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 Post #1
 2nd December 2009 Last edited by Clavus; 2nd March 2010 at 07:51PM..
Clavus's Avatar
September 2009
1,282 Posts


Summary
Two teams face off in an arena with two separate sides. Each team starts out with an equal amount of props, but it's your job to bring some inbalance! The team goal is to get the most valuable props on their side of the arena before the end of the round.

How to gather props
The procedure of getting a prop is quite simple: smash it to bits! After that it'll respawn on your team's side of the arena.

Can't smash what you can't reach
You can't just reach every prop on your own! Most props are on higher plateaus that are not reachable by foot. It's even worse than that: you can't even cross to the enemy's side by yourself! Then how do you do it? Teamwork of course! The whole team is outfitted with a special weapon that allows them to launch teammates to the other side of the arena!

Instruction / gameplay video

Weapons
  • Crowbar: this will do all the damage. You can use it to kill opponents, or break props.
  • Player cannon: the second essential tool in your arsenal. Primary fire shoots a 'force shot' which gives enemies a hard push on hit, allowing you to shoot them off ledges from a distance. The secondary fire enables you to 'absorb' players when you're near them. After a player is absorbed, you can hold and release primary fire to shoot the player from your weapon. The force at which you'll launch him depends on how long you'll hold the mouse button.

Powerups
Powerups will occasionally spawns in the center of the map. To get the powerup, you'll have to launch one of your team members to it. The powerup instantly applies to your whole team, and lasts for about 20 seconds!
There are 5 different types of powerups, each with their own unique effect:
  • Eye Laser: makes your entire team shoot lasers out of their eyes. Doesn't do damage, but you can push props off platforms by focussing on them. This will make it easier to get to them!
  • High Jump: allows you to jump higher, making it possible to reach some platforms on your own.
  • Harden: makes you invincible. Crowbars won't hurt you!
  • Invisibility: makes you partially invisible, and leaves a distorted trail behind you, making it hard for opponents to pursue you.
  • Crowbar Frenzy: you'll run faster, and if you hit an enemy, you'll send him flying. Also breaks multiple props in one swing if they're close together!

Map
The arena will contain structures that consist of several layers, challenging your team to fire others to specific spots to reach valuable props.

Ideal amount of players for this game is between 16 and 24.

Progress
  • Map is completely done!
  • Scoring and end round displays are done (showing who killed the most, smashes the most, launched the most, and more!)
  • Tooltip system based on that of the Sandbox to explain the game on the fly
  • 5 different powerups! View the screenshots and their comments for explanations.

Moddb
Can be found here.

Download

Let me know if there are any issues!

How to make a map
The vmf of cns_wall is available for download here. I'll add more instructions later.

Optionally you can build a map, send me the vmf, and I'll add the necessary entities for it to be playable.

Screenshots

Overview of the map cns_wall(_b04). Two mirrored sides.


Launching a player into the air


A powerup. Powerups work for the entire team when someone grabs it, so just launch others at it!


Each prop has a certain value. Small boxes are 1, larger boxes are 2, chairs are 5, and a melon is worth 25 points! Note the prop highlight and the small 3D display.


The "harden" powerup makes your entire team invulnerable to damage.


The "eye laser" powerup is pretty self-explanatory. The laser allows you to push away enemy players, or push props off ledges to bring them within your reach!


The "invisibility" doesn't really turn people invisible, but it does turn the battlefield in a distorted mess, which should make it easier to smash props without all those pursuers on your ass.


The "crowbar frenzy" powerup increases your movement speed and enables you to smash more props in one swing!


The "jump" powerup shouldn't be that hard to figure out. Allows you to jump to higher platforms and reach the more valuable props!

Old screenshots (big!)
http://www.mr-green.nl/clavus/screen...cns_wall_1.jpg
http://www.mr-green.nl/clavus/screen...cns_wall_2.jpg
http://www.mr-green.nl/clavus/screen...cns_wall_3.jpg
http://www.mr-green.nl/clavus/screen...cns_wall_4.jpg

Additional credits
Redgord - music cues for intro, win and lose round.
Mr. Green community - hosting and playtesting during development period.

