Uber Nailgun would probably have an armor-piercing (always does full damage regardless of armor) ability, similar to the Lava Nailgun from Quake MP2 or the ETF Rifle from Quake 2 Ground Zero. A more gimmicky idea would be nails that leave behind clouds of toxic gas behind them which linger for a few seconds after the nails fly by (basically just recoloring the clouds the nails already leave behind green, and making them last longer), giving it area denial prospects like that of the GL / Prox Launcher.
Since the CG is just a beefier MG, the Uber Chaingun would probably be modeled after whatever functionality the currently hypothetical Uber Machinegun would have.
Uber Prox Launcher is a tough call since the weapon is already pretty powerful and abusable, so I would either treat it like the BFG and just go crazy with it, or nerf it first and then base the uberweapon version off of the nerfed version. To me, the Prox Launcher being as powerful as it is is more likely the result of poor planning as opposed to an intentional design decision, so the second option sounds more appealing to me.
Uber Grappling Hook sounds funny. One easy idea would be to increase the speed of the hook itself. Could also make it so that the hook can pull other players towards you, and fling them around, somewhat like the Gravity Gun from HL2.
Integrating Team Arena support in some fashion - like what Generations Arena is doing now - is something I've considered and would love to do at some point after getting some more polish done on the mod. The major problem would be the hardcoded limits for certain item types. For example, q_shared.h declares the power-up item limit to be 16, and trying to exceed that or change that maximum value results in weird, undefined behavior. To make room for the three new power-ups I had to undefine the four Team Arena runes. I could maybe move them over to a new category (since they already work fundamentally differently from standard power-ups, which makes one wonder why id lumped them in the same category in the first place), but it'd definitely require some major restructuring.
It looks like the uber Gauntlet / uber Machinegun is picking up traction. Given that they're starter weapons, and thus you already have one copy of each upon spawn, I was thinking of making it so you'd only have to pick up two gauntlets / two MG's to get their uber versions, but as a tradeoff their uber versions aren't as powerful as the uber versions of the non-starter weapons.
As for the Prox Launcher, it could be a spidermine of sorts, you shoot it into the floor and make it walk towards any enemies that are in close distance. Kind of like the Mine Layer from Unreal Tournament 2004. Or go the Flak Cannon route and make it a mortar. I was already aware that mines were overpowered, so nerfing them could be a good idea.
I'm adapting 10 OpenArena maps for this mod (4 CTF and 10 FFA), might require testing and some help. :)
Edited 29 seconds after the original posting.
I also have worked on trying to add a third-person indicator for uberweapons to warn other players, but my attempts at implementing it have failed for reasons I still struggle to fathom. I started a thread over in Q3W a while back about this issue (www.quake3world.co...m/viewtopic.php). Admittedly it was created back when the code was still very messy, but I have ran into the same issue on a clean source (both standard and ioq3 sources) and with my current source code. The basic issue is that I want to set an entity flag whenever an uberweapon is obtained for client-game communication, but they aren't transmitted over to cgame for whatever reason. It also poses a barrier to doing things such as putting in a tracking sound for homing rockets, or using distinct projectile effects (for example, I'd like to use magenta or some other color for ion plasma bolts).
I'm super-excited to hear that you're doing some Uber Arena map adaptations for Open Arena, and thanks for the entity file! Your contributions are enormously appreciated and I look forward to seeing which maps you chose and how they turn out. Definitely reach out to me for updates and if you need any assistance.
Edited 32 seconds after the original posting.
As it's an OpenArena adaptation, it comes with sources and license.
Changelog:
I've also restarted the Uber Arena server (address 47.219.38.45) updated with version 0.3 and the new maps. As always feedback (especially in-depth gameplay feedback) is appreciated; create conversations about how to innovate the arena FPS genre while remaining true to its principles.
Download:
drive.google.com/f...eWDcFKG0G3/view
- Changelog:
- Torn to Shreds (uadm9)
Original Author: Dan "CardO" Shannon
NOTE: Based on the QueToo version; originally a Quake 2 map
- Factory Frenzy (uadm10)
Original Author: Nick "Nickster" Hambrecht
- Out on a Capture (uactf1)
Original Author: Tigger-On
NOTE: CTF version of Out on a Rampage (uadm3)
- Spirit Collision (uactf2)
Original Author: Tim "spirit" Schäfer
- Newly redesigned menu, with a cool Matrix background effect courtesy of Stefan "sst13" Scholz (from his "Campgrounds Matrix Edition" map)
- Holdable items, as well as the gauntlet / machinegun, can now be dropped by players upon death or specating. If the Storage Capsule is dropped, it will revert to Standby Mode, and any item carried in it at the time (if any) will be dropped along with it, including items that normally couldn't be dropped like armor and health.
- Storage Capsule now displays the icon of the item it is currently carrying above its own icon.
- Players carrying uberweapons can now be identified by glowing orbs encircling their player model. The color of the orb corresponds to whatever weapon they are currently carrying; for example, players with the Homing Rocket Launcher will have a red orb.
- New piercing machinegun sound.
- New homing rocket sound (tracking beep noises).
- New multi-grenade skin (hazard stripes; brighter green light flash).
- New arc lightning color (gold).
- New ion plasma bolt color (magenta); inspired by the Q3Test plasma gun.
- New toxic railgun sound (hiss).
- New BFG30K bolt color (blue).
- New Conservation firing sounds.
- New Scavenger aura.
- New map loading screen.
- Added the g_bouncy cmd. Treats all walkable surfaces as trampolines. Intended for development purposes, but can be fun to play around with.
- Ubered ammo no longer used up while Conservation is active.
- Moved Storage Capsule state messages to the client; now prints as large text in the same manner as the normal holdable activation message.
- Fixed a bug where players that approached a flag with a capture-mode Storage Capsule would look like they picked up the flag, even though they really didn't (and cannot)
- Fixed weapon limit stats being hidden by flag indicators in CTF.
- Fixed a bug that would cause items knocked onto movers to continue to be affected by those movers after respawning.
- Fixed a bug that prevented players who weren't carrying the enemy flag from returning their own flag by touching it.
- Fixed a bug in which a knocked-away flag that returned to its location didn't generate a return announcement, and would continue to identify as missing.
- Fixed a bug in which a player who uses an item they were currently carrying in the Storage Capsule would cause the original item (the one they picked up and captured in the first place) to disappear as if it had been picked up.
- Fixed a homing rocket related movement bug that persisted due to only appearing in .vm compiled game code.
- Fixed a bug in which the game would crash if a player attempted to use an item in the Storage Capsule that was originally a dropped item.
Edited 51 seconds after the original posting.
Download:
drive.google.com/open
This has now been fixed!
And so you do not have look for it, the URL is here as well: drive.google.com/open
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