The game is fun but imo the upgrade system (kills for upgrades) should be made more 'imba' (more noticable) and it would be cool if a combat-like system was implemented (choose your own development based on the role you wanna play- big health tankskulk, fast running retriever or big damage defender etc.)
I gave it a go and instantly got reminded of quake. Mixing skulk movement with sg aim works surprisingly well but the lack of variety currently makes it grow quiite stale after just a few rounds. Great start though. Id say the trick is to expand on the concept without overcomplicating things.
The game is fun but imo the upgrade system (kills for upgrades) should be made more 'imba' (more noticable) and it would be cool if a combat-like system was implemented (choose your own development based on the role you wanna play- big health tankskulk, fast running retriever or big damage defender etc.)
Howser said the upgrade system is going to get an overhaul. I doubt you will be able to specialize, though (keep it simple).
The game is fun but imo the upgrade system (kills for upgrades) should be made more 'imba' (more noticable) and it would be cool if a combat-like system was implemented (choose your own development based on the role you wanna play- big health tankskulk, fast running retriever or big damage defender etc.)
Howser said the upgrade system is going to get an overhaul. I doubt you will be able to specialize, though (keep it simple).
Ok how about just 2 routes then: defence and offence?
any chances of adding the rifle as an alternative to the shotgun?
We have thought about other weapons but came to the conclusion that it would just detract from the gameplay. With the shotgun you force players to work within a certain range and in doing so reinforce the importance of movement, aiming and timing of shots. Adding the SMG or handgun will allow people to sit back and snipe or just win by having a good aim alone. Also its just nice to keep things as simple as possible.
lower the damage of the rifle? i figured that would have been assumed based on how large the maps appear to be.
Edit: I would love it if for the highest level upgrade you get one shot with a railgun within the next couple of seconds, and refreshes if you get a kill with it.
Great mod, loving it. But could you remove the unecessary wall of text showing whenever x person has gotten the y upgrade through the killstreak. Reason to this is simple. The guys with low end pc's playing on low resolution to have a decent fps to play the game just gets its screen filled with it making it frustrating to play and to enjoy the mod.
I still play alot of quake live and defrag aswell, and do plan to adapt a few q3 ctf maps into ctg sws. Keep the good feedback and reviews coming!! ^^ We mappers/modders appreciate it more than you know
EDIT: On the whole powerup discussion, for this mod, I found them a bit overwhelming really. I can see the thought process behind, rewarding players for making the other team respawn, helping the entirely of their own team, in the best way possible, and getting a boost in the process, for even more mayhem.. BUT!! I'd personally, rather seen them turned into static respawn, at certain locations, for a one time pick-up and longer duration. Much like how the quake 3 power ups work, and the runes in dota work even, this gives the team something to play/fight and plan for, other than the flag. The current system works well in Death Match tho'!
Played a few rounds today and I love it! The combination of 3D Skulk movement and SG twitch shots creates a very cool gameplay.
Regarding the upgrades... basically what @Vert^ said, make them spawn in fixed locations on a timer. I'm fine with kill streaks giving rewards on top of that, but they shouldn't be too powerful. Two reasons:
The player finishing off the opponent is often not the one that did the most damage. So it's kind of random who gets the boost, and that might even be detrimental to teamplay. ("stop stealin' mah kills!")
It increases the skill gap by boosting players that are already doing well. While cool for them, it sucks for new players, which in turn is bad for player retention.
Oh, and the mod should definitely set a custom game mode tag. One server was showing as "sws", but most just say "ns2".
personally i think the kill streaks should be removed and you should be giving health/energy back per kill while being proportional to the damage you did.
I was thinking more along the lines of doing the ctf map Circle of Death, and some others close to that feel. But I'll consider it ^^ Certainly know the map
I was thinking more along the lines of doing the ctf map Circle of Death, and some others close to that feel. But I'll consider it ^^ Certainly know the map
Circle of Death:
I throw ctf4 into the ring for consideration. skulks.. in space.
