Infested Marines Public Repo
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Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
Hey everybody! Got a cool idea for how to improve Infested Marines? Now you can help! We've decided to make our Github repo and Trello board for Infested Marines public. This means that everybody now has easy access to the all the source assets and code for Infested Marines. If you want to contribute to the project, submit a pull request, and if we like your changes, we'll include them in the official mod!
Github repo: https://github.com/sclark39/NS2-InfestedMarines
Trello board: https://trello.com/b/JQ7A4oaP/infested-marines-todos
Github repo: https://github.com/sclark39/NS2-InfestedMarines
Trello board: https://trello.com/b/JQ7A4oaP/infested-marines-todos
Comments
Unfortunately, since everybody had decided to subscribe to and comment on the one that wasn't actually the "real" version, those comments are lost now. Terribly sorry about the confusion. Moving forward, this shouldn't be an issue anymore though.
Also, to combat the "jumping from behind corners"-thing, how about giving marines full minimap functionality in a ten meter radius or so? Or a beeping noise that beeps faster the closer a fellow marine is... could make for some nice paranoia when you're travelling with friends.
No idea how you'd justify that beeping scanner in universe, though.
- Let the infested actively infest RTs. So once a room is lost it immediately becomes infested, and marines have to patrol more actively to fix it.
- Make the marine infest a channeled ability - hold the button to infest, takes longer but with more reliable targeting and/or slightly longer range.
With just those two changes the game becomes more about active territory management than just "wait for marines to get bored and then ambush them." Less waiting on both sides.Yea those are two things I've wanted to change since even before release. Just tough to find the time to do it.
The flamethrower rate of fire has been doubled in the testing version, should be able to release this thing soon. Hopefully that helps the flamethrower feel a bit better.
Changelog:
- Fixed a bug where the red outline used by infested players to target uninfested players would "stick" if the infested player was killed before they could infest a player.
- Infested "feed meter" (bottom-right corner) is now (hopefully) a bit more obvious. It flashes when it first appears, and flashes red when the infested player is about to starve to death.
- Cysts are green on minimap for infested players. Hopefully this makes it more obvious to infested players that cysts are good and shouldn't be killed.
- Enable all-chat at round end, when victory splash appears (Thanks Wyzcrak!)
- When the air becomes fully toxic, uninfested marines now suffocate and die. Before, it felt very anticlimactic when a round would end due to the air becoming toxic.
- Dead player's voice icons are red (Thanks Wyzcrak!)
- Fixed a bug where infested wouldn't die from instant-death triggers (eg falling into the pit in The Gap, on Mineshaft, wouldn't kill an infested player)
- Added a large number of "Tips" to the game mode that will appear based on what the player is doing or not doing. For example, if an infested player is killing cysts and there aren't any uninfested players nearby, a tip will popup telling them that cysts are good for infested players, that they should only kill cysts if they need to pretend to be human.
- Added a popup telling the infested how to infest other players (usually the right mouse-button). We saw this question pop up a LOT when people were playing the mod. "How do I infest people?" WOOSH, they're dead.
- Tweaked the cyst toxin particle effect to be more obvious.
The update is to make the mod use these updated strings.