your thoughts on an MM map
- Xavious
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your thoughts on an MM map
I plan to make a map for monster mash. i feel that there are certain things that make a good mm map...for example:
lots of small corridors. taz's map, DM-Travincal shows this best...there is always at least 1 section of the map with enemies in it...
one bigger area...i think DmDeck16 shows this best (not that i said 16, not 17, because that has an open area, but it is too big). This is the place where there will always be alot of enemies to kill when you have alot of ammo and health.
Lots of ammo, to maximise frags.
Lots of weapons, again to mazimise frags.
Lots of health..." "
I think the basic principle behind monster mash is not to win, or get a high score, but just to kill things. I dont know what the author intended it to be, but the most fun you can get out of monster mash is once you have a high level weapon and looooaaads of ammo...
Anyways, whats your thoughts? alot of you have played alot of MM lately so i would appreciate your feedback...which maps did you most enjoy playing in MM?
and to wolf: I tried to open uteamfix.u in editor, to put in the gameinfo and also to experiement with the blue orb things, but i keep getting errors.
lots of small corridors. taz's map, DM-Travincal shows this best...there is always at least 1 section of the map with enemies in it...
one bigger area...i think DmDeck16 shows this best (not that i said 16, not 17, because that has an open area, but it is too big). This is the place where there will always be alot of enemies to kill when you have alot of ammo and health.
Lots of ammo, to maximise frags.
Lots of weapons, again to mazimise frags.
Lots of health..." "
I think the basic principle behind monster mash is not to win, or get a high score, but just to kill things. I dont know what the author intended it to be, but the most fun you can get out of monster mash is once you have a high level weapon and looooaaads of ammo...
Anyways, whats your thoughts? alot of you have played alot of MM lately so i would appreciate your feedback...which maps did you most enjoy playing in MM?
and to wolf: I tried to open uteamfix.u in editor, to put in the gameinfo and also to experiement with the blue orb things, but i keep getting errors.
- }TCP{Carnage
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I also like the DmLabirynth map for the MM perhaps u can combine it kinda 
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well, too big open areas seem to cause lag for some users (because of the amount of enemies). i noticed it most in dm deck 17...
but at least 1 big area is always good.
lol ya dm labyrinth is good, its the corridors that do it...it actually combines both lots of corridors And one big open area, since u can jump up onto the sides and all...
the ancient arena is also good, becauseof all the long passageways...
maybe i might use the same tex set...
but at least 1 big area is always good.
lol ya dm labyrinth is good, its the corridors that do it...it actually combines both lots of corridors And one big open area, since u can jump up onto the sides and all...
the ancient arena is also good, becauseof all the long passageways...
maybe i might use the same tex set...
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Re: your thoughts on an MM map
The goal is to score the most and biggest kills while not killing other players. While other players are your team mates (and you LOSE POINTS when killing them) they are also your competition. Part of the challange is to find a way to kill more creatures while not hurting your competitors. Another one is to just stay alive (well on Carnage's server this is currently disabled, but in the future a very small enforced spawn-pause will be set at least). If you die you lose valuable time you could spend killing.Xavious wrote: I think the basic principle behind monster mash is not to win, or get a high score, but just to kill things. I dont know what the author intended it to be
In the back of my head, MM also is the mother of other designs of game modes that will never see the light of day. Although I am programming parts of it already. For example, I am currently implementing a standoff mode, much like Infiltration standoff, where you are out of the round and spectate for a while if you get killed, until one team (or one last player) is alive on the field. Can be played in DM and Team... It's currently NOT possible to combine that with MM, but one idea was to create a "classic Infiltration" type game mode, where the opposing team is a bunch of critters. The human team has to reach an objective (like bring the cow home to the nali priest) and has to protect the cow and the babies from the evil Skaarj that want some fresh meat on their tables, so they stage a raid... If you get killed - YOU ARE OUT (for this round). If the humans manage to bring home the cow, they win the round. If all cattle is slaughtered, the critters win a round, just an example, I have more ideas up my sleeve
You can't open it, and you don't need to either. Just make a normal "DM" headerXavious wrote: and to wolf: I tried to open uteamfix.u in editor, to put in the gameinfo and also to experiement with the blue orb things, but i keep getting errors.
Besides, MonsterMash can be played in combination of other game modes, not just DM or Team, but also with Serpentine or Darkmatch. The header would be different for each combination, so why bother - yes, the game name is made up dynamically, if you play MM DM or MM Team, server will send a different game name and show up under different browser pages (I can foresee Hyper's request ...). Basically, the name "MonsterMash" is just added to whatever normal game name is being played.
