Call to Arms

Call to Arms

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Baddass Manhunt
   
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326.460 MB
11 Sep, 2019 @ 9:16pm
29 Mar, 2021 @ 7:24pm
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Baddass Manhunt

Description
What is Badass Manhunt?

Badass Manhunt is a singleplayer and co-op (up to eight players) round based mission concept.
One of my goals with this mission concept was to emphasise the use of First person control.
But above all this is just meant to be a bit fun.

The player/s select their Badass unit to control and their starting weapon.

The objective is to keep your Badass alive and to see how many rounds you can survive. You can choose to simply run and gun and see how far you can progress. Or you can capture enemy units along the way and turning them to your team, building a small army. The choice is yours.

Each consecutive round adds more enemy.
Enemy added each consecutive round depends on a variety of things including...

* how many players

* difficulty level

* amount of captured enemy

Green Orbs:
Dead enemy will drop Green orbs, which can be collected by the player's Badass unit. These are collected by simple walking over them. At the end of each round, each player will be shown how many Green orbs they collected and may receive bonus overall Health and Stamina boosts as well as the intimidator upgrade to their Badass unit. Based on how many Green Orbs they collected.

Coloured Orbs
Red, Blue and Purple Orbs can also be collected during rounds. These orbs need to be manually picked up. Holding (default key) "c" will highlight these items making them easier to pick up. Likewise opening your inventory with "i" will also enable you to pick them up. Coloured orbs, when picked up, give your Badass's....

* Red Orb = Health full + 3% overall health

* Blue Orb = Stamina full + 3% overall Stamina

* Purple Orb = Stamina full & Health full + 3% overall health & 3% overall Stamina

Both types of Orbs can only be collected during an active round. Uncollected green orbs are deleted and are lost forever. Uncollected Coloured orbs will hang around, disappearing only to reappear at the beginning of the next round, up to a limit. The amount of new coloured orbs that appear and the amount able to remain uncollected, only to reappear is determined by the number of players.

Capturing Enemy.
To be able capture an enemy there must be 4 or less enemy remaining, and, you must have an equal amount or more friendly units on the map.

To capture, get within 10m of an enemy unit without them seeing you. This will require some practice.
At this point the enemy will raise their hands in the air. Move in close to them and a variety of reinforcement buttons will appear. Press "Educate" to capture and turn an enemy to your team. while any unit you control can force an enemy to surrender, only a Badass can Educate them to join your team.

A Captured enemy will join your team and they will come under your control to use how you see fit.

Intimidator:
With the "Intimidator" upgrade, enemy units will raise their hands and freeze if you get the drop on them at anytime during a round. While you will not be able to "Educate" them till the above capture conditions are met. You will have option to disarm them, knock them out, tell them to move or follow you. If you move away from them they will become hostile again.

Further "Intimidator" levels increase the time an enemy will remain knocked out for.

A round ends when all the enemy are neutralised.

At the end of each round a shop box appears. Items can be bought using mp points, which are earned by killing or capturing the enemy. Additional items become available as your rounds increase.

ADDITIONAL Features
* Interactive Music player
* Ability to build a fort using placeable reinforcement buttons, accessible with the laptop, available at the shop box.
* Placeable guns
* C4 Fuze
* Smoke hazard
* Placeable exploding barrels
* Placeable objects for Base building
* A bunch of other stuff including vision tweaks and other file edits.
* Extensive entity proximity based reinforcement menu, with additional functionality
* Shockingly bad voice acting

MAPS
Maps are original, unique, optimised for co-op experience.
Currently 3 maps available

Note/disclaimer: This is an evolved version of an earlier mod titled "manhunt a work in progress"











13 Comments
Short Person Consumer 8 Jan, 2023 @ 2:48pm 
this stil lwork?
Tjdagger  [author] 16 Feb, 2020 @ 3:25pm 
Hi Ranger, just updated it.
Knight Ranger 14 Feb, 2020 @ 7:52pm 
plz update the mod so we can play it on the most latest version of Call to Arms
Cigarette 16 Dec, 2019 @ 3:01pm 
The gamemode is verry straight and not much to do, The map in verry narrow in looks and is just unapealing to look at, makes me board just looking at the design.
Though, this is a early creation, and i expect the final product to be much better.

Vehicles, Emplacements, and NPC should be added on both sides.

I also dont like running around to collect orbs for money, a conquest style capture point that can slowly generate the currency at the end of each round would work great.

Also, the placing of objects is strange, it would be better to just add a Sandbag to the player instead of spawning it.
Slend 29 Oct, 2019 @ 6:49pm 
If you want voice-acting, I'm interested in trying to assist in that field.
Tjdagger  [author] 15 Sep, 2019 @ 12:31am 
Hi Tekkit, I'm saving some of those mp maps for the tutorial I hope to find time to make. It will demonstrate how to put this mission on any map so that anyone can quickly and easily add this mission to their map. Even if it's just as a little side bonus mission, plus I believe it's a great little format to play test your own map creations. The main reasons I built this little mission was so that I had a working format for a combination of my smaller scripts. I'm slowly working towards a much bigger picture.
Tekkit 14 Sep, 2019 @ 11:34am 
ok, can confirm that it is alot better, even if i liked the old maps better
i find that going solo oprative with SVDK+m60 and ammunition box is quite OP if you block everything but one path
Tekkit 14 Sep, 2019 @ 11:02am 
gonna test the map now
did quite enjoy the original manhunt you posted, even if you could very easily break it by dropping the guns in selection and then have every gun you want
Papa Buffalo 13 Sep, 2019 @ 5:44pm 
totally get it man, no rush at all, i was just wondering because i STILL play to hell out of war machine.

keep up the amazing work man!
Tjdagger  [author] 13 Sep, 2019 @ 3:29pm 
Hi Mr. Buffalo, yes a long term goal is to make a way machine style mod. However, for now I am quite content to explore what i can and can't achieve in this new engine DMS has put together. With development still an ongoing process, I am not going to drive myself insane with potential gameplay breaking elements. As gameplay is an important factor for me. Instead I've been focused on my scripting development, testing reusable concepts and ideas like the ones employed in this mod. I have put some big experimental mods together already. They currently need updating and some work done on them to overcome some gamplay breaking elements, as mentioned above. I've been putting it off, as real life has been trialling my sanity enough. Making these mods is my happy place.