NS2:Proving Grounds

Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
<div class="IPBDescription">team deathmatch mod</div>I have been informed a lot of forumites stay out of the modding channel, so I thought I'd make a post in here just to point out my mod to those of you who haven't seen it yet:

Here is the link to the full topic:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116252" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116252</a>

Here is the release post for the latest build:

<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->NS2: Proving Grounds<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->

Download Link: <a href="http://www.duplexgaming.co.uk/downloads/mods/69/ns2%3a%70rovinggrounds/" target="_blank">http://www.duplexgaming.co.uk/downloads/mo...provinggrounds/</a>

Alpha release of Proving Grounds mod (formerly known as tdm)

Here is the release of the first full alpha of Proving Grounds.

The game is Marine vs Alien combat in a tdm style.

Each team spawns at a location with a single res node and a tech point.

Straight forward combat between the two races using their unique weapons.

Weapons/Class/Ability upgrades can be bought from Res earned from RFK.

Both teams press 'b' to buy. Players are free to buy weapons/classes/abilities at any time, provided they have the res.

Press 'Fire' to respawn.

Includes Grey box map (A re-working of Sgt Barlow's MvM map reactor from NS1 by me) This is just a greybox alpha at the moment.

Features:

FPS play only, no commander mode.
Clean HUD, no minimaps ('C' key is for sayings only)
Team Deathmatch gameplay using classes, weapons and abilities from NS2
Players press 'b' to buy/evolve
Players earn Res through killing enemies
Res is used to buy
Teams have 1 res tower at start earning each player .25 res every 8 secs. If that tower dies, players can only earn through RFK
Win condition is kill the Hive/CC

Health Bars update instantly using Dghelneshi's Instant Update mod (<b>Thanks Dghelneshi</b>)

Aliens:

Aliens can buy up to 2 upgrades at a cost of 2 res each.
Implemented upgrades are:
Carapace
Celerity
Frenzy
Swarm

Lifeform costs:
Lerk 1
Gorge 3
Fade 6
Onos 12

Lerk has 'Free-Aim' ability on spikes and spores for improved combat in flight (Based on Agiel's Free-Aim Mod, <b>Thanks Agiel</b>)
Gorge has 'PowerSlide' ability when belly sliding for cornering, and can also slide without infestation.
Gorge has 'BileBomb' ability at all times, no hydra/cyst ability
Skulk has 'Leap' ability at all times
Fade uses Yuuki's Fade Momentum Mod (<b>Thanks Yuuki</b>)

Marines:

Marines walk speed is same as NS2 run speed, run speed is slightly faster.
Marine weapon res costs are:
Shotgun - 2
Grenade Launcher - 4
Flamethrower - 5
Jetpack - 10

Res for Kills is a random amount between 1 & 3

Screens :

A nice and clean Marine Hud:

<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00001.jpg" border="0" class="linked-image" />

Recognisable Marine Buy Menu:

<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00002.jpg" border="0" class="linked-image" />

Alien Buy Menu:

<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00003.jpg" border="0" class="linked-image" />

Overhead of Map:

<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00006.jpg" border="0" class="linked-image" />

Looking for a server host kind enough to host a server for this mod for free :)

Game just needs playtesting for balance and to work through bugs and issues I haven't encountered.

<!--coloro:#00BFFF--><span style="color:#00BFFF"><!--/coloro--><b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->Official Proving Grounds Mapping Guidelines<!--sizec--></span><!--/sizec--></b><!--colorc--></span><!--/colorc-->

Entity Requirements:

Maps require 32 spawns in the ready room and the relevant NS2 join team entities.
NS2Gamerules
2 Tech Points (1 Marine Only & 1 Alien Only)
2 Res Nodes (1 near each TP, preferably behind the TP).
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.

Get playing what is a very fun game, and help me iron out the balance issues. I want this ready for a Beta release 2 months after NS v1 comes out :)

Create content, add suggestions, let's make this game amazing :)

I'll see you on the Proving Grounds...

Even if you are still in the ready room cowering.....

<img src="http://img.photobucket.com/albums/v260/Soulrefuge/2012-02-18_00004.jpg" border="0" class="linked-image" />

Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Server online (Big Massive Thanks to SN.Wolf)

    If you want to get involved with the gaming, look out for the server in the browser:

    Proving Grounds Mod v105

    Server is hosted in US west coast.

