Nexuiz Team Fortress?

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Tue Mar 31, 2009 9:52 am

  • Anybody here remember Quake Team Fortress? That's the one multiplayer game I miss more than anything else. Wolf TF was fun too, but it died with the release of ET.

    I would really like to see a Team Fortress mod for Nexuiz. Most of the pieces are already in place. The classes and weapons wouldn't be the same as in the original QTF, but then they don't have to be. NTF should work with all game types, especially CTF, Ons, and DOM. Players start fully loaded with weapons (primary + secondary), ammo, and armor. They can pick up health, ammo, and armor, but not weapons.

    Suggested classes:

    ASSASSIN
    Primary weapon: Knife
    Secondary Weapon: Hook + grav bomb
    Health: Low
    Armor: None
    Speed: High
    Special ability: Can kill with a single stab in the back. Can disguise self as enemy.

    ENGINEER
    Primary weapon: Machine gun
    Secondary weapon: None.
    Health: Average
    Armor: Average
    Speed: Average
    Special ability: Build turrets that fire bullets or rockets. 1st stage bullet turret = machinegun. 2nd stage = heavy machinegun. 1st stage rocket turret = hagar. 2nd stage = rocket launcher. 3rd stage = tag seeker. Can disarm explosives.

    EXPLOSIVES ENGINEER
    Primary weapon: Grenade launcher
    Secondary weapon: Land mine (limited number pr player)
    Health: Average
    Armor: Max
    Speed: Average
    Special ability: Can plant large explosive that clears the room — alternately destroys structures on map (if supported).

    HACKER
    Primary weapon: Machine gun
    Secondary weapon: Turret hook
    Health: Average
    Armor: Average
    Speed: Average
    Special ability: Can use turret hook to "hack" a turret; shoots line at turret. Has to maintain contact for 30(?) seconds, after which the turret belongs to hacker. Optionally; hook can be used to hack locked doors (if supported).

    HEAVY GUN SOLDIER
    Primary weapon: Heavy machine gun
    Secondary weapon: Heavy machine gun (as a club)
    Health: Max
    Armor: High
    Speed: Slow
    Special ability: None.

    PLASMA ENGINEER
    Primary weapon: Electro
    Secondary weapon: Emp gun.
    Health: Average
    Armor: Average
    Speed: Average
    Special ability: Can build turrets using plasma-based weapons. 1st stage = electro. 2nd stage = nex. Emp gun sets off mines and unused ammo (blows up all ammo carried by a player), but PE spawns with only 3(?) rounds.

    ROCKET SOLDIER
    Primary weapon: Rocket launcher
    Secondary weapon: Rocket launcher (as a club)
    Health: Max
    Armor: High
    Speed: Average
    Special ability: None.

    RUNNER
    Primary weapon: Light machine gun
    Secondary weapon: None
    Health: Low
    Armor: None
    Speed: Max
    Special ability: Runs very fast.

    SNIPER
    Primary weapon: Sniper rifle
    Secondary weapon: Jetpack
    Health: Low
    Armor: None
    Speed: Fast
    Special ability: None.

    Don't need the medic class, since Nex players regenerate anyway. Didn't suggest a pyro either since Nex doesn't currently have any flame-thrower-llike weapons.

    Anybody else interested in an NTF mod?
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Tue Mar 31, 2009 10:04 am

Tue Mar 31, 2009 10:15 am

  • ai wrote:Would this mean new models as well?

    Hmm.. yeah... and that's no small thing either.. :(

    Although I suppose the existing models could be used as placeholders to begin with. Not an ideal solution though.

    Anybody out there who is willing/able to make NTF player models?
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Tue Mar 31, 2009 10:22 am

  • Clueless Newbie wrote:Anybody out there who is willing/able to make NTF player models?

    Player models eh? Well, I am in the process (and hopefully making progress thanks to glennxserge) with understanding how to make player models from Maya to Nexuiz. If I finally am able to master that art I might consider doing that.
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Tue Mar 31, 2009 12:00 pm

  • This looks like CTF + classes. Might be fun :)
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Tue Mar 31, 2009 2:28 pm

  • ai wrote:
    Clueless Newbie wrote:Anybody out there who is willing/able to make NTF player models?

    Player models eh? Well, I am in the process (and hopefully making progress thanks to glennxserge) with understanding how to make player models from Maya to Nexuiz. If I finally am able to master that art I might consider doing that.

    That would be great. Need somebody to code the thing, though.

    (and server admins willing to host it)
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Tue Mar 31, 2009 2:34 pm

  • alpha wrote:This looks like CTF + classes. Might be fun :)

    You mean you've never played QTF?

    Oh, and Team Fortress is fun. Imo the best MP game ever.

    A small modification to the Hacker class; Primary weapon: Crylink

    And a new class:

    ---
    SUICIDE BOMBER
    Primary weapon: Light machine gun
    Secondary weapon: Suicide vest
    Health: Low
    Armor: None
    Speed: Fast
    Special ability: Suicide vest. 3 sec countdown when trigger is pulled. Massive, room-clearing blast. Can be set off by PE's Emp gun.
    ---
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Tue Mar 31, 2009 4:54 pm

Tue Mar 31, 2009 6:49 pm

Tue Mar 31, 2009 7:37 pm

  • Clueless Newbie wrote:
    alpha wrote:This looks like CTF + classes. Might be fun :)

    You mean you've never played QTF?

