Hi.
A couple of months ago I was working on a website to showcase my projects and stuff (which you can check out here). I did a video showing the newest version of my gamemode, Attack of the Mimics, and I just realized today that I'd never pushed that version to the repo! So I finally got around to doing it today. In all honesty, the gamemode needs more balancing, but I don't have time for that right now.
Here's the video:
https://youtu.be/IVSwNt6YEvM
CHANGE NOTES:
Depth of Field:
+ Overhauled Depth of Field system.
+ Added DoF debug system.
Taser:
+ Added a taser for mechanics.
+ Gave mechanics a taser by default.
+ Added taser icon.
* Modified the HUD to work with the taser.
Echolocation:
+ Added Echolocation system for the mimics. Whenever a mimic chatters, it wave will radiate away from it help it see in the dark.
CCTV:
* Reduced the delay of the CCTV Cameras entities from 1/4s to 1/8s.
* Increased the brightness of the night vision for CCTV cameras, from 0.25 to 0.5.
* Changed the CCTV Display entities to use EyePos() instead of LocalPlayer():EyePos().
Flashlight:
+ Added flashlight constants.
* Moved the flashlight over from slot 4 to 5.
* Reduced the attack delay for the flashlight from 0.5s to 0.3s.
* Changed the flashlight projected texture, from effects/flashlight001 to effects/flashlight/soft.
* Updated shake animation for flashlights.
* Disabled the crosshair for the flashlight.
- Removed commented out volumetric lighting code (it didn't work right anyways).
Angular Dampening:
* Changed the angular dampening speed constant from 180 to 250.
* Changed the angular dampening ease threshold constant from 25 to 50.
* Changed the angular dampening ease rate constant from 0.98 to 0.99.
Footsteps:
* Mimics are no longer forced to produce footstep sounds when they recently screamed.
* Modified footstep sound system to force-call the EntityEmitSound hook serverside.
Player Speed:
+ Added server convar aotm_mimic_runspeed_scale.
* Reduced mechanic run speed from 300 to 200.
* Reduced mechanic and mimic walk speed from 75 to 70.
Claws:
+ Added server convar aotm_mimic_claw_damage_scale.
+ Made the damage the mimic's claws causes be made lower the further away the mimic is from where it's hitting.
* Increased the energy needed to attack with claws from 10 to 20.
Keyring:
+ Added a volume constant for the keyring, currently set to 0.25.
* Enabled accurate crosshair for the keyring.
* Modified all keyring sounds to be scaled based on the volume constant.
* Modified the font and color of the text shown when the keyring. The text is now black.
New Hooks:
+ Added hook AOTM_MimicScream that is called whenever a mimic screams.
+ Added hook AOTM_MimicChatter that is called whenever a mimic makes a chatter sound.
Misc. Additions:
+ Added project source files for music, textures, and models!
+ Added server convar aotm_mimic_deaf_to_mechanic_voip.
+ Added missing code that loads and stores play-history in permanent memory (holy crap, how did I miss this).
+ Added a nudging system to gently nudge props at the start of each game.
+ Added working "ear static" system.
+ Added hook to open the team-select menu automatically when a player loads into the server.
+ Added notes in the credits.
+ Added a transition for when the player changes "On Ground" state to make the head-bob less twitchy.
+ Added a stencil debug function.
+ Added fix to ensure a player is not "hiding" when they spawn.
Misc. Changes:
* Updated the gamemode icon and logo.
* Made significant tweaks to the player exhaustion system.
* Fixed the player team picking system again (maybe?).
* Disabled mimic proximity sense system.
* The DBToRadius function is now a shared function.
* Increased mimic chatter delay, from 1.0s to 1.25s.
* Modified the head bob animation.
* Disabled drawing of viewmodels.
* Decreased clientside night vision transition duration, from 1s to 0.5s.
* Made the intro music quieter, from 0.5 to 0.33.
* Enabled accurate crosshair for holstered.
* Modified the Mimic Body entity to use a simplified animation using scaling.
* Commented out the AddWorkshop call for the map - it causes people to crash. Weird, right?
* Modified intro theme.
* Updated the readme.txt.
Misc. Removals:
- Removed most of the mimic chatter sounds.
- Removed the FOV transition for mimics.
- Removed fight or flight music and stingers.
- Removed the fight or flight system.
REPOSITORY: https://github.com/raubana/AttackOfTheMimics
MAP: http://steamcommunity.com/sharedfiles/filedetails/?id=1095448769
it wave will radiate away from it help it see in the dark.
...I typed that?
It's really good work, but the pace of the gamemode ( judging by the video ) seems rather slow for me. Maybe it's more exciting with a larger crowd?
If I were to run this gamemode, here are a few changes I'd likely make (more like Prey 2017):
Map as a Space Station.
Mimics main form are a Poison Headcrab with dark matter particles emitting off of them.
More weapons, things like pistols and shotguns, but rare.
When someone is eaten by a mimic, it splits up and the killed player becomes one of them?
It was never meant to be fast-paced, nor was it meant to be like Prey. I didn't even know about Prey when I made the gamemode (something the judges were rather surprised by).
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