Duke Nukem: War of Attrition "Discussion thread for DT's War of Attrition mod"
#391 Posted 13 October 2010 - 02:05 PM
#392 Posted 13 October 2010 - 02:05 PM
This post has been edited by Jhect: 13 October 2010 - 02:06 PM
#393 Posted 13 October 2010 - 04:25 PM
Jhect, on Oct 13 2010, 03:05 PM, said:
It's hard for me to judge the difficulty at those later stages that only occur in high score mode, because I don't play that much myself. The maximum you can ever get from COLA is 100, and the max from SIXPAK is 300. I will probably nerf those values as well as the max health upgrades, but make the nerfing kick in only at high levels. The high score challenge is supposed to keep getting harder until it becomes impossible, so I'll need to add at least one more tougher monster, and make this one ridiculously powerful.
#394 Posted 13 October 2010 - 06:22 PM
DeeperThought, on Oct 14 2010, 02:25 AM, said:
yea but remember that i saved so i kinda cheated. it should be played wuthout saving right? anyway if anyone are actually able to survive all those super pigcops when they are first shown then i dont think that anything can kill that person. i am a very good player and i were always out of ammo and holoduke were the only thing to save my ass. just ask me if you want to test something i love it hehe
#395 Posted 13 October 2010 - 06:23 PM
Awesomebob, on Oct 5 2010, 08:26 AM, said:
It's not that special.
I agree that it's hard to be objective about my own maps because I hate my own work, but yes, I've pulled the dick move and made cracks decorational. Though I would estimate that over 90% of the cracks that do open something up in my maps will have a pipe bomb nearby if there isn't a fire extinguisher already there.
@DT If you're going to make a powerful enemy you could use the scorpion tank, give it mad fire power and health, then make it spawn 6 super pigcops that can heal themselves and a mega-mech armed with an .88 magnum.
I drew up plans in my hydraulics class for a 22 cm auto loading hydraulic cat canon. I don't know what the muzzle velocity would be, but the firing mechanism is rotating at 1500 rpm at around 250 to 300 psi. Go ahead and use it if you want.
This post has been edited by Forge: 14 October 2010 - 03:37 AM
#396 Posted 13 October 2010 - 08:15 PM
Forge, on Oct 13 2010, 07:23 PM, said:
On second thought what I'll do is make Duke age one year per mission (he gets a lot of time off in between).
Assuming that he's 25 in the first mission, he'll be fine for 10 missions or so. Then his speed will start to drop and he will have a stamina bar for running, and the bar will get a little shorter every level. When he takes damage, there is a chance that the injury will be permanent, lowering his max health. Also there will be a random chance of pulling out the wrong weapon as he becomes senile, so you may have to press the number key 3 or 4 times until you get the one you want. When you press space on a babe and he says "You wanna dance?" she will just give him a cold stare, causing Duke to take damage. The good news is, when he uses a toilet he will get 30 health back. The bad news is, he has to sit on the toilet 3 times as long, and doing so will trigger nearby respawns who will shoot him as he's helpless. And if he uses steroids, there is a good chance that he will have a massive heart attack and die right there on the spot.
#398 Posted 14 October 2010 - 06:12 AM
DeeperThought, on Oct 14 2010, 06:15 AM, said:
Assuming that he's 25 in the first mission, he'll be fine for 10 missions or so. Then his speed will start to drop and he will have a stamina bar for running, and the bar will get a little shorter every level. When he takes damage, there is a chance that the injury will be permanent, lowering his max health. Also there will be a random chance of pulling out the wrong weapon as he becomes senile, so you may have to press the number key 3 or 4 times until you get the one you want. When you press space on a babe and he says "You wanna dance?" she will just give him a cold stare, causing Duke to take damage. The good news is, when he uses a toilet he will get 30 health back. The bad news is, he has to sit on the toilet 3 times as long, and doing so will trigger nearby respawns who will shoot him as he's helpless. And if he uses steroids, there is a good chance that he will have a massive heart attack and die right there on the spot.
hmm the age thing sounds a bit weird. might give it a try. that pigtank that wasnt used is unfinished. it doesnt have a fire animation right? would be easy to make if you are just a little bit good with photoshop. you could maybe give the new super enemy the unused drone sound. that weird rage sound that doesnt fit a drone at all :S
#399 Posted 14 October 2010 - 11:40 PM
I still consider this a beta, because I haven't been able to test the new monster under realistic game conditions. It is only available at the Fissile Materials site.
#400 Posted 15 October 2010 - 09:23 AM
#401 Posted 17 October 2010 - 08:41 PM
Awesomebob, on Oct 15 2010, 10:23 AM, said:
There are some variables you can set in the console, using the setvar command (for example: setvar randomize 10000). Explaining what they do is a bit involved, though. Setting the score actually does nothing to affect gameplay: the main variables that do that are randomize and rawrandomize. There is nothing special you need to do to make a level for Attrition. Just make a good level that works in the unmodified game, and it will work in Attrition. Whether it is balanced at different stages in the game is my problem. A map that plays well in vanilla Duke is supposed to play well in this mod regardless of when it is reached. I have spent a lot of time tweaking various aspects of the game to make it work smoothly with a wide variety of maps.
