Lethal Stigma is a multiplayer role-playing first-person shooter for the Source engine. Taking place in the Half-Life 2 universe, LS immerses the player in a familiar world with four exciting gamemodes and a boatload of unique features.
As many of you know, when you die, you switch teams. This has been causing some confusion and the result was players not knowing what team they were on and who was on their team in the heat of battle. So, my solution to the problem was to implement these team-based sprites, which can be enabled/disabled via the mod's configuration menu, though they are enabled by default.
They are only displayed above teammates' heads and can be seen through all world geometry and models. They also resize according to how far away from them you are. This should not only help players identify who is on their team, but also promote some teamwork now that you can quickly see where you are in relation to your allies.
As many of you know, when you die, you switch teams. This has been causing some confusion and the result was players not knowing what team they were on and who was on their team in the heat of battle. So, my solution to the problem was to implement these team-based sprites, which can be enabled/disabled via the mod's configuration menu, though they are enabled by default.
They are only displayed above teammates' heads and can be seen through all world geometry and models. They also resize according to how far away from them you are. This should not only help players identify who is on their team, but also promote some teamwork now that you can quickly see where you are in relation to your allies.
What is the reasoning behind the post-death switch? If this method causes so much confusion, there must be some reason it's being kept.
It's being kept because it keeps things interesting and dynamic. Without it, there's be team stacking and unbalancing issues, not to mention the fact the mod wouldn't be nearly as fast-paced and fun, in my opinion. It's unique, that's all. These team-based sprites will clear things up for sure.
Do they only appear above the players who are on your team? If so: great idea. If not, then it doesn't solve anything. d:
They look slightly low quality aswell.
Yes, as I said in my first post, they only display above teammates' heads. There's nothing I can do about the quality seeing as they are sprites, however I can assure you they are much more appealing at a distance. We're going for function here, not prettiness. =P
just use distance alpha, like all the hud elements in tf2.
Developer.valvesoftware.com
Neat, I'll have a look at this. Thanks.
I think its just like in DOD:S!
usefull thing! ^^
@murdouken, lol u fail. most people read the discription first. XD. Game's lookin epic btw :D
James. You are a god!
Sounds great!
Looks like the mod is gonna be good as a Half-Life 2 multiplayer side.
(not related to logos)A big problem I see with this system is the fact that if someone dies they can easily run back out into the open and get killed and continue doing whatever with the other team. Assuming that a "team" does play as a team.
That's where leveling comes in. You lose experience for each death. Leveling up unlocks upgrades.
If your team dies constantly in order to stay as a team, they'll be quickly overrun.
Nicely put. =)
Makes sense. Thanks for clarifying.
Just wanted to let you guys know that I have since made some higher-quality team-based sprites. Thanks for everyone's feedback on this set and the idea, though. =)
Is this necessary?
I would argue it is, yes; the mod is quite fast-paced, and we've found it's been really difficult to identify teammates and what team you're on while playing any team-based gamemodes. Remember, this feature can be toggled by the client depending on their preferences.
i wonder if its healthy to look thru a red dot so close.
the kickback of the gun would probably smack the sight into their eye. Typical woman. Youtube.com