In order to better balance the gameplay, we did some attribute changes: nerfed down the runner, altered the speed of the heavy, allowed dropped pickups to remain in the map indefinitely, incerased the number of ammo and health pickups allowed for the support classes, we made the pred ammo box and the ammo pouch have ammo for both preds and humans. We also added a new weapon (a tranquilizer gun) ability for the medic, to give the medic a more effective role in combat.
That did alter the gameplay. One of our members started a discussion thread here.
Before I present the videos captured during our gameplay tests, I want to raise your attention on the following image:
It points out several ways to stay in touch with the site:
Having this said, on with the videos!
If you're still not convinced by the heavy weapons, the next clip features Captain_Moose_Head as the enemy heavy and about 4-5 of us as blue attackers:
Anyway, last night was quite busy. It started with an eight people server, and towards the end of it, that was not enough. We had to start another server for more people. That's a first! The entire recordings (about 17 minutes of it)is available here:
So, what's to be done? The following list should not be seen as a list of features that will be implemented. It should be viewed instead as a TODO list:
- a team volume
This should help handling with enemy sentries being dropped in the enemy base, by rendering them inactive.
- simplified triggers
This should fix the issue of stuck flags and domination points.
The hints system would help out people that play the mod for the first time.
- more attribute changes
I am talking EMP explosion range, health regeneration for aliens when clawing dead bodies.
Different languages for the mod.
I'll add more to the list, as soon as more feasable items pop up.