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Topic: [0.5 gametype] Headhunt Deathmatch! (1.0)

UPDATE: Headhunt is now included in Warsow 0.5 as official gametype!

1.0 release of my first attempt to make a gametype: Headhunt Deathmatch

http://padpork.warsow-esport.net/headhunt/rc4/headhuntsplash.jpg

Special thanks to jal for patiently answering to my stupid questions ;-)

Gameplay description:

First player who gets shot loses all items and becomes 'tag'.
Other players try to hunt down the tagged player.
When tag gets headhunted down,
   - When autotag is 0, someone must shoot someone to tag.
   - When autotag is 1, player who killed the tag, will become new tag.
selfdamage etc is 0 by default.
Tagged player has warshell effect.
Tagged player shows in minimap (cg_showminimap 1)
Scoreboard also tracks times how long players have been tagged

Gameplay scoring:

* Tagged player gets 1 point for each 2 seconds staying alive
* 5 points for tagging player
* 10 points for killing tagged player
* 5 points for headhunt defense (killing someone while being tagged)
* -25 points for killing someone else than tagged player
* 1 point for hitting headhunters with gunblade when tagged

Gameplay screenshots from 1.0 (rc4) release:

New scoreboard, minimap in action:
http://padpork.warsow-esport.net/headhunt/rc4/headhunt1.jpg

Headhunt defense, killing attacker while being hunted:
http://padpork.warsow-esport.net/headhunt/rc4/headhunt2.jpg

Hunted down the tag, now got tagged because of it: (autotag 1)
http://padpork.warsow-esport.net/headhunt/rc4/headhunt3.jpg

Old screenshots from beta versions:

Player headhunted tagged player (+10) (beta3)
http://padpork.warsow-esport.net/headhunt/beta3/headhunt1_small.jpg

Someone got tagged, headhunting indicator: (beta3)
http://padpork.warsow-esport.net/headhunt/beta3/headhunt2_small.jpg

No one is being hunted, indicator to tag someone: (beta3)
http://padpork.warsow-esport.net/headhunt/beta3/headhunt3_small.jpg

If you kill non-tagged player, you'll get headhunt miskill punishment (-50) (beta3)
http://padpork.warsow-esport.net/headhunt/beta3/headhunt4_small.jpg

If you kill someone when being tagged, you'll get headhunt defense award (+5) (beta3)
http://padpork.warsow-esport.net/headhunt/beta3/headhunt5_small.jpg

You got tagged! Run, hide and defend yourself! (+1 score for each 2 seconds alive) (beta3)
http://padpork.warsow-esport.net/headhunt/beta3/headhunt6_small.jpg

Minimap showing tagged player's location (1.0rc1)
http://warsow-esport.net/headhunt/rc1/minimap.jpg

Where to play?

Available on all 0.5 warsow-esport.net servers, including FFmod.

Download: (place pk3 to basewsw and callvote gametype headhunt)

download 1.0
download 1.0rc4
download 1.0rc3
download 1.0rc2
download 1.0rc1
download beta4
download beta3
download beta2
download beta1

Known bugs

- No known bugs at the moment

Changelog

1.0 (final) (31.5.2009)

- Small detail fixes...

1.0rc4 (30.5.2009)

- Fixed spamming callvote autotag command
- Scoreboard now shows tag times in mm:ss format
- Scoreboard time tracks in warmup didn't reset when match started

1.0rc3 (30.5.2009)

- Scoreboard now shows tagtime (how long player has been headhunted)

1.0rc2 (30.5.2009)

- Autotag 1 by default
- Small cleanup + code commenting
- Gunblade defender bonus had wrong color code, oh the details..

1.0rc1 (29.5.2009)

- callvote autotag 0/1 option. makes tag killer automatically new tag.
- added minimap support showing the tagged player

BETA 4 (29.5.2009)

- penalty reduced from -50 to -25 
- added some award coloring
- fixed warmup tagging
- fixed the missing no-shoot indicator
- fixed misbroadcasting to spectators
- forcing models disabled to make players a bit more unique

BETA 3 (28.5.2009):

- informational message when no one is tagged
- bots can now play headhunt
- probably broken: gunblade defender bonus, may or may not start working with new warsow updates.

