a skull. Pick up enemy skulls to score points.
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v2 - basic version, suitable for any map.
v3 - better looking skull pickups. Not suitable for anything with any serious dehacked in it.
zdctfkoth
Converts all but 2 maps from zdctf1/2/3/b-sides to KotH mode.
Not all maps are playable (or recommended) - see info in wad/txt.
zd_4way5koth
3waymadness-ctf-v5koth
3wayctf-b4koth
Do the same for zd_4way, 3waymadness-ctf-v5 and 3wayctf-b4.
Again, not all maps are playable (or recommended) - see info in wads/txts.
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Fri Mar 08, 2013 10:13 am Post subject: |
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Interesting mods there! They sound fun to play! I hope Zdeamon Sessions and Wednesday Night Flags will give these mods attention, because I am sure these mods will be very much enjoyed by many people when these are put on an active server.
About Headhunter: I assume that you are able to pick up dropped skulls of dead players that were fragged by someone other than yourself? Otherwise I don't see what the difference is between normal Team Deathmatch. |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Fri Mar 08, 2013 2:48 pm Post subject: |
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Yeah, I hope we get to run these soon. Headhunter seems very interesting. Good job, cs! |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Sun Mar 10, 2013 3:02 pm Post subject: |
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Ronald wrote: | About Headhunter: I assume that you are able to pick up dropped skulls of dead players that were fragged by someone other than yourself? Otherwise I don't see what the difference is between normal Team Deathmatch. |
I think you prettymuch answered your own question there. The other thing that I didn't mention, which makes it interesting for teamplay, is that you can stop the enemy from scoring by picking up the dropped skulls of your own teamcolour.
If in doubt, try it out. |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Sun Mar 10, 2013 4:08 pm Post subject: |
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Yeah Shark master of scripted game modes, great mods! And of course we will use it for ZDS sooner or later. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Sun Mar 10, 2013 6:32 pm Post subject: |
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Hahaha, yes. Knowing you, you'll probably run them all at once.
With skins. And 48 players. |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Sun Mar 10, 2013 7:25 pm Post subject: |
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Cybershark wrote: | Hahaha, yes. Knowing you, you'll probably run them all at once.
With skins. And 48 players. |
The current session has 49 players limit for some reason; is it slowly degrading? |
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Evolution Wicked Sick!
Joined: 06 Sep 2005
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Posted: Sun Mar 10, 2013 7:28 pm Post subject: |
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Serverside recording might be on. That takes away a client spot. |
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Sr69Mm-jC Unstoppable!
Joined: 21 Jul 2011
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Posted: Sun Mar 10, 2013 7:39 pm Post subject: |
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I thought we're still stuck with 1.09.01 here. Are you saying the server runs a newer version and clients are compatible with that? |
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phenex2 Unstoppable!
Joined: 10 Jan 2008
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Posted: Sun Mar 10, 2013 9:53 pm Post subject: |
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Evolution wrote: | Serverside recording might be on. That takes away a client spot. |
Yep that is the reason.
Sr69Mm-jC wrote: | I thought we're still stuck with 1.09.01 here. Are you saying the server runs a newer version and clients are compatible with that? |
Yes, the features of the upcoming version minus netcode changes so current clients can connect are being tested on a couple of servers atm. |
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Jad On a Rampage!
Joined: 14 Jan 2007 Location: Heck
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Posted: Tue Mar 12, 2013 7:41 am Post subject: |
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So these are the masterpieces you've been painting in seclusion. Neat. |
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DoomKid Unstoppable!
Joined: 09 May 2008 Location: Aussie Land
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Posted: Fri Mar 22, 2013 3:06 pm Post subject: |
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These are really useful mods, I like the ideas Cyber. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Wed Apr 03, 2013 12:06 am Post subject: |
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Not that I expect anybody to really give a crap, but here's some new, forgotten and updated mods:
(Gotta keep up with those Frenchos!!)
Itemdrop
An alternative to respawning or infinite ammo. Has all monsters drop weapons/ammo in the same way that the basic Doom enemies do.
Teamswap
Creates "Reverse CTF" by switching teamstarts. Red will now spawn in blue base, and vice-versa.
Haxmod_v3
Like ST's Terminator mode. Entirely detailed elsewhere.
Flagcompass4
Shows distance and direction to flags in any 2way CTF maps. Great for packs you're unfamiliar with! Seems to now work correctly for multiplayer
Keycompass2
Like flagcompass, but for any co-op/survival map. It'll make most games too easy, but it's a handy tool for solving maps that have you baffled in SP!
