no fuk u
[editline]29th October 2011[/editline]
on the side note, I'm a bit too busy often to play :c
I love this so much. I love being a brood and being super powerful. Then I stay alien and I turn on footloose, I kill everyone.
It's hard to describe why, but I think allowing humans to kill one another and allowing broods to gun down humans without consequence makes the gameplay better than the original parasite. It gives more freedom to the players and brings moral choices into the game. I played a 5 man match where me and another guy proved ourselves human, then ran across a spawn. We decided to eliminate the other two on sight. YES it's harsh, but if you were really in that kind of situation it's the kind of decision you'd have to make. Do you save the innocent, or go containment and leave nothing to chance.
[QUOTE=splitsticks;33025262]It's hard to describe why, but I think allowing humans to kill one another and allowing broods to gun down humans without consequence makes the gameplay better than the original parasite. It gives more freedom to the players and brings moral choices into the game. I played a 5 man match where me and another guy proved ourselves human, then ran across a spawn. We decided to eliminate the other two on sight. YES it's harsh, but if you were really in that kind of situation it's the kind of decision you'd have to make. Do you save the innocent, or go containment and leave nothing to chance.[/QUOTE]
That is one of the reasons i have been very slow to add an anti-RDM system into Morbus.
Currently i am going to leave it as be, however one of my final adjustments will be to create a sort of limit players can RDM or shoot humans with guns (as alien). This limit is serverwide and not restricted to just a single player, once the limit is reached players will be punished the following round, the severity based on how much the limit has been broken.
[B]Update:[/B]
Massive end round summary overhaul
[B]Update 2: Map[/B]
New Morbus Map in construction
Current name for it is "Isolation"
It is a very large spaceship map that has 3 floors.
The top floor is just vents.
The center floor is the main area.
The bottom floor is the maintenance area (lights) and vent access.
The map has an armory, medbay, and switchable lights.
Swarm aliens spawn inside of the vents.
LAYOUT (minus the vents):
[IMG]http://i44.tinypic.com/2mi13xu.png[/IMG]
Well the community is growing, not substantially but is still noticeable. -Half snip?-
[B]US-Central server is offline ATM[/B]
[B]EDIT:[/B]
Server is having its RAM replaced due to a stick possibly being faulty.
The server should be back in less than 24 hours.
That's a bummer, I want to play right now :c
Aussie server just went down randomly.
Edit: oh goodie halloween stuff.
[B]Update[/B]
Isolation
[img]http://cloud.steampowered.com/ugc/596952412469876042/E20EBAC335ABF367E4E22F06A0DBEB838CA63DC0/[/img]
There are a few little problems i have to take care of, then its off to the server!
Aussie server crashes randomly during gameplay, no clue why.
[QUOTE=Transverse;33064744]Aussie server crashes randomly during gameplay, no clue why.[/QUOTE]
Aussie server has been unreliable from what i hear. It only has a week to get its average # of players up until i take it down. The people in charge of managing it are doing a terrible job.
[QUOTE=Remscar;33064414][B]Update[/B]
Isolation
[img]http://cloud.steampowered.com/ugc/596952412469876042/E20EBAC335ABF367E4E22F06A0DBEB838CA63DC0/[/img]
There are a few little problems i have to take care of, then its off to the server![/QUOTE]
Oh my god yes
Halloween content will be extended thru the fifth of November due to server delays.
On other news, OP has been revised, many sections have been removed and others rewritten.
Mor_isolation b1 is ready and awaiting the USC server.
B2 will feature more vents, more features, a larger maintenance level, (traps?), and any needed fixes. No estimated time on release.
Oh wait, just noticed something. You need to update the swarm aliens in the main morbus info part of the thread.
[QUOTE=Erad6;33071213]Oh wait, just noticed something. You need to update the swarm aliens in the main morbus info part of the thread.[/QUOTE]
There is no swarm alien part of it though...?
[QUOTE=LuaChobo;33077812]Make it so when you kill a human your view gets darker and trippy, Like you realise what you have done and you get more depressed.
Or something.
[editline]2nd November 2011[/editline]
Also, anyone got a texture pack I could use? I'd really get into mapping in non-UDK enviros with this.[/QUOTE]
I think depression as a gameplay element is kind of dumb
I mean it sounds "cool" but forcing arbitrary moral values on the player is generally just irritating, especially if the gameplay is affected.
[QUOTE=LuaChobo;33078743]Make ambient sounds louder and use the amnesia approach and make it so they constantly hear footsteps around them.
Sort of better and people can just ignore it.[/QUOTE]
I think using more pronounced and ambient footsteps in the gamemode, for aliens and humans alike, would really be awesome actually.
It would definitely make things a lot scarier :v:
Though I don't think people should hear random footsteps like they do in Amnesia, since it'll just make footsteps useless and more of an atmospheric thing, which I think is a bad idea. Hearing the enemy coming is important.
Speaking of which, light step ability for aliens to research maybe?
I think what would really drive home a scary, less arcadey gamemode would be a non-HUD, i.e. pressing tab or some other button brings up a 3d2d display in front of your character, similar to in Dead Space, which shows your health status, the scoreboard, and the time until extraction.
Now that would be cool :D
[QUOTE=LuaChobo;33079529]Then have the ambient sounds get loud enough after say 3-4 teamkills that footsteps are not audible?
Leave the entire fake footsteps thing out.
[editline]2nd November 2011[/editline]
If the current Aus server fails, i have a large community behind me right now and i'm sure they would love it.
I know you decided not to take my american server due to limitations on it, this will be a proper TCAdmin2 server.[/QUOTE]
Oh man that's a good idea
Have ambient white noise going in the background almost inaudible, and with each kill it gets louder, by the time you're the only survivor it should be so loud that all you hear is noise. I can't remember what it was called, but you can make sounds sound as if they're muffled or distant, I think it was DT levels or something.
