God Fathers 2 for Q3A
| File name: | gf2_alpha_5_5.zip |
| File size: | 136.2 KB |
| Downloads this week: | 0 |
| Downloads total: | 199 |
| Date Added: | 01-14-2002 |
| Popularity: | 1% |
Short description:
God Fathers was a FFA modification to Kingpin which introduced the idea of levels, everyone started with a pistol and some ammo, and slowley worked their way up to have a load of armour and a very big gun.
MOD Information - Alpha 5.5
===========================
Working Title : Godfathers 2
Design : WitchDr.Ash, Pigwhistler
Mod Group : Atrophy (www.planetkingpin.com/atrophy)
Blurb : Atrophy's first forray into a game other than Kingpin is the sequel to the ever popular Godfather's mod.
Info : Pigwhistler and I have both wanted to do a class-based modification for a game, unfortunately Kingpin is pretty unflexible (having used pretty much all of Quake 2's flexibility!). Regardless of this fact I began to toy with a couple of ideas in Kingpin, and they proved quite successful. When Quake 3 became a viable coding alternative I decided that it would be worthwhile to use the experience that Pigwhistler and I had both gained in coding various mods under the Atrophy umbrella and try our hands at a Quake 3 modification. The work is split somewhat 80/20 at the moment between myself and Pigwhistler, as he has commitments to improve his mods in KP (and probably has a social life! :) ), whereas I have burnt my bridges to the KP modding community and have launched full scale into modding Q3. Pigwhistler is coding the streak bonuses (I.E 3 kills in a row and get a nice bonus!)
The name comes from the God Fathers mod produced by Pigwhistler a number of months ago, as it uses a levels system, so as you kill people your class becomes better. This is only a working title, as to be honest it makes practically no sense in Quake 3, so expect to see a name change sooner rather than later!
What You Can Expect To See:
Atleast 8 classes all sporting:
1 - Primary weapon
2 - Back up weapons
3 - About 10 levels to progress through
[4 - Some Classes Will Have Special Abilities, others will just have very big guns!]
All classes will have their own niche, and will be balanced. If you like an in your face style fight the Soldier will be best. If you like keep enemies at a distance and blowing them to pieces the Heavy Wep Guy is probably your choice, on the other hand if you like hit and run tactics the Power Gauntleted Assassin is yours for the taking. With a good range of classes inbetween which will hopefully satisfy everyones playing style, whether it be from Sniper to grenade launcher wielding Commando.
Also being released when the first public beta (which is fairly close to completion!) is the class creator software. This will allow people who have played the mod and think they can come up with a balanced and fair class (or think they can make a fairer version of class featured) can create their classes in the software, get it to write the code and e-mail it to us.
At the moment the Assassin Class and Machinegunner Class are ready for initial testing, also intended for the Beta is the Soldier Class and the Heavy Weapon Class, once I feel these 4 are reasonably balanced I will release a Beta. Please note that this is not a Quake 3 Fortress clone, and is not aimed primarily at team play. The mod is for FFA/Team DM/CTF and WILL work on existing maps (hence the instead ammo, afterall you're pretty stuffed if you need Lightning Gun ammo and the level doesn't have any!!)
Whether this mod will be server-side or client-side I'm not sure as yet, although odds are client, but there should be very little in the way of new graphics (seeing as neither PW or I are great with Graphics!), so any downloads will be pretty small.
WitchDr. Ash (atrophy@witchdr.freeserve.co.uk)
Atrophy Q3
BINDS & COMMANDS:
To select a class goto the model selection screen and choose
Xaero or Mynx to become an Assassin
Wrack or Lucy to become a Machinegunner
Major or Sarge to become a Soldier
TankJR to become a Heavy Weapons Guy
If you are an assassin you can switch between the Xaero or Mynx model at will, but changing it to any of the others will force a class change (You will lose your score and start again)
To activate homing rockets bind a key to special.
Current Classes
Select
Mynx Or Xaero for Assassin - A fast, close ranged fighter, primary weapon is a gauntlet from level 3. Has a double jump (hit jump twice quickly)
Sarge Or Major for Soldier - Medium speed, and armour, sporting a rocket launcher.
Angel Or Keel - A medium speed, armour class, with a very rapid firing machinegun which does locational damage.
TankJR - Heavy Weapon - A slow, heavily armoured class, with a BFG
All classes have 10 levels, and they level every 10 frags. Also you may notice that when you kill some people you get no frags for it. This is because they are they are 3 or more levels below you. People 1 or 2 levels below you score you 1, people of equal level score you 2, and people of higher levels score you 2 + (their level - your level), so if you're level 1 and you kill a level 10 you will get 11 frags! Be careful though you can drop a level.