    You need to download the mod and run the game from a shortcut, with the properties -game pg
  • blinblin Join Date: 2011-07-20 Member: 111290Members
    IMHO

    DE######INGLETE THIS ######!
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1905731:date=Feb 22 2012, 06:06 AM:name=blin)--><div class='quotetop'>QUOTE (blin @ Feb 22 2012, 06:06 AM) <a href="index.php?act=findpost&pid=1905731"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->IMHO

    DE######INGLETE THIS ######!<!--QuoteEnd--></div><!--QuoteEEnd-->

    IMHO...
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    And on the 6th day, God said "LET THERE BE COMBAT!", and it was good!
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I'm not a fan of combat (which is a nice way of saying I hate it) but I support people making mods and change the game the way they like it. (=
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <div align='center'>co for ns2 :<
    <img src="http://www.chucklecloud.com/content/cache/d1eaaaf3-8d99-43c5-8ef3-ec25732266dd.jpeg" border="0" class="linked-image" /></div>
  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    Cool, I'll check it out!
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    I prefer Vanilla NS2 personally as well, but it would still be nice to have a change occasionally and there are many out there that would love a TDM mode.

    I am currently running a server with ProvingGrounds on it: duplex #1 (ProvingGrounds mod). I will try and get some stability testers thursday evening and if that goes well will organise some sort of TDM event for this weekend!

    All in all it is nice to see mods that change the gameplay mode being developed!
  • SteelBladeSteelBlade Join Date: 2005-01-07 Member: 33240Members, Reinforced - Gold
    What about Marines vs Marine or Aliens vs Aliens?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    Guys first of all

    THIS IS NOT COMBAT!!

    This is the first stage in a mod, which will eventually become a Full FPS framework creator. This will enable people to easily make FPS only mods for NS2. When this game is finished, it won't even be in the NS2 universe.

    You are playing the early alpha test of my FPS framework.

    Since I don't have the ability to make new models, I am using the default.

    For those poor, poor poor, people, who need to throw a fit when a mod is released. You do realise NS2 is designed to be the most modded game ever made? You do realise that if UWE is successful, there will be 100's if not 1000'sof mods released.

    The Question is, will you continue to cry like babies in every mod release thread that gets made over the life of NS2?

    Really, those of you crying about mods being made, why do you play NS2? I mean, it was originally a mod, and mods are obviously evil :)

    Oh and feel free to inform me when you have spent 250hrs in 3 weeks to create something, so I can piss on your work from a great height.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--quoteo(post=1905903:date=Feb 23 2012, 01:33 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 23 2012, 01:33 AM) <a href="index.php?act=findpost&pid=1905903"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh and feel free to inform me when you have spent 250hrs in 3 weeks to create something, so I can piss on your work from a great height.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <div align='center'><img src="http://images4.wikia.nocookie.net/__cb20110817043545/adventuretimewithfinnandjake/images/d/d1/Oh-he-mad.jpg" border="0" class="linked-image" /></div>
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    Dude

    It's impressive that you did all this work and it is great for what you set out to do.

    But you must have seen the Combat comparisons coming.

    No Commanders
    Res For Kills
    Kill CC or Hive to end it.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    It's also an alpha. Did the alpha of NS2 give any indication of the final game? Also RFK was never in Combat. There are no levels in my mod. You never bought weapons in combat, you buy them in my mod. My mod is more counter-strike with respawn than combat.

    I'm not mad, only the last line was because I thought it disrespectful to judge something when they haven't got a clue what they are talking about.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1904475:date=Feb 18 2012, 05:22 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 18 2012, 05:22 AM) <a href="index.php?act=findpost&pid=1904475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Players earn Res through killing enemies

    Teams have 1 res tower at start earning each player .25 res every 8 secs.<!--QuoteEnd--></div><!--QuoteEEnd-->
    In my opinion one of the major flaws of combat (in the present 45 min xmenu form) is that you have absolutely no incentive to be aggressive. Usually the guy who gets aggressive ends up giving XP to the other team than gaining it himself.

    I think it would be good idea to have some possiblility to gain advantage through some other means than directly fighting the opponent. That way you have some options to make the fights happen your way rather than simply outwaiting your opponent.

    I guess the starting RT ensures that some progress happens, but it's probably still going to be extremely slow.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1905931:date=Feb 22 2012, 07:11 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ Feb 22 2012, 07:11 PM) <a href="index.php?act=findpost&pid=1905931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In my opinion one of the major flaws of combat (in the present 45 min xmenu form) is that you have absolutely no incentive to be aggressive. Usually the guy who gets aggressive ends up giving XP to the other team than gaining it himself.

    I think it would be good idea to have some possiblility to gain advantage through some other means than directly fighting the opponent. That way you have some options to make the fights happen your way rather than simply outwaiting your opponent.

    I guess the starting RT ensures that some progress happens, but it's probably still going to be extremely slow.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This has been updated since then, and not really considering the prices. The single RT is placed between the base and center point, so people need to get out of their base to defend it, to keep a res flow. This has also been lowered to .1/5secs. Meaning it takes 1m40 to get 2 res. There is no XP, but the point of RFK is to encourage teamwork. This is a TDM mod, not a deathmatch mod. A rambo player will die, but if the team push together, they have a chance of winning.

