Nexuiz Updates all(?) would like to see

Developer discussion of experimental fixes, changes, and improvements.

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Sun Jul 08, 2007 2:26 am

  • Urmel wrote:Well, have I ever told you how much I hate spawn frags? They're completely unsportsmanlike and so fuckin cheap. Instead of telefrags which are kinda fun and are almost impossible to predict, spawnfragging is a "skill" I simply refuse to learn.

    Although I'm aware that there's no real alternative. What would make the whole thing better is another way spawns could be managed maybe, at least in most of the maps: a system that decides your spawn point most far away from the point you died? Or better, the point that's most far away from where your opponent is located.


    If the Spawnsystem isnt random, your opponent would know where you are. But a fix that you never spawn 2 times at the same point would be good I think. Its just crazy when you got so much badluck that you spawn 8 tiimes at the same point and your opponent just get so cheap frags.

    What I feel would be great are implemented spawnpoints for the start of the game. Sometimes you just got an advantage(especially 1v1) because your opponent spawned unlucky at a bad spot where he cant get any armor or health. Thats a problem in all shootergames, especially on some maps where it is hard to get control back and the opponent can dominate.
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    Bundy
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Mon Jul 16, 2007 12:43 pm

  • Great suggestions, i agree with all of them, except the bit about prizes (couldn't care less ;)), splash through walls (not sure about this one, i got used to it, but i guess i could get used to do without) and delayed item spawn (would shift the balance from armors to weapons for the first 30 seconds, not really make it fairer imo)

    tZork wrote:

    6.) Spectators: You can´t spectatre 1v1s. Well, i want to be able to spectate 1v1´s. Change that please that spectators can´t join a running 1v1 match . I guess that can be combined with point 5.

    7.) Tournement Prices: This game is for free and of course you dont can give out 500$ prices.If the community grows, sponsors will come. But you can start with small ones, maybe a unique forum avatar or make an Interview with the winner. Stuff like that.

    8.) Changes in Tournement: "You choose 1 map and the other choose 1. How many frags you win with does not matter! It is the map wins that matter; best-of-three. So if you won 1 and the other won 1 you must both agree on a third map. If that is a draw choose a fourth map and so on".
    Why dont you handle it that way, that the player who made the most frags can decide which 3rd map will be played. Of course you could change the rules so far, that he can´t choose a map allready played. I dont think that this sytem is fair if the maps results are somethig like 40:5 and 22:23.

    9.) Trickjumpmap: Yeah, would be cool. Maybe some of you know a map like Defrag for Quake3 (you have to accomplish some tasks and theres just a timer that you can look up the time you needed). Its good for improving the movement and still fun to compete with other players, getting the best time.

    10.) All can watch tournements: I am sure that most of you know software like WaaaghTV or GTV. Its a Proxy for one Spectator, on which a lot of clients can join in (so they see, what this spectator is watching). This saves tons of serverslots/bandwith and the clients can only communicate with other "NexTV" Users, which doesnt irritate the players. Some people (like me) enjoy watching CTF/TDM/1v1 Games live.


    All above has nothing or little to do with nexuiz itself, is stuff you need to talk abt in the ladder subforum. Well the trickjump maps would be cool, make one or some design for one and soneone else may do one (i never done one so i would not know here to start)

    Well, at least point 6 DOES have to do with Nexuiz itself. I wanted to suggest a duel mode (like q3's tourney) myself. Not just for watching ladder matches, but also to have 1on1 servers where one could go and play a duel with whoever is around without having to find an opponent on IRC or on some other server
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Mon Jul 16, 2007 3:33 pm

  • Well, at least point 6 DOES have to do with Nexuiz itself. I wanted to suggest a duel mode (like q3's tourney) myself. Not just for watching ladder matches, but also to have 1on1 servers where one could go and play a duel with whoever is around without having to find an opponent on IRC or on some other server


    well i think arena mod in nexuiz is more or less the same as the tourney mod in q3[/quote]
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    cortez
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Mon Jul 16, 2007 5:09 pm

  • cortez wrote:well i think arena mod in nexuiz is more or less the same as the tourney mod in q3

    I never actually played arena, is it only 1on1? I understand arena is basically last man standing where you start with all weapons and the map has no pickups, like clan arena or whatever it's called in q3.
    tourney is just regular DM (not sure if there's any rule change, in Nexuiz you would want to remove quad and other super items) but only 2 players can join at once. Other players will wait in a queue their turn for fighting the winner of the previous duel and can ofc spectate the whole thing in the meantime.
    I think this would be a great addition to Nexuiz and possibly an easy one to make (?)
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Mon Jul 16, 2007 5:39 pm

  • s3cc0 wrote:tourney is just regular DM (not sure if there's any rule change, in Nexuiz you would want to remove quad and other super items) but only 2 players can join at once. Other players will wait in a queue their turn for fighting the winner of the previous duel and can ofc spectate the whole thing in the meantime.
    I think this would be a great addition to Nexuiz and possibly an easy one to make (?)

