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  1. 1.  
  2.  
  3.  
  4.  
  5.  
  6. Design Document for:
  7.  
  8.  
  9.  
  10.  
  11. Project Haven
  12.  
  13. Fast-paced Strategical Team Deathmatch
  14.  
  15.  
  16. Sometimes called HavenForts: Construct JetFists – The Chronicles of Wargasm (Episode 2, NeoForts)
  17.  
  18.  
  19.  
  20.  
  21.  
  22.  
  23.  
  24.  
  25.  
  26. Written by Mike -Az- TARET
  27. and the Project Haven dev-team
  28.  
  29. Version # 1.02
  30.  
  31.  
  32.  
  33.  
  34. I – Overview
  35.  
  36.         Haven is a multiplayer total conversion Source engine modification. The game focuses on fast-paced and intense combat with a twist, namely building.
  37.         The players will be playing on large snake-like maps with a lot of open space where they can build bases, bunkers and other elements that will provide cover, usually already present on a map.
  38.  
  39.  
  40. II – Objectives
  41.  
  42.         The game objective is as followed, every map will feature 5 linear control points, the middle 3 start off neutral and can be captured by either team. The last control point has a flag on it, which will server as to teleport allies to a different controlled control point. But it can also be stolen by the enemy team and capped at any control point under their governance. If the flag is stolen, the bereft team can no longer teleport.
  43.        
  44.         The flag takes the shape of any number of old tech hardware, such as photocopiers, computers, espresso machines and what not.
  45.  
  46.  
  47. III – Building
  48.  
  49.         Building is done in a very easy and intuitive way, the player hold mouse 3 from which a radial menu comes up, on this menu he can easily select the piece he wants to spawn by hovering aver it with his mouse, finally placing it on the field by letting go of mouse 3.
  50.  
  51.         The building then shows up transparent, as if being projected like an hologram, but, but it will become solid and non-transparent when finished, the time of completion varies upon the location of the structure, if it is built in a controlled area, the progress will be fast, built in a neutral area, the progress will be default, and slow in enemy territory, the builder class can build fast regardless of the location.
  52.  
  53.         Building include: wall panels, gates, dispensers and turrets.
  54.  
  55.         Buildings come at a set cost, which varies for each individual building. The currency and primary resource is “Mass”, each player can store up to 100 Mass, except for the builder who can store up to 200.
  56.  
  57.         Mass is earned by achieving objectives, such as capturing the flag or a control point killing enemies or taking down their structures. Objectives will earn a fill Mass store for the achieving player and a 25% Mass bonus for their entire team. Control points generate Mass at a fixed rate.
  58.  
  59.         Unfreezing a friendly block (if you misplaced it) will cost you an equal amount of Mass points to the construction of the same block! This is to prevent griefing.
  60.  
  61.  
  62. IV – Buildings
  63.  
  64. 1. 2D blocks
  65. 1. 1x1
  66. 1. Simple, costs 2 Mass, 2500 HP
  67. 2. Dispenser, costs 20 Mass, 1000HP
  68. 1. 2x3
  69. 1. Simple, costs 6 Mass, 2500 HP
  70. 2. Gate, costs 30 Mass, 5000HP
  71. 1. 1x5
  72. 1. Simple, costs 5 Mass, 2500 HP
  73. 1. 1.5x4
  74. 1. Simple, costs 6 Mass, 2500 HP
  75. 1. 3D Blocks
  76. 1. 2x2x1
  77. 1. Ramp, costs 10 Mass, 1000 HP
  78.  
  79.         Dispensers blocks are blocks that recharges player's health and ammo slowly when they are using it ('use' key on the dispenser)
  80.        Gate blocks are a simple 2x3 block with an energetic shield that allies can go through but enemies will be blocked.
  81.        Ramp blocks are just a triangular block that player use to pass over enemies' walls or leave their own base.
  82.  
  83.         Buildings can be destroyed, captured or reclaimed:
  84. 1. Destroying is straight forward; you shoot the block until it dies. The building will shatter into pieces which can be picked up for Mass points. A destroyed building only drop 50% of it's original Mass value.
  85. 2. Capturing can be done only by the builder class and it takes complete control over an enemy structure.
  86. 3. Reclaiming can be done by the builder class and only on enemy blocks, completely returning a block to its opaque state until it vanishes, this results in a 50% Mass refund.
  87.  
  88.  
  89. V – Classes
  90.  
