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BombSquad - Needs Assistance 
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1233
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We Need Help!
This is kind of a difficult job for me alone now. Maybe some people that would like
to fix some of the broken weapons or ACS, be my guest. It all pretty much sucks
right now and I'm not going to be suprised if this project dies soon.

Most of the sprites and sounds are placeholders. Don't freak out if you see things you see in other wads. "OMG YOU USE HIDE N SEEK STUFF OMG" Placeholders.

Here is where it stands as of now:


I know I'm being lazy and I cant expect for people to do most of my work, but I'm not
a perfect ACS or DECORATE coder. If you are interested in helping, drop me a line
in PM or on IRC.

What is BombSquad?
Almost any computer gamer has played Counter-Strike and a lot of people are aware
of Call of Duty. Both of these games have similar game modes.
This new game type consists of two unique teams, the Good Dudes, and the Bad
Dudes (names subject to change). The Bad Dudes have to take one bomb to one of
two (or three depending on if the map is huge or not) and plant the bomb. Then
come in the Good Dudes. The Good Dudes have to make there way to the bomb site
within the detonation time, and defuse it.

How is the game played?
Many other factors come into play as well, some Good Dudes will have better
defusal kits to enhance defusal time. Each team has different classes for different
tactics and positions. Some examples of classes will be Heavy Weapons, Assualt,
Stealth, Light, and Demolition. Each will have up sides and down sides depending
on their abilities.

Is this an LMS game type?
Yes, it is. Once you die in the game type, you're out until the next round. If the
entire opposing team is wiped out, victory!

So, what kind of maps will this be played on?
There are going to be some maps coming with the game type. There have to be
some aspects to the maps for this game type to be fun and to work. Here are some
things to keep in mind if you want to map for this: (not right now, wait for everything
to be in place and that it becomes popular, if it ever does)

- Large, open maps with places to discover.
- No huge camping spots or else the game would be dumb.
- Don't give certain classes advantages.
- No Cover = No Fun (this isn't All Out War)
- Don't have spawns and bomb sites close to spoiler smaller games (3 vs 3).

What's Finished

MAP01 - Desert Downtown - 90%
The maps basic structure is finished and just needs testing and fine-tuned. Detail

will come later if I'm not lazy.

The weapons and classes are being worked on and I kinda suck at making good

weapons. I know how to make weapons, its just that I'm lazy.

Weapons so far.


Yeah, they all suck.

Here are recent screenshots:


What's to come
-Good Guys don't win automatically if the Bad Dudes are all dead, if bomb is

planted. (LMS problem)
-More maps
-Finished Classes and Weapons.

Old Screens:


Last edited by Doomsphere on Sat Apr 10, 2010 5:26 pm, edited 2 times in total.



Sun Apr 04, 2010 9:19 am
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Location: Friday Night Fragfest
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You're going to lower the player speeds, right?


Sun Apr 04, 2010 9:26 am
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Location: Fantastic Planet
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Damn, looks great so far. :P

Good luck. :D


Sun Apr 04, 2010 9:49 am
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Sun Apr 04, 2010 11:03 am
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Location: Iram Of The Pillars
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doesn't look bad. keep it up


Sun Apr 04, 2010 11:38 am
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Nice work, like the middle-eastish theme


Sun Apr 04, 2010 11:43 am
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Sun Apr 04, 2010 5:26 pm
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Sun Apr 04, 2010 5:33 pm
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Location: Space!
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I quite like the overall style of this from the screenshots. A couple more things could use custom textures (for instance, the pink benches in the restaurant look like 1994, and the rusty gothic wood/metal doors near them look a bit out of place), and some of the roofs could use some nice, decorative trim textures along them.

Also, the midtex window gratings on the left in are bleeding into the floor. You can easily prevent this by either increasing the sector brightness level by 1 on one side of them, so that the sector is just slightly different on both sides, or by using the extended "Clip Midtexture" line flag either via a Line_SetIdentification argument in Hexen format or directly in UDMF.


Sun Apr 04, 2010 10:07 pm
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Awesome. Yes Aenima, I'm keeping some of the Doom 2 weapons but making them better and different. The Chaingun will be more realistic, have more frames, and overheat if used haphazardly. Grenades are in development. Frag, Sticky, Smoke, and Flash grenades are going to be included.

Thanks a bunch Essel. You just knocked out like 5 things I've been putting off. Yeah the seating does look like some 80's diner. The roofs are going to be redone soon. Height variation and trimming will be in soon.

As of now, I'm finished most of the indoor buildings and making them better.


Mon Apr 05, 2010 10:13 am
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Soldiers have no disadvantages? (I guess that's why it said subject to change?)

The runners should have about 400 ammo with an uzi... I don't know the firing speed, but if its a fast firing speed, then it should have more ammo. I learned from shotgun frenzy that your uzi ammo runs out fast even with 400 ammo.


Mon Apr 05, 2010 1:38 pm
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Location: Pennsylvania
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Mon Apr 05, 2010 2:07 pm
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Nice. The wad looks good so far. I wanted to make a wad like this. And you will have hack another gametype to make the good guys not win when they kill bad guys if the bomb is planted.
The worst thing in haxing a gametype are the scripts that execute when someone disconnects. I was having some problems with DISCONNECT type of scripts. Good luck with the project!

You might wanna make big parkings with a lot of cars, and a spot for bomb there. And make some cars pilot-able and eject-able. No weapons on the car just make sure that you can kill enemies by driving at them. It can be good for bomb guarding and unexpected attacking. Like I said make only SOME of cars drive-able.


Mon Apr 05, 2010 2:28 pm
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Hey I'm a big fan of colored fog and smoke. I think if you added a light brown earth colored dust, it would add to the feel. (Ex. Dust and dust2 from CSS) Just my opinion since the fog code always makes things look more awesome.


Mon Apr 05, 2010 5:55 pm
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Great feedback guys! Yeah pun, I'm gonna get some more screenshots when a lot of the stuff is less crappy.

@Konda - Yeah, I'm trying to ignore the fact I have to do hacky stuff lol.

Snakez, yeah I'm going to try to get some more atmospheric stuff. I'm going to make dust clouds, sand storms, and a LOT of ambient sounds.

Keep the suggests, requests, questions, and feedback coming.


Mon Apr 05, 2010 6:52 pm
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Unfortunately, I've never played Counter-Strike (Hell, I've never played Half-Life), but I've played call of duty. This is search and destroy I take it. Nice map, I'll be looking forward to this.
Though give the soldier some disadvantage. Maybe slightly lower health or armor.


Mon Apr 05, 2010 7:02 pm
Profile YIM WWW

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Eh, the classes I posted was just something to show, just random ideas. Yeah the soldier was going to be like a regular, default class like Doomguy. I'll do something to even the classes out and they aren't final.


Tue Apr 06, 2010 8:11 am
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Pretty awesome, my only objection is the LMS-style, because I think most players would focus more on killing the other team rather than defending/attacking a certain area.


Tue Apr 06, 2010 10:04 am
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Tue Apr 06, 2010 6:02 pm
Profile YIM

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Location: United States
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I remember trying to work on a mode like this, but simply didn't have enough know-how to really do something of this scale on my own. I can't wait to play this!

@Volt: Actually for one team, that's kind of the point. Since I can't imagine the counter-terrorist just waiting for someone to plant a bomb "for the excitement of it." You should try search and destroy in those CoD games you've been playing. It's a lot of fun, and it motivates you to get better if you die easy.


Tue Apr 06, 2010 8:30 pm
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