    Exactly that's what arena does (except for that the number of players can be configured and you can choose whether the game should be in rounds or not)
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Mon Jul 16, 2007 6:20 pm

  • KadaverJack wrote:
    s3cc0 wrote:tourney is just regular DM (not sure if there's any rule change, in Nexuiz you would want to remove quad and other super items) but only 2 players can join at once. Other players will wait in a queue their turn for fighting the winner of the previous duel and can ofc spectate the whole thing in the meantime.
    I think this would be a great addition to Nexuiz and possibly an easy one to make (?)

    Exactly that's what arena does (except for that the number of players can be configured and you can choose whether the game should be in rounds or not)

    Ah ok, thanks for clarifying! I misunderstood arena as being the same as that clan arena mode in q3.
    Well, play more arena then! 8)
    there's an arena server in Italy: GameZoo.it :: NEXUIZ :: powered by avenpc.it 194.116.82.5:26000 but none seems to use it :(
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Wed Jul 18, 2007 12:25 pm

  • s3cc0 wrote: ... and delayed item spawn (would shift the balance from armors to weapons for the first 30 seconds, not really make it fairer imo)


    I guess you misunderstood there something, it is only meant for Powerups (i.e. Quaddamage, Invisible, Speed). These are all Items in Teamgames, which both teams fight for, to get an advantage over the other team.

    If they are there at the beginning, the spawnpoints decide which team can grap the first Powerup, which isnt fair at all. Well used Powerups can easily decide the first Cap in CTF or give a huge fraglead in TDM.
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Wed Jul 18, 2007 1:32 pm

  • Bundy wrote:
    s3cc0 wrote: ... and delayed item spawn (would shift the balance from armors to weapons for the first 30 seconds, not really make it fairer imo)


    I guess you misunderstood there something, it is only meant for Powerups (i.e. Quaddamage, Invisible, Speed). These are all Items in Teamgames, which both teams fight for, to get an advantage over the other team.

    If they are there at the beginning, the spawnpoints decide which team can grap the first Powerup, which isnt fair at all. Well used Powerups can easily decide the first Cap in CTF or give a huge fraglead in TDM.

    ah k, guess i agree with you then, even though i hardly ever played any Nexuiz TDM :(

    On another note, i got round to try arena myself and it's not what i meant as a "duel mode".
    What i was suggesting is just a standard DM game with max 2 players, ended by timelimit. In arena instead, everything is reset after each frag
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Wed Jul 18, 2007 3:38 pm

Wed Jul 18, 2007 3:57 pm

  • GreEn`mArine wrote:you probably mean something what I proposed long ago and what the developers aren't interested in : http://forums.alientrap.local/viewtopic.php?t=1151
    That's it ;)
    your proposal made lot of sense, i find it weird that nobody replied to that thread. Let's hope the devs change their mind eventually
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Wed Jul 18, 2007 6:56 pm

Thu Jul 19, 2007 3:41 pm

  • I tried those settings with a bunch of bots.
    Whoever gets killed is immediately replaced by the first spectator in line. A proper duel mode shouldn't allow spectators to enter the game until it's over, or one of the players disconnects or sets himself as spectator.
    So I don't think this is what s3cc0 wants :mrgreen:
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  • The grappling hook is a great fun thing, however it can be annoying when some lameo player decides to be cool and latch himself to the skybox way above the map and carpet bomb or snipe people below. A lot of the maps allow this to occur.

    Would be nice maybe this has to be done in the map editor is to modify the script of a surface that could be drawn over inside the skybox that the grappling hook would not latch on to.

