So is this going to basically become the combat mod for ns2 then?
If so are you planning to add levels and extra abilities at some point or at least allow others to make addons?
I think it's good you're forming a modding group and i hope you allow others to add to it, ideally we would have a proper classic game mode mod, it might be frowned upon but adding stuff like deathmatch and capture the flag or some form of it could be fun for a change and probably easy enough to include.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Proving Grounds is not becoming the Combat mod. MCMLXXXIV is working on the combat mod along with Jim West (Still to confirm if Jim will be joining up). xDragon is currently developing the NS2 Classic mod. We are pooling our resources to help each others mods, and to hopefully create more and bigger mods over time.
I am in discussion with/getting around to contacting, various people about joining up. The NS2 modding community pretty close anyway, I regularly chat to other coders, and have had quite a few pieces of code written for the mod by other programmers, like the lerk droid mod in the previous version of Proving Grounds.
Hopefully we will be able to collectively get a good combat mod going, then I wil be free to start modding this how I would like it to be, rather than having to keep it as a NS2 derivative, because of a lack of combat mode.
Within proving grounds we will have the freedom to create different game modes, and maybe we will look at making NS2 derivative game modes to accompany combat.
Overall there is a lot of discussions and planning to take place, so all there really is at the moment is the ideas I have for working with this. Once I am back online properly I can take this forward and get the wheels in motion, this is potentially a very exciting time for NS2 mods. Hopefully with more of us working on each of the mods, you'll see public releases of the mods ahead of where they would otherwise have been released. This is the real basis for this, to create an organised collaborative effort to help improve the profile of the ns2 modding scene.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I will still be working on this when I get somewhere to live and an internet connection. Currently I am without both. If you have ideas and would like to work with other modders, I'll have a chat with you about joining up with the mod team we are putting together.
I can't say for sure when that will be, but as soon as I am settled I will be back on it :)
<!--quoteo(post=1949384:date=Jul 6 2012, 12:48 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Jul 6 2012, 12:48 PM) <a href="index.php?act=findpost&pid=1949384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Finally I have somewhere to live!!! A beautiful place, it was well worth the wait, and a 100mb internet connection is greatly appreciated!
Should be back online within a couple of weeks and back onto the programming and further development of the mod beans collective.<!--QuoteEnd--></div><!--QuoteEEnd--> good to hear that, congratz on the new place and the awsome internet connection!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Haha, so you are saying that when I get back online, you are likely to be offline again, are we ever going to get this organised, hahaha :)
I have so many ideas, for all the mods that are being worked on, and a load of ideas for new mods, and even full games :P This is a really exciting time. :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I am moved into my new apartment, and the 100mb Internet is up and running. All I need now is to find a way of getting my computer from it's present location, to where I am currently located. This is proving a little harder than should be the case, but I expect to have it resolved, and an update to the mod released within the next week. Fingers crossed!
Hooray! Would you like some help fleshing the site out? As I'm stuck to my little laptop for the next couple of weeks, even after we've moved house, this is exactly the kind of project I can help with.
A page for each project which the main contributors to the project can edit. A wiki where we can write collectively and link to outside documents would be handy. A private list of developers' email addresses would be helpful for e.g. adding people to GitHub, Dropbox etc. A voting box where we can decide on priorities for the team might be a good idea, but that's lower priority than the others...
I'll try and rustle up some NS2Combat pics to send to you. If some of us can have elevated privileges to edit, post news etc. it might be a good idea to do that too as we can take some work off your shoulders. :) <!--quoteo(post=1952112:date=Jul 17 2012, 01:24 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Jul 17 2012, 01:24 PM) <a href="index.php?act=findpost&pid=1952112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would be great.
I need some Pics from each of the mods, and want to add an about us page. If there is anything else you can think of....
I can add a video gallery and a photo gallery, but I don't think they're needed just yet :)<!--QuoteEnd--></div><!--QuoteEEnd-->
You can look after the wiki for the next few weeks, while you're down to the laptop. I need to figure out if we can keep sections of the wiki private for our own use, if not, I can set up an alternative Private Developers wiki for us.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Wiki has some preliminary information in it. For now if you wish to navigate the site, use the glossary. Currently only holds completed information for Proving Grounds mod, although GorgeCraft and Combat will be added shortly!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
My PC is now sitting next to me, unfortunately I am sans monitor at the moment :p Hopefully monitor will appear later :)
I have plugged my PC into the network and turned it on. I hope steam auto-logs on and downloads all the releveant updates for me by the time I get the monitor back here!
