NS2 Combat Mode
MCMLXXXIV
Join Date: 2010-04-14 Member: 71400Members
Hello everyone!
I don't want to take anyone's attention away from vanilla NS2 for too long, but in case you guys get bored in between releases... I have been writing a Combat Mode mod for a couple of months now, and it has just reached a point where it is getting pretty full-featured and needs some proper testing.
I have just updated it so that there is a version that is playable with build 165 and am now trying to drum up a little attention for it.
<b>Download links</b>
(Installer, EXE)
<a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-1.6.5.1-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...6.5.1-Setup.exe</a>
(ZIP, includes full source code)
<a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-1.6.5.1-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...6.5.1-Setup.exe</a>
All the details and a full feature list are available on the forum post itself, which lives in the NS2 Modding section, and there is a public github and pivotal tracker instance for logging bugs etc:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=111818&st=0&start=0" target="_blank">http://www.unknownworlds.com/forums/index....t=0&start=0</a>
Would any server admins in Europe be up for hosting a combat mode server? I'm based in the UK and the only permanent server so far is on the West Coast, so I haven't played with more than a few people yet (besides little games hosted on my broadband)
If anyone has time to play the mod a little, any feedback would be much appreciated! The ultimate design aim is to create a set of game modes that can act as a kind of 'tutorial' for NS2 as well as a mode similar to NS1 "Combat Mode" and also some kind of "capture and hold" game mode (the specific game mode could be configured with a server flag or a map entity).
While I'm on the topic, a question for UWE, what are your plans for a tutorial at the moment?
I don't want to take anyone's attention away from vanilla NS2 for too long, but in case you guys get bored in between releases... I have been writing a Combat Mode mod for a couple of months now, and it has just reached a point where it is getting pretty full-featured and needs some proper testing.
I have just updated it so that there is a version that is playable with build 165 and am now trying to drum up a little attention for it.
<b>Download links</b>
(Installer, EXE)
<a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-1.6.5.1-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...6.5.1-Setup.exe</a>
(ZIP, includes full source code)
<a href="https://github.com/downloads/AlexHayton/NS2-Combat-Mode/CombatMode-1.6.5.1-Setup.exe" target="_blank">https://github.com/downloads/AlexHayton/NS2...6.5.1-Setup.exe</a>
All the details and a full feature list are available on the forum post itself, which lives in the NS2 Modding section, and there is a public github and pivotal tracker instance for logging bugs etc:
<a href="http://www.unknownworlds.com/forums/index.php?showtopic=111818&st=0&start=0" target="_blank">http://www.unknownworlds.com/forums/index....t=0&start=0</a>
Would any server admins in Europe be up for hosting a combat mode server? I'm based in the UK and the only permanent server so far is on the West Coast, so I haven't played with more than a few people yet (besides little games hosted on my broadband)
If anyone has time to play the mod a little, any feedback would be much appreciated! The ultimate design aim is to create a set of game modes that can act as a kind of 'tutorial' for NS2 as well as a mode similar to NS1 "Combat Mode" and also some kind of "capture and hold" game mode (the specific game mode could be configured with a server flag or a map entity).
While I'm on the topic, a question for UWE, what are your plans for a tutorial at the moment?
Comments
Armory where the comm chair should go
<a href="http://www.flickr.com/photos/58863706@N04/5394565986/" target="_blank"><img src="http://farm6.static.flickr.com/5213/5394565986_bb3b69f164.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/58863706@N04/5394565986/" target="_blank">NS2 2011-01-28 01-08-38-87</a> by <a href="http://www.flickr.com/people/58863706@N04/" target="_blank">MCMLXXXIV1</a>, on Flickr
Look ma, no resource towers!
<a href="http://www.flickr.com/photos/58863706@N04/5394566182/" target="_blank"><img src="http://farm5.static.flickr.com/4095/5394566182_e933f86e0c.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/58863706@N04/5394566182/" target="_blank">NS2 2011-01-28 01-09-38-64</a> by <a href="http://www.flickr.com/people/58863706@N04/" target="_blank">MCMLXXXIV1</a>, on Flickr
Hitting the hive and testing the XP bar
<a href="http://www.flickr.com/photos/58863706@N04/5393970095/" target="_blank"><img src="http://farm5.static.flickr.com/4152/5393970095_025f11fe2c.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/58863706@N04/5393970095/" target="_blank">NS2 2011-01-28 01-10-49-02</a> by <a href="http://www.flickr.com/people/58863706@N04/" target="_blank">MCMLXXXIV1</a>, on Flickr
Alien HUD
<a href="http://www.flickr.com/photos/58863706@N04/5394566790/" target="_blank"><img src="http://farm6.static.flickr.com/5178/5394566790_f031822794.jpg" border="0" class="linked-image" /></a>
<a href="http://www.flickr.com/photos/58863706@N04/5394566790/" target="_blank">NS2 2011-01-28 01-12-07-07</a> by <a href="http://www.flickr.com/people/58863706@N04/" target="_blank">MCMLXXXIV1</a>, on Flickr
O M G thats one hell of a constructive anwser, now i am assuming you either did not like combat in the orginal ns or you want combat mode mode from UWE.