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Thu Oct 11, 2007 5:00 pm

  • It work's exactly that way, and it's only a bug, that you can still do it sometimes :(
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Thu Oct 11, 2007 5:49 pm

  • C.Brutail wrote:It work's exactly that way, and it's only a bug, that you can still do it sometimes :(

    Fix the sky shaders for the in question and you can't.
    (add "surfaceparm noimpact")
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Thu Oct 11, 2007 6:31 pm

  • KadaverJack wrote:
    C.Brutail wrote:It work's exactly that way, and it's only a bug, that you can still do it sometimes :(

    Fix the sky shaders for the in question and you can't.
    (add "surfaceparm noimpact")

    What? I don't think that helps. This is an old bug (around 1.5/2.0). And all maps is affected. I can grapple all skies, but only some spots is attachable - if you just re-aim, fire hook and repeat you'll find one spot. (And all projectiles should explode on these spots.)
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Thu Oct 11, 2007 10:40 pm

  • I can't fix it, as the code for it looks right. Is probably some very obscure engine bug. If anyone else can fix it, I would of course accept a patch.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Thu Oct 11, 2007 11:01 pm

  • Just a suggestion, but I would like to see Func_Door_Rotating implemented in Nexuiz. Just for fun, really.
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    Purple Carrot
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Sat Oct 20, 2007 5:56 pm

  • ok since i understand the weapon system will be redone in 2.4(score if 255 btw lol)
    i think a few new weapons should be added.
    note i have yet to think of balancing to bear with me
    a new shotgun/other shell using weapon, perhaps some sort or wide angle shotgun
    a new bullet using weapon(a bullet sniper or mini gun(although that may be too close to the Uzi) or even a magnum)
    other weapons that i would like to see(note these weapons are more of a tactical use)
    a sword or daikatana(XD) and to make it usable half damage while wielding or some shield that absorbs bullets.
    shurikens(nexed up a bit of course)-my thought on how this would work is that you either throw one or 5, infinite ammo, long reload, damage is based on wear you hit(ie. 10 dmg body, 300 head-needs balancing of course)
    sonic gun-fires a ricocheting, invisible bolt(uses plasma) or fires a supersonic bullet which creates a sonic-boom which makes a wall or particles which do massive damage and reflects projectiles for about 0.5 seconds(using bullets)
    (image of the wall of particles im talking about to the right) Image
    gravity gun-fires a blast that makes everything go flying away from the hit(all damage fall damage) or fires a shot that sucks everything in ( damage based on how many things sucked in, about 40 per thing)(ammo- disillusion)
    leach cannon- either constantly siphons life from the target to the firer or constantly saps armor form the target to the firer(ammo- disillusion)(MASSIVE ammo usage)
    Tesla cannon- massive electricity bolt(decent ammo usage, but will use the targets ammo after it hits to keep the blast firing, or fires a wall or electricity that uses all available ammo(dmg is 5 times ammo used)(ammo plasma)(can steal plasma or disillusion)
    tripmines- place a laser trip mine on the ground(can be destroyed with laser only) or place an invisible mine that does low damage(can be destroyed with any weapon)(ammo-deployable)
    land mines- place a mine that releases shrapnel when stepped on(20% opacity)(can be destroyed with any non rocket using weapon) or place a nuclear land mine that deals simply MASSIVE damage over a large area(CANNOT BE DESTROYED)(glows bright green)
    there is some merit in the weapons and notice the new ammo types disillusion, and deployable

    now then onto things that may be added at all
    i think the grapple should be able to latch onto people and draw them closer/render them unable to fire
    and the weapons should be even more customizable so that negative values can be used and all elements of weapons can be edited (IE vertical and horizontal spread,knock back for all weapons, projectile size(where it makes sense) and allowing rocket speed and laser stats more easily editable) and making stats always save to a temporary file, in case the game crashes while ur testing out some funny stats, that you wanted to save and the defaults being saved to another file, so it is slightly simpler for those who want to screw around
    also i think i have a uniques solution for the rocket launcher
    the projectile shoudl be larger only larger, so they are easier to shoot down, and self destructed rockets perhaps could loose thrust instead of blow up so they kinda fall outa the sky
    hows that for a suggestion combo?
    Last edited by PURE INSANITY on Sat Oct 20, 2007 6:14 pm, edited 1 time in total.
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Sat Oct 20, 2007 6:13 pm

  • ok since i understand the weapon system will be redone in 2.4(score if 255 btw lol)


    It won't. I checked, it wouldn't need many changes - but without anyone making extra weapons, it won't happen. Most of the weapon system is ready to support more than usual weapons, the only problems are the impulse->weapon conversions and where to store which weapons you have.

    Most of the weapon ideas wouldn't really work in Nexuiz... for example mines are simply a too slow gameplay element.