As I haven't been around since build 207, I will initially spend some time playing NS2 before getting back to work on the mods :)
I really hope to provide a new release update before the weekend :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Progress Update -
I have run into spectacular issues almost right away. One of the things I was trying to code early on was the marine buy menu. However with the removal of the flash menu, NS2 now uses a structure ID to work out which menu to open. I have no structures in the game, so will either look to place a fake structure through the code, which is an option I don't want to take, or I need to spend a lot of time writing a whole new buy menu system for marines......
I have a few different ideas for buying anyway, so I will look at those at the same time as trying to fix the problem as is.
Trainee has done some amazing updates to the map pg_lunacy, it is a real shame I don't have a mod yet for you to play this amazing map on.
I can't specify an update release as I really don't know how this is going to be resolved yet, only that it will, somehow :)
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
Progress Update:
Marine Buy Menu is now in, although Jetpack is not yet on there. Marines resupply on 'e' has been re-implemented. There are no res nodes, but players recieve 1 res every 10 seconds. RFK is in, a random variable amount of res from 5-15.
Marine side is up to the same state as last time, although without jetpack, and coded slightly better!!
About to begin work on alien side, but I am only going to introduce parts of the alien tech tree, as last time the game was way too unbalanced. This time I am going to try and release with less available each time, so the balance is a bit closer as aliens used to wipe the floor with the marines.
First release will be limited on the alien side to:
<a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">Proving Grounds</a> is back, with a new update for NS2 beta build 215.
This has been a total code restart on the mod due to immense underlying code changes, by the UWE team, to the base game Natural Selection 2.
As a result of this restart a new plan has been put into place to release the mod with a higher focus on balance. Previously the mod was built by adding features and shipping them out, but this time, it has been decided to implement only some of the tech each time to try and maintain a fairer playing field between the two teams.
The code this time has been created to a higher standard, as more knowledge has been gained, and the game is looking to a bright future. Enjoy!
Below is the list for release details for the mod.
Features:
FPS play only, no commander mode. Clean HUD, no minimaps ('C' still shows main map) Team Deathmatch gameplay using classes, weapons and abilities from NS2 Players press 'b' to buy/evolve Players earn Res through killing enemies and through a background flow of 1 res every 10 secs. Res is used to buy Win condition is kill the Hive/CCAliens use standard egg spawn, Marines have 3 IP's, These have to be protected.
Aliens: Aliens can buy up to 2 upgrades at a cost of 2 res each. Implemented upgrades are: Adrenaline Camouflage Carapace Celerity Hypermutation Silence Lifeform costs: Gorge 5 Lerk 10 Fade & Onos not implemented yet due to balance.
Press 'e' to resupply. A resupply wave costs 1 res and gives 2 clip ammo and 1 health regen. You will automatically receive as many waves as you need to fill up both ammo and health, provided you have the res. Note: weapon will be insta reloaded when using resupply. Res for Kills is a random amount between 5 & 15
Official Proving Grounds Mapping Guidelines Entity Requirements: Maps require 32 spawns in the ready room and the relevant NS2 join team entities. PGGamerules 2 Tech Points (1 Marine Only & 1 Alien Only) Location entities for each spawn room, other locations optional.
Map Design: Maps can be level over level, should encourage regular combat opportunities, but need to respect the ranged vs melee gameplay. Vents are not needed, as this is meant to be death match, lives are not precious in death match. Not too many alternative routes, maybe 1 main route and 1 alternative route. Again we want lots of confrontation, if everyone is moving around by different routes, that's not going to happen. Power nodes are not used in this mod at present.
Create content, add suggestions, let's make this game amazing :)
Hi everyone we are planning a playtest for the map lunacy by Trainee on wednesday 15 aug at 8:00pm join our steam group to get a notification when we start <a href="http://steamcommunity.com/groups/ProvingGroundsModOfficial/" target="_blank">steamcommunity.com/groups/ProvingGroundsModOfficial/</a>
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited August 2012
<a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">Updated mod to version 1.6.2</a>.
Updated map pg_lunacy Added Tier 2 abilities to Aliens
This is the final version for the playtest later today.
Note the platest is 20:00 CET, 19:00 UK - or check out your city on the list - <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=pg_lunacy+map+test&iso=20120815T20&p1=16" target="_blank">MapTest Event Times Around The World</a>
I have got to say the cavern is amazing!! If you want to learn to skulk wall jump, may I suggest getting yourself a copy of proving grounds and run a local server, or join up online, and get yourself bouncing around the cavern as a skulk. Walls galore!
