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InsideQC Forums • View topic - Hunt or be Hunted

Hunt or be Hunted

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Hunt or be Hunted

Postby Supa » Sun Oct 14, 2007 11:40 am

(Get the latest release !)

Hunt or be Hunted is my attempt at a teamplay Humans versus Fiends elimination gametype.

Actually, to be more precise it's a soft elimination gametype: Eliminated players can still play, but they won't be as strong as regular players. Should an eliminated player make three frags, they'll respawn as a regular player again. So to win rounds you need to keep the regular players on your team alive whilst helping the eliminated players make frags.

Right now the mod is fairly basic - I'm planning on adding in a upgradable class system, custom HUDs for each team and a number of other gametypes (including my own take on a RTSFPS gametype - but that's a long ways away). Think AVP mixed with Tremulous and you'll have an idea of what I'm trying to (eventually) accomplish with this.

This release *should* work in any NQ engine (issues have cropped up with FTE however..), but I'd recommend you run it in DarkPlaces just because. =)

Anyway, http://shub-hub.com/files/mods_multiplayer/HOBH_r1.zip

Once you've tried it, please play a few rounds with us - Urre's server will be up most for the day, just connect to 213.114.202.22:26000 and play. =)
Last edited by Supa on Fri Jun 26, 2009 10:28 pm, edited 2 times in total.
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Postby scar3crow » Tue Oct 16, 2007 2:05 pm

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Postby Dr. Shadowborg » Tue Oct 16, 2007 4:18 pm

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Postby scar3crow » Tue Oct 16, 2007 5:21 pm

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Postby Supa » Wed Oct 17, 2007 11:28 am

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Postby Sajt » Wed Oct 17, 2007 12:15 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Supa » Wed Oct 17, 2007 12:43 pm

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Postby Sajt » Wed Oct 17, 2007 12:58 pm

Last edited by Sajt on Sat Jan 19, 2008 12:58 am, edited 1 time in total.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby dayfive » Sat Jan 19, 2008 12:55 am

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Postby LordHavoc » Wed Jan 23, 2008 2:31 pm

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Postby Supa » Sun Mar 02, 2008 7:07 pm

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Postby LordHavoc » Mon Mar 24, 2008 8:15 pm

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Postby Supa » Tue Mar 25, 2008 5:15 am

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Postby Supa » Thu Sep 11, 2008 10:38 pm

Sorry for taking so much time for getting r2 ready, here are the changes from r1:

* Weaponset has been condensed to spawn weapons + one pickup for each ammo type, Fiends must pick up weapons to gain mutations - map control actually matters now.

* Powerups have been added back in.

* Throws added - collide with a player at a high enough speed and you'll launch them up a bit, giving you a chance to land free hits for a while.

* Fiends will drop Egg pickups on death, which give Hunters a health boost and promote Broodlings.

* Fiends/Broodlings can juggle players in midair with repeated slashes. Works best when you corner Hunters in places like DM3's central atrium.

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Postby scar3crow » Thu Sep 11, 2008 11:15 pm

Sounds good, now update your booth in a way that doesn't make it sound dull (because it really isn't). An action screenshot alone, maybe a bulleted list, a list of powerups the fiends can have, things like that =)
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