[New] Game Modes Feedback

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[New] Game Modes Feedback

by Matheus28 » Wed Jul 06, 2011 11:19 am

I'm the guy which developed tons of plugins for TF2 (FortWars, The Hidden, etc.)

Now I'm creating mods for this server, and I would like your feedback.

The current ones which I will be testing are:
  • Run Scout, Run!
  • Arena DeathMatch
  • Trouble in Spy Town
  • Juggernaut


I'm not sure when they are going to be played, but some of them are already in the map rotation.

Please give your feedback about how things should be changed or what do you think that is not good.

Thanks.
Last edited by Matheus28 on Wed Jul 13, 2011 10:27 am, edited 3 times in total.
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Re: Game Modes Feedback

by Techercizer » Wed Jul 06, 2011 11:21 am

I look forward to the new experiences, and to helping you work some kinks out of these mods.
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Re: Game Modes Feedback

by VoltySquirrel » Wed Jul 06, 2011 11:25 am

Techercizer wrote:I look forward to the new experiences, and to helping you work some kinks out of these mods.

Same. Also, welcome.
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Re: [New] Game Modes Feedback

by Nikki Wolf » Wed Jul 06, 2011 11:28 am

Welcome to the forum. I am one of the admins for the server.

I won't be able to play your mods until I get back from my vacation, but I can't wait to see what they're like.
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Re: [New] Game Modes Feedback

by Mr.Gatsby » Wed Jul 06, 2011 2:00 pm

I've already seen 2 of the 3 new mods, and I must say, they are interesting, even though the Run, Scout Run! gave my computer problems of not responding and closing the game out on me. The Arena Deathmatch is a quirky(but fun) game mod with the gimmick of being given a random class. I have yet to try the Trouble in Spy Town, but I'm curious on what it is and how it is played.
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Re: [New] Game Modes Feedback

by Matheus28 » Wed Jul 06, 2011 2:02 pm

Mr.Gatsby wrote:I've already seen 2 of the 3 new mods, and I must say, they are interesting, even though the Run, Scout Run! gave my computer problems of not responding and closing the game out on me. The Arena Deathmatch is a quirky(but fun) game mod with the gimmick of being given a random class. I have yet to try the Trouble in Spy Town, but I'm curious on what it is and how it is played.

It's not in the server yet, it requires admin supervision because I'm not sure how it's gonna turn out :B
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Re: [New] Game Modes Feedback

by AuronV3 » Wed Jul 06, 2011 2:08 pm

Welcome to the forums and thanks for choosing us again. Im looking forward to trying out the mods when I get back ^^
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Re: [New] Game Modes Feedback

by Shadow the Past » Fri Jul 08, 2011 12:46 am

Run scout run is by far my least favorite mode. Capture ends in less than a minute, and hold can last for the entire map duration if it stays on the ground.

Perhaps you should consider adding perks, similar to how Zombie fortress works, to spice things up a bit? Not as many perks, just perks like leap, juggernaut, turtle, etc.
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Re: [New] Game Modes Feedback

by Matheus28 » Fri Jul 08, 2011 10:47 am

Shadow the Past wrote:Run scout run is by far my least favorite mode. Capture ends in less than a minute, and hold can last for the entire map duration if it stays on the ground.

Perhaps you should consider adding perks, similar to how Zombie fortress works, to spice things up a bit? Not as many perks, just perks like leap, juggernaut, turtle, etc.

Could you cite exact perks with their effects? I'm not that creative.

Also, if anyone wants so suggest a new game mode, feel free to post here your idea.
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Re: [New] Game Modes Feedback

by Nikki Wolf » Fri Jul 08, 2011 9:28 pm

Matheus28 wrote:Also, if anyone wants so suggest a new game mode, feel free to post here your idea.


How about the Juggernaut game mode from Halo? One favorite part I remember from playing Halo with my friend Caleb a lot.
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Re: [New] Game Modes Feedback

by Techercizer » Fri Jul 08, 2011 9:34 pm

Vintage Meat Boy wrote:
Matheus28 wrote:Also, if anyone wants so suggest a new game mode, feel free to post here your idea.


How about the Juggernaut game mode from Halo? One favorite part I remember from playing Halo with my friend Caleb a lot.

I think that's called Vs. Saxon Hale.

If you're talking about one where multiple people become the powerful player in a round based on who's killed them, then maybe some sort of HWMvirus gamemode where he who destroys Painis Cupcake himself becomes Painis Cupcake?

Vagineer and other derivatives could be created for variety and many a good time.
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Re: [New] Game Modes Feedback

by Nikki Wolf » Sat Jul 09, 2011 12:33 am

Techercizer wrote:If you're talking about one where multiple people become the powerful player in a round based on who's killed them, then maybe some sort of HWMvirus gamemode where he who destroys Painis Cupcake himself becomes Painis Cupcake?


