Your Ad Here

Subscribe
 Post #1
 8th December 2009 Last edited by Entoros; 28th February 2010 at 12:13AM..
Entoros's Avatar
October 2008
2,257 Posts


Created by Epsilon Entertainment



About Tactical Assault

When your average FPS just doesn't cut it, you have Tactical Assault. TA is a mix-and-mash of several different games with original ideas and content thrown in there. Created on the "Fretta" gamemode base for Garry's Mod 10, Tactical Assault offers fast-paced team-based boom-laced action. Your objective is to defend, destroy, or capture objectives with your squad at all costs. You can call in airstrike, ammo drops, UAVs, and more. Choose from six (or more) classes with over twenty different weapons. Earn bonus points for completing objectives, and gradually work your way up to becoming squad leader of your platoon or even general of your team.

The basic idea is you work with your squad, and your squad leader gives you objectives to capture, explode, etc. A general, the most experienced player on the team, directs the flow of battle by directly collaborating with squad leaders, and can call in support like airstrikes and ammo drops. You receive additional points for completing objectives as well as killing higher-ranked players.

The mapping is being done by Shoffing, Gunski, and devcon and I'm doing most of the Lua. The modelling is also being done by devcon.

DECEMBER UPDATE: http://www.facepunch.com/showpost.ph...4&postcount=18

Questions You Might Frequently Ask:

1. This all seems kind of confusing. Aren't Fretta gamemodes supposed to be easy and fun?
Well, yes. Think about it this way -- you're a first time player, joining a Fretta server with Tactical Assault on it. You join a team, pick a random class, and instantly get catapulted into the fray under the command of your squad leader. This is important -- the experienced players, those that are veterans on the Fretta server, are going to be picked as leaders. Tenderfoots can just follow orders, run around, and shoot people. It doesn't get much more simple than that.
However, the reason Tactical Assault is going to be a unique gamemode is because it doesn't stop there. Newbies can have fun mindlessly killing, but more experienced players can earn higher ranks, upgrade their weapons, and explore facets of gameplay not available to first-timers.

2. How many players is this supposed to support?
It probably loses some fun value below 8 or so players, but we'll be sure to make some small maps for smaller servers. Tactical Assault more fun with the more people, so anywhere from 12-128 players will make the game playable. We'll do our best to optimize the maps and code for large amounts of people.

3. OMG DIS IS KEWL WHERE CAN I PLAY?
Well thanks for your enthusiasm. Since I'm dirt poor, there's no server up with this yet (and it's not ready to put onto an official Fretta server), but you might see my listen server up from time to time. I have an SVN up, but it's not really updated enough to be of any use to you at the moment.

IMAGES

















VIDEOS
If only I had something better than 30-second Fraps and Windows Movie Maker...




SVN: http://tacticalassault.googlecode.com/svn/trunk/
 Post #2
 8th December 2009
Gold Member
Thund3rdome's Avatar
November 2005
2,730 Posts
Sounds like a free Modern Warfare

Edited:

as in awesome
 Post #3
 8th December 2009
Gold Member
Dennab
September 2005
4,532 Posts
This competes heavily with mine, but nonetheless, it looks awesome. Good luck guys.
 Post #4
 8th December 2009
Entoros's Avatar
October 2008
2,257 Posts
Good luck to you too.

By the way, what do you use for sprinting animations? Right now, I just use a timer to change the value of a "swing" variable, then in CalcView I move left/right and roll left/right based on swing, but it seems to run erratically and move faster/slower for no apparent reason (I guess CalcView being called less or something).
 Post #5
 8th December 2009 Last edited by Metanoia; 8th December 2009 at 09:19PM..
Gold Member
Dennab
September 2005
4,532 Posts
Good luck to you too.

By the way, what do you use for sprinting animations? Right now, I just use a timer to change the value of a "swing" variable, then in CalcView I move left/right and roll left/right based on swing, but it seems to run erratically and move faster/slower for no apparent reason (I guess CalcView being called less or something).
The first thing I did before beginning development was I came to an agreement w/ SteveUK to use his base SWEP so that I'd have more time to focus on gamemode logic. Sprinting is handled there.