_________________________
Tonight I have uploaded what I hope is the final version of Attrition 1.15. I have made some significant balance tweaks and some bug fixes since my last post, so it is worth checking out. If no problems crop up in the next day or so, I will upload it to ModDB.
#402 Posted 21 October 2010 - 04:47 PM
#403 Posted 21 October 2010 - 05:28 PM
Loke, on Oct 21 2010, 05:47 PM, said:
That's great, I'm glad you like it and it is my goal to make it addictive. However, I've been trying to make the high score mode get increasingly difficult to the point where even a good player will eventually die. Personally I find it boring to be able to keep going indefinitely.
Today I started working on a new type of gameplay which will be the "War of Attrition" episode. It will be the mod in its purest form. You play in DM maps and waves of enemies spawn (like invasion from the UT series). It's still too early to say much more about it, but I'll try to keep it fresh.
If you know of any suitable DM maps for this, or want to make one, let me know. I have found several good ones already, but it doesn't hurt to have more. The best maps are ones where the monsters can get to the player without too much trouble. If they need to use elevators, cross sprite bridges, swim through water or do anything complicated like that it will probably result in monsters getting bunched up and stuck in parts of the map. EDIT: Any monsters or items in the map will be deleted and replaced by me or my code so don't worry about that.
This post has been edited by DeeperThought: 21 October 2010 - 05:30 PM
#404 Posted 22 October 2010 - 04:01 AM
William Gee's large collection of DM maps is also definitely worth checking out if you already haven't.
#405 Posted 22 October 2010 - 02:49 PM
You can see why this happens by looking at this snippet of the old CON code:
ifpdistl 2448 ifpdistg 1024 { ifceilingdistl 48 break ifp pfacing break ifgapzl 64 nullop else ifawayfromwall { spawn TRANSPORTERSTAR action ATROOPREAPPEAR move 0 break } }
If the liztroop is close to a wall it will not uncloak, nor will it uncloak if it has gotten itself into a tight space or if the player is not within a certain distance. To fix this I guess I'll force them to uncloak after a certain amount of time has passed whether they like it or not.
This post has been edited by DeeperThought: 22 October 2010 - 02:49 PM
#406 Posted 27 October 2010 - 08:27 AM
I used to know a bunch of DM maps that I always thought, "wouldn't it be great if there was a single player mission to go along with this?" Unfortunately that was back in the late 90's and I just don't remember the names of those maps. One was called either alcatraz or therock...I remember it being particularly large and fun, and it'd definitely be suitable for battles against large hordes of aliens.
The rest I probably wouldn't even be able to describe well enough for anyone to know what I'm talking about.
edit: Found it. There were a bunch of levels with those titles on dukeworld, but here's the one I'm talking about: http://dukeworld.duke4.net/classic%20dukew...-t/the-rock.zip
This post has been edited by tix: 27 October 2010 - 09:00 PM
#407 Posted 02 November 2010 - 11:01 PM
tix, on Oct 27 2010, 09:27 AM, said:
I haven't checked that out yet, but I'll look at it before the next update. In the mean time...
War of Attrition 1.20 beta is now available at Fissile Materials.
This version has a whole new game mode. Episode 7 is "War of Attrition", which is the mod in its purest form. You fight wave after wave of enemies in a series of DM maps. The composition of the waves is partially random, and partially specified. I added some new powerup items exclusive to this mode, and some great tracks by Marc Pattison to go with the maps (you might want to turn the music volume slider down, though). I also added some elements into the HUD, including a monster radar of sorts. I fixed many small bugs and made lots of balance adjustments, some of which affect the other game modes as well.
As always, I'm hoping that some people will test this and let me know about any problems before I upload the new version to Mod DB. It's already been tested a lot, though, so I'm hopeful there are no major bugs.
*About the music: I downloaded those Marc Pattison tracks about 10 years ago, at which time he was distributing them for free with no strings attached. I have no idea where one would find them now nor how Marc would feel about them being included in this mod, though I think they fit perfectly. Since he currently sells his albums online, I guess you could say I'm being a dick by just including the tracks without asking, but as the saying goes, it's easier to ask for forgiveness than get permission.
#408 Posted 03 November 2010 - 09:59 AM
#409 Posted 03 November 2010 - 11:04 AM
This new mode is excellent, specially in multiplayer.
Don't forget to fix the text of the manual jeje.
A bug a founded is the letters sprites, if you touch the video filtering, sometimes the letters sprites transforms to white boxes.
Possible Suggestions:
.Add the dukeplus option: Double Ammo & Monsters, for people who wants a big & suicidal war.
.Modifiable variables to change the initial difficulty of the game manually (like the score system).