Quick not these aren't balanced yet, except at level 10 (seeing as that is where I started and worked backwards), the Assassin is the hardest to level, but also one of the most lethal, and difficult to hit classes, at level 10, whereas the Heavy Wep is lethal at level 1, but doesn't gain all that much in the next 9 levels. The machinegunner and the soldier both earn similar sorts of bonuses to health and armour, however the Machinegunner gains a rate of fire bonus when ducked early on, and the soldiers rocket slowley moves faster and faster depending on the level, also there is a marginal Rate Of Fire bonus.
BOT SUPPORT:
I have added the start of bot support. None of the classes use the non-standard abilities (Such as the assassin's double jump, or the soldier's homing rockets YET!), however with classes like the Soldier or HeavyWep you can have an effective against bot, even against Assassin classes because they move very quickly. They level correctly and score correctly. So you can now have a bit of offline fun with the mod. I am going to mess around with the bot personality files to try to make force their favourite weapon to the class primary and to make the bots aware of duck bonuses to rates of fire and able to use the various special abilities (less sure on this, but will try anyway!)
Changes Since Last Version - Vers Alpha 5.5
* Bot Support (Sort of!)
* Class Selection Method Changes
* Addition Of Soldier Class
Current Version Information - Vers Alpha 5.3
* Level Up Support
* Level Down Support
* Weapon Damage Modification
* Locational Damage (Each class specifies which weapons do locational)
* Rate Of Fire Modifiers (Shotgun, Machinegun, Grenade Launcher, Rocket Launcher, Plasmagun, Railgun, BFG)
* When Ducked Rate Of Fire Modifiers
* Splash Damage Modifiers (BFG, Plasmagun, Rocket Launcher, Grenade Launcher)
* Instead Ammo (Pick up one type, gain that ammo plus some for other weapon[s])
* Class Specific Start Weapon
* Custom Maximum Health
* Custom Start Health
* Custom Maximum Armour
* Customer Start Armour
* Double Jump
* Custom Double Jump Height
* No Drowning Ability
* No Fall Damage Ability
* Off-Hand Grapple
* Class Specific Speed Modifiers
* Start Ammo
* Maximum Ammo
* Custom Streak Threshold
* Differing Scores Depending On The Level Of The Person You Frag (2 + (Their Level - Yours) [Doesn't Drop Below 0!]
* Homing Rockets
* Custom Homing Rocket Turning Speed
* Some Weapons Can Heal Teammates [Class Initialisation Tells Q3 Which Ones!]
===========================
Working Title : Godfathers 2
Design : WitchDr.Ash, Pigwhistler
Mod Group : Atrophy (www.planetkingpin.com/atrophy)
Blurb : Atrophy's first forray into a game other than Kingpin is the sequel to the ever popular Godfather's mod.
Info : Pigwhistler and I have both wanted to do a class-based modification for a game, unfortunately Kingpin is pretty unflexible (having used pretty much all of Quake 2's flexibility!). Regardless of this fact I began to toy with a couple of ideas in Kingpin, and they proved quite successful. When Quake 3 became a viable coding alternative I decided that it would be worthwhile to use the experience that Pigwhistler and I had both gained in coding various mods under the Atrophy umbrella and try our hands at a Quake 3 modification. The work is split somewhat 80/20 at the moment between myself and Pigwhistler, as he has commitments to improve his mods in KP (and probably has a social life! :) ), whereas I have burnt my bridges to the KP modding community and have launched full scale into modding Q3. Pigwhistler is coding the streak bonuses (I.E 3 kills in a row and get a nice bonus!)
The name comes from the God Fathers mod produced by Pigwhistler a number of months ago, as it uses a levels system, so as you kill people your class becomes better. This is only a working title, as to be honest it makes practically no sense in Quake 3, so expect to see a name change sooner rather than later!
What You Can Expect To See:
Atleast 8 classes all sporting:
1 - Primary weapon
2 - Back up weapons
3 - About 10 levels to progress through
[4 - Some Classes Will Have Special Abilities, others will just have very big guns!]
All classes will have their own niche, and will be balanced. If you like an in your face style fight the Soldier will be best. If you like keep enemies at a distance and blowing them to pieces the Heavy Wep Guy is probably your choice, on the other hand if you like hit and run tactics the Power Gauntleted Assassin is yours for the taking. With a good range of classes inbetween which will hopefully satisfy everyones playing style, whether it be from Sniper to grenade launcher wielding Commando.
Also being released when the first public beta (which is fairly close to completion!) is the class creator software. This will allow people who have played the mod and think they can come up with a balanced and fair class (or think they can make a fairer version of class featured) can create their classes in the software, get it to write the code and e-mail it to us.
