MultiClass DM/TDM (Still need name for mod)

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Doomedarchviledemon
Posts: 31
Joined: Tue Jul 05, 2011 9:17 pm

MultiClass DM/TDM (Still need name for mod)

Post by Doomedarchviledemon »

Well I finally had the time to get this mod started and post this thread up. Though I don't have an official title for this mod yet, the title of this thread says it all.

--What is this mod?--

This mod is a Multi-class based DM/TDM mod that includes different themed classes with weapons to match along with their theme. They also have their own stats as far as health, speed, jumping, etc. Basically, think of TF2 in Doom but with more classes and weapons.

--Things that are up for discussion--

Currently just about everything is subject to change including class types, weapons, stats, etc. I am up for any feedback and suggestions, as long as it's constructive please. Though there are a few main points I'd like to focus on throughout the project.

1. How many classes should there be total?
2. Which classes should be included/dropped?
3. How many weapons should each class have? (Maximum and minimum amount)
4. Are there any type of interesting functions that could also be included? (Like how I am thinking on implementing the "Powered" weapons)
5. Does the "Powered" weapon function seem a little too much or unfair?
6. Would an Invasion mod also fit with this? (Please read Game Types below as well)
7. Are there any other Game Types that could also fit with this mod?

--Game Functions--

v.1.0
So far there really is only one major game function that I have not implemented yet, but I am highly considering it. When a player achieves a certain goal, either by gaining a kill streak or by another method, that player will be given a "Powered" weapon. These weapons are highly powered and can either kill a player in one shot or damage them severely. The weapon will either have a single shot to use or be set on a time limit. Once they use their shot or the time runs out, the goal is reset and the player will not be able to use the weapon again until reaching that goal.

--Currently Looking For--

v.1.0
I'd like to have more weapons to include for a lot of the class's. For example, the Stealth, Poison and Midevil class only has one weapon given to them so far. I'd like to have more weapons that would fit with these class's as well as others that need it. Any suggestions or resources would be appreciated.

--Game Types--

v.1.0
Currently there are only two different game types for this mod. DM and TDM. (Death Match and Team Death Match)
Even though these are the primary game types and would best fit this type of mod, I am also wondering if an Invasion style mod would also work for this. It will give the team a set of different classes each with their own weapons and stats to fight off the hordes. I personally think that this would give an invasion style mod an extra appeal to it because it's not just the same weapons and the same class for everyone. Player's will be able to choose their favorite class that they prefer to use.

--Versions--

v.1.0
The current version is nowhere near polished up and it does have some graphical issues with it. I will go back and fix these issues later on though. I wanted to just get a base file to start out with to help determine which weapons would work best for each class. Basically to see which weapons would fit best with each class, get an idea for what their stats might be and throw in as many possibilities as I could to have a wide range of choices to choose from.

--What this mod includes--

v.1.0
-Currently there are a total of 19 different classes.
-Some of the class's have around five to six weapons while others might have one or three. The weapons will change later once I get more weapons to fit with each class's theme.
-Most of the class's stats are different and were tried to fit with the class. (Ex. Heavy class = slow but has more hp)

--Known bugs--
-Graphic issues that will be fixed later
-The classes will not change if you try to change them via the start menu. (This only happened to me once when I was recording the video so I am not sure if this is due to the mod or because it was being recorded)



--Videos--

v.1.0



--Download--

http://www.mediafire.com/?cck2fyd4jt0knu3


--Team members--

Doomedarchviledemon
TheDamager
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CorSair
Posts: 580
Joined: Sat Dec 31, 2011 10:54 am
Location: .fi

Re: MultiClass DM/TDM (Still need name for mod)

Post by CorSair »

Even as I am not taken any interest in multiplayer mods and stuff, this seems quite interesting.

First, I would answer for your inquiries...

1.
20 classes.

2.
You forgot medic/healer/something similar. But if support can work as doctor, then fine, 19 classes...
As a question: What the hell is Midevil? I am not quite clear of that, unfortunately.

3.
I think all classes should have seven weapons. Quite lot, though. And all weapons should generalize to these categories: Melee, secondary, general-purpose, area cleaner, rapid-fire, somewhat powerful than others (figure that out :P) and the powered. Of course, some classes can't make to that, but as I said, they should only be generalized. Not all may need seven guns just for show. Hell, maybe some class can survive with three, unique guns.

But I think every class should have some melee attack. Pyro, for example, could have blowtorch, that uses ammo for powerful, searing flame jet, and secondary attack works like club when ammo is exhausted. Just example, only. I think you can think something more creative.

