• Platform: A Side-scrolling deathmatch mod, now released!
    17 replies, posted
[img]http://i.imgur.com/vK4CZhK.png[/img] So I've had this mod on hiatus for about 2 years, lately I decided to finally get off my ass and release it. In case you like deathmatch platformers, this is for you. Download 1.00: [url]http://platform.0fees.net/index.php?i=4[/url] IF YOU DON'T SEE ANY SERVERS, TURN OFF "MAP LIST" Last video is a bit crappy in quality, but my laptop was overheating so I made the most from the situation... [video=youtube;nZdFA86cgmY]http://www.youtube.com/watch?v=nZdFA86cgmY[/video] ModDB: [url]http://www.moddb.com/mods/platform[/url] Forums: [url]http://platform.freeforums.net/[/url] Website: [url]http://platform.0fees.net/index.php[/url]
holy shit that looks cool
I've always wondered how hard it would be to turn the FPS-oriented Source engine into a sidescroller. Looks interesting.
Reminds me of The Showdown Effect.
Reminds me of Soldat
Reminds me of sidescroller shooters.
Whats with the rate of the walking animations? Kinda makes them look like they are sliding :v:
I'd actually rather a pure side scroller style sandbox, GMod and contraption maker combined basically. Mainly because I'd suck at this. [editline]29th September 2013[/editline] [QUOTE=ColossalSoft;42341595]Reminds me of sidescroller shooters.[/QUOTE] reminds me of video games
Holy shit this is awesome. Reminds me of Gang Garrison.
[QUOTE=Chessnut;42342020]Whats with the rate of the walking animations? Kinda makes them look like they are sliding :v:[/QUOTE] I tried to fix that, but my modelling skills are very basic, and it didn't help that Source's animation system is kind of weird. There are some other minor animation-related flaws too, for example the arms of the player model don't rotate fully up/down, they max out at about 45/-45 degrees, but that doesn't seem to ruin the visuals too much, thankfully. Soldat and Quake have been my main inspirations for the gameplay, to the above posters :)
Downloading right now. Hopefully it won't die like every other MP mod. :V
[QUOTE=Doritos-pope;42344340]Downloading right now. Hopefully it won't die like every other MP mod. :V[/QUOTE] Counter-Strike, Team Fortress :v:
You guys look like you could use some mappers.
I'ma download it right now.
Oh man, I could have sworn I saw you post about this years ago. Can you post up a sample .vmf so we can make maps for it?
[QUOTE=ViralHatred;42362489]Oh man, I could have sworn I saw you post about this years ago.[/quote] And you would be correct, I started the mod in 2010 but put it on indefinite pause around the end of that year because life was getting in the way too much. I only got back to it around June this year. [QUOTE=Stiffy360;42357601]You guys look like you could use some mappers.[/QUOTE] [QUOTE=ViralHatred;42362489]Can you post up a sample .vmf so we can make maps for it?[/QUOTE] I'm always happy about community contributions. The mod does suffer a bit in this regard right now, it only has 6 maps (with 2 more on the way, one of which is for CTF; and one more CTF map that's finished but not in the game yet, made by a friend). Here are the FGD and two sample VMFs: [url=http://www.mediafire.com/view/lw7t577vj0ear71/platform.fgd]FGD[/url] [url=http://www.mediafire.com/download/6txpffaqyy8elbz/pm_tower_lab_vmf.zip]VMFs[/url] And a few things that are probably worth noting: - My VMFs are messy, but I have no shame :D The mod can be very primitive in some ways behind the scenes. For example, I just use a "sandwich" of 2 invisible walls to restrict sideways movement. The reason I have not restricted it in code yet is because I was planning to actually incorporate moving sideways into the gameplay, but that didn't really work out. Just keep the "Tool brushes" VisGroup disabled while editing and it shouldn't bother you :) There are 2 new brush entities: trigger_use, which causes a "Press E to activate" hint to display, and trigger_color, which makes the player solid-colored (e.g. the black tower in the middle of Tower) - Pickups will appear slightly above where you've placed them in Hammer (due to the way they hover and spin above the ground in-game). - Don't bother with VIS optimization, just func_detail everything but the outside walls. The amount of content in the maps is small enough that this does not affect framerate at all, and it can actually cause problems if you let VIS split the level into visleafs - e.g. a guy disappearing 10 feet below you because you're separated by a platform which VIS thinks completely blocks visibility between you two. - When you join a game, you see an overview of the map. This doesn't use a special camera entity, this camera is automatically placed at the origin of the map (0, 0, 0) - If you're looking for a map size reference, Tower is a small map that plays well with up to 8 players, Lab is good for 8-16 players. - Don't try looking for common a theme to stick to, there isn't one (although most of my maps turned out pretty gritty/industrial, but I blame that on the HL2 assets I worked with). I'm open to maps of all styles so far. [editline]1st October 2013[/editline] Also, since I see that people are downloading the mod from ModDB, and the servers get an occasional guy connecting and sticking around for a few minutes before leaving... if any of you are interested in playing I can schedule something for Friday/Saturday, I'll be playing with a bunch of people then.
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man, this reminds me of Codename Gordon!
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