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Outburst - the open source civil disorder mod thingy.

  • Grin
  • April 18, 2007 at 10:57 PM
  • Grin
    • April 18, 2007 at 10:57 PM
    • #1

    So. I decided to make a little info post about a mod idea that has been on my mind for some time now. Before reading any further please notice that this mod exists only in this post for now. So. The idea of the mod in a nutshell:

    --------------------------

    Platform: HL2

    Two teams: Angry civilian mob against authority (police, army)

    Where and when: Present time (considering state of technology) the place, nationality, race or motive don't play a role. This mod is about a nameless country that has descended into total anarchism.

    Goal: Areal capture (similiar to Day of Defeat) could be the first gameplay mode. Players respawn until the goal has been met.

    Game speed and feel: I was thinking fast players with effective weapons and paper walls, limited amount of ammunition. Let's say faster than CS, slower than UT and Quake. This could allow a bit more team oriented gameplay when killing is relatively easy and aiming doesn't play such a big role. Low ammo capacities and high player speeds discourage camping and make the game more fun. Time will tell. Anyway it should be easy to learn hard to master.

    How the two teams differ: The authority side is sort of class based, either all players uniquely rotate from a reqular street cop to a soldier with heavy military equipment or the entire team does so, so that all the classes are in a line and when you die you respawn as the next class that is free. The heaviest and lightest classes would be dropped if the game was about to end one way or another.

    The mob side would be much like CS, except that the money is shared collectively, every captured area will bring money to all mob side players, killing the opponent won't give you anything. You can buy mob side guns and their ammunition and you can pick authority side weapons, but you can't buy ammunition to them since they won't sell such calibre ammo to civilians.

    --------------------------

    That's what I've had on my mind. It's way more than what I expect to see released in the first versions for public, and of course the mod will live and change with the people who join to make it.

    THIS MOD IS OPEN FOR EVERYONE.

    You can come and go just like you want to. If you have some material that even remotely fits the theme and is free for use, here is a change to make it part of something in the future. I've started a little map for this mod and will be contributing my limited mapping skills for the project. For the first version however, I'm in need of two things:

    -A coder/somebody who has worked with mods before and knows better than me what all there is needed to make a mod playable. You are the only person who will propably need to spend a lot of time to get something to show.

    -A modeler/animator. Nothing fancy, I don't expect anyone to spend much time on a mod that will possibly go down the drain before it ever sees the light. Just one model for both teams so they can be separated from each other, and a gun that they can shoot with.

    The first version should have: 1 map, 2 teams that can kill eachother and will respawn after dying, a player model for each team and one gun. And it should work somewhat decently. That's all I ever expect to see out of this mod.

    There is one more thing. This mod is more about fun than anything else. The only reason I'm doing this is to give it a try.

  • Dodger
    • April 18, 2007 at 11:30 PM
    • #2

    what is the timeplan for this mod?

  • Grin
    • April 19, 2007 at 12:32 AM
    • #3

    If I understood your question right, then the idea would be to start building the mod at the moment a coder joins the team (The map I already started tho) And the first release would come as soon as the mod is somewhat playable. Depends completely on the coder.

  • Zacker
    • April 19, 2007 at 8:37 PM
    • #4

    Amazing stuff here actually, a mod author who acknowledges that it might go down the drain before release and furthermore you do not want to be The Next Big Thing.

  • R_Yell
    • April 19, 2007 at 10:27 PM
    • #5

    Well, the first thing that counts is the idea, and this one could work. Nothing radically new but the theme is promising. Good luck filling those positions, maybe showing some pics of your map when is ready will grant you more chances.

  • BioPulse
    • April 19, 2007 at 10:48 PM
    • #6

    Might be a better idea if it was a 'community mod' or something like that, since then it's not just random people.

  • Grin
    • April 19, 2007 at 10:55 PM
    • #7

    Well, thus far I've only told about it at mapcore, so why not. It just seems like there ain't too many coders here and they are active in some other mods.

    Edit: But I'd be happy to see a "community" that could actively make the mod better. So it's not really just random people, it's people who propably like the game as it is and want to make it better.

  • BioPulse
    • April 19, 2007 at 11:28 PM
    • #8

    This community could, if everyone want's to do it, probarbly atleast pull of a stunning level design section, and possibly modeling/ 2d art., I could write some music if i don't get my source engine skills up to par

    And maybe some people here know other people who can code.

    It ould be cool to have a community project like that, alot of people means alot of brilliant ideas right?

