Hidden Mod

24567

Comments

  • bp2008bp2008 Fully active user Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold Posts: 243 Fully active user
    I plan to make a map for this mod in the next few days. The standard ns2 levels seem too large. Too much time is spent speeding through empty corridors. :)
    7P1fgAb.jpg
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members Posts: 1,425
    Woo I quite liked the Hidden Source as a mild diversion. Simple concept that worked well, could be a fun alternate game mode in NS2.

    QUOTE (Rio @ Jan 7 2013, 03:05 PM) »
    Also on a side note:
    Because of naming issues with the old Hidden: Source mod, I'm going to rename the mod to "The Faded". Probably the next update will have the new name.


    Can't say I'm a fan of 'The Faded'. What about 'The Hunted'?
    My Steam Workshop:
    Arms Limitation Treaty - Whips, Sentries, ARCs and Hallucinations count towards MAC/Drifter limits.
    No Power Usage - Marine structures no longer require power. Power nodes only affect lighting, but are much weaker.
  • SkyPirateSkyPirate Join Date: 2012-02-19 Member: 146845Members Posts: 41
    when 20 player servers are full 1 fade is not enough their should be like 1 fade for 8 or 10 people
    [Deleted User]
  • JibrailJibrail Fully active user Join Date: 2009-04-16 Member: 67200Members Posts: 867 Fully active user
    edited January 2013
    QUOTE (TimMc @ Jan 8 2013, 01:37 AM) »
    Can't say I'm a fan of 'The Faded'. What about 'The Hunted'?


    I agree I don't like the sound of that name, personally I like the name predator and to avoid copyright infringement you can use praedator wich is the same word in latin.
  • JibrailJibrail Fully active user Join Date: 2009-04-16 Member: 67200Members Posts: 867 Fully active user
    edited January 2013
    I wanted to try something out and this is what I got.

    image

    I was trying to go for some kind of lizard texture type look and I'm kinda happy with what I got.
    I got the font from HERE and as you can see I modified it a little, if you like what you see feel free to use it.
    Post edited by Unknown User on
  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Members Posts: 50
    Played on a 24 player servers last night.
    It doesn't work, the mod should adapt to the number of player.
    Like there should be 1 hidden if the marines are less than 15, 2 hidden if between 15 and 20, 3 hidden if above 20.

    Also you should just remove the time limit, it gets abused either way whether the time up makes the hidden or the marines win.
    If you give the win to the marines, they will camp all in one spot, if you give it to the hidden, it will run away endlessly.

    Teamkilling, you should just remove it, last night we got more marines killed at spawn by trolls and morons than by the hidden itself.

    Other than that, when we managed to have a decent round without marines camping, hidden not attacking, and TK'ing/revenge endless cycle, the mod is pretty great.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members Posts: 914
    QUOTE (The Algerian @ Jan 8 2013, 01:10 PM) »
    Played on a 24 player servers last night.
    It doesn't work, the mod should adapt to the number of player.
    Like there should be 1 hidden if the marines are less than 15, 2 hidden if between 15 and 20, 3 hidden if above 20.

    Also you should just remove the time limit, it gets abused either way whether the time up makes the hidden or the marines win.
    If you give the win to the marines, they will camp all in one spot, if you give it to the hidden, it will run away endlessly.

    Teamkilling, you should just remove it, last night we got more marines killed at spawn by trolls and morons than by the hidden itself.

    Other than that, when we managed to have a decent round without marines camping, hidden not attacking, and TK'ing/revenge endless cycle, the mod is pretty great.


    I thought this mod was meant for 5 player servers, dont remember there being more than 4 marines :S

    About the time-limit, I think since the hidden is invis and fast, its better to give the marines the win. Then also make some sort of punishment to staying in a Location for too long (its the entity that puts names on minimap and ties powerpoints to lights). Maybe something like increasing atmospherics on the light due to co2 accumulating?

