[b] So What is Z_Mercs?[/b]
Z_Mercs is a little gamemode I started making at the end of last year which is designed to go against the grain of gaming in some ways, whilst keeping many tried and tested methods to pique players into playing initially.
As a Mercenary in a quarantined, alien-infested location, your job is to complete tasks your superiors assign. Z_Mercs is all about co-operating with your team to complete these objectives and experiencing some intense moments where whether you pass or fail an objective sits on a knife-edge.
So let’s get on with some features
[release]
[b]Weapons: [/b]
I’ve mixed both conventional weapons like the AK-47 and Deagle with strange, experimental weapons such as The Trifecta, Line Shottie and Catalyst Rifle. (see video below). If you die, you loose all of your weapons but of course weapons are cheaper to compensate for this.
You can also purchase equipment such as First Aid Sprays as well as weapon upgrades like the Rapid Fire Module which doubles your firing speed and makes all guns automatic!
[b]Cash/Experience: [/b]
No RPG elements to coax gamers into continuing to play just so they can “get that apple on the highest branch”. I find this is a cheap, unimaginative way of encouraging users to stick with their gamemode. I’ve also avoided any expensive weapons/equipment for the same reason - I want them to play for fun, not to unlock something overpowered.
[b] Dossiers: [/b]
I’ve added a dossier system into the gamemode which tracks a few things about each player, then makes a paragraph explaining that player from the eyes of the Mercenary Bosses. If you want bragging rights, then getting the best dossier is how to do it.
[b]Objectives/Interest Points: [/b]
To keep the game interesting, random objectives are assigned to players and its up to them to co-operate so that they can get the hefty cash bonus that comes with each completed objective(see video below). To help them in doing so, there are these things I’ve dubbed “Interest Points”. These include turrets, gas bombs and alien attracting beacons.
[b] Co-Ordinator [/b]
This bastard gets to sit in the safety area while all of the Mercs do the hard work. The Co-Ordinator gets to have a top down view of the battlefield and call in things such as support packages and mortars (see video below).
[b] Sub-Modes [/b]
These are little extra modes anyone can code and add to the gamemode. If these become successful then the main Z_Mercs game will serve as a lobby for players waiting for more players to start a round. Unless I'm asked to configure it further, Sub-Modes allow for a single round of whatever you make. There are a lot of limitations at the moment because I only just added this feature
[/release]
[release]
[b] Current Sub-Modes: [/b]
- Z_Ops (Wunce): Activate the ion cannon beacon and get the hell out of there. 1 life per round, class loadouts and a glorious slow-motion dive for the chopper, what more could you want?
[/release]
[URL=http://img193.imageshack.us/i/choicesq.png/][IMG_THUMB]http://img193.imageshack.us/img193/4420/choicesq.png[/IMG_THUMB][/URL]
[URL=http://img202.imageshack.us/i/laserf.png/][IMG_THUMB]http://img202.imageshack.us/img202/4540/laserf.png[/IMG_THUMB][/URL]
Video 1 (my first attempt at a narration, didn't go down too well)
[media]http://www.youtube.com/watch?v=BDtKkKDeqPw[/media]
Beta SVN: [url]https://z-mercs.googlecode.com/svn/trunk/garrysmod/gamemodes/z_mercs[/url]
Remember that the SVN doesn't go straight into gmod, you need to make another folder outside of the gmod folder then extract them over
[b]
Setting it up:[/b]
[quote]
1. Checkout the SVN to a folder that isn't a part of your steam folders.
2. (If using Tortise SVN) Right click on the folder then click export. Export it to your garrysmod/garrysmod folder
3. Start up the gamemode in any well noded map
4. type into console: bind h "+shmenu"
5. Look at any empty patch of ground and hold h
6. Click the buttons on the right hand side to create a point (points are saved for each map)
7. Place several points around the map. Remember that you must have at least 2 objective points and one spawn point. You also need to place exactly one buy zone (this is where the players will spawn)
[/quote]
[b]Credits:[/b]
Mapper: Specimen Yarp
Alpha/Beta Tester: Fergo
Alpha/Beta Tester: Specimen Yarp
Base Effect Code: Garry and Teta_Bonita
I ONLY TAKE SUGGESTIONS FROM THOSE WHO HAVE PLAYED THE GAMEMODE MMMMMKAY?
Me and a mate played it, looks great, addictive gameplay.
Although almost every texture in the UI and menus were missing.
Overall ten out of ten.
Edit:
Get a fix on those textures please?
This looks pretty nice.
[QUOTE=slapdown3;28325633]Me and a mate played it, looks great, addictive gameplay.
Although there were some missing textures in the UI and menus.
Overall ten out of ten.
Edit:
Could you add more guns?
Moar guns.[/QUOTE]
Why the hell are you rating an unfinished game?
[QUOTE=Hentie;28330653]Why the hell are you rating an unfinished game?[/QUOTE]
I'm not rating it saying its a finished game, I'm rating it because its a great wip.
Why so mean? :(
Edit: And were having issues with objective spawning "Theif"
Which just pops a bunch of errors on our host.
[QUOTE=slapdown3;28330724]I'm not rating it saying its a finished game, I'm rating it because its a great wip.
