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Author Topic: [Mod] Jumpy - Deutsche Dieselpunk Mayhem  (Read 1441 times)
Netsu
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« on: December 12, 2007, 10:41:36 AM »

This time our blood lusting worms will kick each others' asses using the weaponry and powers of the ubermensch. Taking inspiration from games such as the Wolfenstein series, Bloodrayne etc. I deliver you a mod full of nazis' top secret weapons and experiments.

The newest, third release

Jumpy r3

      

   

   

   

Key features:
-Walljumping instead of a rope.
-Fast and dynamic gameplay.
-Nine deadly and diversed Wurmwaffen.
-Frag limiting and suicides counting.
-Weapon syncing based on promode syncing scripts.
-Changing weapons is possible after each death.

Plus other fancy stuff like:
-Frag and suicide messages
-Killing-spree-stuff from Unreal
-Game ending screen centering on the winner etc.
-Dark mode
-Ultra bloody anime-like deaths
-Weapon selection is now pretty
-Bot support

There are three maps included and I suggest you play on those since they are made with walljumping in mind.
-Uberwurm
-Mansion
-Shaft

Three weapons you should know more about:

 Yperit
Mustard gas, freakin' lots of mustard gas. All in a form of a small grenade. The gas not only burns your skin causing damage but can also blind you if you stay in the cloud for too long.

 Flammenwerfer
A flamethrower. You must be careful when shooting it, if you do it too often your worm can become fire-frenzied, as such he neither would be able to change his weapon nor to stop firing the flamethrower, and his health will slowly degenrate.

 Die Kraft
The power of the Ubermensch. Press the fire button to form a ball of energy in front of you. Hold the button longer to create a shield that will deflect some of the incoming projectiles (it will slowly consume you energy). At any time when holding the ball press the kraft button to shoot the ball (it consumes 40% of the energy).

All comments and sugestions are more then welcome Smiley

Keys
p0:
up - w
down - s
left - a
right - d
fire - f
kraft - g
jump - h
change - q
scores - tab     
p1:
up - up
down - down
left - left
right - right
fire - num1
kraft - num2
jump - num3
change - right shift
scores - enter

Credits
Mod Author
-Netsu
Graphic assistant & play testing     
-Tmth
LUA help
-Wesz
-Basara
Sounds sources
-findsounds.com
-flashkit.com
-Unreal Tournament series     
-Quake 3
-Sindalfs' mods
-my home studio
Special thanks for advice and/or play testing
-Ttftcuts
-Ragzouken
-Gliptic
-Cmons
-Oski
-Shivek
« Last Edit: September 29, 2008, 05:12:54 AM by Netsu » Logged
basara
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« Reply #1 on: December 12, 2007, 03:56:31 PM »

I like the concept of having a wall jumping mod, its currently quite playable but imo there is room for improvement in the wall jump. for example, it would be nice if the worm automatically  got attached to walls instead of sliding down.

I'm looking forward to see what you make out of your animation system :>

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TTFTCUTS
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Mechineer: No arms yet D:


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« Reply #2 on: December 12, 2007, 04:16:47 PM »

Good stuff and bad stuff:

Good:
- Wall jumping is pwn as basara said; it can use some refinement though.
- Very good mobility of players.

Bad:
- Gravity seems too low, worms are floaty.
- The rocket seems similar to g3a and the rifle to beyondx - a clearer style is needed
- I was gutted to see the tesla gun thing in-game... it looked like a pwny generated animation but turned out to be predefined Sad
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Netsu
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« Reply #3 on: December 12, 2007, 11:53:50 PM »

- Gravity seems too low, worms are floaty.
- The rocket seems similar to g3a and the rifle to beyondx - a clearer style is needed
- I was gutted to see the tesla gun thing in-game... it looked like a pwny generated animation but turned out to be predefined Sad

It was my aim to make the worms floaty and the weapons slow so that you'll have to predict where your enemy would go. But through the developement the weapons got faster - and the physics not, so I'll think about speeding the worms up a little Smiley
About the rocket and machine pistol - now that you said it, I see some similarities. But, well, both those weapons are looking the way I wanted them to be looking, so I don't think I'll be changing their visuals.
And the tesla, well, I'm just not so leet to make it by vectors, maybe some day... Wink