    The best to avoid camping however, would probably be to give mappers ability to set objectives (easily done with IOFramework). This would keep the marines on the move to complete it, and the hidden in pursuit to stop it. If you ever played zombie master (rts zombies vs fps humans) or l4d (fps zombies vs fps humans) you could steal some ideas from that.
  • ObraxisObraxis admin Subnautica Animator & QA Lead, NS2 Person Join Date: 2004-07-24 Member: 30071Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Silver, WC 2013 - Supporter, Subnautica Developer, Pistachionauts Posts: 2,993 admin
    Other possible names:

    The Shrouded
    The Incog
    The Uncovered
    Revealer
    Dark Death
    Rebus
    Crux



    If NS2 fails, follow my Nuke From Orbit Guide.

    NS2 Discord: https://discord.gg/0TKQwZWu7JEPeAgW

    Subnautica Discord: https://discord.gg/subnautica

  • goblingoblin Join Date: 2004-09-05 Member: 31412Members Posts: 244
    QUOTE (The Algerian @ Jan 8 2013, 10:10 AM) »
    Teamkilling, you should just remove it, last night we got more marines killed at spawn by trolls and morons than by the hidden itself.


    yes, i was playing too. I was playing and enjoying, but then someone joined and started to teamkill and it turns out to be really boring...

    remove tk or give a punishment system
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members Posts: 914
    I like friendly fire, I hate teamkilling. In my opinion, friendly fire should not be damaging the target, but the inflictor. Sure, minor damage to the target might be fine, but nothing lethal, instead the inflictor should die several times over by the time his target is dead.
  • bp2008bp2008 Fully active user Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold Posts: 243 Fully active user
    LOL that might actually work. Wouldn't make much sense logically but it would sure put an end to rabid TKers. Maybe deal half as much damage to the player getting shot, and deal 2x damage to the player doing the shooting. Though that could really be hard on players with flamethrowers... Perhaps it should deal the original amount of damage, but 2/3 of it is transferred to the shooter so the victim receives only 1/3.

    Just as long as friendly fire stays in the game and has a real and significant penalty. I'd hate to see 8 marines in one vent and no friendly fire damage.
    7P1fgAb.jpg
  • RioRio Advanced user Join Date: 2005-01-28 Member: 38716Members Posts: 58 Advanced user
    QUOTE (The Algerian @ Jan 8 2013, 08:10 AM) »
    Played on a 24 player servers last night.

    I played on the same server, but it seems, you haven't recognized me ;)

    So... after playing the mod for the first time on a public server, I got some things which definitely needs to get fixed.
    I wrote most of them down on the GitHub tracker, which can be found here.

    A short summary of the next things, which I'm going to implement:
    - Server admins will be able to change the round timer, so for a server with many players, the time limit can be adjusted.
    - I really do love friendly fire, because I always loved when someone gets team killed by a mate because the Hidden was attacking him. But as I played yesterday, there were so many team attacks right after spawn, which means I'm going to add a spawn protection for team attacks. Maybe a simple team kill protection will get into a future version.
    - The Fades health and armor will scale based on the player count. It will be basically something like 8 players = 100%, 16 players = 200%, 24 players = 300% more health and armor, which should give the Fade a better chance on servers with many players.
    - Wall grip costs will be lowered. I haven't seen any Fade using wall grip, so I thought maybe if it doesn't cost that much adrenaline over time, people will use it more often.
    - Many bug fixes like the broken equipment menu and the broken map cycle

    Things I'm going to add sometime later will be a ranged weapon for the Fade, so Marines can't camp on one spot.

    What I won't do:
    - Add more than one Fade. Maybe as a second game mode, but not for now.
    - Remove friendly fire.
    - I will definitely not change the models of the Hidden to those of The Hidden: Source or similar (someone really suggested that in-game).

    What I need your opinion on:
    I have no idea how the name the mod. I thought The Faded was not that bad, but now I have even more names to choose from. Go and vote for the best name!
    I really want to do something with the lights on the maps, but I have no idea in which way. Maybe someone has a good idea about that.
  • bp2008bp2008 Fully active user Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold Posts: 243 Fully active user
    edited January 2013
    QUOTE (Rio @ Jan 8 2013, 12:39 PM) »
    I played on the same server, but it seems, you haven't recognized me ;)

    I hopped on for a moment and saw you :) Too many players though!