    Size of projectiles can be defined by the model files, and should be,

    To play around with weapon balancing, the usual method is making a copy of weapons.cfg and exec-ing that after changing it.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Fri Nov 09, 2007 10:54 pm

  • Not sure if this topic's dead... It's worth reviving, I'm really excited about the possibilities for 2.4.

    I think we need a melee wep, just one, and it doesn't have to be much, just a ray that detects anything within striking distance, the animation would be simple (no moving parts) all it would be is a club/rod that swings forward, or pounds downward for Mouse1 and Mouse2.
    I'm tired of the limited number of weapons. Why do we only need one of each type, we could have 3 different snipers, each with pros and cons (damage, range?, hitscan/missile, remote-control explosion) I have plenty of ideas, and they would all work well in a fast game, I'm making models for them too (I meant for them to be replacements, but why kick out the old ones?)
    Also, we NEED a shield gun. It doesn't even have to be a gun, it could be like the hook, bind it to a control to project a 180 dome around the front of the model. I have a perfect model for that if we used it as a holdable-weapon, I'm just normal-mapping it right now, and I'll be pretty much done... almost.

    Variations:
    Bullet-projectile sniper (delayed time, higher damage)
    Remote-control explosion (shoot anything and it spawns a splash-radius with no travel-time)
    Second Machinegun (higher acuracy, moderate RPS, second ability ???)
    Minigun (Warm-up time, It's already been done by Doc Pyton)
    Flamethower (projects particles a short distand, alt fire smoke screen [poison?])
    Seekerlauncher (laser-guided missile that guides itself, alt detonate)
    Hellfire launcher (Fires delayed-blast, upward flying missiles, -drop out of gun, and ingnite after-, alt fire is lock-target)
    Lightning gun (fires a slightly-seeking stream of electricity into target, alt Leech)
    Q3 lightning gun (fires non-seeking continuos laser in straight line, no alt)
    Magnetic Grenade launcher (fires grenades that stick to players and detonate later, alt fires mines that suck players in like a low power hook)
    New Shotgun (Fires more realistc, concentrated spread, alt fire shoots slug)
    Shotgun Rockets (insanely long reload time, yes, we better turn off the switching trick, launches several low-damage explosives at once, alt fire launches them in succesion like hagar)

    We'd need to make a few changes for them, like warm-up time, a patch against switching weps to decrease refire. But I can make the models, I have two already, I can post an image of the sheild-gun model, but I haven't textured the remote-control explosion. I created all those ideas from a paper sitting on my desk with ideas for replacements for current weapons, but I think they might be better suited to their own jobs. I'm sorry, I'm a n00b modeler, but the only way to get better is to practice, this is some of my best low-poly work, I'll show it to you if you want, if you even want to consider it.
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Fri Nov 09, 2007 11:48 pm

  • Simple problem: we don't have any item bits left, so adding more items means that we NEED CSQC for it. Will happen later, but it will.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Sun Nov 11, 2007 12:50 am

  • Uhhh, what's CSQC? some scripting language that Nex isn't compatible with? When you say "item bits", do you mean actual bits? like a 16-bit system? Or is that a phrase referring to weapon slots, that sounds more reasonable, I've never heard of a 9-bit system.
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Sun Nov 11, 2007 1:00 am

  • iSuck wrote:Uhhh, what's CSQC? some scripting language that Nex isn't compatible with?

    client side quale c. The engine support for it is already there but afaik it still has some bugs. However the main issue is, that documentation on csqc is really poor, so no one really knows how it's supposed to work...

    When you say "item bits", do you mean actual bits? like a 16-bit system? Or is that a phrase referring to weapon slots, that sounds more reasonable, I've never heard of a 9-bit system.

    actually 32bit used in a bitmask, but it's used for much more than just weapons.
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Sun Nov 11, 2007 9:08 am

  • Note that it's a float in the game code (QC supports no integers), but gets converted to an integer for the protocol. So it can actually use LESS bits than there are in an integer.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Tue Apr 28, 2009 6:52 am

  • When I watch up this thread I made in the past and see how much got allready implemented, I can only say thanks a lot!

    Heres some new stuff I would like to see:

    - Multiple view in demos: You can see ALL players when the demo is recorded by an spectator. You switch the pov while watching the demo with +jump or +attack. Splitscreen to see all of one team at once would be nice, too.

    - Swapcolors for teamgames: The new skins (red/blue) are good to see. But I would prefer to have my enemys always red and my mates blue. A simple command to "swapcolors" would be nice!

