BMDM "Mann vs. Machine" type gameplay

You could always come up with original enemies. Look at Zombie Survival in GMod, for instance. Plus, a boss wave doesn’t have to be big and hulking. How about a wave of Alien Controllers?

Nice idea; a weapon of some sort to somehow ‘catch’ their energy balls (as the fly at you) and throw them back at them would be nice, too (I think).

Would require a heavy workload on pretty much all of the categories (sounds, textures, models, scripts, etc.), though (if it’s even possible)…

This is a nice idea, we can do the alien controllers, but since we don’t have access to the source code yet, we can’t do anything about creating new weapons.

About this “we”… I’d certainly help if I could, but all I’ll really be good for is an advisory/conceptual role. I don’t yet know Source coding (much as I want to learn it), I can’t create models… Hell, I’m not even a good artist. I just have a lot of ideas. In fact, I am overflowing with them.

I meant “we” as “the community” not as “you and I” :wink: . Also, I don’t really need any models to finish this, or code. I just need a map, which I know how to make.

Oh… Well then.

Dun I feel stoipid now.

I can map. I’ll have to actually get off my dead ass and set up a BM config, but I’d love to throw something together for a mode like this.

Cool! I am going to get started on a prototype and report back soon (we should probably start out without multiplayer for now, for simplicity’s sake). You can also work on it and show your approach, and we can see which one works best.

What a coincidence.

https://dl.dropbox.com/u/21287700/sotf.rar

I did this a couple of weeks ago. SP only of course.

Entirely randomised waves and music

Evidently the map itself is a subpar layout, but I was more focussing on the I/O. Planning to make a QE themed map for it.

Awesome! I will take a look.

I personally have no plans to play Deathmatch. However, if this was released, I would be playing it constantly. I love survival type games, and I always thought Half-Life needed a survival mode.

I would give it a run, but I currently don’t have access to my laptop, and am “working” on a Mac. :’( Ah, well…
So I need to wait until… Oh, probably a week or so, and by that time playing it may have become moot. FML, ya know.

It took me a lot of time to figure how to use that file of yours, Trigger_Proximity, but I’ve done it and tried it out just now.

It looks like a training program of some sort (the design, I mean), but I guess it’s not important.

It was entertaining - I’ve made through 5 waves, then H.E.C.U army got us all down in two seconds :slight_smile:

I ported in a map from my Half-Life 2 mod to the Black Mesa configuration and started tossing enemies at it. It’s quite fun- they in-fight and my framerate goes to complete shit when the level first loads. I’ll probably have to expand it a bit- there’s three floors and a lot of interconnections, but the surface area itself is rather small.

EDIT: Tried Trigger’s map. Of all the things that kill me, it’s the Houndeye wave. I got like nine in, I think.

That’s a good start on the logic for waves. I’d try to add a wave count, so players can show off how many rounds they survived via screencap. Once the logic for all the wave stuff is proofed, we can try putting it on bigger maps. Perhaps add turrets the player can place, like the defense sequences in Entanglement?

Way ahead of you, it’ll scale fine for bigger maps and turrets are easily doable. It also already includes a wave counter. But it stops at 16 because of an I/O error.

I’d like to see some waves with vehicles, too. Like having a two Osprey wave.

Also, are you having any issues with ai_goal_assault? The “BeginAssault” input seems to be missing from the BM config…

OH MAN, my last playthrough of the map gave me an Icky wave. God, you’re a genius. I took the liberty of decompiling the map to take a look at how you got all that to work. That’s some crazy entity work.

I plan to have it check around the level for explosives and occasionally spawn an Abrams or Osprey or w/e. Not that hard to do. The issues with the Abrams is that they leave behind a giant prop Have to find a way of neatly disposing them without it looking weird. Also I never even used the assault stuff. Probably a good idea to. I just put a path ent near the center of the map and made all the NPCs path to it on spawn.

This is like survival mode which would be good as a sort of team based co-op similar to zombie horde

so far as free for all deathmatch… Playing as a vortigant might be good claw melee and
zap attack

Scientists that can stab a syringe as a melee attack

Marines have a knife melee similar to counterstrike

Security guards have nightstick or a wrench as a melee attack

Playing as other non humanoid aliens I am not so sure about.

Could be quite interesting almost class based different characters have different attributes strengths and weaknesses.

Would not mind seeing a gun game mode too

Hmmm… :bulb: Maybe a fade-out? Can you do that?

You could trigger a kill / destroy for the tank on death, although that would look like it went poof!..

Don’t know, maybe you can add a fading effect, before the tank gets removed.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.