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Cutmanmike wrote:Ventris had a good suggestion of a Cyborg super boost, which can be activated from the floor which launches the cyborg up into the air quickly and eats about 15 ammo or so. During this he will be invincible (very briefly) and can continue flying normally after. When the cyborg is stunned he won't be able to do his super jump (would be a bit unfair to the creepers).
Cutmanmike wrote:Ventris had a good suggestion of a Cyborg super boost, which can be activated from the floor which launches the cyborg up into the air quickly and eats about 15 ammo or so. During this he will be invincible (very briefly) and can continue flying normally after. When the cyborg is stunned he won't be able to do his super jump (would be a bit unfair to the creepers).
Neat.
Though, how'd you activate it?
Probably double-clicking the jetpack button.
Also, I kind of agree with Bighead, I think the shotgun could do with more spread. And why not have the Hunter change weapons quicker? I think it's unnecessarily slow right now. And perhaps reduce the wind up time to perform his radius magic, but increase the wait afterwards, so he still can't spam it?
Copied from a comment I ended up not making at Cutstuff:
I think the shotgun should be thought as a sniper rifle, not an actual shotgun, due to it's range and the usual room size of GVH maps, and DOOM DM maps in general.
Although, there's a bit of a problem with that; not the lack of headshots, but the speed and size of the opposing players. Take Team Fortress 2 for example; the only reason why the sniper rifle is enjoyable is because the enemies are a lot slower than Sjas in GVH, and while Creeper is a lot slower, he's tiny. Add this with both Sjas's flight and Creeper's transparency, an accurate weapon isn't that fun.
Oh, and the short delay between pressing the fire button and the weapon actually shooting can throw people off.
So, you could fix this by making the shotgun's spread a bit bigger so you don't have to aim directly at your target. Or lessen the delay before the pellets are actually shot. Right now, while it can murder a Sjas from the otherside of the room, you generally won't hit the Sjas unless it's standing still.
The first and third shot are new areas expanding in opposite sides of the map. The third is just showing off that pillar in the middle, and you can see an expansion there.
I gave it a try. It's cool but it still needs work, but it shouldn't be too much trouble.
Be careful with slopes + damaging sectors. I can find quite a few areas where you can stand on the edge of where a slope starts going down and not take damage. Give it a try. I dunno how to get around this but if you can come up with a fool proof way of fixing it, by all means go for it.
You seem to have given the map more places for humans to wait for ghouls to come out of! What I mean by this is, that there's more "corner" areas. Places you can sit still and view all possible entry points for where ghouls can come out of, and more than enough room to dodge them when they come. The biggest offender here is the large area at the south end of the map. Humans will flock there.
I notice you made a pit that you can't get out of. 3 classes (+2 with EW) cannot get back out of that pit. Not sure what I think of the idea but I will say if you're going to have a pit trap, at least make it so that when you end up there you're gonna die. Remove the rocks you can stand on. As it is, players will get stuck down there and the opposing team will be searching all around trying to find a player who is supposedly camping, but is actually a sitting duck.
You added a little window which I thought would be for creepers to hide in. So I picked the creeper class, jumped in only to find that there's an impassible line there. Is it just for detail?
I feel there's waaaaaaay too much lava now. I think this could be remedied if you removed the backwards c lava corridor thing to the east. This would also get rid of the sloping lava problem
Hope you can agree on these things
Edit: I made it so you can super boost by double tapping now
Havent played in the map yet, but i did see alot of lava, makes it nasty for non-flying classes to cross any large bit of lava. In particular if they are shot at from the other side, i guess.
Whatever it'll turn out to be, it cant get much worse then its current state, tiny, very effective camping spot, and the humans can just run away in the loop.
Hmm... And did you reset your comments on your site? Or some systematic thing that happened.
Now i can only see my own comments i just made in the proposed actions post.
Hmm... Other comments in other posts work, maybe an limit was reached?