    No idea what QTF is.
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Tue Mar 31, 2009 7:58 pm

  • Psychcf wrote:
    [-z-] wrote:psychcf has done a lot of work on a class based mod... he said he was going to release it here: http://github.com/psychcf/nexuiz-classbased/ but has not yet.


    yeah, I ran into some problems involving importing the SVN source into git, I'll see what I can do later on tonight.


    What kind of classes did you make?
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Tue Mar 31, 2009 8:02 pm

  • alpha wrote:
    Clueless Newbie wrote:
    alpha wrote:This looks like CTF + classes. Might be fun :)

    You mean you've never played QTF?

    No idea what QTF is.

    Quake Team Fortress. CTF + classes, like you said. 8)
    It's the original TF, afaik. A lot of fun. With some luck, we'll be able to play Nexuiz Team Fortress some day. And hopefully, it'll be as much fun as QTF was back in the day.
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Tue Mar 31, 2009 8:10 pm

  • YAY!!!!! I love TF and can't wait to see it on Nex
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Tue Mar 31, 2009 8:15 pm

Tue Mar 31, 2009 10:36 pm

  • What kind of classes did you make?

    The ones from W:ET
    http://en.wikipedia.org/wiki/Wolfenstei ... er_classes

    the only thing that I still have to do is write some custom weapons for each class, eg a health gun for the medic.[/quote]
    Some questions that come to mind:

    1: You've turned off the regeneration? (or the medic would serve no purpose)
    2: How would the artillery/airstrike work with nex?
    3: No turrets? :(
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Wed Apr 01, 2009 4:53 am

  • From 'classy' a class-based version of ctf_Killall_OrganicV1:

    Rocketeer
    Rocket launcher v2.4, 100 health & armour
    Counters Minstagiber, single rocket can take out Minstagiber's 100 health, effective against laserjumping.

    Minstagiber
    MinstaNex, 100 health
    Counters Kojn, instagibing shots bypass Kojn's health stack, can dodge grenades by laser jumping.

    Kojn
    Mortar, regenerating 200 health & armour
    Counters Rocketeer, excessive health allows Kojn to take many rockets while mortarjumping, grenades can prematurely detonate oncoming rockets.

    Will be released upon 2.5
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Wed Apr 15, 2009 11:01 pm

  • Must say i'm honoured? that you named a class after myself TVR, is this available in 2.5 now? If so would be interesting to play (to see how well the class system works, I like advantages and disadvantages of classes).
    :]

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Thu Apr 16, 2009 1:24 am

  • I would compile, but I don't seem to have all the shaders for the .ASEs, I'll try probing Brutail on IRC sometime.
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Thu Apr 16, 2009 1:35 am

  • Clueless Newbie wrote:
    What kind of classes did you make?

    The ones from W:ET
    http://en.wikipedia.org/wiki/Wolfenstei ... er_classes

    the only thing that I still have to do is write some custom weapons for each class, eg a health gun for the medic.

    Some questions that come to mind:

    1: You've turned off the regeneration? (or the medic would serve no purpose)
    2: How would the artillery/airstrike work with nex?
    3: No turrets? :([/quote]

    Well, turrets could be doable, but that would require a lot of modification, and some extra entities in the maps, so I'm not sure how practical that would be.

    For the artillery/airstrike, I haven't really thought that far.

    With health regeneration, I suppose that could be turned off, but regeneration is pretty slow, so I don't think it has a large effect on gameplay. The idea is that instead of pickups, you have to rely on your teammates.
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Thu Apr 16, 2009 3:44 am

  • I love the idea, but like many of you have pointed out, getting it actually done may be a little more difficult than anyone would like...

    However, I do have input: if the Turret Hook can be used on locked doors, why not call it the Tech Hook or something and add a little more functionality? "Turret Hook" implies that it is only useful on turrets, and while they may be its primary usage, it's still technically a "Tech Hook".

    For the assassin class, it would be awesome if your teammates saw you as a teammate, but so did your enemies. That way, you don't have everyone on your team shooting at you if you're disguised as a member of the other team. So red players would see a red Assassin as a red player, while blue players would see the same red Assassin as a blue player of another class. That class will be automatically decided by whichever is most popular on the enemy team at the moment. If Assassins were always disguised as, say, a Rocket Soldier every time, all the whole red team has to do is say "Hey, no one play as a Rocket Soldier" and they will be able to spot disguised enemy Assassins very easily, because they will be the only red Rocket Soldier on the field. Assassins should still carry knives, but the knives should be disguised as the default weapon of whatever class the are disguised as. That way, you don't see a Rocket Soldier with a knife running around and ruin the deception. Assassins shouldn't show up on the scoreboard either, or people will be like "Hey, how come that red guy over there is listed as a blue player on the scoreboard?" and the surprise will be ruined. Of course, if a player is on the field but not listed on the scoreboard, that would also be suspicious. Maybe they should be listed as a blue player on blue players' clients and red players on other red players' clients. They should also have the option to do a team-chat with either team, or public chat. Being able to chat with the enemies would help sell the deception, and would also be useful for spying. Maybe the Assassin class could be changed to the Spy class or Infiltrator class with the purpose of not only assassinating, but also spying. Maybe give them a powerful but limited secondary weapon, disguised as the secondary weapon of their current "disguise" class.
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Tue Apr 21, 2009 3:21 am

  • I like the Idea very much, I would like to Contribute in any way possible.

