Prop Hunt

Projects that alter game functions but do not include new maps belong here.
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KeksDose
 
 
Posts: 596
Joined: Thu Jul 05, 2007 6:13 pm
Location: my laboratory

Prop Hunt

Post by KeksDose »

Hello folks! Ever felt watched by your salt shaker? Did you try punching it? No? I do not want to fuel paranoia but there is a possibility that salt shaker could be your mortal enemy in a helluva well done disguise!

Image

Prop Hunt is a deathmatch extension inspired by a modification for GMod and Team Fortress 2 of the same name. The principle is simple: One team is given time to hide and become a decoration, the other team has to hunt all disguised players down and kill them before the time runs out. Hide and seek with guns and absurdly good hiding places.



Icytux and I thought the original mod looked like a great deal of fun, and seeing as the gameplay could easily be implemented we decided to just port it over to our favorite engine. We are looking forward to your comments! :P
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Nash
 
 
Posts: 17450
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Prop Hunt

Post by Nash »

I've never played the Gmod or TF versions but this looks so freaking hilarious.
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NerdKoopa
Posts: 56
Joined: Sat Apr 20, 2013 3:20 am

Re: Prop Hunt

Post by NerdKoopa »

Hell yes! I'd be interested in trying to make a map for this! Duke Nukem 3D has some great object sprites to rip. How would an office map sound like? Cs_office in Gmod works pretty good for that version. However, I do have a question: Are the positions and quantities of the map actors randomized? I'd imagine would be possible to have some of the actors to spawn with random offsets every time the map is loaded.
Also, could Sprite Hunt be a more appropriate name for this version of the game? Just a suggestion.
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Amuscaria
Posts: 6633
Joined: Mon Jul 26, 2004 12:59 pm
Location: Growing from mycelium near you.

Re: Prop Hunt

Post by Amuscaria »

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

Re: Prop Hunt

Post by CorSair »

Never heard or seen of the original Prop Hunt. But that looks quite fun. This might become another favorite mod for lan. :D

Also, does this need specific maps, or can it use other PWADs?
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NerdKoopa
Posts: 56
Joined: Sat Apr 20, 2013 3:20 am

Re: Prop Hunt

Post by NerdKoopa »

Maybe I could even make some voxel furniture for this! Tables, chairs and so on. I already have experience with voxels from my Voxel Vehicles Pack http://forum.zdoom.org/viewtopic.php?f=37&t=36486
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PillowBlaster
Posts: 919
Joined: Sun Jan 24, 2010 2:55 pm

Re: Prop Hunt

Post by PillowBlaster »

Had an unfortunate luck (because I never liked prop hunts that much) to partake in matches of it myself. I don't regret even a single second of doing that. :wink:
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Unholypimpin
Posts: 771
Joined: Thu Feb 05, 2009 2:08 pm
Location: California

Re: Prop Hunt

Post by Unholypimpin »

This looks more fun than hide n seek. Does the prop turn into the nearest available prop or does the prop turn into a random prop?

Ill definitely play this if i see a server up with it.
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twinkieman93
Posts: 1075
Joined: Fri Aug 10, 2007 11:13 pm

Re: Prop Hunt

Post by twinkieman93 »

AlwaysDoomed wrote:This looks more fun than hide n seek. Does the prop turn into the nearest available prop or does the prop turn into a random prop?

Ill definitely play this if i see a server up with it.
You select what prop to turn into by walking up to a prop and hitting use, turning yourself into an exact duplicate of the prop.

As a side note, that map seems rather small. Will there be bigger maps in the future? Or would this be compatible with any random map pack? Playing Prop Hunt in the base mapset would be interesting, you'd get to test just how well you REALLY know the maps. :D

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