• Attack of the Mimics: 2018-5-3 update.
    3 replies, posted
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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