Thanks. I really enjoyed working on this one so I think I will make it a mod of its' own after all. :)negke wrote:Supa's mod: Nice idea. Took me a while to figure it out. I liked the tactical potential, even though E1M1 is probably the wrong map for that kind of game mode as it's 100% linear. I could imagine this to work better on some of the DM maps.
Regarding E1M1, I'm planning on adding a checkpoint entity which can fire off targets and activate wave spawners as the attacking monsters advance through the level, so the linearity of the layout should work out as a strength and it'll hopefully cut down how long individual games last. I would like to try it out on larger Deathmatch maps though, I'll have to add some kind of widget entity for the attackers to touch in place of an exit trigger but I think it'd play out rather well on maps like DM3 - imagine if the player had to defend the MH mound of the central atrium and the attackers spawned from every corner of the map..
No - but the attacking monsters will. :)negke wrote:Do defending monsters infight?
I'd like to do multiplayer (and coop) support someday, but I'm worried about the kind of network traffic 50+ Ogres (or Shamblers..) in the same room will generate.. I don't think it's an impossible problem to solve though.negke wrote:This might even make for an interesting multiplayer game where two players or even two teams with several players play against each other. The one who manages to get their monsters through to the other team's exit wins. With a player responsible for the defense and another one for the attack. Or something like that...