  91. 1. Capper Class
  92. 1. Role: Capturing points and the flag
  93. 2. Health: Low (100)
  94. 3. Speed: Fast (100)
  95. 4. Weapons:
  96. 1. Primary weapon: A pulse gun, that fires a pulse of air/energy/whatever you want to call it, that propels the scout in the opposite direction to which the gun was fired. It's basically a conc-jump without the concussion. Does slight push-back and some minimal damage to ennemies if they are hit by it. Only work on objects (blocks) and surfaces (walls, floor)
  97. 1. Damage: 5
  98. 2. Firing Delay: 0.5 second
  99. 3. Clip: 5
  100. 4. Reload time: One energy module every 1 second, shotgun style
  101. 5. Secondary Fire: None
  102. 6. Hitscan: No
  103. 1. Secondary weapon: Light harpoon/crossbow weapon. Medium reload speed, low ammo capacity. Knock-back.
  104. 1. Damage: 15
  105. 2. Firing Delay: 0 seconds
  106. 3. Clip: 1
  107. 4. Reload time: 1.5 seconds
  108. 5. Secondary Fire: None
  109. 6. Hitscan: No
  110. 1. Melee: Telescopic baton, the faster the scout is moving, the more damage it does
  111. 1. Damage: 10-25
  112. 2. Firing Delay: 1 second
  113. 3. Clip: N/A
  114. 4. Reload time: N/A
  115. 5. Secondary Fire: None
  116. 1. Movement:
  117. 1. Dash: Yes
  118. 2. Wall-Jump: Yes
  119. 1. Abilities:
  120. 1. Use primary gun to propel himself into the air.
  121. 2. Captures twice as fast as other classes.
  122.                
  123. 1. Assault Class
  124. 1. Role: Offensive Fragging, Gaining Ground
  125. 2. Health: Medium (175)
  126. 3. Speed: Medium (75)
  127. 4. Weapons
  128. 1. Primary weapon: Pulse Rifle. Medium accuracy, damage and reload time.
  129. 1. Damage: 4
  130. 2. Firing Delay: .1 second
  131. 3. Reload time: 1 second
  132. 4. Secondary Fire: None
  133. 5. Hitscan: Yes
  134. 1. Secondary weapon: Grenade launcher, just like TeamFortress 2's pipe bombs, they explode on implact with a player, otherwise they explode after 5 seconds. LMB fires short distance, RMB fires long distance.
  135. 1. Damage: Splash (1-50)
  136. 2. Firing Delay: 1.5 seconds
  137. 3. Clip: 4
  138. 4. Reload time: One grenade every second, shotgun style
  139. 5. Secondary Fire: Long distance shot
  140. 1. Melee: None
  141. 1. Movement
  142. 1. Dash: Yes
  143. 2. Wall-jump: No
  144. 1. Abilities: None
  145.  
  146. 1. Builder Class
  147. 1. Role: Building shit, Defense
  148. 2. Health: Medium (150)
  149. 3. Speed: Medium (75)
  150. 4. Weapons
  151. 1. Primary weapon: Builder ranged weapon – Medium-Long range, hold down RMB to charge ammunition (small physics objects, depletes block points), fires like a shotgun. Fired blocks can be re-used by any builder class.
  152. 1. LMB: Shoot
  153. 2. RMB: Charge
  154. 3. Damage:
  155. 4. Firing Delay:
  156. 5. Clip: N/A
  157. 6. Reload time:
  158. 1. Secondary weapon: Leechray, lifesteal gun.
  159. 1. Damage: 6.66
  160. 2. Firing Delay: 0.2 seconds
  161. 3. Clip: N/A
  162. 4. Reload time: N/A
  163. 5. Secondary Fire: None
  164. 6. Hitscan: Yes
  165. 7. on hit enemy, regenerate 3 HP
  166. 1. Melee: None
  167. 1. Movement
  168. 1. Dash: No
  169. 2. Wall-jump: No
  170. 1. Abilities
  171. 1. Build twice as fast as other classes
  172. 2. Reclaim device: The player uses this device to reclaim any enemy structures adding the invested block points to his Mass pool. The structure displays the reverse building animation.
  173. 3. Capture device: The player uses this device to capture any enemy structures. The structure displays the transformation from one team to the other.
  174.  
  175. 1. Tank Class
  176. 1. Role: Fragging, Holding ground
  177. 2. Health: High0 (250)
  178. 3. Speed: Slow (50)
  179. 4. Weapons
  180. 1. Primary weapon: Flak canon – Mini-gun that fires molten bits of metal. Approx half as fast as the TeamFortress2 mini-gun. Alternate fire resembling Unreal tournament's flak cannon secondary fire.
  181. 1. Damage:
  182. 1. LMB: 7.5
  183. 2. RMB: Splash (150)
  184. 1. Firing Delay: 0.75 seconds
  185. 2. Clip: 200
  186. 3. Reload time: 4 seconds
  187. 4. Secondary Fire: Ball of molten metal
  188. 5. Hitscan:
  189. 1. LMB: Yes
  190. 2. RMB: No
  191. 1. Secondary: None
  192. 2. Melee: Mace of Awesome – Slow attack, 0.25 second delay between letting go of the mouse button and doing the damage, releases a small lighting explosion on impact, cause splash damage to blocks, does +100% damage to blocks.