Servers
Mr. Green Fretta server has Crash 'n Smash in the cycle!
 Post #2
 2nd December 2009
Super Moderator
DEADBEEF's Avatar
March 2005
3,271 Posts
It'll be interesting to see how this contrasts with 9/10, as it seems they're based around vaguely similar concepts.
 Post #3
 2nd December 2009
Gmod.com Admin
Disseminate's Avatar
December 2007
1,477 Posts
I was thinking exactly what Deadbeef said.
 Post #4
 2nd December 2009
Clavus's Avatar
September 2009
1,282 Posts
It'll be interesting to see how this contrasts with 9/10, as it seems they're based around vaguely similar concepts.
"Getting the most props on your side" is pretty much the only similarity it'll have with 9/10, but I can see your point. The gameplay will be completely different though.
 Post #5
 2nd December 2009
G-foxisus's Avatar
September 2006
1,381 Posts
Let's see how this turns out.
 Post #6
 2nd December 2009
Ywa's Avatar
June 2007
273 Posts
I hope you'll win. :)
 Post #7
 2nd December 2009
Dennab
December 2009
1,094 Posts
Sounds like asshole physics combined with 9/10ths
 Post #8
 3rd December 2009
deluvas's Avatar
September 2006
106 Posts
I don't think the idea has to do with 'asshole physics' @ Rambo_9. Good luck, Clavus!
 Post #9
 3rd December 2009 Last edited by Metanoia; 3rd December 2009 at 09:35AM..
Gold Member
Dennab
September 2005
4,532 Posts
For a game focused on smashing, most game developers would make sure that smashing stuff is really fun - things would fall apart, make loud sounds, etc etc etc.

But since this is a GMod gamemode, crowbars & props have already been programmed and they're not all that exciting. It's going to need some neat effects or something.

If you don't see where I'm coming from, go in Construct, make a bunch of random props, and see how long you can repeatedly hit them with a crowbar before it gets boring.

Also, being able to launch teammates presents unlimited potential for abuse (if you have two trolls in a server, they could each stand on opposite sides of the map and literally play tennis with their teammates. It would actually be rather entertaining)

Hope I've been constructive.. good luck
 Post #10
 3rd December 2009
Clavus's Avatar
September 2009
1,282 Posts
I'm planning on adding a lot of fancy effects, since that it what adds a lot of flair to other Fretta gamemodes. And smashing props is not really the main challenge: it's getting to the prop. The arena will have large structures on both sides, which require players to launch others several times to reach the more 'valuable' props. Meanwhile the other team has to go in pursuit and prevent others from reaching those props.
 Post #11
 4th December 2009
G-foxisus's Avatar
September 2006
1,381 Posts
I'm planning on adding a lot of fancy effects, since that it what adds a lot of flair to other Fretta gamemodes. And smashing props is not really the main challenge: it's getting to the prop. The arena will have large structures on both sides, which require players to launch others several times to reach the more 'valuable' props. Meanwhile the other team has to go in pursuit and prevent others from reaching those props.
That's good. I love original things in mods/gametypes. It makes it feel like one of a kind. And most of all, it feels like the maker put effort in it.
 Post #12
 4th December 2009
oO0Virus0Oo's Avatar
April 2009
379 Posts
Wait, Launching teammates? So will everyone get a weapon to smash props and a teammate launcher?
Or will you make classes? This might turn into a fun gamemode if it's well made and not just destroying props.
 Post #13
 4th December 2009
Clavus's Avatar
September 2009
1,282 Posts
Wait, Launching teammates? So will everyone get a weapon to smash props and a teammate launcher?
Or will you make classes? This might turn into a fun gamemode if it's well made and not just destroying props.
There won't be any separate classes, although it would benefit your team if players took specific roles, like launching teammates, or defending your own props.

To balance out the scoring, I'll add 'assist' points. For every prop that a player breaks, the teammate that launched him x seconds earlier gets assist points.