First of all: nice work! I know that there are still a lot of features missing, but the playtest was still fun.
And here are some of my thoughts:
<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->positive<!--colorc--></span><!--/colorc--> - the three matches we played felt nicely balanced - resource flow / costs seemed even on both sides, even if I never was out of res after the two minute mark - mod is a good way to practise the weapons - rooms in lunacy really seem fair for both marines and aliens - feels like the mod is going into the right direction
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->negative<!--colorc--></span><!--/colorc--> - there is a small level leak in cavern, but nothing that interrupts gameplay - mine spam (maybe limit to 6 mines per player at a time?) - the vertical ventilation shaft near alien spawn is badass with GL spams
<!--coloro:#cccccc--><span style="color:#cccccc"><!--/coloro-->o not sure<!--colorc--></span><!--/colorc--> - I was only able to evolve one upgrade at a time as an alien (maybe a bug?) - didn't know about the "e" key, so I ran out of health kinda easy ;-) It's a good idea, as long as it's not abusable (instant reload) - orientation within the map is not as easy as in ns2, because of the vertical elements (but they give a nice extra touch) - I'm not sure if I like the idea of hydras and healing / welding the hive / CC in a team deathmatch mod - you can walk up to the hive with a LMG, buy a flamer and a shotty and flame the hive, until an alien appears. Then switch back to the shotty. Don't know if this is abusable (maybe add a cooldown or something)?
All in all: keep up the good work! I think the mod definately goes into the right direction!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
We had a really good playtest today, a big thanks to all who showed up :)
I had a lot of questions on where this is headed, so I thought I'd post a little design document on how I see things developing initially on one side of the game:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[b]Proving Grounds Development Ideas[/b]
Proving Grounds is to become a fully team deathmatch only game. It will feature 2 unique sides in combat with each other, but also the option to play as the two matched sides against each other in direct combat.
Using the current teams for now, they will feature a buy menu while dead. Focusing on the 'Marine Team', they will equip themselves with various items one from each group:
Marine basic loadout based on current ideas would be Rifle, Pistol, Fist, Cat Pack and No Armor. Speed = X Weapons and armor will reduce the speed of the player, but give them more firepower/armor, so it's a tradeoff to suit the individual players style. JP will be affected by weight too.
There will be no cost involved in the loadout, (no RFK, Resources or XP here;) ) so there needs to be no super loadout combination.
How long it takes to get to this build is another matter... so RFK, & Auto Res are here to stay for a bit longer.<!--c2--></div><!--ec2-->
Moving forward there will be incremental updates towards this end. Alien side is still posing unique challenges as the players abilities are kind of in built, although a gorge could in theory bite, and any alien could breathe gas from it's stomach. I feel the onos will be hard to fit into the game though, so maybe a new alien class? Or maybe stick with the four current alien classes and amend them to be more balanced.
Lots to think about. I must admit, first time I wrote Proving Grounds Aliens got all the love, then I started with GorgeCraft, which was again all about alien love, so this round I started off with marine love. Playtests were largely one-sided in this :P Will try and implement these marine ideas, while keeping the aliens on a level playing field with them!
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I got ninja'd!!!
Thanks for the comments Xenom! I will try and address as many as I can here:
I will take the instant reload out, it was just an experiment :) Ammo and Health resupply cost will go up :)
Resource flow will be massively reduced, was the first test we'd had with more than 1v1 :)
Mines are going, they break the player vs player combat.
1 upgrade per hive is the limit in NS2. I keep forgetting to remove it here :) It will be set at 2 upgrades in the next build.
Healing is going to be a part of this as I want it to be almost class based, but offering variation to suit a players style, or current need. Aliens are proving to be a headache to design this around, might end up with just marines vs marines :P The rest will all be going, eventually :)
To be fair, lunacy began life as an NS2 map, so it has that labyrinth style to NS2. It is also quite large, but I really feel if performance can be improved, this would be great for some big 10v10 games :) It is quite confusing, but also quite easy to learn as it has distinct visual elements. Hopefully we will have more maps in the future too :)
The buy issue will be sorted when you can only buy while dead, for now a cooldown seems like a good idea :)
Comments
If so are you planning to add levels and extra abilities at some point or at least allow others to make addons?
I think it's good you're forming a modding group and i hope you allow others to add to it, ideally we would have a proper classic game mode mod, it might be frowned upon but adding stuff like deathmatch and capture the flag or some form of it could be fun for a change and probably easy enough to include.
