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NewDM: A new look at Quake Deathmatch

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  • I didnt have time to read around 18pages of riff raff conversation...

    my take : SNG is way to fucking powerful.
    It's ridiculous how I could rape someone who had RL or LG,with my Perferator o_O

    Green Armour = trash, Yellow Armour = Trash , Red Armour = Trash. Everytime I picked up a Red Armour,and got a Yellow Armour in its place,I wanted to scream in dissatisfaction!

    Those are my main issues with the mod, the lesser issues are : No pack drop on killing enemy, ammo is too scarce (pickups arent supply enough).

    If SNG is going to be cranked up to "OMGowned2SHIT" level , then the other weapons need the same treatment, COMPARING SNG TO OTHER WEAPONS : currently SG sucks,SSG is decent but still sucks,NG is still a waste of space , RL is strongest next to SNG, LG is next strongest to SNG.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

    Comment


    • I still use RL over SNG
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      • Originally posted by Canadian*Sniper View Post
        Note that not everyone likes every map but every map has at least one person liking it. I'm trying to be fair here. My opinions only though.
        Have you tried Nexuiz 2.3? It has interesting map voting at the end of each level.

        It picks a random set of 5 maps from the accepted list (sv_maplist in Nexuiz - not a DP feature, it's a custom cvar), then it lets people vote on them, if this ends in a tie after 15 seconds or so (particularly if no one voted), it randomly picks 3 of these to remove and leaves only two to decide on, resetting the votes (so people have to make a choice between the two leading maps), then after 15 seconds it goes to the winner.

        Players can change their vote at any moment.

        The vote takes place after the normal intermission (scoreboard) is exited.

        It's just a simple centerprint menu that lasts only 30 seconds (15 if a decision is made conclusively in the first 15 seconds), and I think it works very well.

        Comment


        • That is probably the best server feature I've ever heard of. It sounds like a great way to avoid redundancy, but at least offers players a way to avoid something no one (present) wants to play.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

          Comment


          • Originally posted by Mindf!3ldzX
            I didnt have time to read around 18pages of riff raff conversation...
            That was feedback, just as much riff raff as your own comment.

            Originally posted by Mindf!3ldzX
            It's ridiculous how I could rape someone who had RL or LG,with my Perferator o_O
            Sounds like you had better aim than they did, because iirc per second the RL and LG can whip out a lot more damage than the SNG can.

            Originally posted by Mindf!3ldzX
            Green Armour = trash, Yellow Armour = Trash , Red Armour = Trash. Everytime I picked up a Red Armour,and got a Yellow Armour in its place,I wanted to scream in dissatisfaction!
            I know many people who were never quite satisfied with the fact that in Quake with just a few pickups you could take a ton of damage without dying (and since you are just as functional at 1 health as you are at 255, and theres no visual indicator of actual health, this means attacking makes you vulnerable in a not so fun way) and like the change of pace of knowing that it is rare to encounter the ever powerful player, and that the real threat comes from confronting their skill level - not their item pickups. I should be more concerned with your accuracy with the SNG rather than if you had RA and megahealth.

            Originally posted by Mindf!3ldzX
            Those are my main issues with the mod, the lesser issues are : No pack drop on killing enemy, ammo is too scarce (pickups arent supply enough).
            Lack of pack drop is nice I think, it prevents hoarding, and takes the reward of the game back to the satisfying kill, and the increase of frag counts. I can only see ammo being scarce on rockets, I am almost never ever low on shells, and rarely low on nails. Cells are decently plentiful, but the entity is simply more rare in id maps nonetheless.

            I find the split between SSG and SNG to be mostly 50/50, I can't tell who is going to win when two opponents come to the field with those weapons, it partially comes down to your playing style (I'm not so good with the SNG, it feels like a weaker weapon to me, whereas if I have a rl and not an ssg to compliment it, I don't feel quite properly equipped).

            Shotgun and nailgun are still bleh, axe is fun with ring, but its range still feels a little low (like I'm swinging it without extending my elbow...). The simple fact is, this mod makes more weapons useful, it takes it beyond explosives and cells - and if this means that the SNG feels more powerful to you... well, sounds like its suited for your playing style, whereas the SSG is more for me.

