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Old 07-28-2006, 07:42 PM   #1
SuperApe
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Talking OSM-Gauntlet

It's been a long time coming. Old Skool Monsta Toolz (OSMT) is now available. So, I'll start it off by presenting...

OSM-Gauntlet

Your team has been on this moon searching for the Skaarj Air Base for weeks. On today's patrol, you are ambushed by overwhelming hordes of Skaarj and their Warlord. You are the only member of your team to escape, finding what looks like an ancient tomb. The Skaarj will not follow you inside for some reason. Do you dare enter? Do you have a choice?



NOTE: The OSMT toolset is required to play this gametype. Luckily, OSMT v1.0 is included in this map's .zip file. Installation instuctions for both this map and the toolset are available in the readme, OSM-Gauntlet.txt. UPDATE: The latest version of OSMT is now available from the link above.

This map represents an example for the Old Skool Monsta Adventure gametype (OSM). OSM mappers are encouraged to reverse engineer this map to see how this gametype and it's related actors can be implemented.

There are three routes to take to finish the map; a branching set of Objectives to complete. Each route emphasizes either Puzzles, Traps or Monsters. Although, all three elements are always present in varying degrees. This should add some replay value to the map. Try it out, then try it again using a different path.

It may be useful for some to use the series of Walkthroughs I've made for the various sections of this adventure.

FAQ:


What is OSM?

OSM Adventure is a new gametype included with Old Skool Monsta Toolz (OSMT). It is designed to lead players to "Run the gauntlet of monsters, puzzles and traps." It is also a gametype that lends itself to telling a story. Along with the use of cutscenes, special effects, and the improved AI of the monsters, this gametype should set itself apart from all others and offer players unique gameplay experiences.

Is this a SinglePlayer gametype or Cooperative?

Both. OSM Adventure was originally designed to be a SinglePlayer, offline-only gametype, but has since evolved to an online-capable gametype that allows more than one human player. The mapper decides how many MaxPlayers their map will hold and designs the level accordingly.

Is OSM-Gauntlet a Cooperative map?

This map has always been designed as a SinglePlayer map. CoOp requires a different setup and some careful design that I didn't do here. CoOp play was introduced late in the OSMT development. However,...
There is a cheat code (console command) available in OSM Adventure: "Comrade <CharacterName> (<bFavWeapon>) (<bFullAmmo>)"
You can call up any character and give them their favorite weapon or full ammo. These are not bots, they are ScriptedCharacters, so they will not pickup items, take orders, drive vehicles, etc. But they will follow you around and fight alongside you.



For more information on the Old Skool Monsta Toolz toolset and OSM Adventure, see the Mods/Mutators thread, Old Skool Monsta Toolz.
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Last edited by SuperApe; 03-20-2008 at 10:08 PM. Reason: Three routes to take can add replay value.
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Old 07-28-2006, 08:02 PM   #2
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short but sweet.(short, not shot, sorry)
Good job, cant wait for more.
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Old 07-28-2006, 08:11 PM   #3
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Not sure. Did you mean to say, "short"? As in, you played through it already?

That was quick. 'Has to be a record.

Did you know there are three different routes to take? They each have a different emphasis: puzzle, trap and monster.

Anyway, thanks for the post, Hero.
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Old 07-28-2006, 08:39 PM   #4
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Quote:
Originally Posted by SuperApe
Not sure. Did you mean to say, "short"? As in, you played through it already?

That was quick. 'Has to be a record.
Did you know there are three different routes to take? They each have a different emphasis: puzzle, trap and monster.

Anyway, thanks for the post, Hero.
haha, well I put on god mode and loaded weapons.
I didnt see the area in the center screenshot, so I must have missed a few things.

Anyway, it looks and plays great. The intro was a great touch.
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Old 07-28-2006, 08:44 PM   #5
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Sweet. Can't wait to play and get more maps. Keep up the great work
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Old 07-29-2006, 01:39 AM   #6
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As soon as I install it, I'll give feedback.
Now I know I only have to do this for the first map, but there has to be a better way than zip inside of a zip Glen.
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Old 07-29-2006, 05:25 AM   #7
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Well done SA on getting the tools finished.
This hametype ROCKS
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Old 07-29-2006, 10:00 AM   #8
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I got owned by the monsters.

Great game though I love it, can't wait for more.
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Old 07-29-2006, 12:18 PM   #9
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Quote:
Originally Posted by King Mango
Now I know I only have to do this for the first map, but there has to be a better way than zip inside of a zip (SA).
Well, we talked about this in the private subforum (Preparing OSM maps for distribution), but since you bring it up.
Quote:
Quote:
Originally Posted by Question
Wouldn't it be better to have OSMT files already unzipped?
Well, I thought about that. Installation would be a breeze, but there's a danger I see that people might confuse what's part of your map and what's part of the toolset. The components of the toolset should be universal, but the components of your map are specific to your map.