Not sure what you're on about Carthief, but I will be blunt and say I already miss the old Wagi caves. Not that bighead's edit was bad or anything, and all the quiffs I had with it I could have changed but I can't get a good feel for a decent layout. Right now as carthief said, there's way too much lava. Maybe the wrong end of the map was extended? I dunno. Maybe Wagi himself could help out, after all he gave me the damn thing
Bighead, post a link to your version if you like to see what others think.
Edit: Oh I see. New theme is limiting the amount of comments on a page.
I have to be strict because the maps have a such a huge impact on the gameplay. When I first started putting the map pack together it was just a matter of "Need maps, give plz" and I had to scrounge around for them. Now that GVH has been played a lot, the majority of complaints are from the maps so I have to enforce quality. If you disagree then by all means receive feedback from the edited map and let them tell me how wrong I am, and I'll happily add it to GVH.
Edit: I have a new proposal to make the Hunter a bit more pimp. Please read the Hunter's changes and let me know if you agree or disagree with them. I don't want to wreck the gameplay by giving the Hunter too many options.
I think the magic was ok as it was, but i definitely think it can be improved. Here's some ideas of mine. I think perhaps if the magic used ammo (that regenerated on it's own) would make it more fair. I mean, i'm guilty o spamming magic like crazy in the old builds and end up killing almost all the creepers by myself. Perhaps a mana counter that is used for the spells, and like the cyborg, recharges if you stood still.
Fire: I think your current idea can work pretty well. Creating a patch of fire is a good defense strategy Against creepers.
Ice: I'm not sure if an wall that only lasts for 1 second will be of much use. I suggest summon something similar, like a pillar of ice, that falls down from the ceiling/sky (or rise from the ground). The impact should do some damage, but the Ice should stay there for at least 5-10 seconds (or forever). Limit the summoning count to 3. You should make the ice very vulnerable to Jitter Damage, so it can smash right through it without much trouble, but more resistant towards Sjas or the Choke blood-ball and bite. This will allow several hunters to block off a corridor that can block Creepers, Chokes, and if the hallway is not very tall, the Sjas (or it can fly over it in rooms with high ceilings. This walling in can be useful, but also traps the hunters when Jitters are present. This should be a fair trade off. Also, making this chargeable would work well too. Form example, if you don't charge it, it will be a low wall, alowing some ghouls to jump over it. The longer you charge, the taller the pillar becomes; probably 48, 72, 128 units high depending on charge level.
Lightning: Instead of blasting the Hunter himself, i think perhaps a chargeable stun attack. The longer you hold the alt-fire, the more mana it uses up to charge and the bigger the radius. When hit, it deals a small amount of damage (radius based) and stuns some ghouls while not harming others at all. Creeper should be stunned the longest, while Sjas can probably be immune completely. This allows other teammates to finish the guy off when stunned. When stunned, the ghouls should have like an electric spark appearing on their bodies, so to give away their positions to teammates.
Perhaps, a cooldown between casting would also balance things more. Also, with the ice wall thing, this leaves room open to a potential new "+GHOST" class that can walk through the wall. This can make an excellent additional, something between a Sjas and the Creeper, and some original aspects of its own.
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As for the Cyborg, I think a "Overdrive" ability will probably be better. Using a large portion of ammo, and perhaps some damage to itself, the Cyborg should increase it's speed and jumping height for a period of time as well as increase in weapons damage. The health trade off should be made so it offsets the damage increase. Also, a cooldown between casting would be useful.
I still support that Cyborg having some altnerate weapon that uses up a finite amount of ammo. Maybe like a 3-shot Grenade or something. Or perhaps a switch in weapon-firing mode (like DE-EP3 weapons) that changes the standard plasma cannon to that of a plasma shotgun thing.
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As for the Marine and it's now lack of auto-aiming. I see no point in changing the weapon because people don't know how to aim. They shouldn't be using auto-aim in the first place. If they can't play without some old-school auto-aim, then they should either learn or not use that class. A bigger spread really would help the weapon much, as it would just make it less useful from farther away. The original weapon was a decent mid-range weapon.