#Headshot Homicide Alley

4 messages · Page 1 of 1 (latest)

dawn heath
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A map designed to replicate the feel and mechanics of the popular vr game 'ghosts of tabor' as close as possible in pop1.
Headshots almost always deal more than 100 damage, shields can stack to 500. Movement is slow, this is due to the maps small size.
If there are less than 8 players, then the game sorts everyone out to be solo, however if there are more than 7 players, then it plays out as duos with the existing teams. The current team system is slightly bugged, and will be fixed soon.

short mesa
# dawn heath A map designed to replicate the feel and mechanics of the popular vr game 'ghost...

Maybe it's obvious, and no worries if you want to keep it as voodoo, but how in the world did you make the team sizes adapt to the players? I'm guessing thru match start somehow but I don't remember any actions or event triggers that affect that particular attribute and I was trying to setup a multi-round thing which would switch team size like this between rounds - making one of the players from round 1 a sort of 'boss' in round 2.

dawn heath
short mesa
# dawn heath You could use the juggernaut AE example and modify it for a 'boss' player vs all...

Funny you should mention it, replicating the juggernaut example is exactly what spurred the idea! My particular take on it however requires a precursor round which selects this juggerboss from a group of solo players that actively respawn until a 'winner' becomes the boss that everyone then fights in round 2. Kind of oddball I know, i don't expect many likes or players honestly but the discovery process is quite fun!