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ZERO
03-29-2013, 01:07 AM
I have begun tonight the first test of a GG DM FFA server. Expect first private tests to be out next week. Currently I am testing on my local system only to get the basic feel that I want using bots to tune everything. We will then preform private testing something next week on the real server.

So far here are the features I am thinking (some have not been tested or developed yet, others have)

4 levels per weapon
same level order as existing gg server
only 1 kill for knife and nade
10-15 second respawn time
gain 25hp per kill (can not exceed 100hp) (not developed or tested yet)
bonus (ie over 100hp or armor or something) for 4 kills without death lets say additional 25hp award for a max health of 125 (does not stack) (not tested or developed)
1 common skin for all players (not implemented or tested)
infinite round
Auto random team (not implemented or tested)
Automated balancing, needed to make scoreboard easier to read (not implemented or tested)


So far from my initial tests it is a real blast. I thought that fy_complex would work but it does not have good DM spawns. So instead aim_ag_texture_city_advanced will be the default map, I am sure many will be happy about that...

So what do you all think of the feature list? The health gain is something I will need to develop on my own but I think it is the key along with about 15 sec respawn times to make the FFA aspect of this work without being too crazy. When I tested in a server with bots it was a blast with 10 second respawns but 50% of the bots do not shoot me b/c they think I am on their team. The health regen and longer respawn I think will be the key tools to prevent a spawn spray spawn spray cycle. The FFA aspect will not be fun unless players are able to move around a bit and have survivability. The health regen should address this and I think the lack of such a feature is what has prevented GG DM FFA from being attempted or working on past servers.

I am well aware that GG DM FFA is very rare; however, I believe that together we can find a way to implement these 3 game modes together in ways not previously done to create a fun a unique experience which will being the fastest and most intense CS:S experience physically possible. :wtg:

Nemesis
03-29-2013, 06:58 AM
I'm excited for this.

jwtemp
03-29-2013, 07:34 AM
Hilariously, I was just complaining about the ADD inducing experience that is GG DM. But hey, another server added to the fold for another viable play option? Hell yes!

Happy to help test! Especially if I can help test by killing Pat.

Carmichal
03-29-2013, 01:27 PM
I'm testing. I live for fast paced shit this sounds like the fastest of them all.

ZERO
03-29-2013, 02:19 PM
4 levels per weapon
same level order as existing gg server
only 1 kill for knife and nade
5-15 second respawn time (changes based on player count)
gain 25hp per kill (can not exceed 100hp)
instant 150hp for 2 level ups without death(does not stack)
1 common skin for all players
infinite round
Auto random team
Automated balancing, needed to make scoreboard easier to read
knife removes points and you gain points instead of levels directly

Not Developed
Needs Testing
Tested and working

ZERO
03-29-2013, 03:43 PM
4 levels per weapon
same level order as existing gg server
only 1 kill for knife and nade
1-15 second respawn time (changes based on player count)
gain 25hp per kill (can not exceed 100hp)
instant 150hp for 2 level ups without death(does not stack)
1 common skin for all players
infinite round
Auto random team
Automated balancing, needed to make scoreboard easier to read
knife steal grants 1 level and removes 1 level.

Not Developed
Needs Testing
Tested and working

---------- Post added at 04:43 PM ---------- Previous post was at 04:29 PM ----------




4 levels per weapon
same level order as existing gg server
only 1 kill for knife and nade
1-15 second respawn time (changes based on player count)
gain 25hp per kill (can not exceed 100hp)
instant 150hp for 2 level ups without death(does not stack)
1 common skin for all players
infinite round
Auto random team
Automated balancing, needed to make scoreboard easier to read
knife steal grants 1 level and removes 1 level.

Not Developed
Needs Testing
Tested and working

acolyte_to_jippity
03-29-2013, 04:13 PM
i would love to help test this.

i'll try to find some maps that might work well for it too.

ZERO
03-29-2013, 04:21 PM
OK so far so good, I think the dynamic respawn based off player count will be critical. This makes it so that respawn length makes sense in large games but scales properly with small games so the action is always intense.

All basic required programing has been completed. Now I just need to start getting maps together and expand from there. Also be sure to vote on what model option you guys want: http://www.ibisgaming.com/forums/showthread.php/10793-What-models-for-GG-DM-FFA

acolyte_to_jippity
03-29-2013, 04:37 PM
OK so far so good, I think the dynamic respawn based off player count will be critical. This makes it so that respawn length makes sense in large games but scales properly with small games so the action is always intense.

All basic required programing has been completed. Now I just need to start getting maps together and expand from there. Also be sure to vote on what model option you guys want: http://www.ibisgaming.com/forums/showthread.php/10793-What-models-for-GG-DM-FFA

are we looking for random-spawn maps, or do we have the ability to mess with the spawns and make them random if they aren't otherwise?

