Welcome to Bridge Runner!
The goal is to be the first player to reach the top of the play area. Players must travel across 5 rows made of 20 bridge rings that can disappear or reappear at any moment. If a player falls through, they will have to climb back up again. Sometimes players may fall multiple rows. This can cause damage, or even death.
To teleport up to the next row, press use on the walls. If a player is blocking the path, you will not ascend.
Important details:
This mod is intended for multiplayer, though it can be played by a single person. Up to 8 players supported.
This is essentially a 3D jumping platformer, so people who dislike those kinds of games will probably dislike this mod.
This mod works in ZDoom, GZDoom, and SkullTag.
This mod is a beta, so there are a number of things about it that are either unfinished or very simplistic and needs more updating before I would consider this mod completed. If there is anyone who can be a beta tester and would like to try this mod, hopefully in multiplayer, and comment on it, I'd appreciate it.
Specifically:
Is this mod any fun to play?
Is it too difficult? Too easy?
Does this mod slow down older computers at all? Is it minor or does it become unplayable?
PS: I suggested the use of the sounds from Morrowind.
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 6:34 am
by Mikk-
I'm running this in the latest alpha of Skulltag, (to my knowledge)
And, I cant seem to go any higher...
I press use on the wall, I get teleported 256 units, and then I crash down to the ground, what the..?
How do I get any higher in this?
Confirmed, this is broken in skulltag.
The blue balls don't spawn.
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 10:31 am
by Slasher
I've never actually done any modding for SkullTag, but I downloaded the latest beta and tested my mod. I have no idea how to fix the problem with the blue bridges, as they work fine in g/zdoom. Is there anything used in my mod that's available in zdoom but not yet in SkullTag? Or maybe something SkullTag handles differently?
Unless someone knows how I can fix this to work in SkullTag, it'll just have to be for G/ZDoom for now.
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 6:21 pm
by carlcyber
No performance issue, changing thing number of NewCustomBridge2 from 6001 to 15000 becomes skulltag-friendly, and my recommendations are: Could the bridge gradually dissapears instead of instantly when it is about to be unsolid? This could be ignored in crazy mode. The second one is: Could the time waiting in intialization be shorten? Waiting 300 tics everytime is not very fun.
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 6:28 pm
by Davidos
I love this thing >.<; D 'oh!
I seriously don't know why but I just tried beating it in less than 30 seconds and I pretty much failed at the last second >.>
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 7:16 pm
by Slasher
New version up! Grab it in this post or on the first post!
Fixed a DoomEdNum issue that broke this mod in SkullTag. (Thanks to carlcyber for informing me how to fix the problem)
Shortened initialization time. Now only 100 tics (slightly less than 3 seconds)
Bridges now gradually disappear and reappear, instead of immediately changing.
I seriously don't know why but I just tried beating it in less than 30 seconds and I pretty much failed at the last second >.>
Yeah, a number of times I've been on the top row and then fell through. Keep trying though, you'll get it.
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 8:28 pm
by Ethril
Wait a minute. Do the platforms appear/disappear at set intervals, like, y'know, a pattern? Or is it completely random?
Because if it's completely random, that means that this is totally luck-based, aside from the skill needed to accurately jump from platform to platform.
edit: oh nevermind you made them change gradually instead of instantly, that's fair enough.
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 8:46 pm
by Slasher
Ethril wrote:Do the platforms appear/disappear at set intervals, like, y'know, a pattern? Or is it completely random?
They are random. One of the bridge rings is randomly selected, and whatever state it's in, it changes to the other state.
I had wanted the lower rows to change less often than the higher rows, but I don't think it worked out quite like that.
I've personally found this mod to be somewhat difficult. That's one of the reasons why I asked others to try it and share their experience. It's challenging but I enjoy it, and I'm hoping others do too.
Re: [WIP] Bridge Runner
Posted: Sat Aug 08, 2009 9:36 pm
by carlcyber
Yeah, just like Ethril said: It would be even more luck-based if the bridge disappears instantly and the player can only "Ahhhhhhhhhhhhhhh.......oof..." instead of gradually (maybe a second before it vanishes), then the player can have a sense that "Oh, I need to move." That's the reason I made that recommendation.
Re: [WIP] Bridge Runner
Posted: Sun Aug 09, 2009 2:50 am
by CaptainToenail
It's like an extremely irritating jump maze wad?
Re: [WIP] Bridge Runner
Posted: Sun Aug 09, 2009 9:45 am
by .+:icytux:+.
this reminds me of Ricochet somehow that multiplayer game made with the hl1 engine which you can get free when buying Counter-strike as example
Spoiler:
Re: [WIP] Bridge Runner
Posted: Sun Aug 09, 2009 2:46 pm
by Gez
It uses custom bridges, so I approve.
Re: [WIP] Bridge Runner
Posted: Sun Aug 09, 2009 4:43 pm
by Slasher
CaptainToenail wrote:It's like an extremely irritating jump maze wad?
Perhaps a bit irritating, but some people like a challenge... right?
.+:icytux:+. wrote:this reminds me of Ricochet somehow that multiplayer game made with the hl1 engine which you can get free when buying Counter-strike as example
Spoiler:
Hmm, I'm not familiar with that game. Maybe I'll have to check it out. My inspiration for this mod was really just the idea of players competing against each other in a sort of race. In this case, a race to the top of several rows of bridge rings that you might fall through. The idea seemed fun, but quite difficult to actually win, apparently.
Gez wrote:It uses custom bridges, so I approve.
Yep.
Re: [WIP] Bridge Runner
Posted: Sun Aug 09, 2009 6:32 pm
by Ethril
Slasher wrote:
.+:icytux:+. wrote:this reminds me of Ricochet somehow that multiplayer game made with the hl1 engine which you can get free when buying Counter-strike as example
Spoiler:
Hmm, I'm not familiar with that game. Maybe I'll have to check it out.
Don't even bother. It was practically dead even before HL2 came out; Now that even the mighty Counter-Strike and Team Fortress Classic (also: Day of Defeat, Natural Selection, and Sven Co-Op.) are dying out (mostly because of their Source counterparts - sans the last two - but that's not the point), I'd be surprised if there's been even a single game of it played for weeks.
You know that Dodgeball Doom mod? It was kind of like that, only instead of a field separated into two halves, you were on floating platforms over a Bottomless Pit O' Death, and you had to launch yourself across the gaps to grab powerups/dodge/close in on your opponent. That's what those yellow arrows on the sides were for. You couldn't make the jumps yourself in most cases.