            This isn't CA, where you spawn ready to take tons of damage and are given 5 useless weapons, 1 moderate and 2 useful ones. This allows more people to feel potent, without just rushing the rl (though that still happens on e1m3 and e1m5, because rl still rocks).
            Inside3d - Because you can't be Outside 3D!

            Comment


            • Originally posted by scar3crow View Post
              Sounds like you had better aim than they did, because iirc per second the RL and LG can whip out a lot more damage than the SNG can.
              In stock quake:
              RL - 137.5/s average with direct hits, slow projectile (38.1m/s)
              LG - 300.0/s consistently with direct hits, but limited range
              SNG - 180.0/s consistently with direct hits, slow projectile (38.1m/s)

              From what CanadianSniper has said, the SNG is now 76.2m/s, which gives it an advantage at long range over the RL, that still doesn't make it compete with the LG at close to mid range though.

              Originally posted by scar3crow View Post
              I should be more concerned with your accuracy with the SNG rather than if you had RA and megahealth.
              Agreed.

              Originally posted by scar3crow View Post
              Lack of pack drop is nice I think, it prevents hoarding, and takes the reward of the game back to the satisfying kill, and the increase of frag counts. I can only see ammo being scarce on rockets, I am almost never ever low on shells, and rarely low on nails. Cells are decently plentiful, but the entity is simply more rare in id maps nonetheless.
              I like the lack of packs, it really does remind you constantly that this is a game for fragging, not ammo hoarding.

              Comment


              • Originally posted by Canadian*Sniper View Post
                That new feature I added today with the restock ammo from weapon pickup can be used to easily spam camp a location. This would be annoying in a 1v1.

                Solution: implement it like runequake's weapon stay.
                There are other solutions, but all of them involve delaying the next "restock" touch.

                It's good to hear some ideas on how to make the ng better, because it sucks. It shouldn't get replaced by the sng. If I do implement the ng to be unique and better (I don't want to stray too far from vanilla quake), it would no longer be a starting weapon.
                How about this:

                Axe: More damage, so that it does the same damage as the SG.
                SG: Slightly more damage per shell, so that 4 shots will kill a player if eveything (or nearly everything... your choice) hits.
                NG: Hitscan.
                SNG: Fly speed 3000, perhaps increase damage to 10.
                16:03:04 <gb> when I put in a sng, I think I might need nails
                16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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                • I'm changing the exit to start kill chance from 1/3 to 1/5.

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                  • Take away this part of the code:
                    Code:
                    IF netname = Stealth_tu;
                    always use "Phobos effect" on exit teleporter
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                    • lolz

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                      • Stop hacking my computer foqer

                        Code:
                        	if ((cvar("noexit") == 5) || ((cvar("noexit") == 6) && (mapname != "start")))
                        	{
                        		if (random()*5 > 1)
                        			teleport_from_exit(0);	// teleport + telefrag
                        		else
                        			teleport_from_exit(1); // teleport + gib player
                        		return;
                        	}

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                        • Maps?

                          It'd be tight if eventually this DM could be released as its own separate project perhaps on the DP engine. People would be glad to make new maps and quake-level content for it.

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                          • Originally posted by Eli View Post
                            It'd be tight if eventually this DM could be released as its own separate project perhaps on the DP engine. People would be glad to make new maps and quake-level content for it.
                            Sweet. OK people make me some maps! Anyone? Someone?

                            Peg has been bugging me to run custom maps for the server. Perhaps I should use the dredd map pack?

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                            • The dredd maps would work good, but I'd reccommend keeping them out of rotation, but in the map-vote list...
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                              • Me!

                                I'd really dig making maps for a free quake DM game, and I could put out a bunch, but obviously it would take more mappers then just me. Also though at some point at least one character model and several weapon models would have to be made/re-made (right? or does the quake remodel/retexture project count?) And what about Qrack? DP supports quake 3 BSP which is what I think most mappers would like to use but IDK if qrack supports it...

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