    QUOTE (Rio @ Jan 8 2013, 12:39 PM) »
    So... after playing the mod for the first time on a public server, I got some things which definitely needs to get fixed.
    I wrote most of them down on the GitHub tracker, which can be found here.

    I don't have a github account, but i'd like to add that the buy menu gets bugged / doesnt show up after getting a flamethrower or grenade launcher. Jetpack might also have to be selected for it to happen, or not. I'm not sure. There may be more to it than that.

    Also, an empty server still sits there ending and restarting the round, not just when there is one player left.


    QUOTE (Rio @ Jan 8 2013, 12:39 PM) »
    - The Fades health and armor will scale based on the player count.

    Yay!

    QUOTE (Rio @ Jan 8 2013, 12:39 PM) »
    - Wall grip costs will be lowered. I haven't seen any Fade using wall grip, so I thought maybe if it doesn't cost that much adrenaline over time, people will use it more often.

    I think if you take away the adrenaline drain altogether it might be more attractive. Perhaps have the adrenaline stay at its current level. No drain and no regen. To be honest, I find that the wall-sticking skill is more annoying than useful because it happens by accident and drains my precious energy!

    QUOTE (Rio @ Jan 8 2013, 12:39 PM) »
    What I need your opinion on:
    I have no idea how the name the mod. I thought The Faded was not that bad, but now I have even more names to choose from. Go and vote for the best name!

    I like The Faded, but perhaps only because I'm the guy who proposed it first in the workshop comments :) It just sounds right to me.

    QUOTE (Rio @ Jan 8 2013, 12:39 PM) »
    I really want to do something with the lights on the maps, but I have no idea in which way. Maybe someone has a good idea about that.

    How about whenever the fade kills a marine, all the lights nearby flicker ominously. Done right (with sound!) this could be a very chilling effect I think. Maybe you could also make nearby flashlights flicker too (if they were already on). :D
    7P1fgAb.jpg
  • lwflwf Fully active user Join Date: 2006-11-03 Member: 58311Members, Constellation Posts: 486 Fully active user
    edited January 2013
    QUOTE (Feha @ Jan 8 2013, 04:02 PM) »
    I like friendly fire, I hate teamkilling. In my opinion, friendly fire should not be damaging the target, but the inflictor. Sure, minor damage to the target might be fine, but nothing lethal, instead the inflictor should die several times over by the time his target is dead.

    In practice this doesn't solve anything. You just get a different kind of greifer, throwing themselves on explosives and jumping in front of you when firing. It also tends to make players in general less careful about crossing each others line of sight since they're not the ones getting hit anyway, it's you for not paying perfect attention to their shenanigans while trying to hit an enemy. On top of that it becomes much more difficult for an admin or automatic system to determine who is the greifer and who is the victim.

    Friendly fire only works if everyone plays their part, plays to win and no one greifs, or there are admins on at all times watching like hawks and trying to enforce team play using a stick. It's far less painful for everyone just turning it off.
  • Trance420Trance420 Join Date: 2010-03-31 Member: 71135Members Posts: 33
    just had a few rounds

    1) friendly fire should damage the shooting person himself, not his teammate
    2) fade should appear 50% cloaked when doing swips
  • RioRio Advanced user Join Date: 2005-01-28 Member: 38716Members Posts: 58 Advanced user
    Well, it didn't took me that long, so here's the next update:

    - Lowered the wall grip energy cost (should stop the adrenalin regeneration when using wall grip now)
    - Hidden Selection: Players who win the round, have a higher chance on getting chosen as Fade (Player killing the Fade or the Fade if he wins the round, default chance is 60%)
    - Added a server config to set the round time, friendly fire, spawn team attack protection and hidden selection chance
    - Added health and armor scaling for the Fade based on the marine team player count (8 players = 100%, 16 players = 200%, 24 players = 300%)
    - Added team attack protection which kills everyone who shoots a team mate right after spawn (8 seconds at the moment)
    - Fixed many bugs like the win loop, the broken map cycle, the broken buy menu, instant spawn if a player joins the ready room from the game and gets back into the game and the "Soldier is under attack" sound on friendly fire.

