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Posted (edited)

LCZ Mod

Current version: 1.1, Last update: 29 Aug 2016

Counter-Strike: Global Offensive mod which brings classic UT & Quake DM & CTF mechanics into the game

Download links at the bottom

The mod is aimed at mappers and players interested in fast-paced arena shooters and offers an easy, standartized way to build maps using mechanics and elements found in these games.

Almost all of the game logic is handled using original Squirrel 2 (VScript) framework. These scripts and other resources of LCZ Mod are then included into the BSP file, allowing your CTF or DM map to be easily shared.

As a mapper, you don't have to worry about scripting part: It's not required to know anything about VScript in CS:GO or the Squirrel language. There is number of convenient Hammer instances and prefabs for all the new entities, like jumping pads, health pickups, weapons and other power-ups.

Finally, as a player or server admin, you do not need any server plugins or specific configuration. All you have to do is drop .bsp file into the maps folder or subscribe to a workshop map which uses LCZ Mod.

Check out the Demo map!

Currently implemented gamemodes are:

  • DM / Deathmatch – Simple FFA mode without teams, players gain score by killing each other.
  • TDM / Team Deathmatch – Deathmatch with separation of players into 2 teams.
  • CTF / Capture The Flag – Team Deathmatch + One or more flags per team. Players can gain score for themselves and their team by stealing the flag from the enemy base and bringing it to their own capture zone.

Download from GitHub

...And some backstory -

After creating a couple of CS:GO levels, which featured quite a number of arena shooter gameplay elements, I decided to make a pack of reusable power-up & gameplay entities. It didn't start as a project of something to be used by everyone; rather, as I worked on this new set of entities for my future arena maps, it began to feel like a damn shame to simply keep it to myself. And several months later this ended up as a game mod with proper documentation, incorporating common Quake/UT gamemodes with original props and convenient Hammer instances and prefabs that'd be easy to use for other mappers as well.

Please share your impressions and suggestions for improvements.

P.S. I noticed that this forum branch is mostly used for map releases. Let me know if this thread does not belong here.

Edited by Lord Canistra
Removed & replaced dead links.
Posted

Got some suggestions:

  • Random Powerup- Basically a powerup which is random ( Like no one knows which powerup it is, unless they pick it up )
  • Jump Boost Powerup- Basically a powerup which gives the player a jumping boost for a limited period of time
  • Armor Pickup Medium- Player gets 50 AP when picked up by player
Posted

Random power-up is definitely possible.

Jump boost can be implemented in 2 ways: Either through lowering player's personal gravity modifier (easy way), or giving them additional upwards speed boost on jump. The second option is somewhat harder to implement, but for now I think it's feasible to intercept player_jump event and find out if it belongs to player with active jump boost.

Armor pick-up which gives less than full armor is harder. Thing is, I initially planned to have several armor pick-ups - just like with health. But then I found out that I cannot modify armor amount directly - the only way was to give player item_assaultsuit, which always sets armor to 100.

In theory, I could then chip away the armor points using miniscule amounts of damage to the player, but I doubt that'd be perfectly reliable.

Posted
31 minutes ago, Lord Canistra said:

Random power-up is definitely possible.

Jump boost can be implemented in 2 ways: Either through lowering player's personal gravity modifier (easy way), or giving them additional upwards speed boost on jump. The second option is somewhat harder to implement, but for now I think it's feasible to intercept player_jump event and find out if it belongs to player with active jump boost.

Armor pick-up which gives less than full armor is harder. Thing is, I initially planned to have several armor pick-ups - just like with health. But then I found out that I cannot modify armor amount directly - the only way was to give player item_assaultsuit, which always sets armor to 100.

In theory, I could then chip away the armor points using miniscule amounts of damage to the player, but I doubt that'd be perfectly reliable.

Oh ok... The armor pick-up thing makes sense now.

Btw for random, is it possible to make a seperate model for it?

  • 2 weeks later...

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