Wrecker5
Info on the gamemode can be found here.
Updated version now informs players when their core is under attack.
Also replaces in-map BFGs with railguns and gives players a modified BFG on every spawn. This new weapon is a "healing gun" which can repair your core, but has limited ammo.
Unless you can find cells on the maps! Currently, this gun heals anything that it hits *shrug*
Works on any CTF/Ddom map.
Impvasion1
Daft mod for ZDCTFMP (maps01-10) which has teams playing CTF in the middle of a fullscale imp invasion. The more players, the faster they will come!
Might expand it to cover all 30maps at some point. It's pretty raw still.
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TheCupboard Generic Title
Joined: 25 Feb 2007 Location: USA
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Posted: Fri Apr 05, 2013 12:13 pm Post subject: |
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Haha, let the good times roll. I can see any number of uses for these. We are royally impressed.
Edit: This is really sticky-worthy and could almost be merged with "Gamemodes, their WADs, and How to Implement them.", yet I understand the conceptual and technical limits in this day in age.
If any of you wannabe charlatans want to make new game modes, take a fucking good look at Cybershark's work. The fins. They work wonders you see. |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Wed Apr 10, 2013 8:34 am Post subject: |
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I suggest you start organising sessions again every monday. "Mad Mod Monday!" Or something. There are more than enough fun mods out there nowadays to make sure these sessions would not end up being repetitive.
At least think about it. |
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Body-Guard Unstoppable!
Joined: 08 Jan 2006 Location: Hungary
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Posted: Wed Apr 10, 2013 8:52 am Post subject: |
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Let's go and shut down every brit10 and la-*world servers so new stuff will get more attention |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Wed Apr 10, 2013 9:20 pm Post subject: |
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Ronald wrote: | I suggest you start organising sessions again every monday. "Mad Mod Monday!" Or something. There are more than enough fun mods out there nowadays to make sure these sessions would not end up being repetitive. |
Sure! We're starting this Monday, with FairDOOM!
I'm not sure if you were addressing TheCupboard or myself there, but I'm sure the answer would be the same from either of us
Saturday's ZDS is usually pretty out-there and The Frenchos™ have now got a crazy Tuesday going too - there's only so many helpings of lunacy that people need (or want) each week.
There's better things that could be done with the one free evening of the week. Maybe some quality focus on team modes other than CTF? That or players should be encouraged to go play outside. I don't really understand the obsession with filling every single night with some themed event. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Sun May 12, 2013 3:10 am Post subject: One more |
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You can play CTF till the mountains crumble, the rivers run dry, the SKY1 falls, etc, etc. The one thing that's a constant? Those damn flag sprites
I made some minor mods to them in ZodiacCTF, but I really cannot think of any other place where anyone messed with them. Oh, I did make the (highly sarcastic) StCTFconvZD which converted ZD flags to the ones that Skulltag used to use - although they predate that port. Don't think it's ever actually made it onto a server
Annnnnyways; skip forward a bunch of years and an ST clan named [PRO] released their own CTF pack which had custom flags. More recently, Totengott, the designer of those flags, released them sprites into the public domain. I figured this was too good an opportunity to pass up, so I converted them to work here.
Now the sprites are a little dark, so maybe I'll adjust that at some point. Also, I should probably make a version which includes green and white flags too.
Thanks to The Frenchos™ for checking this out in-game, and liking it enough to embrace it on their BaseQ.fr servers!
As this pic demonstrates, the mod works quite well with my flagbase mod. Just be sure to load Proflags after it
Get it here: proflags |
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Ronald Rontard
Joined: 17 Aug 2005 Location: Netherlands Clan: [QnB]
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Posted: Mon May 13, 2013 9:52 pm Post subject: |
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I suggested both flagbase4.wad and proflags.wad for Wednesday Night Flags. The suggestion was posted in this thread. |
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Cybershark Spamming!
Joined: 05 Jan 2005 Location: off the grid, but still fighting for the users!
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Posted: Tue May 14, 2013 9:13 pm Post subject: |
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Appreciated, Ron. I wouldn't hold your breath though, as they seem pretty conservative over there
(I gave flagbase to DomainZ, Perro and Evo months ago, and they still never did anything with it. Krawa and the ZDS folks are probably a safer bet.)
Anyways, here's the promised update: pro4flags
Flag sprites made brighter!
Now includes all four team flags!
It really didn't seem worth bothering with the yellow flag too |
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