ZERO
03-29-2013, 05:10 PM
Ideally random spawn ones but you can make them random using this format:
Mapname.txt contents:

-925.712646 619.362671 32.031250 0.000000 0.000000 0.000000
-916.458618 54.687298 32.031250 0.000000 0.000000 0.000000
-588.460449 -391.503601 64.031250 0.000000 0.000000 0.000000
-230.562317 -408.382446 32.031250 0.000000 0.000000 0.000000
154.693344 -317.115204 96.031250 0.000000 0.000000 0.000000
400.704224 -276.406708 96.031250 0.000000 0.000000 0.000000
406.996918 295.440582 96.031250 0.000000 0.000000 0.000000
511.968750 -229.164429 256.031250 0.000000 0.000000 0.000000
389.250458 178.964127 352.031250 0.000000 0.000000 0.000000
292.480865 1008.438721 328.031250 0.000000 0.000000 0.000000
-355.334198 881.123840 328.031250 0.000000 0.000000 0.000000
-1035.290527 1028.774170 385.018890 0.000000 0.000000 0.000000
-207.052460 604.457031 256.031250 0.000000 0.000000 0.000000
20.455803 729.324524 112.031250 0.000000 0.000000 0.000000
337.120514 535.183960 72.031250 0.000000 0.000000 0.000000
-472.294617 27.607477 304.031250 0.000000 0.000000 0.000000
-119.689499 -74.003250 304.031250 0.000000 0.000000 0.000000
-577.553162 78.344536 448.031250 0.000000 0.000000 0.000000
-269.165588 -130.021881 512.031250 0.000000 0.000000 0.000000
83.222977 937.097351 595.031250 0.000000 0.000000 0.000000
-526.474426 913.055908 595.031250 0.000000 0.000000 0.000000
400.470490 -25.649149 768.031250 0.000000 0.000000 0.000000
319.968750 220.349579 640.031250 0.000000 0.000000 0.000000
408.824463 -26.255980 640.031250 0.000000 0.000000 0.000000
-272.370148 856.829102 489.031250 0.000000 0.000000 0.000000
513.783569 858.645508 489.031250 0.000000 0.000000 0.000000

Where as those are the coordinates for the custom spawn locations. (example from aim_ag_texture_city_advanced.txt)

Chikun
03-29-2013, 05:28 PM
Finally, no need to worry about such pesky things like teamwork and friendly fire.

ZERO
03-29-2013, 08:10 PM
4 levels per weapon
same level order as existing gg server
only 1 kill for knife and nade
1-15 second respawn time (changes based on player count)
gain 25hp per kill (can not exceed 100hp)
instant 150hp for 2 level ups without death(does not stack)
1 common skin for all players
infinite round
Automated balancing, needed to make scoreboard easier to read
knife steal grants 1 level and removes 1 level.

Not Developed
Needs Testing
Tested and working

ZERO
03-29-2013, 08:26 PM
4 levels per weapon
same level order as existing gg server
only 1 kill for knife and nade
infinite nades on nade level
1-15 second respawn time (changes based on player count)
gain 25hp per kill (can not exceed 100hp)
instant 150hp for 2 level ups without death(does not stack)
1 common skin for all players
infinite round
Automated balancing, needed to make scoreboard easier to read
knife steal grants 1 level and removes 1 level.
warn player after 10sec if they have not moved >5ft from spawn point

beacon player 5sec after warning if they are still <5ft from their spawn point
150hp when on knife and nade level

Not Developed
Needs Testing
Tested and working


What do you guys think of having it auto beacon "campers" after 15 seconds? I think reasonably you should go > 5 ft from your spawn point within 15 seconds...

XX0wnsXY
03-30-2013, 11:01 AM
4 levels per weapon
same level order as existing gg server
only 1 kill for knife and nade
infinite nades on nade level
1-15 second respawn time (changes based on player count)
gain 25hp per kill (can not exceed 100hp)
instant 150hp for 2 level ups without death(does not stack)
1 common skin for all players
infinite round
Automated balancing, needed to make scoreboard easier to read
knife steal grants 1 level and removes 1 level.
warn player after 10sec if they have not moved >5ft from spawn point

beacon player 5sec after warning if they are still <5ft from their spawn point
150hp when on knife and nade level

Not Developed
Needs Testing
Tested and working


What do you guys think of having it auto beacon "campers" after 15 seconds? I think reasonably you should go > 5 ft from your spawn point within 15 seconds...


I would agree with the beacon. I think in GG FFA where it's supposed to be fast paced, camping is more a no no than regular GG.

CYBER
03-30-2013, 05:32 PM
I would agree with the beacon. I think in GG FFA where it's supposed to be fast paced, camping is more a no no than regular GG.

what she said.


also, count me in for the testing :D

Nemesis
03-31-2013, 01:56 AM
Maybe an auto-slap instead? start at 5 dmg and the longer you camp the higher it is.

acolyte_to_jippity
03-31-2013, 10:37 AM
Maybe an auto-slap instead? start at 5 dmg and the longer you camp the higher it is.

i like this, and delay their respawn if they died from an auto-slap like that.

Carmichal
04-01-2013, 03:24 PM
teammates" show up on our radar. Please make it so no one shows up automatically.