I am in discussion with/getting around to contacting, various people about joining up. The NS2 modding community pretty close anyway, I regularly chat to other coders, and have had quite a few pieces of code written for the mod by other programmers, like the lerk droid mod in the previous version of Proving Grounds.
Hopefully we will be able to collectively get a good combat mod going, then I wil be free to start modding this how I would like it to be, rather than having to keep it as a NS2 derivative, because of a lack of combat mode.
Within proving grounds we will have the freedom to create different game modes, and maybe we will look at making NS2 derivative game modes to accompany combat.
Overall there is a lot of discussions and planning to take place, so all there really is at the moment is the ideas I have for working with this. Once I am back online properly I can take this forward and get the wheels in motion, this is potentially a very exciting time for NS2 mods. Hopefully with more of us working on each of the mods, you'll see public releases of the mods ahead of where they would otherwise have been released. This is the real basis for this, to create an organised collaborative effort to help improve the profile of the ns2 modding scene.
I can't say for sure when that will be, but as soon as I am settled I will be back on it :)
Should be back online within a couple of weeks and back onto the programming and further development of the mod beans collective.
Should be back online within a couple of weeks and back onto the programming and further development of the mod beans collective.<!--QuoteEnd--></div><!--QuoteEEnd-->
good to hear that, congratz on the new place and the awsome internet connection!
Looking forward to moving along with the mod collective idea too, there are quite a few ideas kicking around now.
I have so many ideas, for all the mods that are being worked on, and a load of ideas for new mods, and even full games :P This is a really exciting time. :)
I need some Pics from each of the mods, and want to add an about us page. If there is anything else you can think of....
I can add a video gallery and a photo gallery, but I don't think they're needed just yet :)
A page for each project which the main contributors to the project can edit.
A wiki where we can write collectively and link to outside documents would be handy.
A private list of developers' email addresses would be helpful for e.g. adding people to GitHub, Dropbox etc.
A voting box where we can decide on priorities for the team might be a good idea, but that's lower priority than the others...
I'll try and rustle up some NS2Combat pics to send to you. If some of us can have elevated privileges to edit, post news etc. it might be a good idea to do that too as we can take some work off your shoulders. :)
<!--quoteo(post=1952112:date=Jul 17 2012, 01:24 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Jul 17 2012, 01:24 PM) <a href="index.php?act=findpost&pid=1952112"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would be great.
I need some Pics from each of the mods, and want to add an about us page. If there is anything else you can think of....
I can add a video gallery and a photo gallery, but I don't think they're needed just yet :)<!--QuoteEnd--></div><!--QuoteEEnd-->
The website is a simple front-end for users to visit, the wiki backend will be where all the important stuff gets done :)
I've set up the wiki today, sign up and start playing with it, I've done nothing to it yet :)
<a href="http://modbeans.wikidot.com" target="_blank">Mod Beans Wiki</a>
You can look after the wiki for the next few weeks, while you're down to the laptop. I need to figure out if we can keep sections of the wiki private for our own use, if not, I can set up an alternative Private Developers wiki for us.
I have plugged my PC into the network and turned it on. I hope steam auto-logs on and downloads all the releveant updates for me by the time I get the monitor back here!
As I haven't been around since build 207, I will initially spend some time playing NS2 before getting back to work on the mods :)
I really hope to provide a new release update before the weekend :)
<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-08-02_00001.jpg" border="0" class="linked-image" />
I have run into spectacular issues almost right away. One of the things I was trying to code early on was the marine buy menu. However with the removal of the flash menu, NS2 now uses a structure ID to work out which menu to open. I have no structures in the game, so will either look to place a fake structure through the code, which is an option I don't want to take, or I need to spend a lot of time writing a whole new buy menu system for marines......
I have a few different ideas for buying anyway, so I will look at those at the same time as trying to fix the problem as is.
Trainee has done some amazing updates to the map pg_lunacy, it is a real shame I don't have a mod yet for you to play this amazing map on.
I can't specify an update release as I really don't know how this is going to be resolved yet, only that it will, somehow :)
Marine Buy Menu is now in, although Jetpack is not yet on there.
Marines resupply on 'e' has been re-implemented.
There are no res nodes, but players recieve 1 res every 10 seconds.
RFK is in, a random variable amount of res from 5-15.
Marine side is up to the same state as last time, although without jetpack, and coded slightly better!!
