The SPNKR doesn't seem to be rotating, though.
Before I even start moving, the Drones start buzzing around and spill onto the path, blocking my way and sticking me in place so they can taze me to death.
I'm assuming this is because I "let my gaze fall upon them", but this is unavoidable because I start facing to the side(!) and there are Drones in view.
Despite the name, the monsters cannot be avoided because the path is narrow, and the Drones are fat. I feel like there's a Physics file missing here?
2 Stars for an interesting idea, I guess, but it's not very fun in its current state. I'd be willing to Try Again if it was playable.
I switched to these from the Weapon Enhancement Pack weapons. The change back to the pixellated sprites was a bit weird, but the superior muzzle flashes were worth it.
The screenshots pretty much say anything else that needs to be said. :P
Permission from Ray may be required to name a shotgun after him.
A neat combination of the classic HUD and floating X. The full netstats and ammuntion display is enough to make me switch from the classic HUD.
The Weapons Manifest is a bit messy in some spots, and I ask that you make the box displaying the player's name a bit longer, and make the radar more like the classic radar, or have it darken on the edges or something.
You say this script is playable on any map, but maps without a hill just keep restarting the break counter.
The fusion bolt is cool though. The fusion bolt will also glow with my Extra Bloom Shapes on the Pfhorums.
More carnage and more fun than co-op, all in a quick netgame.
One weird bug. I noticed an object thingy present way out in the distance. Does not interrupt gameplay as far as I know, so you should keep it. :)
Compatable with Rambo physics. 5 stars. I'll play it through on standard first.
The future of Marathon gaming. This is truly the ultimate network gametype. The graphics, the sounds... Words escape me. I am looking forward to more great scripts like this in the future.
Monsters still spawn in inaccessible areas, though not as often.
I tested the new version on Harmonium. The monsters often would spawn in the unreachable cliff scenery. However, I don't think this is the script's fault. If you stand close to the window, the monsters will see you and walk through the window into the playing area. I've had trouble like this with windows before.
I think this might be a matter of the lines being solid on both sides of the window.
Mappers will need to take extra care with unreachable scenery.
I had trouble on maps with sections unreachable by the player; monsters would spawn there, rendering the game unfinishable, so watch out what maps you host!
I bet this script would be fun with Rambo XXXIII physics from the Anvil sample models.
EDIT: For the physics above to be most effective, the map hosted should have pistols.
Perhaps players using a powerup (Invincibility, Infravision, etc.) should get less points, and killing a person with a powerup gives more points.
Kind of reminds me of the Rhen Var Citadel map from Battlefront I.
An interesting map. Needs some sounds and maybe some details outside the playing area.
The maps okay, but the sounds don't flow.