Skimming through the code, it's a tad long and I'm too lazy to process it all right now.. but basically it seems to use Angle.RotateAroundAxis to move between a normal angle & a running angle.

edit: also, instead of using calcview it just overrides the swep function GetViewModelPosition
http://wiki.garrysmod.com/?title=SWE...wModelPosition
 Post #6
 9th December 2009
Spino-Prime's Avatar
May 2009
22 Posts
I think this sounds a bit like MAG for the ps3. In it the players with higher ranks and more experience get to command squads and call in support such as air strikes and mortar attacks while the lower ranks with less experience follow the objectives set out by their squad commander. I am looking forward to checking out what you come up with.
 Post #7
 9th December 2009
CrashLemon's Avatar
November 2007
596 Posts
This seems sweet, I love the squad based idea.

Good luck.
 Post #8
 9th December 2009
Jo The Shmo's Avatar
January 2009
941 Posts
The one problem is the fact that many fretta games get played for about 15 minutes once every 2 or 3 hours. Why's going to become a skilled veteran like that?
 Post #9
 9th December 2009
Entoros's Avatar
October 2008
2,257 Posts
I think this sounds a bit like MAG for the ps3.
That was the inspiration for the gamemode. (Too bad I don't have a PS3...)

The one problem is the fact that many fretta games get played for about 15 minutes once every 2 or 3 hours. Why's going to become a skilled veteran like that?
You don't have to play the game 100 times to understand how it works, but every time you play you can get upgrades and such.
 Post #10
 9th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
50 minutes is too long.
 Post #11
 10th December 2009
CrashLemon's Avatar
November 2007
596 Posts
20-30 is a very long gamemode. I can't imagine 50 minutes.
 Post #12
 10th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
If there's a very long round time limit, is there any incentive to complete objectives? It's not like it's going to be ending any time soon.
 Post #13
 10th December 2009
Entoros's Avatar
October 2008
2,257 Posts
The time limits are just placeholders -- it's not going to be 50 minutes long, 10 at most.
 Post #14
 11th December 2009 Last edited by Skapocalypse; 11th December 2009 at 12:16PM..
Skapocalypse's Avatar
November 2008
795 Posts
If there's a very long round time limit, is there any incentive to complete objectives? It's not like it's going to be ending any time soon.
The objective is to capture points, destroy objectives etc. It's not going to just be a "Shoot everyone" gamemode. We're discussing it now, but our plan is to make it extremely hard to get anywhere by just running around killing everyone.
 Post #15
 11th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
That wasn't my question and that doesn't solve anything

Edited:

Entoros already answered me.
 Post #16
 12th December 2009 Last edited by Skapocalypse; 13th December 2009 at 03:55AM..
Skapocalypse's Avatar
November 2008
795 Posts
That wasn't my question and that doesn't solve anything

Edited:

Entoros already answered me.
-snip- that's the last time I try posting when half-asleep. -.-
 Post #17
 12th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
But you did.
 Post #18
 29th December 2009 Last edited by Entoros; 1st January 2010 at 05:52PM..
Entoros's Avatar
October 2008
2,257 Posts
For all of you maggots that thought this was dead, you were wrong.

In the past month, we have gotten so much work done it will make your head explode.

What exactly are you screaming about Entoros, you ask? Well, I'll tell you exactly what.


THE DECEMBER UPDATE

The HUD



There are two super important things here: the radar, and the health/ammo indicators. As you can see, the radar actually exists now (although it will be improved), and we have a drastically different design for the indicators. Looks nice, no?



The Techie



The Techie is our newest class, the equivalent to TF2's Engineer. The Techie can summon manhacks, spawn portable turrets, and even create barricades to fortify your position.



The Commands



This is just a nice little HUD option that a general uses to call in airstrikes, ammo drops, and more.



The Killstreaks



Killstreaks! (for the record, at 25 kills you get the Aurora Cannon, like MW2's nuke)



The Map





The map, ta_urbania, authored by Shoffing and Gunski, is in development right now, but it's looking pretty nice. This is our first map so far, but there will be more on the way.

 Post #19
 29th December 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
In the past month, we have gotten so much work done it will make your head explode.
God damn it, now my head has exploded.