  193. 1. Damage: 100
  194. 2. Firing Delay: 3 seconds
  195. 3. Clip: N/A
  196. 4. Reload time: N/A
  197. 5. Secondary Dire: None
  198. 1. Movement
  199. 1. Dash: No
  200. 2. Wall-jump: No
  201. 1. Abilities: None
  202.  
  203. 1. Marksman Class
  204. 1. Role: Killing the F**ing Tanks, Annoying the shit out of people
  205. 2. Health: Low (100)
  206. 3. Speed: Medium (85)
  207. 4. Weapons
  208. 1. Primary weapon: Rifle
  209. 1. Damage: 95
  210. 2. Firing Delay: 1.25 seconds
  211. 3. Clip: 10
  212. 4. Reload time: 2 seconds
  213. 5. Secondary Fire: Iron Sight (Slight Zoom, slows movement to 60, No accuracy drop while moving)
  214. 6. Hitscan: Yes
  215. 1. Secondary weapon: Pistol
  216. 1. Damage: 7
  217. 2. Firing Delay: 0.25 seconds
  218. 3. Clip: 12
  219. 4. Reload time: 1.25 seconds
  220. 5. Secondary Fire: None
  221. 6. Hitscan: Yes
  222. 1. Melee: None
  223. 1. Movement
  224. 1. Dash: Yes
  225. 2. Wall-jump: No
  226. 1. Abilities: None
  227.  
  228. 1. Rocketeer Class
  229. 1. Role: Fragging, Exploding shit
  230. 2. Health: High (200)
  231. 3. Speed: Slow-Medium (65)
  232. 4. Weapons
  233. 1. Primary weapon: Rocket Launcher
  234. 1. Damage: Splash (1-75)
  235. 2. Self Damage: 20% of the Damage if near
  236. 3. Firing Delay: 1 second
  237. 4. Clip: 5
  238. 5. Reload time: 1.25 seconds per rocket
  239. 6. Secondary Fire: None
  240. 7. Hitscan: No
  241. 1. Secondary weapon: Master-key pistol, double-barrel shotgun style
  242. 1. Damage: 1-50 in cone, shotgun style
  243. 2. Firing Delay: 0.5 seconds
  244. 3. Clip: 2
  245. 4. Reload time: 1 second per shell
  246. 5. LMB: fires 1 shell
  247. 6. RMB: fires both shell dealing twice as much damage.
  248. 7. Hitscan: Yes
  249. 1. Melee:
  250. 1. JetFist: Can launch his fist, he won't be able to use his rocket launcher until he get his fist back.
  251. 1. Movement
  252. 1. Dash: Yes
  253. 2. Wall-jump: No
  254. 1. Abilities: None
  255.  
  256. 1. About special movements
  257. 1. Wall jump is the ability of jumping a bit higher then a normal jump, you gain +50% jump high (you can jump 1.5x4 blocs)
  258. 2. Dash
  259.  
  260. VI – Background Story[a]
  261.  
  262.        In AD 2101 war was beginning.
  263.        Due to human radiation experiments, cats had developed a form of intelligence equal to man. However man refused to treat cats as their equal and an apartheid regime was put in place. The cats suffering the pain and humiliation of being second grade citizen as well as being used as “lolcats” to server in mindless human entertainments.
  264.  
  265.        Soon in some cat slums, cats began to wear the name “lolcats” with pride, and it wasn't long until a full-blown global rebellion broke out. The king of the “lolcats”, Xerxes, a large and beautiful Persian, proved a strong leader with strategic instincts no man could best.
  266.  
  267.         Human suffering many humiliating defeats found its savior in Battle Robots, standard household helpers, Garbage disposal droids were all converted into battle ready models, with a wide variety of armaments.
  268.         Soon after a combination of Neutron bombing and Robotic cat-slaughter, the cats were defeated and returned to their pet-like existence.
  269.  
  270.         It was however not the end, the massive radiation which enveloped the atmosphere, the result of neutron bombing, seemed to had made all sentient life infertile, plant life however flourished as never before.
  271.  
  272.  
  273.         In AD 2201, all human life was extinct.
  274.         Their robots however fitted with fusion batteries, did not succumb to radiations, they seemed to draw energy from it. Their AI instructed them to preserver the human culture, which is what they did admirably.
  275.         Until one fine morning all went to hell, when two robots were trying equally hard to preserver a toaster. Both robots were the same model, however from different manufacturers, the Blue one from UK (United Kinetics) and the Red one from USA (United Super Androids).
  276.  
  277.         Robots from both companies started to eliminate all other robots until only they were left and since they learned how to work in their own old factories, the engines of war were churning harder than ever before.
  278.  
  279.  