More valuable props will be placed higher up in the arena, which will require teamwork. The more players working together, the higher your teams scoring potential is.
 Post #14
 4th December 2009
oO0Virus0Oo's Avatar
April 2009
379 Posts
There are 3 players, player A, player B and player C. Player A launches players B and C to half way to the top and then the player B launches the Player C to the top. The player C destroys the prop. Will all of them get points?
 Post #15
 5th December 2009
Clavus's Avatar
September 2009
1,282 Posts
There are 3 players, player A, player B and player C. Player A launches players B and C to half way to the top and then the player B launches the Player C to the top. The player C destroys the prop. Will all of them get points?
That's a good point, and I think I will make a system that allows people to chain assist points. This opens up some new rewarding and scoring possibilities. My main aim is to make these systems clear to the players. The biggest issue with some Fretta gamemodes right now are their lack of explanation.
 Post #16
 8th December 2009
Clavus's Avatar
September 2009
1,282 Posts
Small map preview. You get the general idea:
http://www.mr-green.nl/clavus/cns_wall_b020000.jpg
Hopefully I'll get the player scoring done tomorrow, so I can put the first version live on Thursday.
 Post #17
 9th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
Woah. When did this pop up?
 Post #18
 9th December 2009
Gold Member
thomasfn's Avatar
July 2008
2,302 Posts
That map looks like it could be fun for a whole load of gamemodes, not just this one.
 Post #19
 9th December 2009
maxicube's Avatar
May 2008
76 Posts
Love your map. Looks like we got put on another world and in a habitat chamber. Just to kill eachother :D
 Post #20
 9th December 2009
oO0Virus0Oo's Avatar
April 2009
379 Posts
Wow,that maps is awesome.
I can imagine players launching their teammates there ^^
 Post #21
 9th December 2009
Jo The Shmo's Avatar
January 2009
940 Posts
This is like that game we played in like 2nd grade gym.
Except you were trying to get rid of shit.
 Post #22
 9th December 2009
Quickyne's Avatar
April 2009
46 Posts
Map looks great, but have you tested it with your launching players concept? It looks pretty hard to launch a player onto those skinny towers. Will players get any bonus's for launching their team to encourage them to become a team launcher, and not beg others for launches every round? If you're playing a low player count game like 2v2 or 3v3 and all of your team mates are on the other side, what do you do? You'd be stuck and unable to launch yourself over.
 Post #23
 9th December 2009 Last edited by Clavus; 24th February 2010 at 01:04PM..
Clavus's Avatar
September 2009
1,282 Posts
Map looks great, but have you tested it with your launching players concept? It looks pretty hard to launch a player onto those skinny towers. Will players get any bonus's for launching their team to encourage them to become a team launcher, and not beg others for launches every round? If you're playing a low player count game like 2v2 or 3v3 and all of your team mates are on the other side, what do you do? You'd be stuck and unable to launch yourself over.
The game won't start until there are at least 2 players on each team, since you won't be able to play without.

I have tested the player launching with some friends and it works great. I also disallowed 'breaking' (by pressing the backwards key) in mid-air after being launched so it's mostly the launcher's job to accurately shoot players.

The point chaining allows player launchers to gain points too without breaking a single prop themselves. If guy 1 launches guy 2, and guy 2 breaks a prop within 15 seconds of being launched it'll give an assist point to guy 1.

The point chaining goes even further than that. If guy 1 launches guy 2 to the other side, and guy 3 launches guy 2 even higher there, and guy 2 breaks a prop, all three guys gain points. On top of that, those points are multiplied by 2 because of a successful chain of 2 launches (if there was no more than 15 seconds between launches / prop break). The amount of seconds or scoring calculation might still change based on playtests.

That is the personal scoring system. The team scoring is determined by the cumulative value of all the props on your side of the arena.

Now on defensive/supportive gameplay: the playerlauncher weapon has two functions at default. Left click fires bullets that only apply physics force, allowing you to shoot enemy players off the platforms. Right click allows you to absorb other players (both enemy and friendly). Once you absorb a player, the weapon function changes. Hold left mouse to charge, release to fire the player at the charged force.

Absorbed players are 'dropped' once the absorber is absorbed, killed, disconnected or waits too long.

