Author Topic: [GAMEMODE] Boss Battles DX  (Read 8260 times)

does anyone have a good map that i could possibly use for this
How about one of the two maps that were used in Wrapperup's Randomizer

Progress update, Gytyyhgfffff?

the progress is that my friend is finding it impossible to make a map

why not just release it as a standalone mod, assuming the map is the only problem at this point, and let players make their own instead of compiling it as a gamemode
my two cents

if i released it right now it would probably be filled with bugs and it would be really unbalanced considering that i haven't got the chance to test any of dixie's attacks against a suitable amount of soldiers yet

I got some big arena style maps you might be able to use. Though they don't have much color to them. Think orange and gray dev textures without the orange. I can try digging them up today.

why not just release it as a standalone mod, assuming the map is the only problem at this point, and let players make their own instead of compiling it as a gamemode
my two cents

because releasing a complicated and untested mod that is derivative of another popular mod to a playerbase who does not have any idea how to run it has historically turned out to be a terrible, terrible idea

Here are some maps that I and a few others made for Endless Zombies with quake weapons, but they might be useful to test with this. They aren't that detailed but still fun to play on. Also I had the wrong color set loaded (they use trueno's original) and didn't load the textures for modter.

The first two were made by me, jitank made the cave one and the city one, then DillPickle made the football field.








If you need more pictures just ask.

i am hosting a server right now to test some stuff
you all should join

this works way better then i thought it would for a first run

ok so heres what we should do in order to continue development of bbdx

• the first bullet in dixie's burst rifle should go at 200tps (to help her fight snipers) (but not super well, because that's an interesting weakness)
• special attack kill messages should universally be represented by a rocket damage icon, then the name of the special attack
IE: Boss (rocket direct damage) [MORTAR STORM] Soldier
• similarly, basic weapon kill messages should be represented by the gun icon then the name of the basic weapon
IE: Boss (gun) [BURST RIFLE] Soldier
• when a player dies they should be told what their highest combo was in centerprint
• a player healthbar should be visible in their centerprint at all times, and should regenerate very slowly (2hp/second in a world where the boss can pretty much insta you whenever he wants)
• we should also add weapons that arent necessarily from the quake-type pack but fit the basic mold of fast, loose arcade bullstuff or repurpose existing models to fit the mold
• we should also add the chaingun, drunken rockets and twin magnums (for obvious reasons)
• we should never, ever have water in our maps
• replace all of dixie's projectile models + trails with the Gas Op rifle's projectiles + trails (just have the final splash damage shot be a slightly scaled up version of the same model)
• we should add a bunch of achievements (at a later point, if we ever get bored and have nothing to do) for doing a bunch of things like getting a certain level of combo with a certain weapon or doing something goofy as a boss. when you make progress toward an achievement, a special sound plays, and you get a chat message telling you what achievement you're getting closer to

IE:
Lucky Seven: kill 7 enemies with the exactly seventh shot in Dixie's Burst Rifle
Machinegun Kid: deal 2000 damage in a single combo with only the Machine Gun
This means War: land a direct hit with the Warhead Launcher
What is War Good For: land a direct hit with the Warhead Launcher... on yourself
Mortar Madness: kill 3 enemies with a single Mortar Shell
Mortar Massacre: kill 5 enemies with Mortar Storm
Burst Buster: survive getting hit by a Burst Barrage

• we should be reaching out for new boss ideas considering dixie is such a big hit with apparently very little effort
• we should have metal slug music blaring pretty much at all times

i've sent gyt a few files that should help the experience along, like a version of quake-type weapons with a single-shot Gas Op rifle to have soldiers use and a bunch of music for the aforementioned 'metal slug blaring at all times' thing

oh, and goofy death effects
« Last Edit: September 27, 2015, 12:25:03 AM by Bushido »

some more things to add
   
   Saturn
   about 2/3rds the health of Dixie
   1.3x player scale
   basic weapon "Custom Chaingun": a minigun that fires inaccuate but powerful shots quickly. compared to the type of minigun used by Saturn's soldiers, the custom chaingun is more accurate, but does similar damage; the Custom Chaingun kills in 10 hits and fires one bullet every .12 seconds. Saturn himself has a bright white shoulder; the other shoulder is gray.
   
   EN 1: Saturn Sentry
      spawns a 1.3x scale bot (the same size as Saturn) with 150 total health who falls from the sky, stands still and fires on the nearest player. the bot is armed with an "MP Chaingun"; a variety of Custom Chaingun which is substantially less accurate but fires a perfectly accurate shot every 6 rounds (making them still quite likely to hit a player). the bot appears wherever Saturn is currently looking. distinctified from Saturn by their blue shoulder. the bot is not immune to impulse. destroying a bot earns the player a full heal. the location a bot is set to drop is marked by a player teleport explosion, and the bot itself makes a whistling sound as it falls and a spear explosion sound when it touches down
   EN 3: Deflection Shield
      saturn becomes raw invulnerable for 10 seconds. during this period of time, his chaingun becomes substantially less accurate and his movement speed is reduced to 3/4ths. shooting saturn lowers his invulnerability time by .1 sec / 50 damage. while Saturn is invincible, his entire playertype turns white, and when he's about to become vulnerable again he begins to flicker between white and his original colors
   EN 6: Saturn Squadron
      spawns 6 bots all armed with MP Chainguns in an H pattern to either side. distinctified from Saturn by their yellow shoulder.
   