    ... and a old one which didnt change till now:
    - Powerups Spawn at the start: The powerups(strength etc) shouldnt be there from start on, they should spawn randomly from 0:30 to 1:00 or at a fixed time i.e. 0:30. When the first strength got taken at 0:36, the next one spawns 2 minutes later at 2:36.
    Last edited by Bundy on Wed Apr 29, 2009 12:27 am, edited 1 time in total.
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Tue Apr 28, 2009 9:12 pm

  • Bundy wrote:- Swapcolors for teamgames: The new skins (red/blue) are good to see. But I would prefer to have my enemys always red and my mates blue. A simple command to "swapcolors" would be nice!


    I understand that it can be confusing to play at different teams all the time. I also found myself attacking my own flag carrier after a map change... :oops:

    But how is that supposed to work? Swap just the player model colours and leave everything else? That would be confusing as well. Swap everything? That could be quite some effort, the server would have to send you different messages, sounds ("blue team scores") and a different scoreboard. (Admittedly I didn't check how easy it would be in the current code base.) And still other players would refer to their blue or red in chat.

    Maybe it would be a more viable solution to have a cvar for replacing the own team's colour with a colour of your choice, e.g. white. Then you can shoot everyone who is red _or_ blue. :P

    I also thought already of a possibility to change the team colors that are used. Such a feature would allow a better gameplay on some maps which are very reddish or blueish. For example docs_hell_incarnate could enforce a yellow and a blue team, because the red team is virtually invisible on that map.
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    RoKenn
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Wed Apr 29, 2009 12:12 am

  • Dont make it to complitcated.
    Swap just the player model colours and leave everything else?


    Yes and if possible change the flag colors, too. It is more a visual help, because red is for me a color of danger/risk so I have less troubles to kill them :D I feel sad when I have to shot friendly looking blue models!
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    Bundy
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Wed Apr 29, 2009 4:29 am

  • Old-ass thread, talk about bumped.

    Four things (most of which would be a pain in the ass) that would be cool are:

    1 blkrbt's music implemented
    2 -styx-'s Marine model (rename current one to grunt or something) added to the game
    3 -styx-'s concepts made into reality
    4 Model-specific gibs made

    Those were just realistic ideas, my next post will have some seriously unrealistic ones that I'll post should anyone actually want to attempt them. Pretty neat ideas, but they would probably be near impossible to do.
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Thu Apr 30, 2009 4:03 pm

  • Here's the unrealistic ideas I was talking about. Actually I think the flip tweak might be doable.


    Gameplay Tweak Ideas
    ------------------------------------
    Flip:

    While airborne players will be able to do front and back flips just by moving their view up or down by an extreme ammount. The player flipping will be able look at the arena from an upside down perspective and it will be possible to much more easily track enemies that are directly above or below a player. To correct the view of the player flipping the player model will automatically land on their feet and the player's camera will automatically center right-side up in the event that it is still flipped when they're landing. This idea occured to me when I was practicing against some bots in the silvercity map in minstagib mode and I was unable to get the guy underneath me without doing a full 180. To keep the game from looking goofy the camera will be locked the way it is currently whenever a player is less than 15 feet off the ground and a few animation tweaks will need to be done on the character models.

    Notes:

    This may DRASTICALLY change gameplay for some people as well as cause motion sickness.


    Game Mode Ideas
    ----------------------------------
    Mission Mode:

    Mission mode would basically be Assault for Nexuiz which was UT99's first Counter-Strike KILLER (later followed by Tactical Ops). In this mode one team will try to accomplish offensive objectives (such as blowing up a building) while another team tries to defend against that team. Each team is given an opportunity to attack and defend and the team that is able to accomplish the offensive part of the mission in the lowest time wins the match.

    Notes:

    As with any new game mode this would certainly be a bitch to code, but I think it would be worth it as it would allow mappers to even more creative than they already are.



    SIEGE Mode:

    Siege is best described as playing an RTS on the battlefiled as a foot soldier. In siege your objective is to destroy your enemies base core while defending your own. In this gametype you will be able to deploy stuff like autoguns, weapons lockers, and armor pods as well as upgrade stuff using resources you and your teammates pickup. I few items would include: cluster bombs that you plant, nukes (basically a UT redeemer from hell), and shields.

    Notes:

    A lot of good maps already exist for this mode since pretty much every CTF map can be used as a Siege one just by converting the two flags to base cores. The actual gametype though would seriously be a pain in the ass to pull off since it would need a good mix of modelling and coding.
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