    I'm still searching for a good name for the mod.
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members Posts: 208
    wow i played this the other night and it was pretty fun. if i was to give feedback this would be it.

    remove friendly fire it only adds annoying to the game nothing more... it adds nothing but annoying please its dumb.

    remove the jetpacks or make it so they spawn in the level and have to be picked up kinda like quake. maybe add other items the fade can find. there too good be given to you on spawn.

    remove the round timer when a player opens the scoreboard... cant see server name... nice one

    remove alien vision.

    make a custom map for this as i think it would improve the gameplay if there was a proper map to play. ns2 has the worst levels.

    it would be cool if the fade had a pull ability where u can just pull a marine towards you and away from his buddy's kinda like darkfall come hither if you have ever played a good game like that. may have a cool down on that entirely or that would be a power up picked up in the level or something.

    also remove friendly fire its dumb getting tked because your team sucks.
  • nSidianSidia Join Date: 2012-08-15 Member: 155651Members Posts: 208
    QUOTE (Feha @ Jan 8 2013, 07:02 AM) »
    I like friendly fire, I hate teamkilling. In my opinion, friendly fire should not be damaging the target, but the inflictor. Sure, minor damage to the target might be fine, but nothing lethal, instead the inflictor should die several times over by the time his target is dead.



    ahhh yes do this! this was in quake and cod i remember. remove the ###### friendly fire you have in now and only have this. make it do no damage to your team mate but just reflect back to you. so idiots will kill themselves and you will still be 100 percent
  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Members Posts: 50
    edited January 2013
    QUOTE (Rio @ Jan 9 2013, 10:18 PM) »
    Well, it didn't took me that long, so here's the next update:

    - Lowered the wall grip energy cost (should stop the adrenalin regeneration when using wall grip now)
    - Hidden Selection: Players who win the round, have a higher chance on getting chosen as Fade (Player killing the Fade or the Fade if he wins the round, default chance is 60%)
    - Added a server config to set the round time, friendly fire, spawn team attack protection and hidden selection chance
    - Added health and armor scaling for the Fade based on the marine team player count (8 players = 100%, 16 players = 200%, 24 players = 300%)
    - Added team attack protection which kills everyone who shoots a team mate right after spawn (8 seconds at the moment)
    - Fixed many bugs like the win loop, the broken map cycle, the broken buy menu, instant spawn if a player joins the ready room from the game and gets back into the game and the "Soldier is under attack" sound on friendly fire.

    I'm still searching for a good name for the mod.



    The armor increasing is actually much better than what I suggested (which was, adding more fades).
    All the other improvements are good too.
    As for the name, I'd suggest "The Fading", "The Silent", or just a simple "The Fade" for now. I had another idea a few days ago, but I just forgot.
  • SiCaRiO31SiCaRiO31 Join Date: 2013-01-06 Member: 177884Members Posts: 1
    Friendly fire should stay, it was one part of the original hidden mod. Running as the hidden between soldiers and making them kill each other and spreading chaos was fun :P. There needs to be somw way for the Fade to break camping spots, the original hidden had granades and could see where the marines were by his special "pheromones" vision.
  • goblingoblin Join Date: 2004-09-05 Member: 31412Members Posts: 244
    Had an ideia about tk. Maybe just do tk damage when the fade is nearby. Otherwise dont do any damage or reflect 100% to the shooter...
  • Trance420Trance420 Join Date: 2010-03-31 Member: 71135Members Posts: 33
    edited January 2013
    could there be a separate mode that is similar to hide & seek within this mod?

    rules
    marine has 10 seconds to hide while the fade freeze, then fade have 3 minutes to kill marine, last one standing wins. possible reward for marine is upgrade given pistol, lmg, so on by each round he survived. i think jetpack should be disabled all time due to llamas camping in high or annoying spots for fade to reach.

