Defense mod
Katzenfleisch
Join Date: 2014-03-21 Member: 194881Members, Squad Five Blue, Squad Five Silver, NS2 Community Developer
in Modding
Hi,
So what's this all about?
This mod is about a team of marines responsible to hold and defend the main base against waves of alien.
How can I play it?
Since I am actually working on it and it is not fully ready to be placed all alone on a server you will have to wait the evening to play it.
I like the idea, can I help?
Yep, I am looking for more maps. The only requirements for now are:
* A single techpoint where the marines spawn
* RT for any alien spawn location
Thanks to
@Phoenix_Faded_Mod for the ns2_bunker map he is working on.
Mod id: 258572bf
Workshop mod: http://steamcommunity.com/sharedfiles/filedetails/?id=629502655&tscn=1456443680
So what's this all about?
This mod is about a team of marines responsible to hold and defend the main base against waves of alien.
How can I play it?
Since I am actually working on it and it is not fully ready to be placed all alone on a server you will have to wait the evening to play it.
I like the idea, can I help?
Yep, I am looking for more maps. The only requirements for now are:
* A single techpoint where the marines spawn
* RT for any alien spawn location
Thanks to
@Phoenix_Faded_Mod for the ns2_bunker map he is working on.
Mod id: 258572bf
Workshop mod: http://steamcommunity.com/sharedfiles/filedetails/?id=629502655&tscn=1456443680
Comments
it's not trust me. it's very much more like xenoswarm
I am also waiting for the "map entities events" to show up to add a real "castle" feeling with doors being destroyed one after the other, forcing marines to retreat until they reach to that last room.
Here are some news:
* Bad news:
- I am still working on fixing redplug bugs (ent count goes to 1000+ for no reasons)
* Good news:
- The ns2_bunker map is better and is going more and more
- Better waves
--> Pressure stuff: one alien killed one spawn (skulk), population increased for each round
--> Waves: All but skulk aliens, up to 10 waves
- An Alien commander that can build stuff and now (almost) control his minions, but gorges still don't want to follow orders.
- Better AI (more aggressive, lerk flying (and not just walking around)
- We have sentries with flashlights
- Multiple base (IP and respawn stuff incomming)
- We have now doors :
--> They can be destroyed
--> Denie aliens to go throw by default (but not marines)
--> Will be weldable
--> Explode when killed !
Some screens from the map:
anyone interested?
However i feel a lack of objectives, aliens put a constant heavy pressure and basically has a marine you need to have buy and exo and then simply fire and fire without moving at all.
I think that a few additional doors on normal maps can make them more compatible to the mod.
the number of aliens bot spawning should be proportional to the number of marines.
I suggest that players should be able to buy arcs and sentries, however they cannot place all of them in a single room.
So between each waves they have some times to place them on each lines. Then when each wave start they defend the advanced post and once the aliens get the advantage they need to retreat to the previous room.
The lack of ammo is also quickly problematic at the moment, if you go 10meters away from the armory you quickly run out of ammo.
The reload time of shotgun, hmg should also be quicker.
Keep working on it, the mod has a good potential
About the balance the alien numbers is now also scalling depending on the number of players (like damages), using 100% of them starting at 7 players.
Concerning sentries and arcs you can buy them respectively at the robotics or at the armory (last item with no description and an Axe icon, going to be changed). For the ammo thanks for the feedback I will increase the number of clips a marine is holding but the reload for the GL and SG have been already speeded up by 2.
-- Now marines lose only if all IP are down and marines dead
-- Balancing: reducing Onos and lerk HP, rework waves quota
-- Fixing a redplugs
-- Fixing resource reward not working when killing skulks
-- Fixing (80%) aliens spawning out of the map or on walls
-- Bonewall worms easier to kill
Alien commander:
I got too much troubles to make it works with the "com" view, so instead we will play and invicible/invincible marine in the alien team that will spawn lifeforms "like a gorge" where you are aimings. You will have resources for each waves, max amount of aliens allowed for the current wave and for each type. In short you will be able to fully customize the aliens composing the waves, and where to create them (if far away from marines, of course).
Also, each lifeform will cost, so the alien com will have to choose between spawning 15 skulks or 1 onos for example. Balancing will be done later; thinking on if I enable waves to still behave "automatically" or if I let the alien com completly decide even if he wants not aliens on the map at all for a few mins and trap marines running away from the main.
We have a new map working especially for the mod and the mod has been updated to be more feeting a survival than a brainless butcher party.