Looks interesting though, but the Aurora Cannon and air strikes looks like they'll be over powered. Have you tried this with real players to make sure everything balances alright?
 Post #20
 29th December 2009
Entoros's Avatar
October 2008
2,257 Posts
The Aurora Cannon is meant to be an end-game type of thing - you use it and the game is over, likE MW'2s nuke. As for airstrikes, they'll probably be toned down a bit, but they already have a very long recharge.
 Post #21
 29th December 2009
shoffing's Avatar
September 2008
186 Posts
God damn it, now my head has exploded.

Looks interesting though, but the Aurora Cannon and air strikes looks like they'll be over powered. Have you tried this with real players to make sure everything balances alright?
And no, we haven't started beta testing yet. I'm compiling ta_urbania_b2 right now as I type this, so we'll be starting pretty soon.
 Post #22
 29th December 2009
kylee690's Avatar
November 2009
83 Posts
wow this looks awsome dude it took my arm when my head exploded
 Post #23
 29th December 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
Ah alrgiht. I'd be happy to help test if you guys want.
 Post #24
 29th December 2009 Last edited by Nerdeboy; 29th December 2009 at 11:12PM..
Nerdeboy's Avatar
August 2009
1,284 Posts
The Aurora Cannon is meant to be an end-game type of thing - you use it and the game is over, likE MW'2s nuke. As for airstrikes, they'll probably be toned down a bit, but they already have a very long recharge.
Thank goodness you've added a stupid gimmick.

Things that end games instantly are almost a necessity by today's standards.
 Post #25
 30th December 2009
Entoros's Avatar
October 2008
2,257 Posts
Thank goodness you've added a stupid gimmick.

Things that end games instantly are almost a necessity by today's standards.
It's just a fun little toy. I mean, if this wasn't supposed to be Fretta I doubt it would be in there, but it's supposed to be short and sweet, and this helps that along.
 Post #26
 30th December 2009
Nerdeboy's Avatar
August 2009
1,284 Posts
How about just making the rounds shorter?
 Post #27
 30th December 2009
Entoros's Avatar
October 2008
2,257 Posts
Well, that would just be no fun.
(plus, even if it is gimmicky, anything that might increase my chances of winning is a good thing)
 Post #28
 30th December 2009
Sark's Avatar
September 2009
3 Posts
Hey, this looks awesome! You just got yourselves a beta-tester-volunteer-person.
 Post #29
 30th December 2009
Gmod.com Admin
Asaratha's Avatar
May 2009
2,551 Posts
It is awesome.

I wish to beta test such an amazing Addon/Gamemode
 Post #30
 31st December 2009
Entoros's Avatar
October 2008
2,257 Posts
Ok, thanks for volunteering. We'll start beta testing as soon as our map can get up! (already did a little testing with Asaratha)
 Post #31
 31st December 2009 Last edited by Asaratha; 31st December 2009 at 02:48AM..
Gmod.com Admin
Asaratha's Avatar
May 2009
2,551 Posts
This is amazing. I'm shocked by how fucking awesome this is.

The Weapons are a good choice, and i know this is in Beta. And all the weapons aren't done. But the weapons you chose are great.

The point of the game is also fun, but the Point capture could be slower, otherwise people could win the game way too fast. you know what i'm sayin?

The Techie's animations are amazing. When you build a barricade. it slowly loads up, which is cool.

I'd gladly see more from this gamemode

Edit: I'll also be making the gameplay video when the new map is done
 Post #32
 31st December 2009
Ozaiksz's Avatar
October 2009
73 Posts
Looks interesting. I'll join whenever it's up.
 Post #33
 31st December 2009
grishnakah's Avatar
September 2008
174 Posts


Created by Epsilon Entertainment


About Tactical Assault

When your average FPS just doesn't cut it, you have Tactical Assault. TA is a mix-and-mash of several different games with original ideas and content thrown in there. Created on the "Fretta" gamemode base for Garry's Mod 10, Tactical Assault offers fast-paced team-based boom-laced action. Your objective is to defend, destroy, or capture objectives with your squad at all costs. You can call in airstrike, ammo drops, UAVs, and more. Choose from six (or more) classes with over twenty different weapons. Earn bonus points for completing objectives, and gradually work your way up to becoming squad leader of your platoon or even general of your team.

