I've played all levels extensively, and from what I've played and seen in game, it's looking very bright, and I can't wait for new content. I thank you for making this little gem.
Now I noticed something in the first level, that you can do to actually go out of the map bounds. On the lockers you can actually walk on top of them (because they're at an angle, and I guess characters can walk on slants). You can actually walk outside of the map, and you can't get back in. Running away from the level only gets you inevitably stuck.
I haven't really noticed any other oddities other than that. The other levels are quite solid and I like how you've made the game have a lot of freedom (hence it's name I bet) on the customizable options. You've even gone off and included weapons from custom scenarios (such as the Snyper pistol from EMR).
I love what you've done, and I'm going to keep loving what you do with this. I can't wait to see the final product.
Considering the early stage that the game is at, I am impressed by the in-game graphics and the presentation of the menus and such.
I found it interesting to play as a BoB (fighting Pfhor is a lot harder when you don't have cybernetic implants!), a S'pht defender and a Pfhor.
The two main issues right now seem to be (1) the lack of ability to see what is behind you, leading to many deaths from behind (your character takes little damage before dying, which is fine as a game design decision, but only if you can avoid cheap deaths, and right now one shot from behind often ends your life), and (2) the difficulty in dodging incoming attacks.
I don't know if CubicCircle plans to add strafing, but it would fix the second problem. A radar would avoid the first problem. Then again, BoBs in Marathon cannot strafe and do not have radars implanted in their bodies (one assumes), so I won't dictate game design to CC.
In any case, I feel confident that the game will become more polished as time goes on and say "Good job, sir!" for CC's efforts so far.
The first time I played, an enemy came into the spawning room and would kill me in one hit the moment I respawned. Another time, I found a teleporter which took me to a room with two switches and a door that wouldn't open.
Thanks again for another fabulously epic game type.
I mostly agree with timothy's criticisms, and with that, here's hoping for more maps that support this in the future ([hint], $lave, [/hint]).
Hosting a 6 minute game will cater to a full final round (at the default round length), though I've yet to check that it's calculated and applied to the final score. Regardless, I think it's best to get a feel for a reasonable final score, and host with a score limit.
From what I can tell this script doesn't really help the meek until it's too late.
It helps to keep scores from getting too high vs. leveling the playing field.
Very fun concept. The included map has some issues with the round length. The round lasts a very long time, and the capture points are so close together that there's almost no point in playing until the last 15 seconds or so because anything you capture before that will just get taken by someone else. If the distribution of the points was less uniformly placed and some of them were harder to reach or easier to defend it might make the game more challenging. Another idea might be to disable the radar or point it to the nearest point you haven't captured. Some feedback would also be nice, such as how many points you manged to score when the round ends, and maybe showing a running total of the points you control or what everyone controls as an overlay.
It would also be great if when the game is played with a time limit and the time runs out before the end of the round, you could treat it as the end and award points based on the state of the captures at that time.
...after pasting this Lua into Munitions Disposal.
Let's enjoy wonderful LUASYNERGY together.
This game type is a highly playable and fun interpretation of KTMWTB.
Interesting idea, but the current version is unplayable.
Cool.
I suggest making two versions of this, "No Friendly Fire.lua" and "Fix Team Colors.lua"
That way, when joiners see the script in the game info dialog, they know right away what is happening!
Useful, but to be true to name you should force teams to avoid red and green or blue and yellow at the same time.
Primary colors have never been so easy to interpret!
Seems to work well with the Carnage Soccer map.
holy shit w'rk pushed me through a wall
pushed me through a wall and out of the game
that's strong
It was nice to use, but the only major use I could find for the powers themselves (as they were meant to be used) was... Throwing enemies into giant flaming pools of lava! This gets old after awhile. Also, they tend to be very deadly. They take out even the toughest enemies quickly, including the Juggernauts!
I DO enjoy being able to push and pull myself by aiming my POWERS at scenery objects, provided they do not break. This is one area I see potential for an interesting level... perhaps one specifically designed for this script that may require something like aiming your POWERS at objects in order to reach otherwise impassible areas.
I did come across a problem, though. If I aim my POWERS at an enemy unit, provided they do not die quickly, I can push them until their head is stuck in the ceiling... usually around this time I get an error on the top corner of my screen, but I'm still allowed to play exactly as normal, so that's not a problem, hopefully.
I cannot help but wonder how this will turn out to be in the end.
Interesting concept. I wish you could use the POWERS to deflect projectiles. For some reason the POWERS doesn't work through a liquid. Co-op seemed interesting, but it could get a little slow. I liked how players could flip switches, trigger doors, etc. I think it would be better if only one or two players got the POWERS while everyone else had traditional weapons. It would also be neat to combine the POWERS with other game types. Maybe tag where the person who is "it" gets the POWERS. The biggest problem I found was the lack of POWERS. The first thing I did was increase the POWERS by several orders of magnitude, but it still wasn't enough. My next thought was to make the POWERS exponential, which seemed to be effective.
Amazing strong netscript 5/5
The central arena and the lower area with the lifts between them make a nice combination. Based on the few games I've played, the upper areas around the arena seem to get ignored somewhat. Something feels off about the weapon and ammo placement but I can't put my finger on it. The textures look very bland and it's difficult to orient yourself quickly.
Overall it's a good map but there are a couple similar ones in Cosmic Clouds that I'd probably play instead.
I dont get it. Whats it supposed to make better? everything is exactly the same!!! please can some on help?
All these maps are great fun and I am very much enjoying Arcadia and Egyptian Temple as alternatives to the usual Spanker-centric maps to which I usually gravitate.
Everyone loves Zora's Domain...admit it, you do! Haven't seen any other examples of a good multi-tiered cylinder like this.
Velora Pass is great fun too though I would love to see it retextured.
Lastly, Anticitizen One is simply fantastic and the most realistic combat arena I have ever played on A1. There are long open streets on the outside leading to a central plaza, and buildings on the perimeter complete with rooms, stairs and windows. I wouldn't normally be firing off rockets in CQB but it works well here! Every game I've played on this map has been nonstop carnage.
Nice work, TL.
P.S. I'm OCD and would appreciate one more map to round out the pack.