--> It is now more like Killing floors
* No more respawn during the wave
* Door that you can lock/unlock (not weldable yet)
* Trader waves
* Ammo/Medpack drop randomly on the map
* Waves reworked to spawn a suite of squads
* Balancing (more players alive -> more hp, more dmg, more squads)
New map: ns2_kf_farm (Thanks to @Phoenix_Faded_Mod for this great work)
-> http://steamcommunity.com/sharedfiles/filedetails/?id=702674686
Also, now I am working on the waves balance (not that hp_scalar and dmg_scalar are scaled by the number of players too (up to *1.5 with 10 players)
// min_alien_on_map: A quota per players. 2 means 2 aliens for each marines alive enable on the map (so with 10 players it means it will always have 20 aliens)
// max_delay: The maximum delay in second to force the spawn of the next squad (in case no alien is killed, capped to a max of 40 aliens)
It's a start, feel free to post any configuration that you think might be better
* Gorge tunnels !
--> Gorges can drop them and alien can use them, be carefull
* Growing environnement on the infestation
--> Alien buildings (hydra, whip, spores) are randomly dropped on infestation, and start growing
--> Gorges do construct hydra too
--> Clogs tentacle are back
Alien bot AI improved
--> No more stuck (at least rarely now)
--> Bots do not blindly move below a jetpacker if they can't get it, they will kill someone else in the meantime
--> skulks are now using "leap" do reach jetpackers
--> Better target selection
Lots of balancing on weapons prices, damages and waves.
Exos are back with the railgun doing an ARC AoE if the shot is charged enough
Resource system reworked to reward all the team for each kill (and a bonus for the killer)
Alien are playable, you can join the alien team and play as any of the lifeform left to spawn during the wave. (always wanted to drop 50 clogs/webs as a gorge ? it's now allowed)
Added map ns2_mvm_fray to the map cycle.
http://steamcommunity.com/sharedfiles/filedetails/?id=250117836&searchtext=ns2_mvm_fray
I did not know you could press 'b' to change your loadout as a marine, and I never thought to try. (I ended up hitting it accidentally after a while.) Sometimes switching loadouts was immediate (the beginning of waves maybe?), and other times it wasn't. Also, sometimes I had both a rifle and a shotgun, and other times I only had one, and I'm not sure why.
About the pistol/shotgun: You got it by default when the round 1 start (layout choosed with 'b' is reapplied, or default one), late joiner or respawn get the light layout (rifle / pistol / axe (OP axe)) but I changed it to shotgun to make it less punishing.
Also, the bonewall worm is now a lot easier to kill (you had to kill the last spawned bonewall in a single shot to take it down, now the new "head" get the HP/AP of the last head so even with a pistol you could get it.
A bonewall worm? ...I need to check this out again
Been a long time since I have last posted here (instead of discord) while the mod got a lots of shiny stuff:
Gamerules:
There is now a single hive dropped on the map. If killed it's victory. The aliens do not spawn anywhere on the map anymore but on infested RT (infestation spreading from the hive). The more RT the aliens have, the more aliens is allowed to present at once on the map. Marines also now can expand and be rewarded for it. They still have 3 advanced mini bases with pg/armory/obs but now each time a room is powered an RT blueprint is dropped. The more control they have on the map, the more res they have (but still, good luck with that).
AI:
* Skulk: Now using leap and xenocide
* Gorge: Using bile bomb on the right target (healing a power node is not very effective), they heal hives and wounded lifeforms (Onos first and players) too
* Lerk (the evil one): Improvement of the "fly high, do circle in the air and attack" with bullets evasion. No more fire breathing lerks and correct usage of spore, umbra and spikes (who have been nerfed with a lot more spread)
* Fade: Use blink more
* Onos: Still the stupid one atm, he like big stuff, like running into 3 exos head on.
* All AI:
--> Lerk/Fade: They go for the weaker target first
--> Onos/Fade/Lerk do retreat to the hive to heal
Abilities are enable only if the condition is met (for xeno it needs 2 hives and 3+ min of gameplay, or 6+ min of gameplay)
Lots of optimisation (on BotMotion (using path utilities, cursor and saved direction to reduce the number of call of OnProcessMove() if out of relevancy) and brains).
Infestation (still a work in progress):
A lots, lots of update on the def_troopers maps it has almost been redone from scratch, check it
I have also erase and rewrote the wave code to be a lot better and scale better too.
But, the best for the end, with the help of combat devs I was able to add this beauty into the mod. Enjoy.
The environnement stuff still need a bit of balancing (perf wise) and the sentry will be up in at most a few days (time to wire up the small things: minimap, build effects, damage effects, price, damages balance, error checking in the inventory, etc). The mod is going well.