  280. VII – Environments and Ambiance
  281.  
  282. 1. Overview
  283.         Human life is extinct, due to radiations from the Neutron bombing. Since that robots and plants are the only living elements on Earth, environments should be industrial, mechanical, with a lot of vegetation outside.
  284.  
  285. 1. Several locations
  286. 1. Factories
  287. 2. Sewers
  288. 3. metallurgy
  289. 4. Huge greenhouse with loads of plants.
  290. 5. Abandoned industrial places infested by plants
  291.  
  292. 1. Features, elements
  293. 1. 5 control points
  294. 1. the 3 middle points are neutral
  295. 2. the points at each ends of the map are owned by each team and have a flag on it
  296. 3. large open areas so that people can build bases, bunkers, etc...
  297.  
  298. 1. The Source engine features Source SDK, so players can create their own levels.
  299.  
  300. 1. Sounds
  301. 1. Sound of different events
  302. 1. X team has captured the flag
  303. 2. X team has dropped the flag
  304. 3. X team won the match
  305. 4. Draw match
  306. 5. etc...
  307.  
  308. VIII – Game Models
  309.  
  310. 1. Player models
  311. This is a Team Deathmatch CTF gameplay, featuring classes, so we need a model for each classes featuring each team's colors (Red and Blue).
  312. 1.  
  313. 2. The scout needs to look lighter than any other classes.
  314. 3. The Tank has a stronger armor, and needs to be larger also.
  315. 4. The Rocketeer has strong legs ( stabilizes himself while shooting rockets), needs to be large too.
  316. 5. The assault needs strong armor for his upper body.
  317. 6. The marksman needs to be weak, maybe light too.
  318. 7. The builder needs to look like a high-end robot, maybe without legs, hovering above ground.
  319.  
  320.  
  321. 1. Block models
  322. 1. 2x1
  323. 1. simple
  324. 2. with dispenser
  325. 1. 2x3
  326. 1. simple
  327. 2. with gate
  328. 1. 1.5x4
  329. 2. 1x5
  330. 3. ramp
  331.  
  332. 1. Flag model
  333. Any “old-tech” hardware
  334. 1. computer
  335. 2. espresso machine
  336. 3. TV
  337. 4. etc...
  338.  
  339. 1. Props
  340. Some props that can be used by mappers. To add details and ambiance in a level.
  341.  
  342.        
  343. IX – Power to the community
  344.  
  345.        Power to the community, what is it? Most of the mod will be modifiable.
  346.        On the game elements side, the materials and prop models we used will be included in the release. They will be available to any mappers, as long as they give credit to their creators. Custom content is greatly welcome, maps, new models, textures and even sound. The past versions of this mod lived because of the good custom maps made by the community, they refresh the game by using the same gameplay, or even exploring new ways of playing (a maze, random wall that disappear, also called gimmick maps).
  347.  
  348.        On the server side, variables like matches time limit, or Block Point regeneration rate will be changeable by servers admin. Being able to play on different configurations is fun and not boring. Competitive servers with default variables, Fun servers where you can build a lot of stuff, anything. Server owners do whatever they want with their servers.
  349.        
  350.        The only thing that won't be released is the source code, the only way to add features to the game is using server-side addons and plugins (MetaMod: Source, Sourcemod, ManiAdmin or Eventscripts).
  351.  
  352.  
  353. X – Extra Stuff, What am I working on?
  354.  
  355.         I joined the dev team as mapper, I design and create levels for the mod.
  356. I also helped our concept artists/modelers (same 2 people) by giving feedback and my opinions on their work.
  357. I made the map layout example document (shown in the presentation), and a series of tutorials (how to set up SourceSDK to make maps for Project Haven, how to protect your maps from decompilers, etc...) for new mappers joining us and for the community when the mod gets released.
  358.  
  359.         Several maps I worked on from my mind, to the paper then in the game are:
  360. 1. ph_metallergy (shown in the presentation, waiting on props to finish it)
  361. 2. ph_devilfaze (not compiled yet)
  362. 3. ph_obsidian (not compiled yet)
  363. 4. az_fact (basic layout done)
  364. 5. az_oct (basic layout done)
  365. 6. az_perplex (basic layout done)
  366.  
  367.         I've also been working on several textures for me and other mappers, with or without bump and specular map. Different sets I made:
  368. 1. az_metal
  369. 2. az_concrete
  370. 3. a set of refracting glass panels
  371. 4. 6 sky-boxes (currently working on it)
  372.        
  373.        As a server owner, I am hosting a test server for the mod. It helps in play tests with the other developers. It is running linux so we can see if the mod working on linux servers as well as windows-based servers. We might release a couple of server-side plugins with the first release, but those are not decided yet.
  374.  
  375.  
  376.  
  377.  
  378.  
  379. [a]change this later —miketaret
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