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Topic: Death Run Mod ALPHA |
BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Wednesday, Feb. 9, 2011 03:21 pm |
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Here it is, The cool Death Run mod for CoD4 has ben created!
For those that don't know what it is... Death Run is the game where jumpers have to complete map and kill activator before he kill them with death traps.
I won't be writing features list here because mod is still in alpha stage and not all features were implemented.
Current mod version is 0.4a (alpha) which im still working on it. The change log includes:
Quote: [+] Added xp bar
[+] Added admin commands
[+] Added welcome messages
[+] Added "Free Run" round at start
[+] New vision files included
[C] Spectator wont be picked to be the activator
[C] Player that was picked in last round wont be picked in next one
[F] Fixed hint strings not showing due to hardcore hud
[F] Fixed problem with game freezing caused by a player leaving game when only 2 players were on server
[F] Fixed issues with missing team icons
Got one bad news and one good news.
The first one is that server files are not released yet, thats because it is still in alpha stage and i want to finish mod first before releasing files.
The second one is that version 1.0 will be free to everyone and will include server and client side files avaiable to download.
Now, if you are interested in making maps for Death Run, feel free to make them, i will help everyone with scripts and spawn points.
I suggest you to use forums on my site to allways get newer informations about mod, maps and help in making maps for mod.
Click here to enter Death Run forum.
IP to the CoD4 v1.7 DR test server hosted by iNext: 85.214.158.249:30000 |
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Mystic |
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General Member Since: Apr 10, 2004 Posts: 6147 Last: Apr 15, 2018 [view latest posts] |
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Efraxskills |
General Member Since: Nov 10, 2009 Posts: 41 Last: Nov 22, 2012 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Friday, Feb. 11, 2011 10:29 pm |
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Good work brax, mods like this makes cod4 is more fun than it already is .
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You could also make an alternative game mode where players have to get to the end of the obstacle course where there is a random weapon. The first to arrive can get the gun and shoot the others so they cant come, but must be careful because you only have one mag .
Greetings and again, nice work pal |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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cskiller86 |
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General Member Since: Nov 23, 2009 Posts: 528 Last: Oct 25, 2011 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Saturday, Feb. 12, 2011 10:42 am |
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Looks great, really is unique.
I have some ideas, though. I think it would be better if the activator and the jumpers don't see each other directly. The way it is now, if there are few jumpers, most of the time none of them will reach the activator.
It would add to the tension if they didn't see each other. Maybe the activator can have the jumpers always on the minimap (infinite UAV), so that he knows they are in the area of a trap, but doesn't know their exact position.
And the jumpers should also get a UAV if they successfully get across a trap (but only one UAV per trap; the first one to pass that trap would get it, the others don't; otherwise, it would be abused).
Also, the activator doesn't have a lot to do. Maybe there should be alternate routes. If the activator sets off a trap, a door should open and another route with traps would be available. This way the activator will be on constant alert and would have to run from button to button.
On another note, it would be great if there were traps that didn't require activation. For example, a laser tripwire that would be hard to see and would change position between rounds.
Also, as a last defense, the activator should receive a C4 charge. The jumpers have to pass through a small and dark room before reaching the activator, but a C4 can be planted anywhere in the room, so they have to be careful while passing it. |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Saturday, Feb. 12, 2011 02:48 pm |
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cskiller86 writes...Quote: Looks great, really is unique.
I have some ideas, though. I think it would be better if the activator and the jumpers don't see each other directly. The way it is now, if there are few jumpers, most of the time none of them will reach the activator.
It would add to the tension if they didn't see each other. Maybe the activator can have the jumpers always on the minimap (infinite UAV), so that he knows they are in the area of a trap, but doesn't know their exact position.
And the jumpers should also get a UAV if they successfully get across a trap (but only one UAV per trap; the first one to pass that trap would get it, the others don't; otherwise, it would be abused).
Also, the activator doesn't have a lot to do. Maybe there should be alternate routes. If the activator sets off a trap, a door should open and another route with traps would be available. This way the activator will be on constant alert and would have to run from button to button.
On another note, it would be great if there were traps that didn't require activation. For example, a laser tripwire that would be hard to see and would change position between rounds.
Also, as a last defense, the activator should receive a C4 charge. The jumpers have to pass through a small and dark room before reaching the activator, but a C4 can be planted anywhere in the room, so they have to be careful while passing it.
Your first idea isn't really good, game would be boring and it would affect in ragequitting activators. All rest depends on mappers choice.
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zeroy |
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General Member Since: Nov 26, 2007 Posts: 1060 Last: Mar 12, 2014 [view latest posts] |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Monday, Feb. 21, 2011 07:51 pm |
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New version of Death Run has ben finished. It is currently most stable version and probably BUG FREE. Here is list of changes:
Quote: [+] New, but not final, main menu
[+] Added new characters that can be unlocked [Thanks to INSANE and |MACOM|Hacker for models]
[+] Added next map voting [Again thanks to Bipo, he finished his own map voting before me ^^]
[+] Players now see how many spectators are watching them
[C] Changed log strings to work with Rcon Tools and B3 bot...
[C] Clock looks much more better now
[F] Fixed bug that caused map restart when server should change to next map
[F] Fixed round not ending in some cases
[F] Cleaned and sorted code alot
[F] Anti rank hacking check really works now
[F] Fixed little bugs...
Also posting changes from 0.5:
Quote: [+] Added check if rank was hacked and will restart player's rank if so... [Thanks to Bipo]
[+] Added time limit
[+] Added messages and timer
[C] Changed round start
[C] Death players may respawn in free run round
[C] Activators have now night vision in inventory
[F] Fixed some problems with XP bar [Thanks to Bipo]
[F] Fixed some bugs that affected gameplay
[F] Fixed AFK monitor temporary banning players
[F] Included various fixes for map "mp_deathrun_long"
Today server was updated to 0.6a.
CoD4 1.7: 85.214.158.249:30000
For those that dont know what Death Run is...
The classical mod in which a single player fights alone against the other team,
his only weapons are his deadly traps. The players in the opposite team have
to kill the trapmaster after finishing his course without dying.
edited on Feb. 21, 2011 02:53 pm by BraX
I will probably release mod to public in next week :) |
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SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Monday, Feb. 21, 2011 08:03 pm |
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BraX writes...Quote: New version of Death Run has ben finished. It is currently most stable version and probably BUG FREE. Here is list of changes:
Bug...
No minimap (default texture).
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