#410 Posted 03 November 2010 - 12:42 PM
E.C.S, on Nov 3 2010, 12:04 PM, said:
You tested it in multiplayer? I would expect a lot of problems.
Anyway, I fixed some more bugs, tweaked a few more things and re-uploaded it. Attrition 1.20 is now considered official and I will update it at Mod DB as well.
#411 Posted 05 November 2010 - 06:43 AM
Plus, I faced that freaky assassin robots around wave 16 and they easily mopped the floor with me : aren't they a bit too powerful to face them at that time ? In the random maps episodes you encounter them when you're quite more powerful, if I'm not mistaken.
#412 Posted 05 November 2010 - 08:08 AM
Headless_Horseman, on Nov 5 2010, 07:43 AM, said:
Plus, I faced that freaky assassin robots around wave 16 and they easily mopped the floor with me : aren't they a bit too powerful to face them at that time ? In the random maps episodes you encounter them when you're quite more powerful, if I'm not mistaken.
First, I am assuming you are playing the version posted after I said it was official and not the beta. The beta was too difficult because I had changed the drop system but did not compensate for it in other ways. The official version, I believe, is about right.
The mode is meant to be a challenge after you have played some of the random episodes. You may have to play it a few times and become familiar with the waves and levels so you know which weapons to conserve for which waves. I find this mode pretty challenging at times when playing on Come Get Some, but I'm able to beat it. I don't want to make it easier, because I know that myself and some Attrition players can handle it, and it's more fun for us to have a mode that isn't easy. You can always play on Piece of Cake or Let's Rock, you know.
I don't see it as being better than the random missions episodes, and in fact it probably has less replay value. But it's a different kind of gameplay in that you have constant action without worrying about finding a key/button or whatever in a singleplayer user map. I also think some of the battles near the end are quite spectacular.
#413 Posted 05 November 2010 - 01:25 PM
I downloaded the version I played from Fissile Material after your message about making it "official", so I think it's the right version. But why you didn't add anything about the new episode in the documantation ?
#414 Posted 05 November 2010 - 07:48 PM
Headless_Horseman, on Nov 5 2010, 02:25 PM, said:
I thought I had.
#415 Posted 06 November 2010 - 02:04 PM
#416 Posted 13 November 2010 - 09:30 PM
Also with the game mode it seems that slimers are not removed from any maps that may include them, but other monsters are.
EDIT: In other words, how can we take some other map and make it usable in War of Attrition?
EDIT 2: Never mind I found tile 5300, problem was I wasn't loading mapster with "-jattrition -hatt_hrp.def" so I couldn't see them tiles.
This post has been edited by The Commander: 13 November 2010 - 09:50 PM
#417 Posted 13 November 2010 - 11:34 PM
The Commander, on Nov 13 2010, 09:30 PM, said:
Also with the game mode it seems that slimers are not removed from any maps that may include them, but other monsters are.
EDIT: In other words, how can we take some other map and make it usable in War of Attrition?
EDIT 2: Never mind I found tile 5300, problem was I wasn't loading mapster with "-jattrition -hatt_hrp.def" so I couldn't see them tiles.
You don't need the -hatt_hrp_def part because the tile in question is in an .art file
So yeah, just place some 5300 around the map where you want the monsters to be able to spawn, you don't need to tag them or anything. Slimers staying in the map is a bug. You may also notice that respawns still work for spawning items, but not monsters (if they try to spawn monsters, the teleport effect will appear but no monster will show up).
Oh, and I forgot to mention, I made a movie today showing the new mode: http://www.youtube.c...h?v=rsOx_Gweous
I was lazy and I didn't make a proper trailer; it doesn't even show the new items. The action is good though and it shows what it's all about.
This post has been edited by DeeperThought: 13 November 2010 - 11:40 PM
#418 Posted 14 November 2010 - 12:31 AM
Game play is to slow if it's played to early due to the size of it.
Attached File(s)
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DukesNightmare_ATT.zip (71.86K)
Number of downloads: 310
#419 Posted 17 November 2010 - 05:15 PM
I had a bad day, then i´m playing the new "War of Attrition" mode of Attrition and the only thing i can say is wooow!!!!, it´s so addictive and much more fun that many "seek and destroy" online games. Well comming back to playing.......
#420 Posted 18 November 2010 - 03:53 AM
Every time I load the game, I have to manually shut off the autosave feature. Slight annoyance.
I'm on the sixth map, 3rd or 4th wave, (roch island) and it's getting pretty brutal. Used to be able to run the streets, now I'm in sniper mode since I'm drawing such a large number of aliens (around 50 which is alot considering their advanced fire power and the cramped, half/map).
It's still fun, but not as much, since I'm reduced to camping, and quick runs out into the streets for supplies (<-that part can get exciting when I have 3 or 4 evil dukes, 3 mechs, and a plethora of high powered aliens all trying to vent my skin at the same time)