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[TF2] The Hunted Mod


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msleeper
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Join Date: May 2008
Location: Atlanta, Jawjuh
Old 06-18-2008 , 16:43   [TF2] The Hunted Mod
Reply With Quote #1

Note: I didn't post this in the New Plugins board because I'm not yet ready for a public release, however I would like some feedback on this beta version before I do release a full version.

I am working on a plugin that will add The Hunted gameplay back to TF2. For those of you unfamiliar with The Hunted from TFC, it is a game mode similar to Escort from CS. The Blue team is the Bodyguards, and the must escort The Hunted (an Engineer with only a wrench) through the map to the escape zone. The Assassins are trying to kill The Hunted and keeping him from escaping.

It's not perfect and there are still some bugs, the plugin is currently in a closed beta test right now. Currently the mod works as such:
  • The Bodyguards (Blue) are restricted to Heavies, Soldiers, and Medics. One person on the team may be The Hunted, an Engineer with only a Wrench. The Bodyguards must protect The Hunted as they go through the map.
  • The Assassins (Red) are restricted to Snipers, Spies, and Pyros. Their only objective is to kill The Hunted!
  • When The Hunted is killed, the Red team gets a point and everyone is reset.
  • If The Hunted escapes, Blue gets a point and everyone is reset.
Currently there are a few bugs that I am working on, and once these are fixed I will be releasing a public version.
  • Right now it is not required that the Blue team has a Hunted. This will be fixed shortly by forcing a random Blue player to be Engineer after a certain amount of time.
  • Right now there is no requirement for The Hunted. I am attempting to limit point capping to only Engineer, but I haven't crossed this hurdle yet.
  • The vip_hunted map is incomplete, so currently it is restricted to existing maps.
  • When someone on Blue changes away from Engineer, everyone is respawned as if The Hunted had died. While this is not a bug, some consider it undesirable even though the Bodyguards should all respawn when a new Hunted arrives.
I am running this mod on the F7Lans Dustbowl/Goldrush server right now, IP is 208.167.246.64:27015. Please leave any feedback, the more people testing this and possibly finding bugs the better! Thank you.
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r3dh3adkid
Senior Member
Join Date: Apr 2008
Location: Georgia
Old 06-19-2008 , 01:07   Re: [TF2] The Hunted Mod
Reply With Quote #2

Thats really cool!

I'll definitely be adding this to my server once the public release
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[AiF] Biggs
Member
Join Date: Jan 2008
Location: Statesboro, GA
Old 06-19-2008 , 13:08   Re: [TF2] The Hunted Mod
Reply With Quote #3

Sweet. I'll have to test this out on it's release.
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Neo Cool Dude
Member
Join Date: Apr 2008
Old 06-19-2008 , 15:15   Re: [TF2] The Hunted Mod
Reply With Quote #4

I've wanted Valve to do something like this since TF2 first came out.
Just a suggestion, to prevent greifing you should make a rating system. Like "How would you rate that VIP?" so if someone is purposely making the Body Guards lose they can be punished.

But either way I'm just happy you brought back Hunted.
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msleeper
Veteran Member
Join Date: May 2008
Location: Atlanta, Jawjuh
Old 06-19-2008 , 22:56   Re: [TF2] The Hunted Mod
Reply With Quote #5

Okay I made some major changes to the code last night, and I think I am getting close to a public version.
  • I decided how I was going to handle the Hunted's capping ability, and also make this mod work with standard CP maps. Whenever any non-Hunted tries to cap a control point, it automatically disables it so that it does not progress. When the Hunted steps into the area, it is re-enabled so that him (and anyone on Blue helping) can cap it, and the map will progress. This isn't perfect but it works well enough I think. So far this has only been tested on Dustbowl, and linear Attack/Defend maps are preferred for this.
  • The class limiting works perfectly, but I want to steamline the "You chose an invalid class" by having it switch that person back to their previous class. Right now it just switches you to a random valid class. For The Hunted, if there is no Engineer after 20 seconds the mod will select a Blue team member at random who was not previously The Hunted, and they will be the new Hunted. Though it has not been tested, I forsee a problem with 1 or 2 man teams so I will need to test this further.
  • I still need to add scoring code in. Right now the scores abide by standard map scoring points, but I want to give Red a point for killing The Hunted, and Blue a point for successfully escaping. I also want to give the person who killed the Hunted additional points.
Neo Cool Dude:
The reason Valve did not, and probably won't, include an official The Hunted is the same reason that Robin Walker said in the TF2 commentary why they decided the Commander mode sucked. If you have a good Blue team but a terrible Hunted, it's not fun. Same goes if you have a good Hunted but a terrible Blue team. I have seen this happen in some of the play tests before and it's a risk we're willing to take, I think the majority of people who would play The Hunted would be old TFC fans anyway.

Right now I have not put a system like that in place, however I am planning on doing something similar to that. I am unsure if I am able to initiate a vote for only the Blue team, but if so I am going to make a "votehunted" or "kickhunted" chat command or something so that Blue can vote in a new Hunted or remove the current Hunted, respectively.
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Cooltad
Veteran Member
Join Date: Apr 2008
Old 06-20-2008 , 05:26   Re: [TF2] The Hunted Mod
Reply With Quote #6

Don't have snipers allowed. Thats just dumb. Just one headshot and game over >_>
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Neo Cool Dude
Member
Join Date: Apr 2008
Old 06-20-2008 , 15:42   Re: [TF2] The Hunted Mod
Reply With Quote #7

Being a sniper is kind of the whole point of being an assassin.
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msleeper
Veteran Member
Join Date: May 2008
Location: Atlanta, Jawjuh
Old 06-24-2008 , 21:45   Re: [TF2] The Hunted Mod
Reply With Quote #8

Update for those interested.

I am quickly fixing the few bugs that are arising, and I hope to have a public release available within a week. The only real issue that is still outstanding is the weapon stripping / switching for the Hunted Engineer, it is causing some issues with players who do not have Fast Weapon Switch enabled and is also causing problems with the in-game Voice communication menus.

I also want to add some anti-griefing options such as a Blue-only "swtich Hunted" vote, but I'm unsure if that is possible as I have never done any sort of voting before. I'll have to look into this further.

Also, I am working on a remake of the Hunted map from TFC. While Dustbowl has been a good substitute in the absence of a real map, having a Hunted specfic map will really make the gameplay more enjoyable.

I will probaby have a few more playtests of this before I do a public release, anyone who would like to join in on the fun can either post, PM, or add me on Steam.
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Neo Cool Dude
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Join Date: Apr 2008
Old 06-25-2008 , 15:59   Re: [TF2] The Hunted Mod
Reply With Quote #9

What's your steam name?
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msleeper
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Join Date: May 2008
Location: Atlanta, Jawjuh
Old 06-25-2008 , 16:00   Re: [TF2] The Hunted Mod
Reply With Quote #10

My Steam name is msleeper, but you might need to search under reaper_man.
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