    1) marines can only use knife (no jetpack)
    2) time limit - 3 minutes, 10 seconds countdown for fade
    3) fade's alien vision disabled
    4) teamkill disabled as well
  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Members Posts: 50
    edited January 2013
    Ok played it again last night (and you were there Rio, this time I spotted you).

    A few things I think you should change to make it much better:
    - Remove mines, it's cheap and it gets abused way too easily, I've seen guys sitting in corners planting mines all around them to be sure the Hidden would die if it attacked them.
    - Time Limit: Either remove it, or make so time up means nobody wins. If you try to give the win to the hidden, it will hide forever. If you give it to the marines, they just all camp in one tight spot. And I've even seen one who went out of his way to camp in unreachable spots, like the ones you have between Operations and The Gap, in minery map.
    - Make the marines appear on the Hidden's map. So he wouldn't have to be overly cautious and it would give him the possibility to think of an attack angle before he reaches them. Also it would prevent the round from lasting 'til the very last second when the last man standing and the Hidden can't seem to find each other. (Happened twice with me being the last, yesterday, with two whole minutes left.)


    Mines/Time Limit exploit
    http://cloud.steampowered.com/ugc/612754991351732693/9C90A121650194C63379403F712C630960E70CC4/
    Post edited by Unknown User on
  • bp2008bp2008 Fully active user Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold Posts: 243 Fully active user
    I played a bit more and I have some things to comment on:

    1. Wall Grip gets me in trouble more often than not. It makes me stop (so I'm easier to hit), lose momentum, and lose precious moments of energy regeneration. Not once have I ever wanted to use this ability. If it was something else (i.e. skulk-like wall climbing) THEN it could be useful. But as it is I wish I could just disable it outright.

    2. Vents in the stock NS2 maps are hard to move in, making them incredible camping spots for marines. This is partially because of Wall Grip getting in the way, and partially because of the unavoidable issues inherent in using Leap in a confined space. Not really sure what to do about this, besides create new maps and remove Wall Grip. :D

    QUOTE (The Algerian @ Jan 11 2013, 01:54 AM) »
    - Remove mines, it's cheap and it gets abused way too easily, I've seen guys sitting in corners planting mines all around them to be sure the Hidden would die if it attacked them.


    A ranged weapon would take care of mines, no sweat. In fact, once the Hidden gets a ranged weapon, I expect mines to be much less popular.

    QUOTE (The Algerian @ Jan 11 2013, 01:54 AM) »
    And I've even seen one who went out of his way to camp in unreachable spots, like the ones you have between Operations and The Gap, in minery map.


    I have yet to find a spot the Hidden can go that a jetpack marine can not. Especially between Operations and The Gap.

    QUOTE (The Algerian @ Jan 11 2013, 01:54 AM) »
    - Make the marines appear on the Hidden's map. So he wouldn't have to be overly cautious and it would give him the possibility to think of an attack angle before he reaches them. Also it would prevent the round from lasting 'til the very last second when the last man standing and the Hidden can't seem to find each other. (Happened twice with me being the last, yesterday, with two whole minutes left.)


    Yeah I'd like that too. I usually have no trouble finding all the marines, but having them on the map would certainly help keep the game interesting in the event that you can't find the last few guys.



    7P1fgAb.jpg
  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Members Posts: 50

    QUOTE (bp2008 @ Jan 14 2013, 01:37 AM) »
    A ranged weapon would take care of mines, no sweat. In fact, once the Hidden gets a ranged weapon, I expect mines to be much less popular.


    Well in the meantime, mines should be removed since the hidden still don't have a ranged weapon yet.

    QUOTE (bp2008 @ Jan 14 2013, 01:37 AM) »
    I have yet to find a spot the Hidden can go that a jetpack marine can not. Especially between Operations and The Gap.


    You didn't get it. It was a marine who was camping there, not the Hidden, there would have been no point for The Hidden to camp there since he currently looses when the time is out.