Yes, that's the one I'm talking about. And I already know about VSH. It's on the server HERP DERP! X3
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Re: [New] Game Modes Feedback

by Matheus28 » Sat Jul 09, 2011 3:20 pm

Vintage Meat Boy wrote:
Matheus28 wrote:Also, if anyone wants so suggest a new game mode, feel free to post here your idea.


How about the Juggernaut game mode from Halo? One favorite part I remember from playing Halo with my friend Caleb a lot.

Could you give me a description of that game mode?
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Re: [New] Game Modes Feedback

by Techercizer » Sat Jul 09, 2011 3:56 pm

Matheus28 wrote:
Vintage Meat Boy wrote:
Matheus28 wrote:Also, if anyone wants so suggest a new game mode, feel free to post here your idea.


How about the Juggernaut game mode from Halo? One favorite part I remember from playing Halo with my friend Caleb a lot.

Could you give me a description of that game mode?

One powerful player: More damage, more (or infinite) bullets, more (or sometimes less depending on the variant) speed, Sometimes HP regen and sometimes not.

Everyone is trying to kill the Juggernaut (the OP-strong player). On his death, the person who killed him in turn becomes the next Juggernaut, and the round continues. Points are awarded for killing the Juggernaut, and for getting kills as the Juggernaut, so it's a contest to see who can bring down the boss and how long they can survive to rack up kills when they take his place.

Sort of similar to Vs. Saxton Hale, but with Saxton being much weaker and multiple people becoming him in one round.
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Re: [New] Game Modes Feedback

by Matheus28 » Sat Jul 09, 2011 4:19 pm

Techercizer wrote:
Matheus28 wrote:
Vintage Meat Boy wrote:
How about the Juggernaut game mode from Halo? One favorite part I remember from playing Halo with my friend Caleb a lot.

Could you give me a description of that game mode?

One powerful player: More damage, more (or infinite) bullets, more (or sometimes less depending on the variant) speed, Sometimes HP regen and sometimes not.

Everyone is trying to kill the Juggernaut (the OP-strong player). On his death, the person who killed him in turn becomes the next Juggernaut, and the round continues. Points are awarded for killing the Juggernaut, and for getting kills as the Juggernaut, so it's a contest to see who can bring down the boss and how long they can survive to rack up kills when they take his place.

Sort of similar to Vs. Saxton Hale, but with Saxton being much weaker and multiple people becoming him in one round.


Interesting, I may work on something similar when I have time.

I think it should be whoever did most damage, not who landed the last hit.
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Re: [New] Game Modes Feedback

by duck » Sat Jul 09, 2011 8:20 pm

hey m28, i love all your mods, if you can somehow make maps, make a unicorn cp map
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Re: [New] Game Modes Feedback

by Techercizer » Sat Jul 09, 2011 9:12 pm

Are Run Scout Run and Trouble in Spy Town both admin-instigated gametypes? I've been wanting to playtest them but never see them available to vote for.

If they are, is there some sort of predictable time I could hop on to try them?
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Re: [New] Game Modes Feedback

by Vivi Hill » Sun Jul 10, 2011 9:02 am

We don't have Trouble installed yet. Run Scout Run is in the Theme Maps section because it doesn't have enough maps for its own category.
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Re: [New] Game Modes Feedback

by Shadow the Past » Sun Jul 10, 2011 1:10 pm

Matheus28 wrote:
Shadow the Past wrote:Run scout run is by far my least favorite mode. Capture ends in less than a minute, and hold can last for the entire map duration if it stays on the ground.

Perhaps you should consider adding perks, similar to how Zombie fortress works, to spice things up a bit? Not as many perks, just perks like leap, juggernaut, turtle, etc.

Could you cite exact perks with their effects? I'm not that creative.

Also, if anyone wants so suggest a new game mode, feel free to post here your idea.

I don't remember the exact ways all the perks work, but leap would be like Press E and you get thrown a good distance the way you're looking. Turtle you'd be slowed down but have a higher defence. Juggernaut the same, except higher attack.

I suggest this because running around mindlessly killing other scouts and sometimes going for the objective is rather boring, especially in such an open map. If I wanted to do that, I'd go to a Medieval Server. :P Imagine Zombie Fortress without the perks.

There just needs to be something there to make the mode a little more interesting.
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Re: [New] Game Modes Feedback

by Techercizer » Sun Jul 10, 2011 1:14 pm

There's also perks like Wise, which gives you increased damage for whacking enemies and increased defense for being hit yourself; they reward survivability with bonuses.

Then there's things like Pray and Resourceful that give you alternative ways to get health and supplies (from crouching still and killing enemies, respectively), so what you lose in killing power by passing up other perks, you gain as a buff to your long-term ability to survive.
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Re: [New] Game Modes Feedback

by Shadow the Past » Sun Jul 10, 2011 5:23 pm

Techercizer wrote:There's also perks like Wise, which gives you increased damage for whacking enemies and increased defense for being hit yourself; they reward survivability with bonuses.

Then there's things like Pray and Resourceful that give you alternative ways to get health and supplies (from crouching still and killing enemies, respectively), so what you lose in killing power by passing up other perks, you gain as a buff to your long-term ability to survive.