Now i know some of the the ns players really disliked the combat mode and thats oke since we all have our own opinion and i really had fun with combat aswell as the regular mode. It was something else to do and it was a bit more fast pased then the orginal mode (not always though).
Now if you look at it from a bussiness point of view it would not be a bad idea for uwe to evantually also put it in ns2 since the more mp modes you throw in the more people you can atrract. Not everybody likes combat but also not everybody likes the regular mode, with that said at this stage of ns2 it would be more important to get the game as its suppose to be up to speed and think about things like this later. Awesome your trying to mod for ns2 which can't be easy at this stage since ns2 itself is still in development.
Greetz
However, speaking more of the NS- vs CO-modes, I think actually introducing this into the current NS2-game would not be good for the appearance of UWE's game.
Why? Because I believe this mod of yours (or conversion, depends on how you'd like to see it) is so much more simple and thus will most likely play out better faster than the RTS/FPS game UWE is working on which requires a lot of parts before it can be considered whole.
So... I don't know, it might sound a bit mean, but I wouldn't want this kind of mod to come out... just yet.
I think it would be much better for everyone if the beta focused only on what's important, and that's their product.
But it's your choice, and I'm sure many people would be happy for it, and many would be unhappy for it, so it's up to you really.
For the experience system, is it direct XP for kills or does it take on the tradition of spreading XP out to nearby friendlies?
To be honest getting vanilla NS2 working and good is my main focus too. Combat mode is at best a distraction for me and a good way to learn how the Spark engine and toolchain works a bit better in case I want to write something else.
I'm deliberately staggering the releases and there is usually a delay of at least a couple of days after each NS2 build where combat stops working (I have put a detection mechanism in to stop you using it until I release the updated version for that build). I hope that this goes some way to addressing the concerns of those who say that this will "destroy ns2", but you can't please everyone and at the end of the day I'm making this for my own enjoyment (and yours of course!).
My other hope was that because I've tried not to change too much, a mod like this can catch gameplay and balance issues that might be missed due to the complexity of regular NS2 games (for example after initial testing the shotgun appears to be slightly overpowered, at least on the "junction" map, and the skulks a little too powerful vs regular marines but obviously crushed by shotguns), and to provide a sort of "NS2-Lite training ground" for people to mess around and practice their skills outside of regular play.
NS classic is more complex than a standard FPS and requires more commitment , whereas in the generic mold type CO games...its all too easy to grasp.
If I wanted a easy to play , to pick up game I would of opted for a CoD game, but I have enough of those and want a complex game...like NS.
Thats just my opinion on why CO isnt so popular with the 'old krew' .
NS classic is more complex than a standard FPS and requires more commitment , whereas in the generic mold type CO games...its all too easy to grasp.
If I wanted a easy to play , to pick up game I would of opted for a CoD game, but I have enough of those and want a complex game...like NS.
Thats just my opinion on why CO isnt so popular with the 'old krew' .<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed, and this was the case with many of the original people I played with. Yes, we could ignore combat, but we couldn't ignore the dwindling server populations as people migrated to it. I played Natural Selection to play an RTS/FPS, and it was just unfortunate when a majority of players moved over to combat, which, for me, took away the essence of what made Natural Selection unique.
Regardless, it's nice to see some mod developers this early in development. I just disagree with the game mode, at least in relation to how it affected the original game.
Just to play devil's advocate, one could argue that if the learning curve was easier in classic, however they might accomplish this, less people would have migrated to combat, but that's another discussion entirely.
It's sad that this has become an NS- vs CO- debate. It's exactly what I expected, but still sad. I applaud MCMLXXXIV for being so classy and non-chalant about those responses.
A few thoughts:
1. This is the very first game-mode mod to NS2, appreciate that fact. And he's pulled it off on an incomplete game and engine. I think this is amazing work.
