PLASMA BALL!@#% ver.0.12alpha
Okay, fine...stupid name hehe, it was originally called Larpa Ball, so named because it involved using a modified manipulator to throw balls of larpa at one another...the latest one is a lot more...um...complicated, but I've put it up here for the firing squad, so please, do criticize. Keep in mind that its intended for now more as a test mod, than as an actual game =\
Works best with Doom (by Sindalf) maps.
What's it all aboutEvery piece of equipment in the game deals with "plasma", basically particles that deal damage on contact and repel each other. Red plasma attracts blue plasma, and green is unaffected. All plasma repel their own kind. The game's primary weapons are MPIs (see below) which channel "plasma" into a containment field (read modified manipulator) to form a glowing orb. You can't hold the orb for too long because the "plasma" gets very unstable when a lot is compressed into a small space. Upon trigger release, the devices launch the larpa..uh...plasma forward using different methods (see below).
Gameplay is deathmatch for now, but new game modes shall be made available in future releases.
No guns!? :Plasma Ball! does't use guns...instead, a fictional (duh) device known as a Magnetic Plasma Impeller is used to contain and launch charged plasma through use of magnetic fields. By varying the shape of the containment field, different effects can be achieved. Here's a list (and some fictional infromation) of all the devices included in this release.
Magnetic Plasma Impellers1. MPIx (modified very slightly)A millitary grade magnetic plasma impeller, with reasonable containment field strength and a good channel rate. It is fairly accurate at medium distances when launching a small amount of plasma, and can be used as a wide spread area denial weapon when highly charged.
2. MPIx-CA variant of the MPIx, featuring a modified field compressor that uh...compresses the plasma field, making it more accurate and potent at higher charge levels. Although the field leaks less than one without the modified compressor, it tends to leak larger amounts at a time so that contact with even a small plasma spike may prove to be fatal, making overcharging a much bigger risk. It is more difficult to handle than the standard MPI.
3. MPI-NPA standard MPI modified to contain and fire positively charged plasma clouds. This has the effect of attracting stray negative plasma, and is usually deployed as a counter attack to conventional blue plasma impellers.
4. XG-PlasmaLance (modified very slightly)A prototype MPI, with a totally unconventional containment field, that contains plasma within a cylindrical magnetic container weaker at one end. This virtually eliminates the risk of plasma backflaring when overcharging, as excess plasma is constantly leaked forwards. The discharge is in the form of a very compact fast moving stream which is ideal for long range sniping, but charges much slower than other impellers due to the increased power consumption of the barrel field.
Unconventional Plasmacasters5. xMSP-MK3 (modified)A prototype Magnetic Soliton Projector, developed by PwntN00bsorz Labs. It charges and contains plasma the same way conventional MPIs do, but launches it differently. Instead of inverting the magnetic bottle to expel plasma, the xMSP projects a relatively slow moving magnetic field, pulling the charged plasma with it towards the target. The projector can be fired even without any plasma in containment, and is commonly used to disrupt plasma in other player's containment fields.
6. E6-ChargeCannon (new)The ChargeCannon is essentially a plasmabomb coupled with a high voltage discharge rail. The device can be loaded with a single canister charge at a time, which is injected onto the charged rails, where the antimatter fuse is ignited. The resulting plasma completes the circuit between the rails, and is accelerated by Lorentz forces outwards at immense speeds. The device is unable to charge or contain plasma over long periods of time, as it lacks a containment field projector.
Grenades7. C92g-PlasmaGrenade (modified)An antimatter fused microplasmabomb. Carries a smaller, hotter burning payload compared with the C86, and has a smaller spread. An effective anti personnel (read: worm) weapon.
8. C86-PlasmaGrenade (new)An area denial weapon, most effective in small tunnels and rooms. The primary unit contains 20 smaller riser charges, which it scatters milliseconds before detonation to help spread the payload of superheated plasma evely.
Defensive Equipment9. D36e-Magnetized Chaff Grenade (new)The D36e is a simple yet highly effective defensive tool, which consists of a small explosive charge inside an electrically charged solenoid within a ferromagnetic shell. When the charge is detonated, the charged solenoid short circuits causing a large compressed magnetic field to be generated, while the shell fragments. The shrapnel is then magnetized by the expanding magnetic burst, forming a fine cloud of magnetic particles. The particles effectively disperse charged plasma, and disrupt the delicate containment fields used in common MPIs causing them to become rather unpredictable within the cloud.
10. APS-Unit (new)An Active Personal Shielding Unit is a device slung under the barrel of an MPI, that generates a charged particle field in a 120 degree arc in front of the bearer. The field is actively adjusted through changes in the magnetic flux, to intercept and repel incoming bolts of plasma. While the first designs did not allow the use of the MPI while the field was active, the latest models easily take into account and compensate for the field generated by the user's MPI, allowing limited charging and firing even when the shield is active. This compensation however, is not perfect and firing an MPI from behind an active shield is usually much harder than otherwise.
What's next!? :The most urgent thing coming up are some new maps and game modes. Maps like ReactorCore will feature a stream of plasma at the center of a large complex, which players will be able to use and control in defence and offense. Another thing in the works is a game mode called Critical Mass, where players have to work in teams to overload each other's "reactor" by filling it with white plasma taken from some place on the map.
Also being worked on are optimizations. The mod uses a lot of particles, which each play a sound on contact with the ground. This can get pretty laggy on slower pcs.
Here's the file. Please come back with your comments once you've tried it.
Emergency Bugfix ScriptThis bugfix is required for netplay with version 0.12. Please update accordingly.Bugfix @ Rapidshare : http://rapidshare.de/files/19829388/Bugfix012.zip.htmlLatest VersionPlasmaBall v0.12alpha @ Powerhuhn : http://powerhuhn.net/depot/gusanos/mods/pb012.zipPlasmaBall v0.12alpha @ BJwayMods : http://www.bjwaymods.net/download.php?file=pb012.zipPlasmaBall v0.12alpha @ Rapidshare : http://rapidshare.de/files/19580836/pb012.zip.htmlBack VersionsPlasmaBall v0.06alpha @ Rapidshare : http://rapidshare.de/files/19328524/pb006.zip.htmlPlasmaBall v0.06alpha @ Powerhuhn : http://powerhuhn.net/depot/gusanos/mods/pb006.zip
Edit : Wow I didn't realize it was soooo long =\ Sorry for the lengthy post.
Edit : Added a [Mod] prefix to the title...I didn't realize it was convention to do so =) Also, added Setrodox's Depot link. Thanks for hosting, setro. New version due in about 2 days.
Edit : Uploaded new version and changed text to reflect changes. Thanks for the advice, basara..and for Gusanos. Sorry for the repeated edits. Let me know if I'm not supposed to do this.
Edit : The latest version of PlasmaBall had a netplay desync because of the LUA I used. The Bugfix012 file fixes that issue. If you're downloading pb012.zip now, you will still need to bugfix because I have not updated the full packages with the fix. Sorry for the inconvenience. Most of the recent posts have been highly encouraging. Thanks for all your support, and I'm glad you had fun. All suggestions are being seriously considered.