If there is a later version of the toolset installed on someone's machine. They go to download an older OSM map and it has the older toolset version in it. The user might overwrite the later version of the toolset with the newer one if they aren't careful.

Another problem that seems possible to me is the case where you have "Foo.u" next to "OSMT.u" in one System directory. A mapper who uses the toolset to make a map, might release it thinking they need to include "Foo.u", or they may forget about the OSMT .txt files I require that travel with the toolset.

In short, the OSMT toolset should be a self-contained package that's easily identifiable and separate from your map stuff. It's an extra installation step, but I think it's worth it.

I'm sure a few users will get slipped up by a two-step installation (until the toolset is installed) and I'm sure some mappers will ignore this scheme and do it their own way, but we should try to set a good example now and hope that it catches on.
The alternative is to just have the toolset a separate download (which it will be offered as anyway). I don't think the extra installation step is that bad and it only adds 500k to the filesize. That's a small price to pay for a self-contained adventure IMO.
Further discussion about this point should either be on the OSMT thread, the private subforum, or better yet a PM to me.

Quote:
Originally Posted by Lord_Simeon
Well done SA on getting the tools finished.
This hametype ROCKS
I can't wait until someone does something with the toolset in another gametype, like DM, ONS or AS.

Quote:
Originally Posted by share_the_pain
I got owned by the monsters.
This adventure is difficult, but totally possible on Novice. It gets near impossible (for me) around Masterful. I can't imagine anyone finishing it on Godlike without cheating. Adjust MaxLives in the OSM Adventure config menu. Go ahead and try the "comrade" cheat to see if that can help. But, above all on this map, Try Different Routes. (There is a three-way fork at the beginning. Each route poses different challenges.)
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Old 07-29-2006, 02:00 PM   #10
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Odd, I can't play it...

I'll try it on my other PC a bit later. I can't wait to see this.
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Old 07-29-2006, 02:06 PM   #11
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Quote:
Originally Posted by CtrlAltDestroy
Odd, I can't play it...
Take a closer look at the .zip file or the ReadMe. (or the top post here)
Being a new gametype, you need to install the Old Skool Monsta Toolz, which are included in the .zip file.
Installation is easy, just takes a second and you only have to do it the first time you download a map that uses OSMT.

(I can hear Mango now. )
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Old 07-29-2006, 02:15 PM   #12
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But I did install the toolset...

Probably because this is the computer I used to use, so UT2004 is battered and bruised from various mods and things.

I put the System files in System, and Texture files in Textures. Is there anything else to do?
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Old 07-29-2006, 02:18 PM   #13
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Quote:
Originally Posted by CtrlAltDestroy
Is there anything else to do?
Nope.
I'll PM you to get the details.

EDIT:
Quote:
Originally Posted by CtrlAltDestroy
OK, I just tried it on my other PC and it works fine. It must simply be a problem with the other one because it won't run ChaosUT either.

I can play it now, wheee

Sorry if I wasted your time...
Not a problem.
I just wanted to make sure there wasn't a problem with the download.
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Old 07-29-2006, 03:55 PM   #14
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OK, played it, very cool!

The only problem I found was that the weapons/pickups aren't there again if you die. I found myself with a Link Gun only at the end bit. Would a WeaponBase be more suitable?

I can imagine it being even better with two players (and cooperative objectives, e.g. one stands on a switch and the others go through a door, that kinda thing) but this definitely has potential.
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Old 07-29-2006, 05:40 PM   #15
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Thanks for the comments.

Quote:
Originally Posted by CtrlAltDestroy
The only problem I found was that the weapons/pickups aren't there again if you die. I found myself with a Link Gun only at the end bit. Would a WeaponBase be more suitable?
A normal pickup respawns it's item after a bit. While I do "re-gift" the player one weapon along one of the three routes, if they die, all the other gifts are one-time pickups. You do start out with the LinkGun in this map by default, which helps in a number of different situations I set up, but I wanted to stress inventory management as being part of the challenge. It's supposed to make you re-think how you use the items you get, to make you more economical, to make you be a little more careful than in other gametypes, where fresh items are always just a few steps away. I am prepared to hear from players that just hate the idea of limited goodies, but when I think of single player adventures, it seems to me that's the first thing you have to deal with. Yes, it's a "problem", but it's an intentional one presented to the Player.
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