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[NEW GAME MODE]Last Stand v1.08 + 2 Maps

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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby FaZe » Tue Sep 25, 2012 11:21 pm

Very fun. Hopefully we'll get some servers to host this ;)
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby MuOa » Wed Sep 26, 2012 6:38 am

havent gotten a chance to try it out yet, as i havent even seen the server in the play section
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby TheRealSponge » Thu Sep 27, 2012 9:06 pm

Can't wait to try this gamemode! It sounds awesome!
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby Influx » Fri Sep 28, 2012 9:39 pm

So I've managed to work through the latest problem I was having, where timers would carry over between maps and cause everything to go haywire, but the biggest problem I'm having right now is people who can't read instructions.

Everyone in the attacking team just sits in the holding area for a few minutes then leaves because they don't know how to get out, despite there being messages all over telling them how to do so. People who know what this game mode is actually about would be appreciated to help test.
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby heracles4 » Sat Sep 29, 2012 5:37 am

Server isn't up..:/ I'd be glad to help test when its up.
My maps:
Arena: Abordage, CastleWars

CTF: DarkMoon

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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby Influx » Sat Sep 29, 2012 5:10 pm

heracles4 wrote:Server isn't up..:/ I'd be glad to help test when its up.


Apologies, I don't leave the server up overnight because I'm not there to attend to it should something fail. I've got it running at the moment though. It will be up more and more as the script gets more stable.
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby TheRealSponge » Sun Sep 30, 2012 12:05 am

Influx wrote:
heracles4 wrote:Server isn't up..:/ I'd be glad to help test when its up.


Apologies, I don't leave the server up overnight because I'm not there to attend to it should something fail. I've got it running at the moment though. It will be up more and more as the script gets more stable.

Ugh, I always miss when you have it up :(
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby MuOa » Sun Sep 30, 2012 4:40 am

TheRealSponge wrote:
Influx wrote:
heracles4 wrote:Server isn't up..:/ I'd be glad to help test when its up.


Apologies, I don't leave the server up overnight because I'm not there to attend to it should something fail. I've got it running at the moment though. It will be up more and more as the script gets more stable.

Ugh, I always miss when you have it up :(


ugh, same :p
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby SRL » Sun Sep 30, 2012 7:50 pm

I have an idea for a map...

What about the Battle of Camaron?

Here's a description I found from this site.

This small engagement in Mexico while much of the world was focused on the American Civil War to the north, put the French Foreign Legion on the map and began a legend that persists today in the unofficial motto, “The Legion dies, it does not surrender.” Everything fell out because a group of 65 Foreign Legion troops, led by Capt. Jean Danjou were carrying supplies to Veracruz in support of the French campaign in Mexico under Napoleon III. Caught out in the open, the French troops managed to make a fighting retreat to the small hacienda of Cameron. There, surrounded and backs to the wall, the handful of Legionnaires fought like they were possessed. They repulsed attack after attack, cavalry charge after cavalry charge, until their ammunition began to run low.

Even after Capt. Danjou was felled by a bullet to the chest, his men fought on. Finally, only six of the men remained and they were out of bullets and powder. At this point, they have killed enough Mexicans to surrender honorably. After all, only six are left ALIVE, much less standing. But no, led by the highest remaining NCO, a corporal, the six men fixed bayonets and, with the cry of “Vive l’France”, charged the Mexican forces. Three were struck by rifle fire and killed outright. The remaining three were surrounded, wrestled to the ground and asked to surrender. Most men would have said fine and thanked their luck they were alive.

Not this bunch. One of the men looked up and said they would surrender only if they were allowed to keep their regimental Colors, keep their weapons, carry their dead with them, AND be given a safe conduct escort to their own lines. According to the accounts of eyewitnesses, the Mexican commander shook his head, laughed and ordered his men to comply with the Legionnaires’ demands. “After all,” he is supposed to have said, “What is one to do with devils like these?” To this day, April 30 is called Cameron Day in France and is celebrated by the Legion much as the Marine Corps Birthday is celebrated every November in America.
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby TheRealSponge » Sat Oct 06, 2012 3:11 am

I still haven't gotten a chance to play this gamemode, and I really wanted to. So I started a server with the old version (1.01) because they new one has some sort of gamebreaking bug.
aos://134326464
I probably won't be keeping this up. It's just to have fun until this bug gets fixed :)
EDIT: Updated to 1.08
Last edited by TheRealSponge on Sat Oct 06, 2012 4:20 pm, edited 1 time in total.
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby Influx » Sat Oct 06, 2012 2:31 pm

SRL wrote:I have an idea for a map...

What about the Battle of Camaron?

Here's a description I found from this site.

This small engagement in Mexico while much of the world was focused on the American Civil War to the north, put the French Foreign Legion on the map and began a legend that persists today in the unofficial motto, “The Legion dies, it does not surrender.” ...[snip]


I'd seen that, and it's definitely something I've considered. I think I need to fix the script before thinking about other maps, however, and there seems to be little info about the actual Hacienda Camarón, where the legion were holed inside. I know it won't matter to most people (or everyone but me), but when I reflect maps off reality, I like it to realistically represent reality.

TheRealSponge wrote:I still haven't gotten a chance to play this gamemode, and I really wanted to. So I started a server with the old version (1.01) because they new one has some sort of gamebreaking bug.
aos://134326464
I probably won't be keeping this up. It's just to have fun until this bug gets fixed :)


Thanks for the host, however that version still has the same bug. It's just that the conditions for the bug to appear never arose during the testing of 1.01. I'll put up a new version now which has fixed it, but bear in mind that I know of some bugs in the current version and I'll list them. They're not gamebreaking like the 'major' bug, but bear in mind that the version I'm about to put up is more of a snapshot than a full release.
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Re: [NEW GAME MODE]Last Stand v1.04 + 2 Maps

Postby TheRealSponge » Sat Oct 06, 2012 4:17 pm

Influx wrote:
TheRealSponge wrote:I still haven't gotten a chance to play this gamemode, and I really wanted to. So I started a server with the old version (1.01) because they new one has some sort of gamebreaking bug.
aos://134326464
I probably won't be keeping this up. It's just to have fun until this bug gets fixed :)


Thanks for the host, however that version still has the same bug. It's just that the conditions for the bug to appear never arose during the testing of 1.01. I'll put up a new version now which has fixed it, but bear in mind that I know of some bugs in the current version and I'll list them. They're not gamebreaking like the 'major' bug, but bear in mind that the version I'm about to put up is more of a snapshot than a full release.

Only one way to find out. I'll update the server and see how it goes. Thanks for the info and the gamemode! :)
EDIT: About the respawn bug:
So I wanted to say this while you were on but the chat in the server was getting flooded. You said that when an attacker spawns, they get a special flag saying that they spawned. But if they didn't spawn, they don't get that flag. So what if we just keep finding ways to reset that flag? For example, we could have a timer (maybe set it to every 30 seconds or every minute?) to see if the attacker is in the attackers spawn (the box) or not. If they are, then they have their flag set to "not spawned" if they don't, they have their flag set to "spawned". We could also reset the flag to "not spawned" whenever a round ends or the maps are changed. From my understanding, that flag only changes when the attacker dies or uses a spawn command.
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