    Considering a SG is 2 res, a lerk 1 res, it shouldn't be that hard to earn the money for it. One of the big problems with combat is that because the players all level up individually, you have to wait for the majority of your team to out level the other team before you can win, almost regardless of skill. I don't like that.

    I am trying to make a game that is based around player skill, and thus if an organised team plays well, they win quickly, not having to wait ages for people to get the level ups to do it.

    My original gaming background is more Q3/UT High speed deathmatch games. The framework is going to be designed for team games of that sort, but no RTS/RPG elements. Eventually the plan is people will be able to pick up a stock shooter and pick and choose from options already available. That means I will be creating different game modes etc within the framework, essentially enabling things like King of the hill, capture point, capture the flag, all the common tdm gameplay types, and people pick and choose and add there own customisations.

    There are 2 servers up running the mod, but all of what is happening or going to happen in the gameplay is speculation until we actually have people playing it :)
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    <!--quoteo(post=1905937:date=Feb 22 2012, 01:27 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Feb 22 2012, 01:27 PM) <a href="index.php?act=findpost&pid=1905937"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My original gaming background is more Q3/UT High speed deathmatch games. The framework is going to be designed for team games of that sort, but no RTS/RPG elements. Eventually the plan is people will be able to pick up a stock shooter and pick and choose from options already available. That means I will be creating different game modes etc within the framework, essentially enabling things like King of the hill, capture point, capture the flag, all the common tdm gameplay types, and people pick and choose and add there own customisations.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Why have the hive and CC as the endgame then?
    Why not simply score (killcount) or score within time?

    Why have resource nodes to fight over?
    You could easily hide the resource nodes in inaccessible locations on the map.

    Why does RFK encourage teamplay?
    Teamplay to me always meant some sort of coordination and some sort of sacrifice.
    I take the rocket in the chest so you keep going.
    I pass the ball to you because you are closer to the goal.

    I am not trying to ruffle your feathers...just genuinely curious of your motivations.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    FFS,

    try it out first, then argue.

    Thanks for the mod. It's cool to be able to practice skills. And it's cool that you are thinking of actually make a different shooter. The vision of mods is a little closer.


    PS: Would be great if someone made the hitboxes so that you can make headshots - I just love them (in NS it doesn't make sense of course).
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1905942:date=Feb 22 2012, 07:52 PM:name=kingmob)--><div class='quotetop'>QUOTE (kingmob @ Feb 22 2012, 07:52 PM) <a href="index.php?act=findpost&pid=1905942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why have the hive and CC as the endgame then?
    Why not simply score (killcount) or score within time?

    Why have resource nodes to fight over?
    You could easily hide the resource nodes in inaccessible locations on the map.

    Why does RFK encourage teamplay?
    Teamplay to me always meant some sort of coordination and some sort of sacrifice.
    I take the rocket in the chest so you keep going.
    I pass the ball to you because you are closer to the goal.

    I am not trying to ruffle your feathers...just genuinely curious of your motivations.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because I am a new programmer, starting with the base NS2 game and cutting it down, not starting from the ground up. TDM always has a win condition, whether it be time limit, fraglimit, hold a position, capture points, whatever. I am yet to figure out how to program my own win conditions, or even decide what win conditions I want in the mod, so I use the defaults built into the game.

    Over time this game will begin to be less and less related to NS2, at the moment, while I'm putting together the game basics, everything will be related to the NS2 universe. Obviously the more I get help and further input from the community, the quicker things can be tailored and changed, but I am a 1 man army, and as much as I try, I can't do everything at once :)

    I mentioned earlier this game is like CS with respawn. In CS you get res for kills, so I got res for kills. You get a automatic res boost in CS in case you aren't getting enough kills (auto cash based on win or lose for the round), this is here too, in the form of RT's.

    I haven't yet learned how to program bombs or hostages, lol

    The current big job I am looking at is a modified spawn system, but all these things take time.

    RFK doesn't encourage teamplay.

    RFK enables players to buy weapons/lifeforms, which encourages you to kill things. If you want to kill things but stay alive, just like in vanilla NS2, you need to work as a team. Rambo means death, teamwork means less death. So if players want res, they need to work together to kill enemies.

    I am not saying in anyway shape or form this is what is happening from my current game design, because it has only been tested a couple of times with a couple of players. At the moment this is just a fun casual gameplay alternative to NS2, probably wildly unbalanced. Don't judge it as any more than that.

    This is an alpha. I'm initially just making the changes I can figure out :)

    At the end of the day, each question seems to based around why did you do this or that. Because I could, Because I thought it might be fun, or because I just wanted to see what would happen if I tried that. It's all a trial and error process.
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