Why so mean? :(
Edit: And were having issues with objective spawning "Theif"
Which just pops a bunch of errors on our host.[/QUOTE]
If its a timer error on 948 then it's harmless, however if its something else please give me the exact error code so I can fix it.
Also I'm going to check to make sure all of the textures are in the SVN in a minute, if they aren't then expect an update within the hour.
EDIT: Do I have to include the .vtf.ztmp files in the svn ?
[QUOTE=Drew P. Richard;28343489]That looks like it would get laggy.[/QUOTE]
Its designed for 2-6 players, and enemies spawn within close distance of players but just out of sight so that it gives the appearance of many enemies. There is a slider which can be used to change the amount of enemies to your liking.
I have a terrible computer and terrible internet yet I can host 1 other person fine or struggle a little with 2 other people.
That looks like it would get laggy.
Your voice is fucking amazing...
Ok I've released a minor weekly update today, fixing a few errors and issues.
I've checked multiple times and there should have been no issue with missing textures but if they are still missing, go into the garrysmod/materials/zmercs folder and check that there are about 25 textures.
[b]So what am I doing now?[/b]
Well in-case you didn't realise, when you fully upgrade a weapon it gets a new name and a special effect. Unfotunately these effects don't work if you aren't the player holding the gun but I hope to have that fixed by the end of the day.
I tried to implement a whole bunch of new things yesterday but most failed miserably so that delayed the games improvements a little while.
I've decided to make Z_Mercs a sort of base gamemode with lots of sub-modes able to be played by voting through the team menu. The main sub-mode I have planned is a one-life mode where the team must get in, complete an objective then get to the chopper for extraction. I am taking suggestions for other sub-modes.
I also plan on adding something which allows you to carry injured players over your shoulder however I have low hopes of this working well.
[QUOTE=slapdown3;28503621]Make a multiple objective sub-mode that requires two enemy "Merc" squads to see who completes there objective first.
or maybe just a sub-mode where there is a coordinator who instead of helping the team tries to kill them.[/QUOTE]
I'm trying to avoid PvP at all costs. I feel that there are too many at the moment, of course due to the nature of the sub-modes anyone could make one similar to what you described.
Make a multiple objective sub-mode that requires two enemy "Merc" squads to see who completes there objective first.
or maybe just a sub-mode where there is a coordinator who instead of helping the team tries to kill them.
Looks really good, Nice narration btw
You should use more than 3 lua files for your gamemode. They are really confusing to read and work with. It would also make it easier for you too for this same reason.
[QUOTE=CmdrMatthew;28513333]You should use more than 3 lua files for your gamemode. They are really confusing to read and work with. It would also make it easier for you too for this same reason.[/QUOTE]
I know exactly where everything I wrote is and I don't want people tinkering around with the main parts of the code until I have released the full version (if they tinker around now, it may be difficult to update later when I change/remove/update certain sections), so there is no need for me to have multiple lua files.
I am going to release the unfinished sub-mode section in a day or two, and I recommend you fiddle with that rather than the main body for the reason above.
Also I'd like to ask why everyone likes my voice....
[QUOTE=Wunce;28521519]I know exactly where everything I wrote is and I don't want people tinkering around with the main parts of the code until I have released the full version (if they tinker around now, it may be difficult to update later when I change/remove/update certain sections), so there is no need for me to have multiple lua files.
I am going to release the unfinished sub-mode section in a day or two, and I recommend you fiddle with that rather than the main body for the reason above.
Also I'd like to ask why everyone likes my voice....[/QUOTE]
Its shmexy :V
Also keep up the good work.
Updates released.
- Added Submodes (no derma interface just yet)
- Added Z_Ops and most of the materials relating to it (NOTE: There is an effect I haven't packaged in the SVN so I strongly recommend against trying Z_Ops)
- Added Diving (hold sprint then tap jump. different directions do different dives/evades)
- Minor bug fixes and balancing
Diving is a great way to evade antlion guards and it can be used to body slam head crabs at the cost of health.
If you REALLY want to try Z_Ops make sure you create an extraction site by going to an edge, facing in the direction you want the "chopper" to face then type "Z_Ops_Extraction". Then type submode 1 to begin the game.
Did this die? It looked like an awesome idea.
Resident Duty: 5 Mercanaries Mode
Tell me it's unique, pleeeeez
[QUOTE=CmdrMatthew;28933818]Did this die? It looked like an awesome idea.[/QUOTE]
More like I ran out of people interested in this mod so I decided to release a promotional mod that was derrived from this gamemode. Hopefully soon I will have more people testing it so I can make a proper release.
(This was intended for the Listen Server people like myself, so don't expect to see it on any servers)
[QUOTE=CmdrMatthew;28933818]he reason (I think) not alot of people were into it, was because it wasn't quite finished. If you finish it, more people will want to use it. It was an excellent idea..[/QUOTE]
I can't technically finish it because I don't have enough skill/ time to continue coding lua anymore (I had 3 months of holidays which ran out a while ago). So I guess it is now open for people to say "I like that feature" and I'll just convert it into an addon for them.
The reason (I think) not alot of people were into it, was because it wasn't quite finished. If you finish it, more people will want to use it. It was an excellent idea.
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