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Game Mode: King of the Hill (KOH)

Posted: Fri Sep 22, 2006 11:27 pm
by [RDH]Zerted
King of the Hill Game Mode (KOH)

Created by [RDH]Zerted
[email protected]
Sept. 22st, 2006

Mode Requested by [GT]Teancum

Download link: https://www.se.rit.edu/~dpk3062/swbf2

Talk link: http://www.gametoast.com/forums/viewtop ... =29&t=7058

Important:
-The current shell version doesn't have support for KOH so this demo map uses Conquest.
-Don't worry about not being able to select a spawn point. There are no spawn points. The mode will spawn you every 15 seconds. Watch the timer (not the yellow spawn timer).

Objective:
-Have your team be the first to reach the point limit.

Other Notes:
-Captureing a hill (the CP) will give earn your team more points.
-When the displayed timer ends, any dead units will be respawned on random paths.
-Uses CTF settings for bots, capture limit, and time limit.
-This release should be stable. Feel free to include it in any maps you are making.
-The next hill is randomly picked. It could even be the hill just captured.

Development Time: 9-11 hours (one day)

Tips:
-When making a KOH map, set long capture times on your CPs.
-When making a KOH maop, you can choose which paths each team will spawn on, or you can let them spawn on the same paths.

Issues:
-Need to do something with those VOs.

Ideas, Questions, Comments, Answers?


WIP Pictures: I took a default map and added random hills. The spawn points have been moved closer together too :wink:.

Image
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RE: Game Mode: King of the Hill (KOH)

Posted: Sat Sep 23, 2006 12:05 am
by Protector_Pulch
No offense, but this is "only" an inverted Conquest, with the exception that units spawn randomly and not at the CPs. To be honest, if I want to play as an defender, I choose conquest or CTF. Anyway, I think anyone who loved KoH in other games might want to test it.

RE: Game Mode: King of the Hill (KOH)

Posted: Sat Sep 23, 2006 3:27 am
by [RDH]Zerted
So you are saying the CPs capture too quickly? Perhaps they can take longer to capture, or the team has to hold them for a certain length of time after the capture?

People give me feedback please.

Re: RE: Game Mode: King of the Hill (KOH)

Posted: Sat Sep 23, 2006 11:23 am
by Teancum
Protector_Pulch wrote:No offense, but this is "only" an inverted Conquest, with the exception that units spawn randomly and not at the CPs. To be honest, if I want to play as an defender, I choose conquest or CTF. Anyway, I think anyone who loved KoH in other games might want to test it.
So why knock the mode if you aren't going to play it anyways? :roll: Seriously. Keep unconstructive comments to yourself.

Zerted, I think the mode rocks! It's just like it was in Perfect Dark!

RE: Re: RE: Game Mode: King of the Hill (KOH)

Posted: Sat Sep 23, 2006 12:13 pm
by Aksel3
This is Awesome Zerted! You're one of the most creative and fast-working modders I've ever seen. Keep it up. :)

By the way, do you think this will sneak into one of the maps in the Conversion Pack? :wink:

Posted: Sat Sep 23, 2006 1:32 pm
by -_-
I havent d/led or tried it yet, but I have a question. How would you set up which one is the Hill CP?

Posted: Sat Sep 23, 2006 3:35 pm
by [RDH]Zerted
When you are doing that ObjectiveKOH:New{} thing, one of the varaibles holds the CPs that turn into hills. Its just hills = {"cp1, "cp2", "cp3", },

CHeckout the source code. There is the ObjectiveKOH.lua and the KOHg_con.lua which is used in this demo map.

Edit: After you give it a table of CPs, the game mode will randomly pick one.

Posted: Sat Sep 23, 2006 3:45 pm
by motorxmania
dude this is awsome i didn't think i would be taken seriously when i asked about this.

Zerted your like the king of new game modes good work keep it up.

Posted: Sat Sep 23, 2006 6:20 pm
by Zaborack
he's the King Of The Hills :lol:
i gotta agree with Aksel3 too.

-zaborack

Posted: Sat Sep 23, 2006 6:24 pm
by Hebes24
That was fun! Though, those Voices did get annoying. :? I might implement this into one of my maps. (if i can. :? )