Worms sticking to the wall automaticly? - that sounds like a good idea.
But don't expect to see any dramatic changes in the next months. I had enough of modding for at least half a year Wink
« Last Edit: December 13, 2007, 12:01:07 AM by Netsu » Logged
sindalf
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« Reply #4 on: December 13, 2007, 08:52:31 AM »

Nice mod!, it had had an original atmosphere. The gas part is very cool  Cool . I'm looking forward to see what comes next. I saw that 2 weapons weren't activated; flamethrower and plasma rifle..
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Netsu
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« Reply #5 on: December 13, 2007, 12:58:32 PM »

The plasma rifle is pretty much the nagelkarabiner that looks different. I had a hard time deciding which of those looks better and finally the nagel made it into the public version - I and the playtesters just loved the sound of the nails being shot Smiley

The flamethrower was causing strange lags in netplay, plus - it wasn't finished.
It had infinite ammo but when you shoot it for too long the "mad-o-meter" is growing. When it hits the limit you become mad - you can't change weapons and you can't stop firing. But I never added the mad laugh and effect of flames burning the enviroment (that would be the drawback - you cant stop firing and you're setting fire to walls so you cant jump on them).
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Mauganra99
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« Reply #6 on: December 13, 2007, 01:20:58 PM »

Well, I'm glad you chose the nagelkarabiner. It sounds/looks like it packs a lot more punch than the plasma. Loving it Smiley It's hard to make a machinegun and rocket launcher which don't look like all other machineguns/rocket launchers, and still have it fit in the Dieselpunk style. Maybe a little bit larger calibre look for the MP40? Black smoke when firing? I know that wouldn't be historically accurate, but the railwaffen isn't either Tongue

The gameplay is fastish, especially the movement. Good to have diversity. Sounds are cool too, I like the many details like reload on the rail.

Some small things that bug me.

The swinging light in 'shaft' just floats. Maybe add some line being drawn to the top, so it looks more like it's really swinging?
The killing speed of the Yperit varies greatly: would it be possible to make it have a more 'uniform' amount of damage, so it isn't near instagib close to the center and ignorable at the edges, but more like equally damaging everywhere?
Maybe use some more wu_pixels? Some things look a little rough, like MP40 trail and some rail effects, while Rockets are very smooth.

Just a few things, I like the mod overal but just need to bitch about something.
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Netsu
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« Reply #7 on: December 13, 2007, 01:56:29 PM »

I always have been posponing finishing the light swinging in shaft, it definitely would be there for the next release Smiley
The killing speed was supposed to be varying like that (else it looked ridiculous when there was so little gas that you can't actaully see it but it still inflicted noticable amounts of damage), but you have a bit of right, it varies TOO strongly. I'll think of some way to limit the maximum amount of damage it can inflict in a single frame.
About the wu_pixels, to be honest, untill now when you said it, I knew not about the difference between the wu_pixels and normal pixels Roll Eyes I'll surely use more of the former next time
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Netsu
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« Reply #8 on: August 28, 2008, 11:09:59 AM »

I wasn't posting the second release on comser, but here is the third one, I'll try to summarize the changes done since the first version of my mod:
-double jumps
-worms move faster
-3 new weapons
-one new map
-jumping/landing sounds and graphic effects
-bot support
-weapon changing after each death (and its pretty)
-new scoreboard to fit the hud
-new key layout
-ultra bloody anime-like deaths
-some changes in graphics
« Last Edit: August 28, 2008, 11:14:14 AM by Netsu » Logged
basara
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« Reply #9 on: August 28, 2008, 11:54:09 AM »

I'm unable to figure out how to download it, I guess I'm getting an error page, but I cant really tell as I know no polish.
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Netsu
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« Reply #10 on: August 28, 2008, 11:57:01 AM »

Oh, sry my bad, I never remember to check the links I post Roll Eyes
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