BETA 2 (27.5.2009):

- text change, you are the tag > you are tagged
- checkTag uses now G_CenterPrintMsg instead of drawAward for informing not to shoot non-tagged players
- headhunt state gets now reseted correctly if tagged player disconnects

BETA 1 (27.5.2009):

- First release with basics working

Feedback & suggestions welcome!

Last edited by kiki (2009-08-13 12:57)

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

you can make bots work with it by assigning 0 weight to every player excepting the tagged one smile

No pigs were harmed in the making of this game.

¡Puxa Sporting!

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

jal wrote:

you can make bots work with it by assigning 0 weight to every player excepting the tagged one smile

Oh, great. Will try that.

Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

It sounds a lot of fun crizis, hope to test it soon thanks!

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

bug: When the tagged player disconnects he is still considered the tagged player.

Some hints for fixing: Watch for team changes at GT_playerRespawn or at GT_ScoreEvent watch for "disconnect" events. Team changes are enough, since the player is always moved to spectator at disconnecting.

No pigs were harmed in the making of this game.

¡Puxa Sporting!

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

jal wrote:

bug: When the tagged player disconnects he is still considered the tagged player.

Some hints for fixing: Watch for team changes at GT_playerRespawn or at GT_ScoreEvent watch for "disconnect" events. Team changes are enough, since the player is always moved to spectator at disconnecting.

Okay, will fix for beta2

Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

I was going to make a post on warsownews.net, you want to release beta2 first?

www.warsownews.net - Now with NEW content

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

lokirulez wrote:

I was going to make a post on warsownews.net, you want to release beta2 first?

Preferably yes since especially disconnect bug is quite bad one, and it needs little bit of actual play testing. Hopefully beta2 tonight, or tomorrow night.

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

WOW!!!! WEEEEEEEEEEEEEEEEEEEEE....
played it with 7 guys on wdm5!! it's awesome man.  loads of fun.  would probably have been a bit better with less guys.  but it's really kewl.
The -50 penalty is very good smile gameplay was fast, frantic, funny and also very tactical. hi 5 man

How now warsow...

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

F081A wrote:

WOW!!!! WEEEEEEEEEEEEEEEEEEEEE....
played it with 7 guys on wdm5!! it's awesome man.  loads of fun.  would probably have been a bit better with less guys.  but it's really kewl.
The -50 penalty is very good smile gameplay was fast, frantic, funny and also very tactical. hi 5 man

Hehe, thanks a lot :-)

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

np tongue I'll try get some more constructive comments to you once I've played some more and guys are used to the gameplay...

edit: have you thought of possiblities for team based versions of this? like, each team has a tagged player, which they must protect... again, no killing untagged players. Just a thought

Last edited by F081A (2009-05-27 13:39)

How now warsow...

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

F081A wrote:

np tongue I'll try get some more constructive comments to you once I've played some more and guys are used to the gameplay...

edit: have you thought of possiblities for team based versions of this? like, each team has a tagged player, which they must protect... again, no killing untagged players. Just a thought

Heh, not a bad idea. I'll tune this one work flawlessly first though smile

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

maybe tagged player should get more points for staying alive... but otherwise I can't think of too much you would want to change. It's nice and balanced in that being tagged or not tagged each has it's pros and cons.  unlike say, predator gametype in UT, where it is clearly better to be the predator, cos that's the only real way to get points

How now warsow...

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

F081A wrote:

maybe tagged player should get more points for staying alive... but otherwise I can't think of too much you would want to change. It's nice and balanced in that being tagged or not tagged each has it's pros and cons.  unlike say, predator gametype in UT, where it is clearly better to be the predator, cos that's the only real way to get points

Actually originally the time interval was 1sec=1frag but that felt too scorey. I think 2sec is closest to "most balanced", but the problem is, this is almost always depend on the map size and number of players, so guess there's no magic bulled for The Ultimate Balanced Value :-)

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

True true.  In that sense, it's probably not worth worrying about trying to "balance" this too much.  If it's fun, it's fun smile

How now warsow...

