Seriously Warped Deathmatch v3.0
www.3dactionplanet.com/serioussam/warped

This is a series of deathmatch (scorematch) mods built for the Serious Engine. Please report all bugs to [email protected]

Contents:

Installation
Start a Game
Game Types
Game Rules
Teamplay
Features
Mapping
Credits
Disclaimer

 

To Start a Game:
Start a scorematch server with a score limit of about 500,000 - 1,000,000 points (or whatever you like) and begin one of the maps starting with the prefix CZ_, OT_, RG_, TCZ_, CTF_, and STO_.

The Games:
Control Zone = All maps prefixed with CZ_
Objective Thief = All maps prefixed with OT_
Serious Rugby = All maps prefixed with RG_
Team Control Zone = All maps prefixed with TCZ_
Capture the Flag = All maps prefixed with CTF_
Steal the Objective = All maps prefixed with STO_

ControlZone Rules:
The rules are the same for a standard scorematch game, with one exception. Somewhere on the map is a flag (possibly multiple), if you stand in the vicinity of the flag (map dependent) you will start scoring points at a rate of 1000 pts per second. Only one player at a time can score points from a particular flag, so the goal is to hold a control zone and prevent others from taking it or other flags. Have fun!

Objective Thief Rules:
The rules are the same for a standard scorematch game, with a slight variation. Somewhere on the map is an objective (possibly multiple). To score points capture that objective and take it to a recovery zone. The trick is that everyone else will try to do the same, and there is only one of each objective. (It'll respawn after returned or after the player is killed. Default score = 100,000 pts for recoving the objective)

Rugby Rules:
The rules are the same for a standard scorematch game, with a slight variation. Somewhere on the map is an objective (possibly multiple). To score points capture that objective and just run around with it. The trick is that everyone else will try to do the same, and there is only one of each objective. (It'll respawn after the player is killed) Also, when you have the objective you will be identified to all other players, so be careful. (Default score = 1,000 pts per second while holding the objective)

Teamplay Rules:
Teamplay works as above, but points are distributed amongst your team. Normally objectives are not worth as much because of this. If an objective is worth x points, then we use the formula y = x*(1-PlayerCountForYourTeam/TotalPlayerCount). The player then with the objective, gets 2x and everyone else on his team gets x points. Basically this is a balancing mechanism so the bigger/stronger team will get less points. I hate autobalancing, so hopefully this will encourage players to balance themselves. (lets see how it goes) Also everyone on a team will be using the same model no matter what you set as preferences. The score limit is not reached until the team score hits the limit. (the Team score only receives points for objectives and not frags)

This mod also includes:
New Game Option: 4 Level Player Movement Speed setting for the server
New Game Option: Knife Damage Level can be set
New Weapon: Plasma Thrower - uses energy to fire a fast, area effect energy bolt (ammo 1/5 Plasma packs)
New Weapon: Energy Mine Layer - an energy based mine distribution weapon; up to three can be active at once (ammo 1 fusion pack)
New Key Binding Secondary Fire:
1) Sniper has a quick zoom
2) Grenade Launcher can launch gas grenades
3) Plasma Thrower can shoot a slower firing, but more powerful energy bolt
4) Detonate all of your placed energy mines.

If you want to map for this mod:
Creating Warped style maps is an easy task. Just create the map as normal. Make sure the Deathmatch flag, map name, and description are set. Then insert into your virtual tree the following entities: ControlZone.ecl, ObjectiveItem.ecl, ObjectiveManager.ecl, and ObjectiveZone.ecl

To create a Control Zone map add the ControlZone entity just like you would a Touchfield. Keep the entity defaults and you can add a flag to the location by also adding to your virtual tree the object \Levels\Prefabs\CZ_Flag.wld. And then drag this object into your ControlZone and add it as a layer.

To create a Rugby map you need to add an ObjectiveItem and an ObjectiveManager. The Item will specify the object model and the manager will handle scoring and pinging the players.

To create an Objective Thief map you need to add an ObjectiveItem and an ObjectiveZone. The Item will specify the object model and the Zone (added just like a touchfield) will by the recovery area. Make sure to match the zone type to the objective type. You can even trigger an event upon recovery. That's about all there is to it, feel free to experiment with the entity setting to send different messages or scores or even make hybrid or multi-objective maps.

TeamPlay Mapping: If you'd like to make a teamplay map, things get a little more complicated. First requirement is a GameController.ecl object. Then you need to fill in that objects information and create team spawns. Best way to learn this is through experimentation and by posting questions to the forums. All teamplay maps will require a GameController.ecl object (set this object to Teamplay, set the number of teams here, set each team name and model). Create the Zone and Objective entities the same as with the deathmatch maps but you can also set the team owner flags. (A Team Owner of an item can not pick up that item, A Team Owner for a zone is the only team allow to recover to that zone)

 

Who made this all happen?
Nick "Xavier" Macron
Chris "LanThief" Kreager
Ben "Vinz" Frech
Sean "Mwadiabe" Center

Also with thanks to:
Vesto for his help getting us setup on 3DActionPlanet
Croteam for creating an incredible toolset and engine 
Our wives, girlfriends, or parents for putting up with our gaming addiction
And finally all those on the forums who gave answers to much needed toolset questions (especially Alen of croteam who has been a godsend)

Disclaimer: (don't you hate these) This Mod is use at your own risk and offers no warranties and is not liable for any damages that may or may not be caused by the contents.