I was thinking more along the lines of doing the ctf map Circle of Death, and some others close to that feel. But I'll consider it ^^ Certainly know the map
Circle of Death:
I throw ctf4 into the ring for consideration. skulks.. in space.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I think I can safely leave Proving Grounds mod alone for a while, to get on with my other ideas. the high speed shooter is well covered by Skulks With Shotguns at the moment.
I think I can safely leave Proving Grounds mod alone for a while, to get on with my other ideas. the high speed shooter is well covered by Skulks With Shotguns at the moment.
personally i think the kill streaks should be removed and you should be giving health/energy back per kill while being proportional to the damage you did.
Getting energy back for a kill would be bloody lovely, even if it was just a shot's worth. I hate becoming floor-bound after a scuffle!
Oooh ye Gods the nostalgia I just got from that screen. QUICK QUICK GET THE SNIPER FROM THE TOP!!! Or the funny sludge gun that doesn't really do anything! ^:)^
Or the funny sludge gun that doesn't really do anything!
Lol, yes now that you mention it... completely forgot about that one. Rookies spamming green goo from above, which most of the time did... nothing at all ^^ The charge-up shot was fun, though.
Comments
checked SCC last night and nobody was on and the mod wasnt running
This looks so goooodddddddd damnit, I want to play!
Howser said the upgrade system is going to get an overhaul. I doubt you will be able to specialize, though (keep it simple).
Ok how about just 2 routes then: defence and offence?
The metro map is GOLD and is perfect for skulks, with shotguns.
Instead of lerks with lmg, I want lerk with railgun.
Speaking of great ideas for mods, http://forums.unknownworlds.com/discussion/131562/onos-mount
lower the damage of the rifle? i figured that would have been assumed based on how large the maps appear to be.
Great mod, loving it. But could you remove the unecessary wall of text showing whenever x person has gotten the y upgrade through the killstreak. Reason to this is simple. The guys with low end pc's playing on low resolution to have a decent fps to play the game just gets its screen filled with it making it frustrating to play and to enjoy the mod.
Pic:
Incase the img doesn't work, http://steamcommunity.com/sharedfiles/filedetails/?id=220393351
I still play alot of quake live and defrag aswell, and do plan to adapt a few q3 ctf maps into ctg sws. Keep the good feedback and reviews coming!! ^^ We mappers/modders appreciate it more than you know
EDIT: On the whole powerup discussion, for this mod, I found them a bit overwhelming really. I can see the thought process behind, rewarding players for making the other team respawn, helping the entirely of their own team, in the best way possible, and getting a boost in the process, for even more mayhem.. BUT!! I'd personally, rather seen them turned into static respawn, at certain locations, for a one time pick-up and longer duration. Much like how the quake 3 power ups work, and the runes in dota work even, this gives the team something to play/fight and plan for, other than the flag. The current system works well in Death Match tho'!
May i request UT CTF-Dreary?
Awesome map for skulking me thinks.
Regarding the upgrades... basically what @Vert^ said, make them spawn in fixed locations on a timer. I'm fine with kill streaks giving rewards on top of that, but they shouldn't be too powerful. Two reasons:
- The player finishing off the opponent is often not the one that did the most damage. So it's kind of random who gets the boost, and that might even be detrimental to teamplay. ("stop stealin' mah kills!")
- It increases the skill gap by boosting players that are already doing well. While cool for them, it sucks for new players, which in turn is bad for player retention.
Oh, and the mod should definitely set a custom game mode tag. One server was showing as "sws", but most just say "ns2".I was thinking more along the lines of doing the ctf map Circle of Death, and some others close to that feel. But I'll consider it ^^ Certainly know the map
Circle of Death:
Everything is better IN SPACE!.
Noo
Lol, yes now that you mention it... completely forgot about that one. Rookies spamming green goo from above, which most of the time did... nothing at all ^^ The charge-up shot was fun, though.