Run scout run isn't really about surviving, though. It's more about mindlessly rushing and holding M1 while trying to beat other scouts to the intel. That's what ruins the game mode for me. Perks would help make it so you can strategize to be better than other scouts, rather than it be a more bullshit version of Medieval.
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Re: [New] Game Modes Feedback

by Techercizer » Sun Jul 10, 2011 5:40 pm

Shadow the Past wrote:
Techercizer wrote:There's also perks like Wise, which gives you increased damage for whacking enemies and increased defense for being hit yourself; they reward survivability with bonuses.

Then there's things like Pray and Resourceful that give you alternative ways to get health and supplies (from crouching still and killing enemies, respectively), so what you lose in killing power by passing up other perks, you gain as a buff to your long-term ability to survive.

Run scout run isn't really about surviving, though. It's more about mindlessly rushing and holding M1 while trying to beat other scouts to the intel. That's what ruins the game mode for me. Perks would help make it so you can strategize to be better than other scouts, rather than it be a more bullshit version of Medieval.

And perks that rewarded survivability would allow people who actually did try to stay alive to gain benefits for their unique playstyle.
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Re: [New] Game Modes Feedback

by Failhorse » Mon Jul 11, 2011 3:55 pm

I'm working on a better scout_run map.
Will make it more interesting without having to add perks and stuff.
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Re: [New] Game Modes Feedback

by mrpikmin2 » Mon Jul 11, 2011 5:00 pm

random question, but could you make something medic based?

anyway, looking foward to trying these new game modes out.
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Re: [New] Game Modes Feedback

by Techercizer » Mon Jul 11, 2011 5:42 pm

mrpikmin2 wrote:random question, but could you make something medic based?

anyway, looking foward to trying these new game modes out.

While we have a massive concentration of Medics here at CSn, my understanding is that they are relatively scarce in your typical pub server; if that is the case, it could prove difficult to design a whole gametype around them that the average player could enjoy.
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Re: [New] Game Modes Feedback

by duck » Mon Jul 11, 2011 11:24 pm

something with huntsmans, like a cool custom map arena type thing with only huntsmans and crossbows

also i love arena deathmatch, by far my favorite of the new mods
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Re: [New] Game Modes Feedback

by Techercizer » Mon Jul 11, 2011 11:46 pm

UnicornPoop wrote:something with huntsmans, like a cool custom map arena type thing with only huntsmans and crossbows

*cough Medieval Mode*
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Re: [New] Game Modes Feedback

by Matheus28 » Wed Jul 13, 2011 10:29 am

Suggest some perks to put in the scout run mod and I will choose the good ones.

Also, I'm finish the Juggernaut mod, it's gonna be in the server today or tomorrow.
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Re: [New] Game Modes Feedback

by duck » Wed Jul 13, 2011 2:24 pm

how about a longer melee range, or a sandman, leap would be nice, and maybe to be invisible
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Re: [New] Game Modes Feedback

by SnakeShesh » Mon Jul 23, 2012 1:11 pm

So, you create mods, a few of us at the Love Nest want a new fun mod to be Designed Called "Airpoot"
It is Heavy Boxing with low gravity in Mid Air, Can you try to help us Create it Officially?
http://steamcommunity.com/groups/Airpoot
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Re: [New] Game Modes Feedback

by fingerman » Mon Jul 23, 2012 5:05 pm

You don't need to create a mod to do that, that can easily be done with normal existing sourcemod plugins.
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Re: [New] Game Modes Feedback

by Saber » Mon Jul 23, 2012 6:08 pm

What an old thread.
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Re: [New] Game Modes Feedback

by SnakeShesh » Wed Jul 25, 2012 4:48 pm

I know Fingerman but, while people on the server do Airpoot, so many Idiots just snipe people and just kill them, also, we don't want to have to wait for an Admin to turn on the Gravity, sometimes there isn't an Admin, so we can't do it.
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Re: [New] Game Modes Feedback

by megamoose » Tue Jul 31, 2012 9:52 am

Bananaoctopus wrote:How about we fix the broken game modes first? Like zombie fortress?


The only "broken thing" about ZF is the weapon choices... And some people prefer to be friendly.
Also, to update that, it would take a huge amount of finger's time, because he has to remove ZF, update on his computer, put it back, test it out to make sure it works, etc.
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Re: [New] Game Modes Feedback

by Grey Fox » Wed Sep 19, 2012 3:21 pm

trouble in spy town sounds like itd be amazing if its done right. trouble in terrorist town is a geat mode for G-mod
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Re: [New] Game Modes Feedback

by Ichise » Wed Sep 19, 2012 10:44 pm

Are these mods still up? Could be fun to beta test and stuff.
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Re: [New] Game Modes Feedback

by Nikki Wolf » Wed Sep 19, 2012 11:24 pm

triggerhappy841311 wrote:Are these mods still up? Could be fun to beta test and stuff.


No.
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