Few gamemodes offer you a variety of options, but also simple and easy to pick up gameplay. Lock 'n Load does just that. And it’s in a recent Garry’s Mod Beta SVN revision, so give it a go!
Lock 'n Load is a Fretta gamemode where you get a more fine degree of control over what weapons you want to bring to combat. The plan is to allow its gameplay to adjust depending on map (e.g. an lnl_arena map has TF2 Arena style play, an lnl_ctf map has quick-respawn flagcapturing play, etc.) But the unique selling point is how you can equip yourself.
Health, Weapons and HUD:
Unaimed mode and aimed mode (in aimed mode, your view zooms slightly and the health/ammo HUD smoothly rotates to make room for the weapon model moving inwards; most weapons are more accurate in aimed mode, but you cannot sprint and aim at the same time):
An Arena mode game against one bot:
Weapons gallery (one of each except two shots of Laser Rifle, one uncharged shot and one charged shot):
There are currently six weapons:
[/li]+ High firerate, medium accuracy
- Low damage per shot
[/li]+ Draws quickly, boosts movespeed
- Low firerate and capacity
[/li]+ High damage up close
- Low accuracy and firerate
[/li]+ Powerful and accurate when charged
- Slow to charge, low capacity
[/li]+ Fires projectiles with explosive radius
- Slow firerate, low capacity
[/li]+ Very high damage
- Slow firerate, arcing projectiles
All of which have:
[li]three optional fire type modifications (“Accurised”, “Enraged”, “Rapid”)
[/li][li](except the crossbow) two optional load type modifications (“Rapid-reloading”, “High-capacity”)
[/li][li](SMG, Shotgun and Laser Rifle only) one optional attachment (“Nade Launcher”)
Fire rate upgrades are very visible to opponents - your shots are coloured based on fire type (White = Balanced, Blue = Accurised, Red = Enraged, Blue = Rapid). Additionally, I will soon add that when you are killed, you see a summary of your opponent’s weapon loadout.
The depth of strategy comes in that all modifications have drawbacks as well as advantages. For example, the Rapid fire type means your weapon fires more quickly, but each shot does a little less damage. The 'Nade Launcher attachment allows you to fire a grenade every 10 seconds, but your movespeed is significantly decreased when holding a weapon with the attachment. Sometimes, you won’t want to entirely or even partially modify a weapon - no modifications means no drawbacks.
The core workings of the weapons and weapon modifications system are done. However, there’s little gameplay to speak of (right now there’s nothing but a rudimentary last-team-standing game based on Fretta default options). Nonetheless, it’s pretty fun already, playing with the different loadout combinations.
What do you need?
Help. Mostly mapping help. If you can map, that’s the best help you can give me (and you will be properly credited). Current planned sub-modes include Arena (rounds; last team standing for half a minute, then also winnable by capturing a hill/point), CTF (rounds; traditional flag-capture gameplay, first to 3 wins) and Team Deathmatch (in which ideally players spawn near where their teammates are and their enemies aren’t - so this will need lots of spawnpoints dotted around maps).