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NewDM: A new look at Quake Deathmatch
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(The up and down motion when u shoot a gun needs to be fixed.)
Up and down of the crosshair when u fire.My servers for the gamers:
bigfoot.servequake.com / damage.servequake.com
port 26000 EuroQuake
port 26001 EuroQuake Coop
newyork.quakeone.com
Offline ATM
fvf.servequake.com
flanders.servegame.org / flanders.servequake.com
Offline ATM
newdm.servequake.com
port 26010
http://bigfoot.servequake.com (EuroQuake)
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Firstly I must say a mod to rebalance the Quake weaponset was sorely needed, my only complaint is that I'm too used to the NewDM weaponset when I play other mods. =)
After having played TDM on E1M6 I must say it changes TDM significantly. Even if weaponstay was off, the fact that almost every weapon is equal in power makes it *much* harder to control the map - the only real control you can get is by holding the powerups, although since teamdamage was on I was as much as a danger to Monster as anyone else when I had RL & Quad. =X
On the subject of vote commands - I'd be perfectly happy with a vote-nextmap, as it'd allow every map to be played while still allowing players to manually skip maps that are too big or small for the player count. After playing TDM tonight I'd also like a vote-tdm command, with a vote-teamdamage command to toggle friendly fire..
The haste powerup sounds interesting, but you might run into issues with speed cheating: If the haste powerup works by raising the cl_*speed cvars and lowering them when it's over, players could just manually raise the cvars and have permanent 'haste'. NQTF had problems with this iirc, if you still want to do a Haste powerup I'd suggest checking their speedcheat checking code.
That said I like the Shambler Armour powerup you mention earlier here, IMO it feels more 'Quake' than a Haste powerup.. You would need to make it obvious if a player has Shambler Armour though, perhaps by having the player make Shambler pain sounds rather than the regular pain sounds. This way, observant players will get a clue to switch away from the RL and to something more effective.
All said, please make a NewCTF sometime. =)
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I just hopped on whitehot to see some of the recent changes that have been made. I can't comment on weapon strength, as I was on there by myself, but i will offer some other comments:
1) I think this is a darkplaces server thing, but ammo/health pickup still lags, ie, when you pickup ammo/health it doesn't register (visually) that you picked it up for 1 second.
2) Weaponstay. I don't mind weaponstay, this is mainly preference based, and I do like that you get replenish your ammo if you go over a weapon you already have. However, I feel this can be abused by someone simply standing on the weapon and being able to continually fire; really only works effectively with GL/RL spam and if either of these weapons are in a strategic location. Again, this is not too big of a deal, but it would be nice to somehow code in that you wouldn't be able to replenish your ammo for, say, 5 second intervals. So, once you've replenished ammo, you can't replenish for another 5 seconds.
3)Armor. I realize you want more frags, and you want to limit people from dominating and not dying, but yellow armor is still completely worthless in a fight compared to green armor, unless a) you have mega health (semi-rare) or b) you are able to pick up more health during the fight. My suggestion:
GA = 50 green armor, so at 50GA/100H = 150 total protection.
YA = 100 yellow armor, so at 100YA/100h = 200 total protection.
RA = 150 red armor, so at 150RA/100H = 250 total protection.
notice, that in terms of total protection, the change to yellow armor would be the only difference. currently YA = 100 green armor, yielding only 150 total protection (same as getting GA).
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Thanks for your input PapaSmurf
Originally posted by PapaSmurf View Post2) Weaponstay. I don't mind weaponstay, this is mainly preference based, and I do like that you get replenish your ammo if you go over a weapon you already have. However, I feel this can be abused by someone simply standing on the weapon and being able to continually fire; really only works effectively with GL/RL spam and if either of these weapons are in a strategic location. Again, this is not too big of a deal, but it would be nice to somehow code in that you wouldn't be able to replenish your ammo for, say, 5 second intervals. So, once you've replenished ammo, you can't replenish for another 5 seconds.
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Originally posted by PapaSmurf View Postwhat is shmack style?
Originally posted by PapaSmurf View Postand what do you think of my armor analysis?
*HINT HINT* What does everyone think of it?
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My opinions are first when changing the armour was to reduce the amount of red armour. Red armour plays a huge part of map control which was something I wanted to eliminate. Whomever has RA would be able to take a lot of punishment before dieing. YA isn't too far off from RA.
But that's my reasoning only.
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For pent, I was thinking it should be 400 red armor - no invincibility whatsover; it is, afterall, a 5 minute powerup. Why 400, you ask?
Red armor takes 80% damage.
At 400RA/100H, you can potentially take 500 damage if all your armor is used up.
80% of 500 = 400.
So, at 400 RA and 100 health, you will lose all of your red armor at the same time you lose all of your 100 health.
So, with this set up, pentagram gives you the potential of taking 500 damage (or more with mega) every 5 minutes. I don't think this would be overpowered because it is only every 5 minutes, and once you lose the armor, there's no way you can get it back. If you think it's still too overpowered, you can make it decay as well. You can either have it decay down to 150 armor, similar to how the mega health works, or you can have it decay all at once down to 150 armor 30 seconds after picking up the powerup.
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Originally posted by Supa View PostThe haste powerup sounds interesting, but you might run into issues with speed cheating: If the haste powerup works by raising the cl_*speed cvars and lowering them when it's over, players could just manually raise the cvars and have permanent 'haste'. NQTF had problems with this iirc, if you still want to do a Haste powerup I'd suggest checking their speedcheat checking code.
You can find a copy of this function as sv_user.qc in the darkplaces files area.
Note however that this would not predict correctly when using DP7 protocol, to make it predict correctly you would have to do stuffcmd's of the cl_forwardspeed and such cvars, and just double the sv_maxspeed value allowed for this player in SV_PlayerPhysics (this method is more similar to NQTF).
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