  • NonlinNonlin Join Date: 2012-12-27 Member: 176437Members Posts: 14
    Any way to add Physics? Those lovely prop kills you can get in Hidden Source? That would be amazing. Also what servers actually have this mod so I can try it out?
  • bp2008bp2008 Fully active user Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold Posts: 243 Fully active user
    QUOTE (The Algerian @ Jan 14 2013, 02:00 AM) »
    You didn't get it. It was a marine who was camping there, not the Hidden, there would have been no point for The Hidden to camp there since he currently looses when the time is out.


    Hidden can get anywhere a jetpack marine can go twice over by the time he runs out of energy from leaps...

    QUOTE (Nonlin @ Jan 14 2013, 02:34 AM) »
    Any way to add Physics? Those lovely prop kills you can get in Hidden Source? That would be amazing. Also what servers actually have this mod so I can try it out?


    While I certainly can't say it is impossible, physics / prop kills are an incredibly complicated addition and most likely would require integration directly by the NS2 dev team.

    As for servers, just enter "hidden" in the game mode filter in the server browser, and make sure you are using no other filters. You'll probably see 3 servers at this time.
    7P1fgAb.jpg
  • The AlgerianThe Algerian Join Date: 2012-12-22 Member: 175962Members Posts: 50
    QUOTE (bp2008 @ Jan 14 2013, 03:15 PM) »
    Hidden can get anywhere a jetpack marine can go twice over by the time he runs out of energy from leaps...



    Riiiight, 'cause of course, all you have to do is reach the guy, it's not like you also have to kill him while he's watching the only access to his spot and waiting there with a shotgun and a jetpack and you have to finish your kill before you run out of stamina.
  • PricePrice Advanced user Join Date: 2003-09-27 Member: 21247Members Posts: 1,281 Advanced user
    edited January 2013
    QUOTE (Rio @ Dec 27 2012, 08:33 PM) »
    Special Hidden Mod maps? I would love to see some.

    Hey, i played today on the Netherlands Server called "[NL] Hidden Mod" we had some problems because of camping on the maps.
    I played the old original The hidden mod source for half-life 2 and your mod. feel the same good way!
    Again about the map, after a while we figured out that there is a very good hidden map.
    ns2_co_nest, this map is perfect for the hidden mod.
    I would like to see some accid rockets for the fade, to balance the camping of more then 6 marines, like the hidden got grenades in the HL2 mod.

    Here are 3short videos, im not very good but it was very fun to play on this map without massive VENT camping.
    Videos are uploading tomorrow, no time left yet.

    Video #1 (Remember, this is a terrible map for the Mod., it was the 2-3rd round we played on it.)
    Vid 2+3 (great map for the Hidden mod
    Post edited by Unknown User on
    Buy NS2 @ Steam![Support the Indie Devs!]
    ( my english isn't the best... )

    ,,NS1 was one of the best mods."
    ,,NS2 is one of the best MP games."

    A NS2 classic mod, will it be a remake?
    New NS2 Maps: Biodome, Ignore: BVKnight, Metal Man
    EVERYONE is a Winner, because you won the race against 400–800 other Sperms :P
  • RioRio Advanced user Join Date: 2005-01-28 Member: 38716Members Posts: 58 Advanced user
    I'm aiming for a new update maybe this weekend.
    This will contain the name changing to "The Faded", because I suck at names, so I just picked the first I got.
    I will also remove jetpacks, because I'd love to see more action going on the ground, instead of Marines camping somewhere at the ceiling (which should be the job of the Fade, actually).
    Mines will get restricted to a specific number per location per person or something like that to prevent Marines spamming mines everywhere.
    And if there is time left, maybe I'm able to add a ranged weapon for the Fade, which will be something similar to acid rockets, which does damage on impact and damage over time like a Spore/Umbra mix. This should prevent Marines camping in one spot and also maybe Marines camping in the vents.

    I also like the idea of light flickering after the Fade kills someone, maybe some random light flickering or maybe the lights go out over time (one location going dark per minute, that should give a nice effect).

    Someone has posted over on GitHub, providing functionality for voice over changes. At the moment, he has included the old Hidden: Source sounds, which I'm not allowed to use. So if someone is creative and has the ability to do some awesome voice over stuff for the Fade and maybe the Marines, go for it!
Sign In or Register to comment.