Sabotage GameMode

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Vaalerian
Posts: 23
Joined: 29 Jun 2012, 16:37

Sabotage GameMode

Post by Vaalerian » 07 Jul 2012, 21:57

I used to like playing the kind of team FPS like Counter Strike, so i decided to make this mode : Sabotage.
It's basically just like the defuse maps in CS, and i have been told that CoD has a similar mode called Search and Destroy.

Rules:

- There are two teams, and one or many "bomb poles".
- The attacker team must activate the bomb (by capturing the pole), the defender team must prevent it.
- If the bomb is active : the defender team can deactivate it (by recapturing the pole), and the attacker team must prevent them to do it.
- You do not respawn upon elimination.
- If the time limit is reached and the bomb is not active, the defenders wins.
- If the time limit is reached and the bomb is active, the attackers wins.
- You can also eliminate all the players of the opposing team to win.
- during the first 30 seconds of a round you are respawned if you change team or join the game.



- This mode uses a custom map type : TeamSurvivalArena. It's from my other mode "Team Survival" so that the maps can be retro compatible. You just need to put at least one pole on the map, and obviously one spawn per team.
- I currently have 4 maps dedicated to this mode, strongly inspired by some maps from counter-strike : de_dust, de_dust2, de_aztec and de_train.

You can download all files here (modes, maps, and map type) : http://vaalerian.net/shootmania/
The map folder is currently a bit messy, here is a list of balanced and fun maps i recommend for this mod :

TeamSurvival - Aztec.Map.Gbx
TeamSurvival - Dust.Map.Gbx
TeamSurvival - Dust2.Map.Gbx
TeamSurvival - Train.Map.Gbx
toujane.Map.Gbx

Do not hesitate to make new maps.


Additional informations :

- it takes 10s to activate the bomb pole, and 7s to defuse it.
- only one pole can be captured at the same time.
- having several players on the pole does not increase the capture speed.
- if nobody stands on the pole, it decaptures itself over time (same speed as capture)
- once activated, the bomb timer sets to 35s, and you can hear a beep with increased frequency upon reaching the end of the countdown.
- floating markers visually indicate the direction of poles, or the direction of the currently planted bomb.
- messages on the top of the screen inform you of what is happening with the bomb, and what you are supposed to do with it.


Version notes :

0.3 (current version) :
- participating in bomb activation / deactivation will give bonus +1 point to player
- being on the pole when bomb activation / deactivation completes will give +2 bonus points instead of +1
- detailed messages on round ending to explain the victory conditions used (bomb exploded, all players of a team eliminated, etc ...)
- message on round end to explain bonus points earned (bomb activation / deactivation)
- an optional auto-kill for afk players (i would like to make an auto-spectate or auto-kick, but not possible yet inside a mode)

0.2 :
- disabled nucleus and railguns, for map making reasons (may change later)
- added a bomb explosion animation
- added accelerating beep sounds to the bomb timer, with a softer sound than before
- labels above teams now indicate whois attacker and who is defender
- added a progress bar and a percentage number on top of the screen to indicate bomb activation / deactivation status
- tweaked timers : bomb timer reduced from 45s to 35s, bomb defuse time reduced from 10s to 7s

0.1 :
First version
Last edited by Vaalerian on 22 Nov 2012, 15:35, edited 9 times in total.

User avatar
Der-Kleine
Posts: 42
Joined: 26 Apr 2011, 22:06

Re: [B0] Sabotage - Mode made by player

Post by Der-Kleine » 07 Jul 2012, 23:39

I also made de_dust 2!

If you're interested in seeing my version: http://www.sendspace.com/file/w9dde5 I think it gets the look and size of the original a "bit" better. It isn't set to Team Survival yet though, since I don't have the file for that.

Here are some pictures of it:

Image
Terrorist Spawn

Image
One of the bomb sites

Image
Near the terrorsts spawn point

Vaalerian
Posts: 23
Joined: 29 Jun 2012, 16:37

Re: [Mode - B0] Sabotage - made by player

Post by Vaalerian » 08 Jul 2012, 00:42

Nice dust2 remake !

I think both the map i have from Lexino and your map have good ideas.
What i dont like in your map is the offzone block between the two bridges/arch gap, and the "hole" on the B site is too easy to take, and also can be used both ways.

And thank you for making me realize that you could make a brick wall arch with a high wall over it ! (at CT spawn).

If you read my first post in detail you can see that i give a link to acces all files : mode, maps, and map type file.

User avatar
Der-Kleine
Posts: 42
Joined: 26 Apr 2011, 22:06

Re: [Mode - B0] Sabotage - made by player

Post by Der-Kleine » 08 Jul 2012, 15:06

I couldn't find the folder to add the game mode scripts to, but here's the updated version of the map anyway:

http://www.sendspace.com/file/xm2atf

rocc
Posts: 69
Joined: 04 Jul 2010, 18:04

Re: [Mode - B0] Sabotage - made by player

Post by rocc » 09 Jul 2012, 14:49

Hey,
I felt the need to improve the dust2 map from lexino :)

I changed some things in order to improve the gameplay as well as the aesthetics.