LATER EDIT: Most of the chaining mechanics were implemented, but they were unclear so the players aren't really made aware of them.
 Post #24
 9th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
Can't you completely grief the system by shooting players straight up and absorbing them again on the way down?
 Post #25
 9th December 2009
Clavus's Avatar
September 2009
1,282 Posts
Can't you completely grief the system by shooting players straight up and absorbing them again on the way down?
That would be possible. But you can grief in pretty much any game if you really want to, I don't really see the point in having to make countermeasures for such rare situations.
 Post #26
 9th December 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
Most games take a dedicated player/group of players to successfully grief, or the grief will come from a glitch that needs fixing. Here you have a built in system and it's easy for a single person to grief.
 Post #27
 10th December 2009
Clavus's Avatar
September 2009
1,282 Posts
My gamemode is now playable on the Mr. Green Fretta server! Updated the OP with new screenshots and the server IP.

The core gameplay is pretty much done. The main challenge will be to instantly clarify the game mechanics to newcomers.
 Post #28
 10th December 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
That Naruto guy is in all of your screen shots and is very displeased.
 Post #29
 10th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
What do you expect from a guy named Naruto Uzumaki?
 Post #30
 11th December 2009
Clavus's Avatar
September 2009
1,282 Posts
ModDB profile has been validated.
 Post #31
 20th December 2009
Gold Member
Dennab
September 2005
4,532 Posts
I played this for the first time today, so I guess that makes it slightly worthy of a bump.

It has potential. The player launcher is really fun.. but as I predicted, it's abused - but since you can only pick people up when they're really still, it's not abused that much.

The gamemode itself needs work (though I understand it's a WIP..). Lots of it.
I played about 3-5 rounds, & a lot of people didn't know what to do.
There's not enough variety in props yet.
If you can't find someone to launch you to the other side, your only choice is to defend with a crowbar, which is really boring & difficult/tedious. Having a long-range weapon would at least help with this.

I just feel like the overall gamemode objective could maybe be something a little more fun.. bashing props really didn't entertain me much. Maybe a SNPC w/ lots of health that walks around each team's base & needs to be bashed to death? I don't know. Needs something. But the groundwork for a fun gamemode has been laid down.
 Post #32
 21st December 2009
Clavus's Avatar
September 2009
1,282 Posts
I'm still working on it; it's only the first release. I probably won't have another release before next year though, there's a ton of other stuff I have to do.
 Post #33
 14th January 2010
Clavus's Avatar
September 2009
1,282 Posts
In-world scoreboard. I'll keep the HUD scoreboard too, since it's more convenient.



I'm hoping to publicly release a first version next week.
 Post #34
 17th January 2010
Ywa's Avatar
June 2007
273 Posts
Keep it going Clavus.
 Post #35
 18th February 2010
Clavus's Avatar
September 2009
1,282 Posts
New version is running on the Mr. Green Fretta server. Added 5 powerups that spawn in the middle area. Tweaked the gamemode here and there. I used Sandbox-style tooltips to explain game mechanics during play.

I hope to release a public version on Monday, if not sooner. I'll fix up a proper OP then too.
 Post #36
 19th February 2010
Clavus's Avatar
September 2009
1,282 Posts
Updated the OP with the current state of the gamemode!
 Post #37
 22nd February 2010
Ray-The-Sun's Avatar
December 2007
749 Posts
The recent updates to this are AMAZING. The only problem I can see is that idiots try to shoot you at the powerup orb directly, missing completely and leaving you with very little HP on the ground.
 Post #38
 22nd February 2010
Clavus's Avatar
September 2009
1,282 Posts
Really running a tight schedule. Hopefully I can get a public version out tomorrow or at least on Wednesday.

Main things on my todo list:
  • Add some sound effects and music
  • Replace the primary fire of the player launcher with a nice effect, to make clear that it does not do damage but only pushes players.
  • More hints and tips
  • Add a second map (got someone working on this)
 Post #39
 23rd February 2010
Dwatring's Avatar
September 2009
574 Posts
I will host gladly, PM me a download link if you want me to.
 Post #40
 23rd February 2010
Doritos_Man's Avatar
June 2009
740 Posts
Must play now!
It's AWESOME
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