About to begin work on alien side, but I am only going to introduce parts of the alien tech tree, as last time the game was way too unbalanced. This time I am going to try and release with less available each time, so the balance is a bit closer as aliens used to wipe the floor with the marines.
First release will be limited on the alien side to:
Aliens -
Skulk
Gorge
Lerk
Upgrades -
Adrenaline
Camouflage
Carapace
Celerity
Hypermutation
Silence
Costs will be tweaked and I hope to be able to release a playable test later today :)
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
<a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">Proving Grounds</a> is back, with a new update for NS2 beta build 215.
This has been a total code restart on the mod due to immense underlying code changes, by the UWE team, to the base game Natural Selection 2.
As a result of this restart a new plan has been put into place to release the mod with a higher focus on balance. Previously the mod was built by adding features and shipping them out, but this time, it has been decided to implement only some of the tech each time to try and maintain a fairer playing field between the two teams.
The code this time has been created to a higher standard, as more knowledge has been gained, and the game is looking to a bright future. Enjoy!
Below is the list for release details for the mod.
Features:
FPS play only, no commander mode.
Clean HUD, no minimaps ('C' still shows main map)
Team Deathmatch gameplay using classes, weapons and abilities from NS2
Players press 'b' to buy/evolve
Players earn Res through killing enemies and through a background flow of 1 res every 10 secs.
Res is used to buy
Win condition is kill the Hive/CCAliens use standard egg spawn, Marines have 3 IP's, These have to be protected.
Aliens:
Aliens can buy up to 2 upgrades at a cost of 2 res each.
Implemented upgrades are:
Adrenaline
Camouflage
Carapace
Celerity
Hypermutation
Silence
Lifeform costs:
Gorge 5
Lerk 10
Fade & Onos not implemented yet due to balance.
Marines:
Marine weapon res costs are:
Welder - 2
Mines - 5
Shotgun - 10
Grenade Launcher - 15
Flamethrower - 20
Press 'e' to resupply. A resupply wave costs 1 res and gives 2 clip ammo and 1 health regen. You will automatically receive as many waves as you need to fill up both ammo and health, provided you have the res. Note: weapon will be insta reloaded when using resupply.
Res for Kills is a random amount between 5 & 15
Official Proving Grounds Mapping Guidelines
Entity Requirements:
Maps require 32 spawns in the ready room and the relevant NS2 join team entities.
PGGamerules
2 Tech Points (1 Marine Only & 1 Alien Only)
Location entities for each spawn room, other locations optional.
Map Design:
Maps can be level over level, should encourage regular combat opportunities, but need to respect the ranged vs melee gameplay. Vents are not needed, as this is meant to be death match, lives are not precious in death match. Not too many alternative routes, maybe 1 main route and 1 alternative route. Again we want lots of confrontation, if everyone is moving around by different routes, that's not going to happen.
Power nodes are not used in this mod at present.
Create content, add suggestions, let's make this game amazing :)
I'll see you on the Proving Grounds...
<a href="http://steamcommunity.com/groups/ProvingGroundsModOfficial" target="_blank">http://steamcommunity.com/groups/ProvingGroundsModOfficial</a>
I hope to organise a Proving Grounds and pg_lunacy playtest for this weekend, just need to make sure it doesn't clash with the combat playtest.
And thanks again to SN.Wolf.
Proving Grounds 1.6 server is now online, look for this and the combat server, get online and have some fun!!
The current version of Proving Grounds (v1.6) will likely hard lock your computer. You have been warned.
This is just an update for build 216 compatibility. New features coming in v1.7a. This release includes updates to the map pg_lunacy by Trainee.
we are planning a playtest for the map lunacy by Trainee on wednesday 15 aug at 8:00pm
join our steam group to get a notification when we start
<a href="http://steamcommunity.com/groups/ProvingGroundsModOfficial/" target="_blank">steamcommunity.com/groups/ProvingGroundsModOfficial/</a>
Updated map pg_lunacy
Added Tier 2 abilities to Aliens
This is the final version for the playtest later today.
Note the platest is 20:00 CET, 19:00 UK - or check out your city on the list - <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=pg_lunacy+map+test&iso=20120815T20&p1=16" target="_blank">MapTest Event Times Around The World</a>
I have got to say the cavern is amazing!! If you want to learn to skulk wall jump, may I suggest getting yourself a copy of proving grounds and run a local server, or join up online, and get yourself bouncing around the cavern as a skulk. Walls galore!
I joined the playtest today for 1.6.2 on lunacy.
First of all: nice work!
I know that there are still a lot of features missing, but the playtest was still fun.