Changes:
-Tunnel system replaced by a new system [> tunnel system with the weapon "Nucleus" was not satisfying]
-Bomb side B: -little hole is now usable from both sides, outside AND inside (tactical balance)
+some small changes
-Bomb side A: -long side => the slope at the end is deeper now, so you can actually hide there (like in the original map)
-general: walls are a bit lowered to make it more aesthetic and realistic

http://www.sendspace.com/file/6eg65i

What do you think of it? I'd like to here your criticism, if you can give comprehensible reasons :)

greets RocC

PS: I have problems validating my map?! Could you help me? :)

User avatar
Lexino
Posts: 21
Joined: 13 Jun 2012, 17:02
Location: United Kingdom

Re: [Mode - B0] Sabotage - made by player

Post by Lexino » 09 Jul 2012, 23:05

I have no problem with people making better versions of dust2, after all I did not come up with the design.

dust2 was the first map I built in the editor and totally built it from memory with no references, thats why its not perfect.

The slope was deeper, but I decided to make the corridor shorter as it was too long.

I won't make any more CS maps, but would be nice to see other CS maps, I feel thats more productive than improving dust2. Aztec by Vaalerian is a winner, I thought it would be difficult to build because of the big tunnels, but he did it.

MrA
Posts: 519
Joined: 15 Jun 2010, 17:10

Re: [Mode - B0] Sabotage - made by player

Post by MrA » 10 Jul 2012, 08:31

I have updated my TeamSurvival maps to include poles. I have seemed to use multiple poles each time as one central pole did not seem to fit the maps. I also add 2 new compact maps to the list and made some small modifications here and there to some of the previous ones....

CageFight
http://sm.mania-exchange.com/s/tr/171
2 poles, modified to make a wall behind each pole rather than an arch. It creates more of a home for the pole.

Fire Practice
http://sm.mania-exchange.com/s/tr/172
Upgraded to match my latest battle versiopn of this, placed two corner poles and one central.

Air Attack
http://sm.mania-exchange.com/s/tr/173
New for this mode, small map with boosters, placed a pole in each half of the map.

MiniDawnRaid
http://sm.mania-exchange.com/s/tr/174
New for this mode, kept poles where they are as they are in a nice place. Added a ringfence to keep the players in. This could be a really nice map for the mode as there is a strong sense of the map being a 'place'.

FocalPoint
http://sm.mania-exchange.com/s/tr/175
Upgraded to match my battle version which means the central tunnel is replaced by a wall which has 3 routes through. I also put two poles quite close together at the focal point of the map.

Encounters
http://sm.mania-exchange.com/s/tr/176
Just added a pole to each half of the map for this update.
Last edited by MrA on 10 Jul 2012, 09:07, edited 2 times in total.
My PC is now 4 years old, but still going (just about): MB: Asus Rampage II Extreme, CPU: Core i7 940 8MB Cache, GFX: 2x Radeon HD5970 2GB, Memory: 12GB Corsair DDR3 1600MHz, SFX: Creative SB X-Fi Xtreme Gamer. Case: Silverstone TJ07.

kalstrams
Posts: 383
Joined: 06 Jul 2012, 22:56

Re: [Mode - B0] Sabotage - made by player

Post by kalstrams » 10 Jul 2012, 08:44

rocc wrote:
-Bomb side A: -long side => the slope at the end is deeper now, so you can actually hide there (like in the original map)
In the original map mind the shoot-throughs. Rail player should be able to headshot the guy behind the chest on the A slope. As for long slope near T base, it should be almost 4 player heights deep, with an incline of, I think, 40 degrees.
Last edited by kalstrams on 11 Jul 2012, 09:31, edited 1 time in total.

Vaalerian
Posts: 23
Joined: 29 Jun 2012, 16:37

Re: [Mode - B0] Sabotage - made by player

Post by Vaalerian » 11 Jul 2012, 09:25

Thank you MrA for all the maps, but i'm very sorry to tell you that they are not adapted to siege mode : for a good siege mode map, the poles should be closer to the team 1 spawn than team 2 spawn, just like on the elite maps.
I think you should come play on sabotage servers, you NEED to play it to get the "feeling" of what is needed on a map.

I also modified the Dust 2 maps to improve the terrorist start, and also add a few design improvements, mostly for making the "tunnel" darker, and also changed things on bomb side A : http://tmp.gaudeau.fr/afTt55/TeamSurviv ... t2.Map.Gbx

MrA
Posts: 519
Joined: 15 Jun 2010, 17:10

Re: [Mode - B0] Sabotage - made by player

Post by MrA » 11 Jul 2012, 13:58

I see, I understand it now, and I am going to try it out.

I think it will be best to separate the map types, so both modes are not using TeamSurvivalArena, perhaps, as the requiement for Sabotage is not a map where both sides have equal chances, where as foir TeamSurvival it tends to be more like that.
My PC is now 4 years old, but still going (just about): MB: Asus Rampage II Extreme, CPU: Core i7 940 8MB Cache, GFX: 2x Radeon HD5970 2GB, Memory: 12GB Corsair DDR3 1600MHz, SFX: Creative SB X-Fi Xtreme Gamer. Case: Silverstone TJ07.

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