   * saturn can only have 12 bots out at a time. spawning a 13th will cause the first to explode with no warning
   
Saturn's playstyle revolves around placing bots to harass enemies. his chaingun (while generally effective) deals higher damage in tandem with bots. because of his reliance on bots saturn technically has unlimited range (due to his ability to summon bots at any distance from his location) and can create 'nets' of gunfire fairly easily, but when he's isolated saturn becomes less powerful. in addition, Saturn's shield allows him to defer combat to his bots and deliberately remove himself from the fight
   
   _______________
   
   Special Soldier Weapons
   
• Sabotage Ray
      has a 1 in 15 chance of spawning
      a machine gun weapon that fires bolts of energy like the Plasma Rifle from tingalz' 40k pack. each shot does 20 damage, and the Ray puts out one shot per .08 seconds. Every 800 damage, however, the Sabotage Ray pulls 1 EN from the boss. uses a blue-shifted Charge Cannon model
• Defense Down Ray (Defense-D Ray)
      not dissimilar to the Sabotage Ray, but the bolts of energy are yellow instead of blue. at 800 damage, the Defense Down Ray puts the 'vulnerable' status effect on the boss, increasing damage done to him to 150%. vulnerability wears off in at max 12 seconds, and wears off faster as the boss get kills; each kill reduces vulnerability time by 1 second. while the boss is vulnerable, he flashes orange and is more susceptible to radius impulse
• Vampire Ray
      again, similar to the Sabotage and Defense Down Ray
      at 600 damage, the Vampire Ray fully heals all players within a 48 brick radius to the boss. the Vampire Ray fires red bolts
   
the various Rays are designed to be self-contained 'strategies'; seeing a soldier with a Ray is ideally enough to get the other soldiers to rally around him, to help that soldier deal enough damage to earn the bonus associated with the ray. in addition, the Vampire and Defense rays' bonuses require a specific action on the rest of the team's part (either attacking very aggressively or getting in close to the enemy) in order to properly benefit from the bonus. they're fundamentally similar to the buff banner
« Last Edit: September 27, 2015, 11:59:55 AM by Bushido »

ok so heres what we should do in order to continue development of bbdx

• the first bullet in dixie's burst rifle should go at 200tps (to help her fight snipers) (but not super well, because that's an interesting weakness)
• special attack kill messages should universally be represented by a rocket damage icon, then the name of the special attack
IE: Boss (rocket direct damage) [MORTAR STORM] Soldier
• similarly, basic weapon kill messages should be represented by the gun icon then the name of the basic weapon
IE: Boss (gun) [BURST RIFLE] Soldier

• when a player dies they should be told what their highest combo was in centerprint
• a player healthbar should be visible in their centerprint at all times, and should regenerate very slowly (2hp/second in a world where the boss can pretty much insta you whenever he wants)
• we should also add weapons that arent necessarily from the quake-type pack but fit the basic mold of fast, loose arcade bullstuff or repurpose existing models to fit the mold
• we should also add the chaingun, drunken rockets and twin magnums (for obvious reasons)
• replace all of dixie's projectile models + trails with the Gas Op rifle's projectiles + trails (just have the final splash damage shot be a slightly scaled up version of the same model) note: the final splash damage projectile being scaled up doesn't look really good, so i'm just going to stick with the quake rocket launcher model that i was using before
• we should add a bunch of achievements (at a later point, if we ever get bored and have nothing to do) for doing a bunch of things like getting a certain level of combo with a certain weapon or doing something goofy as a boss. when you make progress toward an achievement, a special sound plays, and you get a chat message telling you what achievement you're getting closer to

IE:
Lucky Seven: kill 7 enemies with the exactly seventh shot in Dixie's Burst Rifle
Machinegun Kid: deal 2000 damage in a single combo with only the Machine Gun
This means War: land a direct hit with the Warhead Launcher
What is War Good For: land a direct hit with the Warhead Launcher... on yourself
Mortar Madness: kill 3 enemies with a single Mortar Shell
Mortar Massacre: kill 5 enemies with Mortar Storm
Burst Buster: survive getting hit by a Burst Barrage

• we should have metal slug music blaring pretty much at all times
i'm going to leave this here so i can have a checklist so i can cross stuff off that i've finished
i left some stuff out that are just suggestions and not really jobs to do
« Last Edit: September 27, 2015, 04:31:21 PM by Gytyyhgfffff »


on the bright side i've thrown together a very large new map

on the down side i have accidentally ruined the server attempting to hook up the new map and we're going to have to fix that somehow

crCIA apparently averted
« Last Edit: September 28, 2015, 01:57:01 AM by Bushido »