At the moment the Assassin Class and Machinegunner Class are ready for initial testing, also intended for the Beta is the Soldier Class and the Heavy Weapon Class, once I feel these 4 are reasonably balanced I will release a Beta. Please note that this is not a Quake 3 Fortress clone, and is not aimed primarily at team play. The mod is for FFA/Team DM/CTF and WILL work on existing maps (hence the instead ammo, afterall you're pretty stuffed if you need Lightning Gun ammo and the level doesn't have any!!)
Whether this mod will be server-side or client-side I'm not sure as yet, although odds are client, but there should be very little in the way of new graphics (seeing as neither PW or I are great with Graphics!), so any downloads will be pretty small.
WitchDr. Ash (atrophy@witchdr.freeserve.co.uk)
Atrophy Q3
BINDS & COMMANDS:
To select a class goto the model selection screen and choose
Xaero or Mynx to become an Assassin
Wrack or Lucy to become a Machinegunner
Major or Sarge to become a Soldier
TankJR to become a Heavy Weapons Guy
If you are an assassin you can switch between the Xaero or Mynx model at will, but changing it to any of the others will force a class change (You will lose your score and start again)
To activate homing rockets bind a key to special.
Current Classes
Select
Mynx Or Xaero for Assassin - A fast, close ranged fighter, primary weapon is a gauntlet from level 3. Has a double jump (hit jump twice quickly)
Sarge Or Major for Soldier - Medium speed, and armour, sporting a rocket launcher.
Angel Or Keel - A medium speed, armour class, with a very rapid firing machinegun which does locational damage.
TankJR - Heavy Weapon - A slow, heavily armoured class, with a BFG
All classes have 10 levels, and they level every 10 frags. Also you may notice that when you kill some people you get no frags for it. This is because they are they are 3 or more levels below you. People 1 or 2 levels below you score you 1, people of equal level score you 2, and people of higher levels score you 2 + (their level - your level), so if you're level 1 and you kill a level 10 you will get 11 frags! Be careful though you can drop a level.
Quick not these aren't balanced yet, except at level 10 (seeing as that is where I started and worked backwards), the Assassin is the hardest to level, but also one of the most lethal, and difficult to hit classes, at level 10, whereas the Heavy Wep is lethal at level 1, but doesn't gain all that much in the next 9 levels. The machinegunner and the soldier both earn similar sorts of bonuses to health and armour, however the Machinegunner gains a rate of fire bonus when ducked early on, and the soldiers rocket slowley moves faster and faster depending on the level, also there is a marginal Rate Of Fire bonus.
BOT SUPPORT:
I have added the start of bot support. None of the classes use the non-standard abilities (Such as the assassin's double jump, or the soldier's homing rockets YET!), however with classes like the Soldier or HeavyWep you can have an effective against bot, even against Assassin classes because they move very quickly. They level correctly and score correctly. So you can now have a bit of offline fun with the mod. I am going to mess around with the bot personality files to try to make force their favourite weapon to the class primary and to make the bots aware of duck bonuses to rates of fire and able to use the various special abilities (less sure on this, but will try anyway!)
Changes Since Last Version - Vers Alpha 5.5
* Bot Support (Sort of!)
* Class Selection Method Changes
* Addition Of Soldier Class
Current Version Information - Vers Alpha 5.3
* Level Up Support
* Level Down Support
* Weapon Damage Modification
* Locational Damage (Each class specifies which weapons do locational)
* Rate Of Fire Modifiers (Shotgun, Machinegun, Grenade Launcher, Rocket Launcher, Plasmagun, Railgun, BFG)
* When Ducked Rate Of Fire Modifiers
* Splash Damage Modifiers (BFG, Plasmagun, Rocket Launcher, Grenade Launcher)
* Instead Ammo (Pick up one type, gain that ammo plus some for other weapon[s])
* Class Specific Start Weapon
* Custom Maximum Health
* Custom Start Health
* Custom Maximum Armour
* Customer Start Armour
* Double Jump
* Custom Double Jump Height
* No Drowning Ability
* No Fall Damage Ability
* Off-Hand Grapple
* Class Specific Speed Modifiers
* Start Ammo
* Maximum Ammo
* Custom Streak Threshold
* Differing Scores Depending On The Level Of The Person You Frag (2 + (Their Level - Yours) [Doesn't Drop Below 0!]
* Homing Rockets
* Custom Homing Rocket Turning Speed
* Some Weapons Can Heal Teammates [Class Initialisation Tells Q3 Which Ones!]