4.
Every class should be different. Aside by speed, jump height and distance, health and weapons, all classes should have their own special gimmicks. And in here, I would concentrate.
Let's think through.
Stealth class, as the name implies, should be silent for every way. Dropping from heights, using switches and doors for starters. Most unique thing I would think is that stealth can become invisible, totally or partially, depending on how dark the sector is. Unfortunately, I don't know anything about coding, so I don't know is this even possible. =(

Classes should have resistances. For example, Pyro weapons against other Pyro is very inefficient, only causing minimal damage. Other weapons will do fine, as long as it is not fire weapon. Like mafia's molotov. And if to think the opposite, the vulnerabilities, I think pyro and ice class should deal double damage to each other.

5.
If someone wants powered, they should meet prerequisites to acquire one. Like kill streaks, or something more exotic. Given as is is NOT recommendable. Given as a pickup weapon, no.

7.
Don't forget CTF!



And again, I would stress the most important thing:
All classes should have their own special gimmicks. Do Not just adjust the speed, health or weapons only. It just doesn't feel right, nor fit in the multiclass mod.
Few things to note.
About ammo. How they would be given in MP?
Or weapons. Now how these would be acquired? Or does players just get them?
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Doomedarchviledemon
Posts: 31
Joined: Tue Jul 05, 2011 9:17 pm

Re: MultiClass DM/TDM (Still need name for mod)

Post by Doomedarchviledemon »

Thank you for your feedback on this. I'll go ahead and reply down the list I guess lol

1. Sounds good to me.

2. I was actually thinking about having a medic class before but I didn't include it in this version because I didn't have any weapons that would fit with that class. (A weapon that heals other players that is) I'll have to look up on how that will work for weapons first to see if I can do it or not. I'd like to have this class in here though.
The Midevil class is basically a midevil warrior, armed with a crossbow, mace, long sword, halberd, and maybe a ball 'n chain that can be thrown. This class is mainly a melee class but can hit hard. It also has a lot of armor and quite a bit of health but are rather slow. I also want a few ranged weapons for this class, hence the crossbow and ball 'n chain idea. I am not really sure if this class will work out in a multiplayer setting but I'd have to test it out when I get to that stage to make sure.

3. Seven weapons might work. I'll have to test it out when I get to that stage though. Also, I like the way you set the weapon slots up. I'll be keeping that in mind and try to keep to that formula.

4. I am trying to think of more gimmicks for each class. The Stealth class for example, you've said nearly everything that I was thinking about when coming up with this class. I was also trying to get this class to become partially invisible with the DECORATE code, but I failed since I have no idea what I'm doing lol. I basically just tried to put the +INVISIBLE or +GHOST flag on it but nothing happened. I'll look into that a little more. If anything else I can just give the class an item that the player can use to make them partially invisible for a short amount of time.
Some of the classes I am not sure what gimmicks to put on them because there really isn't anything special about them. The Gun Specialist for example is basically a normal marine with hitscan weaponry. Giving the class any special gimmicks, to me, seems a little odd. Unless someone has an idea I can't think of any.
For other classes I have a few ideas. Poison class can have a small field around them that causes damage to others who get to close because of radiation poisoning. Electric class could randomly shoot out an electrical charge from their battery pack that can shoot out in any direction.
Resistance is also a very good idea. I'll be sure to remember this.

5. That's what I am thinking. How to execute it properly I was thinking of kill streaks also.

6.... er 7. Yes, this came in mind as well.


I will definitely be giving the classes some gimmicks as suggested.
As far as ammo goes, I was thinking something along the lines of how TF2 did it. Have one main ammo kit that holds an amount of ammo for all class weapons. This way we don't need to stress having to put all different types of ammo everywhere for each class's weapons.
As for the weapons, I am thinking about letting the players start with all weapons assigned to that class, with the exception of the Powered weapons of course, and have a set amount of ammo at the beginning. Just like in TF2. I am using TF2 ideas because they work quite well in the game. Not to mention, if the players didn't start out with their weapons from the beginning and had to acquire them like normal (Going through the map and finding them) there would be a ton of weapons laying around along the map which most class's will not be able to pick up since they are not assigned to that weapon. To me that seems like a mess. Unless there is a better way of giving the classes their weapons I'll keep it like this for now.


Again, thank you for the constructive feedback. ^.^

EDIT: Figured out how to get the Stealthy class to become partially invisible. Renderstyle OptFuzzy
I am also now starting to work on giving the classes some gimmicks.
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