  • Grin
    • April 20, 2007 at 12:03 AM
    • #9

    I've worked with the map today. The idea, as well as the layout is pretty simple. I'll describe it here now and add the build file later when you can actually make something out of it, for now it's just a collection of stairs and floors.

    There's a 4-lane highway. On top of it lies a motorest/fuel station, like a bridge of sorts. On both directions there are ramps that come up pretty high benches to the parking lot/fuels station. On both ends of the "bridge" are entries. Inside the building is a miniature mall: kiosks, tourist info, various shops, a restaurant and a minimarket. The restaurant is in the middle of the building, directly on top of the middle of the highway, and it is the only two storie part of the bridge. The hallway that goes through the mall makes a little zigzag to make the map more FPS friendly and to prevent making it too dominant part of the map, making all the shops etc. sort of triangular.

    I hope you can get something out of it. If not you'll understand when you see it. And as I said I'm going to put the .vmf file to share that you can take a better look at it.

  • BioPulse
    • April 20, 2007 at 12:03 PM
    • #10

    Will it be a single map project? Or will everyone who wants to be able to build their own map or scene for the mod?

  • ⌐■_■
    • April 20, 2007 at 1:25 PM
    • #11

    Good question. As soon as I would get the hardware I'd be more then happy to contribute a map. I like this idea. realistic goals and a plausible idea!

    Fot this mod to work we do really need a coder though.

  • Grin
    • April 20, 2007 at 1:54 PM
    • #12
    Quote from BioPulse

    Will it be a single map project? Or will everyone who wants to be able to build their own map or scene for the mod?

    No it's not a single map mod. Any map that fits the theme and is free for use can be added.

  • Buddy
    • April 20, 2007 at 4:59 PM
    • #13
    Quote from Grin

    No it's not a single map mod. Any map that fits the theme and plays good can be added.

    Fixed Looking forward to this mod.

  • Gorion
    • April 20, 2007 at 5:12 PM
    • #14

    *raises hand* i can code in C++ and JAVA don't know what sort of code source engine uses.. but then again, i prolly need help with the coding

  • BioPulse
    • April 21, 2007 at 10:04 AM
    • #15

    Source uses c++ msvc++ i think is required because they use alot of microsoft libs.

    I could have a go at the level design aspect and maybe create some kind of theme song or something but I'm a bit busy at the moment so I'll have a crack at it in a week or 2 when i have a week off

  • Grin
    • April 21, 2007 at 1:33 PM
    • #16
    Quote from Gorion

    *raises hand* i can code in C++ and JAVA don't know what sort of code source engine uses.. but then again, i prolly need help with the coding

    Well I think you can start by reading through valve's modding info.

    http://developer.valvesoftware.com/wiki ... ry:Modding

  • BioPulse
    • April 22, 2007 at 11:02 AM
    • #17

    As for the level design aspects, what kind of dimensions would you like the maps, how many players should it support, what type of gameplay modes will we be mapping for?

  • Grin
    • April 22, 2007 at 4:23 PM
    • #18

    The first playmode that I'm thinking of is areal capture, as in Day of Defeat. The maps could have the full 64 players that source is capable of and this is easily made by just making the spawns big, BUT: Let's be realistic for a while. It's going to take a long while before there's even constant amount of 16 players on an average server, and chances are there won't be that many.

    So I'd make the maps pretty small, keeping the heat on at all times. Keep the spawns pretty big and near the action and make the place where action is going on a tad smaller.

  • mabufo
    • April 22, 2007 at 4:31 PM
    • #19

    This sounds like it could be fun. I've got a lot on my plate at the moment, but I'd like to contribute a map in the future.

  • BioPulse
    • April 23, 2007 at 10:56 AM
    • #20
    Quote from Grin

    The first playmode that I'm thinking of is areal capture, as in Day of Defeat. The maps could have the full 64 players that source is capable of and this is easily made by just making the spawns big, BUT: Let's be realistic for a while. It's going to take a long while before there's even constant amount of 16 players on an average server, and chances are there won't be that many.So I'd make the maps pretty small, keeping the heat on at all times. Keep the spawns pretty big and near the action and make the place where action is going on a tad smaller.

    You wanted fast gameplay right? Why don't we think of something with fewer players, that would get the servers filled up easier and fewer players means faster rounds etc. and often faster gameplay since you're in smaller maps etc.

    Somehting like 4 on 4 combat or even 3 on 3.

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