You might even try some DOM MM - I don't know if that works at all, but fighting off critters guarding these DOM points might be fun. I should improve the code though so critters can either capture DOM points or "neutralize" them (back to white).
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i really dont like the idea of a time delay before you can respawn. When i play MM, the most enjoyment can be found when you have a super powerful weapon, and really high jump and stuff like that. You run around getting a kill every half second. it is a slaughter to the funnest extent of the word. to impost a time delay before you can respawn would mean just sitting there for 10 seconds.
When i play it, i really dont care about points. if i had my way, i would have a 50000 frag point limit. there have been plenty of times in maps when ive been quite powerful when i get 5000 points, but i would much rather just keep playing and upgrading...
I dont actually know what im trying to say here....in the next few months, ill be writing a few gameplay essays on a number of computer game styles (RPGs and the like too), and MM will feature heavily in my essay on FPS games. (for those who read this and actually care, i am also going to write one on "code of conduct in an online community - in-game and forums")
Uh anyways i need to gather my thoughts on this...
When i play it, i really dont care about points. if i had my way, i would have a 50000 frag point limit. there have been plenty of times in maps when ive been quite powerful when i get 5000 points, but i would much rather just keep playing and upgrading...
I dont actually know what im trying to say here....in the next few months, ill be writing a few gameplay essays on a number of computer game styles (RPGs and the like too), and MM will feature heavily in my essay on FPS games. (for those who read this and actually care, i am also going to write one on "code of conduct in an online community - in-game and forums")
Uh anyways i need to gather my thoughts on this...
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Time Delay on death:
Part of the challange should be to stay alive. If you have managed to upgrade your Damage Multiplier a few times, you don't really lose much power when you die. Indeed, dying can HELP you gather more points if you die in a clear area and respawn near an area with a lot of critters. With your permanent upgrades you can kill them without much delay with whatever first gun your find around - which probably is just next to your spawn location since MM spawns additional guns. In my opinion, it can't be that you get REWARDED FOR DYING, that's why a small point-gathering-pause should be enforced IMHO. I've set the default enforcement to as low as 5 seconds at the moment (next build).
Darkmatch:
Requires dark maps. You can't just play a dark match on any DM map, because most have lights. There are only few DarkMatch maps and even fewer which are good. It would be freakin' fun though and prolly a bit more scary
Scorelimit:
Yea I would sometimes like to play up to like 9 zillion points too but you see those new players sometimes who only manage to get like 300 points when you rack up 5000 in the same time? If you play up to 20000 or higher these people will just get bored because the map seems endless, especially if no "good" players are around who actually hit the scorelimit after a while...
@Xavious:
For your essay on the online-gameing community, you may wish to review the rant of the clanner
Uh... maybe there is your essay haha 
Part of the challange should be to stay alive. If you have managed to upgrade your Damage Multiplier a few times, you don't really lose much power when you die. Indeed, dying can HELP you gather more points if you die in a clear area and respawn near an area with a lot of critters. With your permanent upgrades you can kill them without much delay with whatever first gun your find around - which probably is just next to your spawn location since MM spawns additional guns. In my opinion, it can't be that you get REWARDED FOR DYING, that's why a small point-gathering-pause should be enforced IMHO. I've set the default enforcement to as low as 5 seconds at the moment (next build).
Darkmatch:
Requires dark maps. You can't just play a dark match on any DM map, because most have lights. There are only few DarkMatch maps and even fewer which are good. It would be freakin' fun though and prolly a bit more scary
Scorelimit:
Yea I would sometimes like to play up to like 9 zillion points too but you see those new players sometimes who only manage to get like 300 points when you rack up 5000 in the same time? If you play up to 20000 or higher these people will just get bored because the map seems endless, especially if no "good" players are around who actually hit the scorelimit after a while...
@Xavious:
For your essay on the online-gameing community, you may wish to review the rant of the clanner
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my DmDD is imo an exelent map, but you people all completely refuse to aknowledge that the point is not to run around gung ho but to sneak round the shadows and stuff...great for a dk mm tho.There are only few DarkMatch maps and even fewer which are good. It would be freakin' fun though and prolly a bit more scary
i guess thats not bad...I've set the default enforcement to as low as 5 seconds at the moment
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Take a looksie here http://ws.online.de/projects/UTeamFix/M ... /index.htm
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Unreal 1 - 32 slot 227h- }TCP{ Funhouse #6 [MonsterMash !!][url=unreal://95.170.68.21:8218]-:: Go There ::-[/url]
Unreal 1 - 8 slot 227f - }TCP{ Funhouse #7 [TeamArenaMaster !!] [url=unreal://tcpclan.nl:8888]-:: Go There ::-[/url]
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