And here are some of my thoughts:
<!--coloro:#006400--><span style="color:#006400"><!--/coloro-->positive<!--colorc--></span><!--/colorc-->
- the three matches we played felt nicely balanced
- resource flow / costs seemed even on both sides, even if I never was out of res after the two minute mark
- mod is a good way to practise the weapons
- rooms in lunacy really seem fair for both marines and aliens
- feels like the mod is going into the right direction
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->negative<!--colorc--></span><!--/colorc-->
- there is a small level leak in cavern, but nothing that interrupts gameplay
- mine spam (maybe limit to 6 mines per player at a time?)
- the vertical ventilation shaft near alien spawn is badass with GL spams
<!--coloro:#cccccc--><span style="color:#cccccc"><!--/coloro-->o not sure<!--colorc--></span><!--/colorc-->
- I was only able to evolve one upgrade at a time as an alien (maybe a bug?)
- didn't know about the "e" key, so I ran out of health kinda easy ;-) It's a good idea, as long as it's not abusable (instant reload)
- orientation within the map is not as easy as in ns2, because of the vertical elements (but they give a nice extra touch)
- I'm not sure if I like the idea of hydras and healing / welding the hive / CC in a team deathmatch mod
- you can walk up to the hive with a LMG, buy a flamer and a shotty and flame the hive, until an alien appears. Then switch back to the shotty. Don't know if this is abusable (maybe add a cooldown or something)?
All in all: keep up the good work! I think the mod definately goes into the right direction!
I had a lot of questions on where this is headed, so I thought I'd post a little design document on how I see things developing initially on one side of the game:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[b]Proving Grounds Development Ideas[/b]
Proving Grounds is to become a fully team deathmatch only game. It will feature 2 unique sides in combat with each other, but also the option to play as the two matched sides against each other in direct combat.
Using the current teams for now, they will feature a buy menu while dead. Focusing on the 'Marine Team', they will equip themselves with various items one from each group:
Primary Weapons:
Rifle, Shotgun, GL, Flamethrower, ?Additional weapon?.
Secondary Weapons:
Pistol, ?Additional Weapon?, ?Additional Weapon?
Melee Weapons:
Fist, Axe, ?Additional Weapon?
Support Items:
Med Pack, Ammo pack, Cat Pack.
Armor:
None, lvl1, lvl2, lvl3, Jetpack.
Marine basic loadout based on current ideas would be Rifle, Pistol, Fist, Cat Pack and No Armor.
Speed = X
Weapons and armor will reduce the speed of the player, but give them more firepower/armor, so it's a tradeoff to suit the individual players style. JP will be affected by weight too.
There will be no cost involved in the loadout, (no RFK, Resources or XP here;) ) so there needs to be no super loadout combination.
How long it takes to get to this build is another matter... so RFK, & Auto Res are here to stay for a bit longer.<!--c2--></div><!--ec2-->
Moving forward there will be incremental updates towards this end. Alien side is still posing unique challenges as the players abilities are kind of in built, although a gorge could in theory bite, and any alien could breathe gas from it's stomach. I feel the onos will be hard to fit into the game though, so maybe a new alien class? Or maybe stick with the four current alien classes and amend them to be more balanced.
Lots to think about. I must admit, first time I wrote Proving Grounds Aliens got all the love, then I started with GorgeCraft, which was again all about alien love, so this round I started off with marine love. Playtests were largely one-sided in this :P Will try and implement these marine ideas, while keeping the aliens on a level playing field with them!
Thanks for the comments Xenom! I will try and address as many as I can here:
I will take the instant reload out, it was just an experiment :) Ammo and Health resupply cost will go up :)
Resource flow will be massively reduced, was the first test we'd had with more than 1v1 :)
Mines are going, they break the player vs player combat.
1 upgrade per hive is the limit in NS2. I keep forgetting to remove it here :) It will be set at 2 upgrades in the next build.
Healing is going to be a part of this as I want it to be almost class based, but offering variation to suit a players style, or current need. Aliens are proving to be a headache to design this around, might end up with just marines vs marines :P The rest will all be going, eventually :)
To be fair, lunacy began life as an NS2 map, so it has that labyrinth style to NS2. It is also quite large, but I really feel if performance can be improved, this would be great for some big 10v10 games :) It is quite confusing, but also quite easy to learn as it has distinct visual elements. Hopefully we will have more maps in the future too :)
The buy issue will be sorted when you can only buy while dead, for now a cooldown seems like a good idea :)