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No, not soccer where cacodemons are the balls. That would be silly.
yes i'm alone in the screenshot shut up
So, what is this so called Cacodemon Soccer?
Each team consists of Cacodemon. It's mostly flavor, though, as a flying Doom Guy would look stupid.
Run into the ball or let the ball run into you to catch it. You'll know when you catch it when a glowing ball appears as your weapon.
To throw it, regardless if you're make a goal shot or just passing it, press fire.
While you don't have the ball, pressing fire will make you charge. Hitting someone while charging will knock then out of flight for a bit and knock the ball out of their possesion, if they have it. There is a cooldown time of 10 seconds.
To score, simply toss the ball into the opponent's goal. Or just let it bounce into the opponent's goal. It doesn't really matter how it gets in there.
To prevent abuse, the goals are guarded by team barriers; that blue and red thing in the screenshot. If you're not on the team of the goal it's guarding, you'll get knocked back, and if the author of the map chooses so, lose the ball. Chances are, though, that you'll still score if their goalie is picking his or her nose.
So what're you waiting for? Get the wad and shoot some balls!
CACO01: "Airball Classic" by XutaWoo - Two goals, and a few barriers in the form of etched demon faces. First map made, and the only way to get any less classic is to remove the faces. 4 to 16 players, team barriers cause you to drop the ball.
CACO02: "Urban Ball" by Damage - Imagine CACO01, but much larger and much more slummmy looking. Play some hoops with destroyed buildings! 8 to 16 players, team barriers cause you to drop the ball.
CACO03: "Caco Castle" by rific453 - It's, well, a castle. Well, it maybe if you squint you eyes and stare at a wall and ignore the "Blue Scores" sounds. At anyrate, a wide goal with a bottom part that opens and closes rythimcally and random ball spawns. 4 to 16 players, team barriers cause you to drop the ball.
CACO04: "Electric Split" by XutaWoo - Four goals, and a few pillars. For standard four goal action, look no further! 6 to 16 players, tea barriers cause you to drop the ball.
Spoiler: Changelog
Beta 3 - CACO03 and CACO04 added.
Beta 2.5 - Ball carrier trail now less obnoxious, and the ball starts out a little slow also. CACO01: Team Barriers reinforced. CACO02: Added!
Beta 2.1 - Ball carrier now has trail. CACO01: Made team barriers more transparent and made goals wider. Plus fixed that HOM.
Beta 2 - Added team barriers and made charge cool down visible on the hud, which also fixed the nightmare ammo bug.
Beta 1 - First release!
Spoiler: for map makers
You want to submit a map? That's great! However, you need to do some things:
Make sure there are no regular deathmatch starts.
To set up goals, give a "Projectile flies over" with "Repeatable Action" a special of ACS_Execute, script 255. Then set the first argument for 0 if it's red's goal, 1 if it's blue's.
Team barriers are more complex; Mostly because of the fact that they're supposed to be transparent.
First, give the lines "Repeatable Action" and "Player Walks Over". Then, set their special to LineIdentification (121), and give them a line id. Setting the second argument to 16 will also make the texture go all the way down.
Next, give the map this script:
script 1 OPEN
{
TranslucentLine(1, 128, 0); //first arguments for all of these are the line ids you gave the lines
TranslucentLine(2, 128, 0); //make sure that they aren't the same, for the last two
SetLineSpecial(1, 80, 254, 0, 0, 192, 1); //the fifth argument is the team; 0 for blue, 1 for red. the sixth is the direction in byte angle
SetLineSpecial(2, 80, 254, 0, 1, 64, 1); //last is whether or not for the player to lose the ball if they aren't on the right team
}
The tid for the spawn spot of the ball is 888. Note that you can overide this script by make a script with the number 888 incase you want a random spawn point.
Finally, don't forget the MAPINFO!
Spoiler: for servers
You want to make a server? That's great! However, you need to do some things:
Make sure that you set up a maplist; otherwise bad things will happen.
Voting for a new map should be allowed, as sometimes the ball desyncs with the clients and disappears. Either that or it goes so fast it goes through the walls. Needless to say, this'll cause the players to need a way to reset or go to next map.
Gamemode should be TeamGame, PointLimit should be 5 or 10, and TimeLimit should be 5, if you want to put one. MaxClients and MaxPlayers should be 16, though you can put 32 if you really want to; just expect major congestion.
Finally, don't forget to put the wad URL!
Spoiler: for list makers
You want to make a *blank*? That's great! However, you need to do some things:
Finally, don't forget !
Last edited by XutaWoo on Tue Jan 05, 2010 8:10 pm, edited 5 times in total.
Played this with Xuta, Xaser and some other people yesterday, and holy hell it was fun , at that time it was abit glitchy but i guess xuta has fixed it now.
it reminds me of FFX's Blitzball.
i could whip up a map after im finished with the stronghold map i need to finish.
Looks interesting. That ball gets friggin nuts after a few bounces though. I'll put this on my list of things to do when my soul isn't consumed by pages of ACS
Anyway, this is mostly on hiatus until interest sparks again. So, mods, if you feel it neccesary, you can lock this topic, though this isn't really canceled.