2. It's a mod. It's not going to steal the spotlight.
3. You don't have to play this. Similarly, you don't have to comment.
4. All the haters may simply criticise Combat and long for NS Classic, but no one seems to want to actually make an actual effort towards an NS Classic mod. This should be rectified.
5. He's got his source code available publicly, which could possibly be used as a foundation for an NS Classic mod.
6. Well done! I wonder if you would possibly be interested in using this mod as a framework to try out weapon and movement tweaks and how they might work in combat on a 'level' playing field. I have a few ideas about the shotgun and flamethrower, for instance, that I'd like to try.
you should take your own advice. You misunderstand what I write, and usually in other thread I reply.
even if combat was ready tomorrow, and everything was done, its not something ns2 needs right now at all.
If you read what I wrote more carefully you notice what I wrote, read it again. combat can wait, how do you understand this in your head?
ns2 is such mess right now, the last thing it needs is co maps.
so i will again for you, combat can wait.
even if combat was ready tomorrow, and everything was done, its not something ns2 needs right now at all.
If you read what I wrote more carefully you notice what I wrote, read it again. combat can wait, how do you understand this in your head?
ns2 is such mess right now, the last thing it needs is co maps.
so i will again for you, combat can wait.<!--QuoteEnd--></div><!--QuoteEEnd-->
You do understand that this is a fan-created mod, right? It's not detracting anything from the development of the game.
I will welcome combat better once ns2 will be in better shape.
The current state of the mod reflects the current state of the game. That's part of its beauty, I think. As the main game becomes more complete and optimised and feature-filled, so too will the Combat mod. Except that due to the relative simplicity of Combat's design, it can be more easily balanced and is less prone to some of the bugs plaguing the main game. In a sense, it's slightly ahead. Take that as you will.
MCMLXXXIV: Now, I'm nowhere near the US OR the UK, I'm in Australia. Have you added support for any of the basic bots that currently ship with the game (if you use cheats, or was it dev mode?), and possibly made your own improvements? I'd like to try this out but aren't keen on connecting to a server halfway across the world...
Im looking forward to playing some Combat.
Needs some air acceleration for alien leaps.
If you are too close minded and 'oldskool' to respect the efforts of this guy, please, don't reply.
Thats actually not true, I think the first mod was one where you had a topdown view of a corridor, and you played as a marine shooting "upwards" towards skulk going downwards.
Couldn't agree more.
Here's someone contributing to the game (its modding community), giving some of those who aren't satisfied with the current state of NS2 or can't run it properly another option to have some fun with NS2.
You don't have to like Combat, but please realize that this just adds more content to something you've payed money for and thus hopefully creates a more succesful game and a bigger community.
If you are too close minded and 'oldskool' to respect the efforts of this guy, please, don't reply.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's a good chance there would never have been a NS2 if it weren't for CO.
Now we need some siege maps! :P
In my opinion Combat Mode killed NS classic and everything the game was. After that mod it was very hard to find a server that played NS maps and stuck to improving strategy and tactics instead of twitch skill and brain numbing kill counts. Don't get me started on Siege maps :P
It's like this, Say you had a pretty girl who was respectable and nicely dressed. You introduce her to a dating pool of millions of guys, but right after you introduce her twin who is dressed with a very low cut shirt, push up bra, and that look in her eye of a guaranteed easy time of getting her home in bed. But you want to introduce this twin before you give the respectable one a chance.
This is truly how i see it. I commend any modder who puts out a decent and well done work, but i agree that i don't think it is time to introduce an alternate mode before the original is even complete. Why not put such mods on hold and help the dev team implement stuff that benefits the original?
In the end great job on the mod! I hate CO and will probably never play it but i appreciate this fan bases excitement. I just worry that if a Combat Mod comes out and is polished before the original it will steal NS2 1.0's thunder and erode the fledgling fan base. Why play something complex like NS2 1.0 when you can jump in NS2 CO and begin right away.
So boring. If I wanna play a shooter I ll play BF3.
So boring. If I wanna play a shooter I ll play BF3.<!--QuoteEnd--></div><!--QuoteEEnd-->
This sort of thing can be a real problem if you live in a more remote part of the world like Australia, where a mod or game can easily die.
I agree that if this were taken in to the official part of the game, it would hurt the game.
But as long as it's obvious that it's a mod, it doesn't hurt the vanilla game.
Kind of like modern multiplayer FPSes, really.