The basic idea is you work with your squad, and your squad leader gives you objectives to capture, explode, etc. A general, the most experienced player on the team, directs the flow of battle by directly collaborating with squad leaders, and can call in support like airstrikes and ammo drops. You receive additional points for completing objectives as well as killing higher-ranked players.

The mapping and menus are being done by Shoffing, Gunski, and Spencer (you'll have screens as soon as I do), and I'm doing most everything else.

We are in great need of a good modeller, so if you are interested in our project we would greatly appreciate any effort you would be willing to give (we mainly need weapon models and objective models).

DECEMBER UPDATE: http://www.facepunch.com/showpost.ph...4&postcount=18

Questions You Might Frequently Ask:

1. This all seems kind of confusing. Aren't Fretta gamemodes supposed to be easy and fun?
Well, yes. Think about it this way -- you're a first time player, joining a Fretta server with Tactical Assault on it. You join a team, pick a random class, and instantly get catapulted into the fray under the command of your squad leader. This is important -- the experienced players, those that are veterans on the Fretta server, are going to be picked as leaders. Tenderfoots can just follow orders, run around, and shoot people. It doesn't get much more simple than that.
However, the reason Tactical Assault is going to be a unique gamemode is because it doesn't stop there. Newbies can have fun mindlessly killing, but more experienced players can earn higher ranks, upgrade their weapons, and explore facets of gameplay not available to first-timers.

2. How many players is this supposed to support?
It probably loses some fun value below 8 or so players, but we'll be sure to make some small maps for smaller servers. Tactical Assault more fun with the more people, so anywhere from 12-128 players will make the game playable. We'll do our best to optimize the maps and code for large amounts of people.

3. OMG DIS IS KEWL WHERE CAN I PLAY?
Well thanks for your enthusiasm. Since I'm dirt poor, there's no server up with this yet (and it's not ready to put onto an official Fretta server), but you might see my listen server up from time to time. I have an SVN up, but it's not really updated enough to be of any use to you at the moment.

IMAGES











VIDEOS
If only I had something better than 30-second Fraps and Windows Movie Maker...


-> ModDB Page <-
(feel free to leave comments and suggestions)
Get XFire. It has a ingame recorder that records high quality at any frame rate, and for as long as u want.
 Post #34
 31st December 2009
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
Get XFire. It has a ingame recorder that records high quality at any frame rate, and for as long as u want.
Don't quote the first post, ever.
 Post #35
 31st December 2009
randomgibberish's Avatar
October 2009
64 Posts
Can this be played by yourself with bots?
 Post #36
 31st December 2009
Entoros's Avatar
October 2008
2,257 Posts
Can this be played by yourself with bots?
I mean, you can add bots and the game can be played. It won't be very fun though, since the bots can't do anything.
 Post #37
 31st December 2009
randomgibberish's Avatar
October 2009
64 Posts
20-30 is a very long gamemode. I can't imagine 50 minutes.
I can. Once I got stuck in a pretty long Battlefield 2142 game.

Edited:

I mean, you can add bots and the game can be played. It won't be very fun though, since the bots can't do anything.
That sucks.
 Post #38
 31st December 2009 Last edited by CowThing; 31st December 2009 at 06:26PM..
Gold Member
CowThing's Avatar
November 2006
2,829 Posts
I can. Once I got stuck in a pretty long Battlefield 2142 game.
We are talking about Fretta, which is meant to have game no longer than 15-20 minutes.

EDIT: Besides, he already said it'll be about 10 minutes long.

I don't see why you'd want to play with bots anyways, just play online.
 Post #39
 31st December 2009
Dwatring's Avatar
September 2009
574 Posts
Ok, thanks for volunteering. We'll start beta testing as soon as our map can get up! (already did a little testing with Asaratha)
I'll help and give feedback however you want me too.
 Post #40
 1st January 2010
supreme's Avatar
March 2008
18 Posts
I demand to see the vmf of the map :D
Reply

All times are GMT. The time now is 06:36AM.

Facepunch Studios 2010 - Server 'MARGE'