    I would like come up with concept variations of the turret gun that the engineer makes.

    If this is serious of course.
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Tue Apr 21, 2009 9:06 am

  • NightRage wrote:I like the Idea very much, I would like to Contribute in any way possible.

    I would like come up with concept variations of the turret gun that the engineer makes.

    If this is serious of course.


    Nice to see I'm not the only one who wants a Team Fortress variant for Nexuiz. There's not much I can do to contribute to such a project, though, other than blather about what I want the result to be like. Well, I suppose I could make some concept sketches for the models. Need somebody to program, and somebody to make the player models. It won't be serious until somebody capable volunteers.
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Mon May 11, 2009 12:39 am

  • Clueless Newbie wrote: It won't be serious until somebody capable volunteers.


    Take this for "capable". I'm already designing a logo, a name, and am working on the in game icons.
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Mon May 11, 2009 3:35 am

  • CrazyClone wrote:
    Clueless Newbie wrote: It won't be serious until somebody capable volunteers.


    Take this for "capable". I'm already designing a logo, a name, and am working on the in game icons.


    The forum is up, check the Nexuiz TF concept forum, in Nexuiz> Editing and follow the link
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Mon May 11, 2009 2:11 pm

  • Clueless Newbie wrote:
    alpha wrote:Imo the best MP game ever.


    No.
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Mon May 11, 2009 8:31 pm

Mon May 11, 2009 10:06 pm

  • Psychcf wrote:For the first working version, we could at least have engineers able to repair turrets. Deployable would be a bit trickier, but could be done later.


    Since this isn't going to be part of Nexuiz, and a MOD, lets go on the forum i made, or a separate forum. I actually had this same Idea on the forum a while back, but I'm to lazy to find, it. search if you want. But yeah, I am making the Graphics (meaning Icons, menus, etc) , and the HUD if needed. If anyone wants to discuss this on a whole forum and start new topics and stuff about it, i suggest we use the forum made for this. http://arcadejumpers.com/FortNex



    EDIT: I made some suggestions for the Assassin class on the other forum
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Tue May 12, 2009 12:03 am

  • Psychcf wrote:For the first working version, we could at least have engineers able to repair turrets. Deployables would be a bit trickier, but could be done later.


    Don't mean to sound like a broken record, but how about movement physics for the different characters, will that be tricky to implement?

    CrazyClone wrote:Since this isn't going to be part of Nexuiz, and a MOD, lets go on the forum i made, or a separate forum. I actually had this same Idea on the forum a while back, but I'm to lazy to find, it. search if you want. But yeah, I am making the Graphics (meaning Icons, menus, etc) , and the HUD if needed. If anyone wants to discuss this on a whole forum and start new topics and stuff about it, i suggest we use the forum made for this. http://arcadejumpers.com/FortNex


    I think separating from Nexuiz would be a mistake. There's a very good chance for a quality classbased mod that gives life to the Nexuiz' Avatars, to become a popular Arena Mutator that ships with the game.

    And such a side project as this could really benefit from staying close to Nexuiz, because its not just another flavor of game, it is basically the hands-down flagship free open source first person shooter. You'll have a much better chance of success running with it than away from it.
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Tue May 12, 2009 12:26 am

  • CrazyClone wrote:Since this isn't going to be part of Nexuiz, and a MOD, lets go on the forum i made, or a separate forum. I actually had this same Idea on the forum a while back, but I'm to lazy to find, it. search if you want. But yeah, I am making the Graphics (meaning Icons, menus, etc) , and the HUD if needed. If anyone wants to discuss this on a whole forum and start new topics and stuff about it, i suggest we use the forum made for this. http://arcadejumpers.com/FortNex



    EDIT: I made some suggestions for the Assassin class on the other forum


    I'm kinda lost a "MOD" is part of the Game, its an extension, It Extends The Life of the Game. It uses almost all the code and maybe more code is needed for "Exploding Turrets" and "Breakable Walls" and other type of objects that the original game didnt have.

    I think the "DarkPlaces Engine" is the best choice, its the Nexuiz Engine.
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Tue May 12, 2009 12:45 am

  • Added into Nexuiz? Oh no...

    EDIT: I know that we will use Nexuiz, but it's standalone right? I mean, so its not integrated to the Nexuiz by alientrap, but by us?

    Also, I'll be a co-leader and/or "informer"
    Last edited by CrazyClone on Tue May 12, 2009 1:49 am, edited 2 times in total.
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