[QUOTE=LuaChobo;33080110]I want to suggest something about flashlights having a short battery life when less people are alive, but i'm suggesting things without even playing the gamemode.[/QUOTE]
Eh it's already difficult enough playing as the sole survivor, and the flashlights drain pretty quick even under normal circumstances, I don't think shortening the battery life would be a good idea.
[QUOTE=LuaChobo;33081399]Yeah i did not know about the battery life due to being THUPER busy for the past month, i just guessed they were as long as the HL2 flashlight.
[editline]2nd November 2011[/editline]
But yeah, Any texture packs i could load into hammer to make something for this? I have an old map in UDK i'd like to remake.[/QUOTE]
The flashlight lasts 20 seconds with full charge. The lower the battery is the longer it takes to recharge. Is while recharging from 90%->100% can be accomplished in a single second, recharging from 0%-100% can take around 25 seconds.
Players have to be extremely conservative with their flashlight usage in fast paced situations. Since the implementation of the flashlight batter, glow sticks have become preferred over med kits.
@kopimi
Its a cool idea the whole 2D3D menu thing, however i have no experience in that field. While it sounds like a really awesome addition, my primary concern would be performance and ease of access. For now the current system of displaying information to the client performs well enough in my opinion. Also i have never seen something similar (to that in deadspace or what you describe) in a FPS game.
Also to make it nice, it would require lots of fine tuning and work on the texture animations (display turning on, flickering on, being on, maybe random noise, flicking off, ect.) to pull that off. Taking in account the potential benefit, it would seem to conclude as a unnecessary addition.
The whole ambient noises that get gradually louder and foot steps get quieter. While it sounds interesting, i would question the practicality and the necessity. It provides a sort of discouragement to team kill, however i don't think it would be significant enough. You also then have to think about people who would TK on purpose just so they can hear the noises louder and enhance the feel?
[QUOTE=Remscar;33081981]The flashlight lasts 20 seconds with full charge. The lower the battery is the longer it takes to recharge. Is while recharging from 90%->100% can be accomplished in a single second, recharging from 0%-100% can take around 25 seconds.
Players have to be extremely conservative with their flashlight usage in fast paced situations. Since the implementation of the flashlight batter, glow sticks have become preferred over med kits.
@kopimi
Its a cool idea the whole 2D3D menu thing, however i have no experience in that field. While it sounds like a really awesome addition, my primary concern would be performance and ease of access. For now the current system of displaying information to the client performs well enough in my opinion. Also i have never seen something similar (to that in deadspace or what you describe) in a FPS game.
Also to make it nice, it would require lots of fine tuning and work on the texture animations (display turning on, flickering on, being on, maybe random noise, flicking off, ect.) to pull that off. Taking in account the potential benefit, it would seem to conclude as a unnecessary addition.
The whole ambient noises that get gradually louder and foot steps get quieter. While it sounds interesting, i would question the practicality and the necessity. It provides a sort of discouragement to team kill, however i don't think it would be significant enough. You also then have to think about people who would TK on purpose just so they can hear the noises louder and enhance the feel?[/QUOTE]
3D2D: The 3D2D menu would be easy to do, just looking up the functions cam.Start3D2D() on the Wiki should give you all the info you need. It would probably take 20-30 minutes tops, there's no texture work needed. Just overriding the paint hook and giving it a transparent cyan color, maybe even a simple scanline, would really up the immersiveness of the gamemode. There's no need to use textures in this menu.
Ambient Noises: The purpose of ambient noises is purely for immersion and scare factor, not as a discouragement for team killing. The idea is that slowly as you realize your human companions are dwindling in number, you get a bit paranoid. By the time you realize you're the only living prey in a ship full of starving aliens, your head is pumping and pulsing with every heartbeat. Plus I [b]highly[/b] doubt people would be teamkilling just so they could be deafened by a heartbeat effect.
Though, if you'd rather keep the gamemode more how it is, it's your gamemode so I understand. Would you mind if I made my own Parasite clone instead? I'd love to see a more realistic and atmospheric spinoff of Parasite.
@kopimi yes I would mind, please do not make a parasite/morbus spinoff, plus you already have your rts gamemode.
Competition induces more updates and a thrive to be better so I'd totally welcome another version.
[B]Update[/B]
I have decided to work on 3d2d HUD and menus, aswell as some sort of ambient noise system.
Idea from LuaChobo and Kopimi
[QUOTE=Remscar;33075347]There is no swarm alien part of it though...?[/QUOTE]
The "Quick Guide" Table showcasing the weight of weapons and what to look out for while playing the
game. I just thought it would be a good Idea to update the look of the swarm aliens. Only for those
expert players that look up all the info before playing. :eng101:
Oh and I'd also love a 3d2d HUD *Crosses fingers*
I was brainstorming ideas for 3d2d hud this morning and i basically have fell short.
I can't think of a plausible way for it to work with all the elements that are on the HUD.
[QUOTE=Remscar;33123619]I was brainstorming ideas for 3d2d hud this morning and i basically have fell short.
I can't think of a plausible way for it to work with all the elements that are on the HUD.[/QUOTE]
Meh, it was a stupid idea anyway
Maybe just spice up old UI?
3D might get confusing after a while I guess
Im planning on redoing the HUD.
Also ill probably make the F1 and F2 menus 3d2d.
Seems like mixing 3D2D and static UI is sort of a waste
The whole point of the 3D2D UI is to eliminate any hint of non-realism in the UI, personally I'd either spice up all of the UI or make all of it 3D2D
Sorry, you need to Log In to post a reply to this thread.