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sbox-hover's Introduction

sbox-hover

A competitive 32 player capture the flag game where movement is based on jetpacking and skiing around the map.

πŸ”« Loadouts

Visit a Loadout Station at your base to change or upgrade your current loadout. Each loadout has alternate weapons and equipment that can be selected.

⛸️ Jetpacking and Skiing

To jetpack hold the [Right Click] button and to ski hold [Space]. When you are skiing, you will maintain your velocity / speed as long as you are not going uphill. Make sure you jetpack uphill and ski downhill and across flat surfaces to gain crazy speed. You should try to be skiing as much as possible while you are moving.

🎀 Communication

Communication is vital to your team's success. Bind a key to +iv_voice to talk with your team.

⭐ Changes

πŸ“… v0.9.1

  • Players can only capture a flag when their flag is on their home stand
  • Players instantly return their own flag when they touch it

πŸ“… v0.9

  • Added targeting upgrade to base turrets
  • Improved base turret accuracy
  • Increased cost of base upgrades

sbox-hover's People

Contributors

aylaylay avatar bakscratch avatar handsomematt avatar kurozael avatar lewisainslie avatar maxlebled avatar ognik5377 avatar samzanemesis avatar

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sbox-hover's Issues

Weapon Balance Changes

  • Buff the Cluster and Sticky ranges
  • Buff the Shotblast damage and spread
  • Increase minimum life time on Destroyer projectiles and inverse falloff damage

Tertiary Equipment Slots

  • Equipment is essentially a weapon that cannot be selected and sits in a tertiary slot
  • Deployable Turret (needs a model @bakscratch this is a small deployable turret that should fire yellow projectiles the same as the Sideman ones) / automatically explodes if generator is offline
  • Ammo Booster (+50% ammo)
  • Energy Booster (+20 energy)
  • Speed Booster (+20% max speed, +10% move speed)
  • Radar Jammer (hides you from enemy radar sensors)
  • Shield Booster (-20% energy generation speed, damage takes from energy before health)
  • Heavy Shield Booster (-10% energy generation speed, damage takes from energy before health)
  • Heavy Energy Booster (+25 energy, converts some damage into energy)

Barrier Shader

A material that only shows when the player is in close proximity showing the edge of the map.

Carbine Weapon

  • Medium range hitscan rifle using a re-skinned Blaster model

Loadout Change UI

Players can change their Loadout using this UI but only from a Station.

Weapon Upgrades and UI

Players can upgrade individual weapons up to 3 times per match. Each upgrade may provide more ammo, or better damage against certain things.

Station Model + Implementation

Model Example

image

  • Idle particle effects (both Powered Up and Powered Down)
  • Particle effects when used by a player

Implementation

  • Two or three Stations placed around each base
  • Forces health to regenerate instantly
  • Restores all weapon ammo automatically
  • Can change Loadout from them
  • Can only be used once every 30 seconds
  • Powers down when the Generator is destroyed

Initial Loadout Implementations

  • Light Assault (Fast / High Energy / Medium Health / Small Weapons)
  • Light Sniper (Fast / High Energy / Lower Health / Long-Range Weapons)
  • Heavy Assault (Slow / Lower Energy / High Health / Medium Weapons)
  • Heavy Tank (Slow / Low Energy / High Health / Higher Regen Speed / Heavy Weapons)

Repairing

Some Loadouts can repair the Generator or broken base defences with the G key. The thing that is being repaired will have the damage shader reduce as it regains health and will play a particle system around it to indicate that it is being repaired.

  • Repairing particle system (perhaps have it scalable) @bakscratch
  • Implementation

Deployable Upgrades

Three upgrades for the following deployables:

  • Turret
  • Motion Sensor
  • Landmine
  • Claymore

New Awards

  • Double Kill
  • Triple Kill
  • Explosives Expert
  • Midair Combat
  • Killing Spree

Implement Initial Weapons

  • Blaster (Plasma / Short Range / Fast Projectiles)
  • Pulse Sniper (Long Range / Hit Scan)
  • Grenade Launcher (Medium Range / Slow Projectiles / 3 Shots / Area Damage / Curved Trajectory)
  • Fusion Rifle (Medium Range / Single Shot / Slow Projectile / Area Damage)
  • Shotblast (Close Range / 6 Shot Blast / Hit Scan)
  • Sideman (Pistol / Short Range / Hit Scan)

Full Sized Test Map

  • Full Sized Terrain
  • Monuments and Detail / Stuff to Ski Around/Over/Through
  • Small Enterable Structures and Towers (Maybe)
  • Two Enterable Ship Style Bases
  • Generator Room in Each Base
  • Flag on Top and Team Spawnpoints Around Ship / On Top

Automatic Health Regeneration

Players automatically regenerate health after a delay from the last time they were damaged. This delay, and the speed at which they regenerate health is determined by their loadout.

Placeholder Jetpack Model and Trail Particles

The Jetpack will be attached to Terry's spine. Particles can be created by code and CP#0 set to an attachment on the jetpack model when activated.

  • Model / Particles
  • Implementation

Light Saboteur

  • Has a Stealth Pack which when activated drains energy but renders the player invisible until they attack or are damaged
  • Stealth Pack can be upgraded up to 3x to reduce energy drain each time
  • Has a Burst or Spinfuser and Sticky as a secondary weapon (close range Barage that fires Sticky Grenades)
  • Copy of Barage particles except called Sticky (purple color maybe?) @bakscratch
  • Less health than a normal light assault loadout
  • The Burst weapon is a hitscan variation of the Blaster that fires a burst of bullets (use Light Turret effects for now until @bakscratch can arrange bespoke ones)

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