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

can you maybe award points for "tagging" people with the melee of the gunblade while you're tagged?
(just another idea that came to mind - cos we had a lot of fun melee-ing each other when we got tagged.  it also gives you the opportunity to get some points in the event that you are tagged and surrounded)

Last edited by F081A (2009-05-27 15:09)

How now warsow...

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

F081A wrote:

can you maybe award points for "tagging" people with the melee of the gunblade while you're tagged?
(just another idea that came to mind - cos we had a lot of fun melee-ing each other when we got tagged.  it also gives you the opportunity to get some points in the event that you are tagged and surrounded)

Hmm. I'll test this at least, could probably work with the 2sec score intervaller..

Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

sounds fun

#warsow.mapping
latest mapreview: ws-aztech by Torefos
WASD - WArsow Singleplayer Development

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

F081A wrote:

can you maybe award points for "tagging" people with the melee of the gunblade while you're tagged?
(just another idea that came to mind - cos we had a lot of fun melee-ing each other when we got tagged.  it also gives you the opportunity to get some points in the event that you are tagged and surrounded)

*BUMP*

I tried to do it for b2 but apparenly hit some strange angelscript bug (or then it's just me failing like usual smile) Hopefully for b3

Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

i think a conceptual flaw would be that worst players are most likely being tagged, but its appearantly not as much fun to hunt the worst pllayer... doesnt really matter if you know the players are all at the same decent level

#define TRUE FALSE //Happy debugging suckers

Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

this plugin is great fun!

Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

On wdm6 there is a bug with the GA(YA in tdm) with the headhunter gametype both GA and YA spawn there. I checked it on other servers and the problem did not exist.

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

hhhhhhhhhh wrote:

On wdm6 there is a bug with the GA(YA in tdm) with the headhunter gametype both GA and YA spawn there. I checked it on other servers and the problem did not exist.

Heh, I actually got that issue with basewsw on a local server made by myself with T4 and auto-update 2 a while back. That was probably caused by loading the gametype which was bugged with T4 auto-update 2 (so therefore it spawned the different armors from different gametypes). But that was only once and only with T4 #2 though.. wink

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

Great gametype smile Although I have a few observations and some suggestions (u might have thought of these already):

-Make non-tagged players teamplayers (i.e. they become team alpha)
-Make tagged player team BETA (obviously)
-Make it clearly visible with a warning that says "Noone is Tagged", and make person tagged a sticky Hud feature.

IMO also:

-Make Tag emit noise when jumping (i.e. more noise than the usual piggy sounds big_smile)
-When person gets tagged, give him a RL with 5 weak ammo or something (so he can RJ around)
-When person gets tagged. If HP/Armor is below 100/100 when tagged increase it to 100/100.
-When person gets tagged, increase ground speed to 350 or something appropriate.

This would make for a very hectic Tag-experience i think smile Would be fun trying. I guess u'd have to adjust points to it aswell. BTW I think penalty is a bit big.

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Re: [0.5 gametype] Headhunt Deathmatch! (1.0)

nxc wrote:

-Make it clearly visible with a warning that says "Noone is Tagged", and make person tagged a sticky Hud feature.

This is definitely the biggest annoyance and makes game confusing. Will fix to beta3 tomorrow

nxc wrote:

IMO also:

-Make Tag emit noise when jumping (i.e. more noise than the usual piggy sounds big_smile)
-When person gets tagged, give him a RL with 5 weak ammo or something (so he can RJ around)
-When person gets tagged. If HP/Armor is below 100/100 when tagged increase it to 100/100.
-When person gets tagged, increase ground speed to 350 or something appropriate.

This would make for a very hectic Tag-experience i think smile Would be fun trying. I guess u'd have to adjust points to it aswell.

Actually the original idea was not to allow tag pickup weapons at all ;-)

I'll investigate if changing groundspeed is possible (with angelscript), that would be good.

nxc wrote:

BTW I think penalty is a bit big.

I think I'll reduce it to -25