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King of the Hill v2 - BA
Posted: 26 Apr 2009, 01:52
by Alchemist
King of the Hill v2 game style for BA 6.91!
Changes:
Code: Select all
- Fixed bug where wrong teams died in FFA
- Spring sends message on game start stating the goal time
- Time now counts down from goal time to 0
- Box colors fully functional now
Screens:
How it works:
- Create 1 more box than number of teams in lobby. IE: 4 teams playing, create 5 boxes. Last box will be the area to control.
- Set mode to King of the Hill in ModOptions
- Set time to control (5 min, 30 max, 15 default)
- Only commander can obtain control but any unit left inside the box can keep control.
- To claim control for another team ALL other enemy units inside the box must be destroyed
Replays:
3 Way FFA: http://replays.adune.nl/?1203
3 Way FFA: http://replays.adune.nl/?1150
4 vs. 4: http://replays.adune.nl/?1152
Thanks to lurker, jK, quantum, TheFatController, and specially BrainDamage for re-coding SL to work with this new game style!
Enjoy! :D
*Warning: This only works if host has SL version 0.0.1.10448 or later.
Re: King of the Hill
Posted: 26 Apr 2009, 02:45
by Neddie
Interesting, but wasn't this already accomplished through lua point control in Evo RTS, S44, etcetera?
Re: King of the Hill
Posted: 26 Apr 2009, 03:31
by Alchemist
Yes but no.
This allows for a much more involved user interface in regards to gameplay. S44 base their point control off metal spots. This is completely user controlled. The host or users (in autohost) can choose where it is they want to battle.
Re: King of the Hill
Posted: 26 Apr 2009, 03:47
by Neddie
Not all our S44 point control options depended upon metal initially, but I see your point.
Re: King of the Hill
Posted: 26 Apr 2009, 03:59
by smoth
YOU MADE sOMETHING! COOL!
Re: King of the Hill
Posted: 26 Apr 2009, 04:18
by TradeMark
Thanks to lurker, jK, quantum, TheFatController, and specially BrainDamage for re-coding SL to work with this new game style! + thanks to TradeMark for making this awesome map and inspiring me to make this gaming style!
fixed.

Re: King of the Hill
Posted: 26 Apr 2009, 04:28
by BaNa
you win at life sir
Re: King of the Hill
Posted: 26 Apr 2009, 06:19
by Andromeda
Awesome, this is the reason i have been waiting for to return to playing BA!
Good work!
Re: King of the Hill
Posted: 26 Apr 2009, 08:41
by REVENGE
Interesting. You've reminded me that I need to fix CTF's compatibility with the latest Spring and release the codebase. It's been essentially finished since August of last year.
Re: King of the Hill
Posted: 27 Apr 2009, 02:50
by Alchemist
Got a nice replay here.
http://replays.adune.nl/?1150 (3 way FFA)
Re: King of the Hill
Posted: 27 Apr 2009, 04:24
by kburts
this is so cool! how would i install it (would i copy the sd7 into my mods directory?) or something like that?
Re: King of the Hill
Posted: 27 Apr 2009, 04:59
by zwzsg
TradeMark wrote:Thanks to lurker, jK, quantum, TheFatController, and specially BrainDamage for re-coding SL to work with this new game style! + thanks to TradeMark for making this awesome map and inspiring me to make this gaming style!
fixed.
And no thanks to IceXuick?
Re: King of the Hill
Posted: 27 Apr 2009, 05:18
by kburts
ahaa! i got it to work! it has been figured out!
this is so cool!
Re: King of the Hill
Posted: 27 Apr 2009, 05:49
by naroonha_iv
Dear Sir,
Whilst happile meandering along playing spring i was invited by your good self [alchemist - ed] tp partake in a "mutated" version of the aforsaid game. All well and good I though, I dont really want to be the king of anything, but reasured by the teamness of it all I went ahead. Not really understanding the game from the tired and drunken waffle offered by the already bleary eyed addicts within the room, I navigated to wikipedia and searched for the definition. Nothing there! In the opinion of this player, such a seminal work should be kept up to date in all ways possible. To this end I have writted an email to wikipedia organisers, criticising them most heavily and requesting they HAVE A LOOK AT THIS GREAT MUTATOR
Yours sincerely,
Naroonha (IV)
Re: King of the Hill
Posted: 27 Apr 2009, 06:20
by 3dmodeler
Nice work on this mod Alchemist--kudos to the new dimension in gameplay and even in team building it seems to make. There are a number of maps I see this working well with.
That last game I was in was nothing short of amazing with a win cut short by one second, and the hill lost, then retaken. Very well done!
Thank you.
--3Dmodeler
Re: King of the Hill
Posted: 27 Apr 2009, 07:18
by Alchemist
3dmodeler wrote:
That last game I was in was nothing short of amazing with a win cut short by one second, and the hill lost, then retaken. Very well done!
Here is replay for that
http://replays.adune.nl/?1152.
Though there was still a bug in that game (now fixed), it had no effect on gameplay.
Re: King of the Hill
Posted: 27 Apr 2009, 11:14
by imbaczek
can you define more than one extra capturable startbox? having 3 boxes with combined time would be cool, each one adds e.g. 5 mins to the pool and if your team has all three, each game-second three win-seconds pass for you.
Re: King of the Hill
Posted: 27 Apr 2009, 17:38
by Jazcash
You could make variants of this. Territories, Race Checkpoints etc.
Re: King of the Hill
Posted: 29 Apr 2009, 02:29
by kburts
maybe this should be moved to the BA subforum...
but the folsom dam final map was quite terriffic with koth!
Re: King of the Hill v2
Posted: 02 May 2009, 16:56
by Alchemist
New version released :D