Poll

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Total Members Voted: 116

Author Topic: Slayer  (Read 235938 times)

Any chance you could make it so rounds don't end while a point is being captured, instead waiting until the meter drains completely?

Any chance you could make it so rounds don't end while a point is being captured, instead waiting until the meter drains completely?


Any chance you could make it so rounds don't end while a point is being captured, instead waiting until the meter drains completely?
So if someone is capturing a point the round doesn't end? Not sure how well that would work. What would it be for?

So if someone is capturing a point the round doesn't end? Not sure how well that would work. What would it be for?
Overtime, as in TF2. The fact that the clock expiring immediately ends the round makes even trying to get to the point near the very end of a round a completely wasted effort. Thus, if capping the point extends the round (Not sure if possible in slayer yet) or wins the game for the attackers, there is still some hope of victory as the clock reaches the end. It can create really tense moments, because if everyone is thrown off the point or killed and the meter then drains (in TF2, it drains very quickly in overtime), then the round ends as if time had expired normally.

Also many a game has been lost on pecon's boss battles because a boss didn't have enough time to cap the point

Hm :/ Can you give me details about it? What kind of server? SP, LAN, internet, dedi?
I haven't gotten to get on Blockland to test yet, but I recalll that it doesn't work on single player or an internet server.

HellsHero says that he is working on a zombie mod for Slayer.



I haven't gotten to get on Blockland to test yet, but I recalll that it doesn't work on single player or an internet server.
Alrighty, can you tell me how it goes? Thanks!

Overtime, as in TF2. The fact that the clock expiring immediately ends the round makes even trying to get to the point near the very end of a round a completely wasted effort. Thus, if capping the point extends the round (Not sure if possible in slayer yet) or wins the game for the attackers, there is still some hope of victory as the clock reaches the end. It can create really tense moments, because if everyone is thrown off the point or killed and the meter then drains (in TF2, it drains very quickly in overtime), then the round ends as if time had expired normally.
I'll have to think about how I can do that.

Need some input on this, for the/an infection gamemode.

There will be two modes Infection and Double Infection (better name?)
Infection is one person gets randomly selected and put into zombie team/infected team and after the 'zombie' is selected anyone that dies is put onto the zombie team. For the zombies to win they must kill every 'human' and have every player in the mini-game in the zombie team. For the humans to win they must survive for a time limit, or as an option there is no time limit and they just survive for as long as possible.
Double Infection is there are two normal teams at the start of the minigame, but whenever someone is killed they are put onto the team who killed them. So if someone on team 1 gets killed by team 2, they will be set to team 2. The goal of this gamemode is to get everyone onto one team.

I will do the actual zombie mode after these gamemodes. I'm going to aim for the way the old zombie mod worked, just to be able to have a ton of zombies at once.

Sounds great! That's exactly what I had planned for that if I ever got around to it. I would rename the Double Infection mode though.. I'll try and think of something.

Maybe like a TTT infection where players dont know whos a zombie?
That would be cool imo

Maybe like a TTT infection where players dont know whos a zombie?
That would be cool imo
I could have that as an option


Better idea for double infection is half of the players (or 1/3) start infected, and the others start uninfected. The uninfected have a designated "Doctor" who has an item, a vial or syringe, that can heal the infected.

The doctors aim is too heal all the infected before the time runs out, or him and all of his teammates die. Like in yours, every uninfected that is killed will be respawned as infected, but every infected stays infected.

The only way to become uninfected is via the "Doctor's" syringe. The syringe would have a cool down time, maybe 30 seconds to a minuet, or it could be set by the host as an option. It would be as simple as going up to a zombie and hold down click. While the Doctor is holding down click, both him and his targeted zombie friend will freeze for 10(?) seconds, when the time is up, the infected respawns as uninfected. The Doctor will have a lot of health, enough so if he is caught unawares he can survive on his own, but it is still required for the uninfected to protect him.

Ways to win would be for the infected to kill all the uninfected, including the Doctor. The uninfected would win by healing all the infected. The uninfected can also win if both teams are still intact. If the Doctor dies, neither team wins or loses, the uninfected just have to stay alive.

Of course that is probably too hard so your idea is probably better.

snip
The whole idea for the double infected gamemode was to have an ever changing team and with that comes some exciting moments. For example you realize you're last man standing on your team so you try your hardest to kill someone so they could help you/etc.

Team Infection
I'll use that

Will the addon have standard campaign-type gameplay with a director?

Will there be a safe room brick to end a game?

What types of zombies are to be expected?