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Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my!

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Old 06-15-2006, 12:22 PM   #61
SuperApe
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I got a chance to see Dlarkin & Team Pancake Handshake's project yesterday, first hand. I was shown a bug in the Warlord code I need to fix, related to it's "flying death" state caused sometimes when you kill him while he's flying. He's meant to fall to his death and maybe fire off one last shot before death. Apparently, if he is doing a flying move (like a dodge move), but is actually touching the ground, like in the tight space I saw this happen when he was killed, the Landed() function doesn't register and he continues to play the falling animation forever. I can fix this for next version. In general I think Warlords work best in open spaces though, because they like to fly.
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Old 06-15-2006, 05:12 PM   #62
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First off, I just wanted to introduce myself and say thanks to SuperApe for letting my team and I take part in the OSMT beta test. I will be posting a thread on our project shortly w/ some screens and more info. Our project is entitled Isle Of Odin and is nearing about 6 months of limited production. Our team is 7 strong with 4 core members.

Can't wait to see what this community will produce! See you all around on the forums!

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Old 06-15-2006, 05:30 PM   #63
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Welcome, techbinge. Glad to see you and can't wait for the rest of the group to see what your team has been up to.

techbinge is a member of another Team in the class that Dlarkin and Team Pancake Handshake was in. I met them yesterday and I suddenly realized they had been contacting me all along.

Btw, I also noticed the "floating fly" bug is still possible. Of course, it appeared while I was demonstrating OSM-Gauntlet to someone yesterday. I think I know where the "bug" in that bug is and will fix next version. I also will try to update OSM-Gauntlet before the weekend, if I can.
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Old 06-16-2006, 01:56 AM   #64
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Welcome, techbinge!
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Old 06-16-2006, 10:50 AM   #65
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I won't be quite ready for beta testing for a bit, but here's a progress shot. I've adopted the theme from my VCTF-Skorch for the map, so you can see the massive dying red giant in the sky. I think the red and high saturation blues are quite nice.
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Old 06-16-2006, 10:58 AM   #66
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Quote:
Originally Posted by MortalPlague
I won't be quite ready for beta testing for a bit, but here's a progress shot. I've adopted the theme from my VCTF-Skorch for the map, so you can see the massive dying red giant in the sky. I think the red and high saturation blues are quite nice.
That looks very cool...er, hot...er awesome!

OT: I always liked Skorch. Had a funny game at a LAN where my friend got out of his tank for a "look-see" and I swiped it. I barely made it back to my flag, but I healed it up and camped the base until my team finally managed to cap and break the tie. They were so pissed because they had all the good players. If you can't flag-camp your friends, then who? No one would admit giving me the tank, but I ratted him out after the round.
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Old 06-17-2006, 01:41 AM   #67
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Quote:
Originally Posted by Blitz
OT: I always liked Skorch. Had a funny game at a LAN where my friend got out of his tank for a "look-see" and I swiped it. I barely made it back to my flag, but I healed it up and camped the base until my team finally managed to cap and break the tie. They were so pissed because they had all the good players. If you can't flag-camp your friends, then who? No one would admit giving me the tank, but I ratted him out after the round.
So... would you say you were using strategy to exploit a tactical imbalance in the map?
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Old 06-17-2006, 01:58 AM   #68
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That looks very cool MP
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Old 06-17-2006, 07:39 AM   #69
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That looks brilliant, MP.
What's it called?
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Old 06-17-2006, 09:43 AM   #70
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Quote:
Originally Posted by MortalPlague
So... would you say you were using strategy to exploit a tactical imbalance in the map?
Yes. Yes, I would. The potential for imbalance exists in the map, and the actual imbalance was created through gameplay. But I digress.
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Old 06-17-2006, 02:18 PM   #71
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Quote:
Originally Posted by SuperApe
That looks brilliant, MP.
What's it called?
No name for it yet, I may just call it OSM-Skorch after the map I borrowed the theme from. I'll likely add a "2" on the end to prevent confusion with the VCTF map.

I'm glad you like the screens. I played through Wangara, and my map offers quite the different sort of challenges and gameplay; it'll make for a pretty diverse pack.
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Old 06-17-2006, 05:35 PM   #72
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Of the maps i've seen/played, it looks like everyone's map is very unique. I can't seem to put a bunch of OSM maps together and point out similarities like I can with say, CTF. I think it'll help hit the MOD out.

I can't way to play the map-pack.
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Old 06-17-2006, 06:59 PM   #73
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Quote:
Originally Posted by Blitz
Yes. Yes, I would. The potential for imbalance exists in the map, and the actual imbalance was created through gameplay. But I digress.
Actually, Blitz, it would be interesting to hear your thoughts on how SinglePlayer storymaps/adventures and the definition of balance you describe fit together. I realize your definition is primarily concerned with Mutliplayer gametypes (at least that's my opinion of it), but I've been thinking about similar ideas in SP, with relation to diffculty level of the Objectives, Monsters, etc.

Quote:
Originally Posted by MortalPlague
I may just call it OSM-Skorch...I played through Wangara, and my map offers quite the different sort of challenges and gameplay; it'll make for a pretty diverse pack.
m-w.com gave me a few synonyms for "Scorch": char, sear, singe. fire, ignite, inflame, kindle, light; bake, cremate, incinerate; scald, scathe. I agree. This is shaping up to be a good wide range of examples of what OSM can do. Woohoo!
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Old 06-18-2006, 01:31 AM   #74
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I do like OSM-Kindle...

I finally have some time to work on this tonight, so I'll try and finish up the layout. I'll post more screens before I turn in.
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Old 06-18-2006, 08:18 PM   #75
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Quote:
Originally Posted by SuperApe
Actually, Blitz, it would be interesting to hear your thoughts on how SinglePlayer storymaps/adventures and the definition of balance you describe fit together. I realize your definition is primarily concerned with Mutliplayer gametypes (at least that's my opinion of it), but I've been thinking about similar ideas in SP, with relation to diffculty level of the Objectives, Monsters, etc.
I actually touched on this already in
this post, but I'm willing to expand it into another essay.
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