Bounce 4
Gameplay
Bounce is a mod pack which changes the gameplay in a simple but effective way. Attacks from other players no longer deal damage. But instead reduce your mass, causing you to become lighter. The goal of Bounce is to knock your opponents into the various pools, pits, and other traps that litter the arenas. While avoiding being kicked into them yourself, in logical ways, like eating pizzas and cookies to increase your weight. . . Madness? THIS IS UN-REAL.
You can increase your mass either by eating food or by hitting enemies. There are pizza, cookies and the almighty cake. Junk-food is the way to boost your health.
The bounce Graviton Rifle is our version of the instagib. The shock combo pulls enemies. Handy if your enemies are in a corner.
Cool Maps
We have found some maps that work well with bounce.
| Map | Notes |
|---|---|
| HERE | A small CTF map by SomeRandomPerson. |
| BE | Our old map packs made for april fools. |
| MAPS | TEST, TEST, TEST |
| MH-BCE_Astley.unr | I'm never gonna play this map. |
Configuration
There are several configuration settings. In the menu, go to Mod and select Bounce Config. This will show a popup with three tabs: display, gameplay and weapons.
Display
The display settings control visuals. These have no significant impact on gameplay. The HUD settings are player-specific in multiplayer games. If an American and a European play together, they can each choose whether to use Metric or Imperial.
- Fatgirl level: This shows the enemy mass by making them skinny or obese.
- Italian censorship: Removes pineapple pizza. The mafia doesn't seem to like it.
- Weight unit: Change between Metric, Imperial or Unreal mass units. We advice against using imperial units, although it will probably be fine if you only use them in game.
- Mass HUD location: Change the location of the HUD icon. Useful if you have other HUD mutators. Auto will auto-detect known mutators and adjust accordingly.
Gameplay
The gameplay settings allows adjusting the play experience. It may make the game more or less deadly.
- Mass damage scaling: Scale mass reduction. A value of 1.0 doesn't scale this.
- Mass vampirism scaling: Scale mass vampirism. A value of 1.0 doesn't scale this.
- Max mass gainable with vampirism: The maximum amount of mass gainable with vampirism.
- Friendly fire push: How much you push team members, relative to enemies. Default 0.5. Note that even at 1.0 you likely push allies less far because they won't lose mass.
- Damage scale (flying, etc): These three properties adjusts damage taken in certain scenarios. Note that this is about actual damage.
- Flying, etc: Damage on stationary, flying and swimming targets. This improves mod compatibility with Dark Magic and MonsterHunt. Stationary and flying targets are not pushed. This setting deals direct damage to them.
- Low mass: Damage on very low-mass characters. This helps to avoid people getting stuck in spots and thereby not dying.
- Self: Damage on self. Lowering this makes suicides less likely.
- Momentum fix scale: The amount of pushback weapons should get if they don't have any pushback. 500 is a good default.
You may want to reset these settings. If you forgot the original settings, you can remove the relevant sections in Bounce4.ini.
Weapons
Bounce replaces some weapons. The weapons tab controls what weapons are replaced.
- Use impact hammer: The impact hammer feels way more bouncy than a chainsaw.
- Remove enforcer: The enforcer does not feel very bouncy.
- Replace redeemer: Replaces the redeemer with the one and only bounce graviton rifle.
Hosting
You want to host bounce on your server? Awesome.
ServerPackages: Add Bounce4 and BounceDamageTypes to the server packages. You don't need to serverpackage WhoPushedMe. Bounce no longer depends on WhoPushedMe.
Mapping
You want to map for bounce? Cool. While it is slightly harder than normal mapping, it isn't that hard. These tips will help you make a better bounce map.
Geometry
You'll kill by pushing them in holes or other dangerous things. So, there needs to be these death spots. Use damage zones or kill triggers for them and make the damage high. People don't like to wait 5 seconds to die.
You should have no spots where being pushed cannot kill you. If placing a hole feels wrong, consider using slanted walls or ceilings. This redirects players away from spots when they are pushed. There is no hard rule for this. The trick to get this right is testing.
| Normal ceiling makes you get stuck. | Slanted ceiling will push you towards the lava. |
If you have a lot of Z axis, high spots often have an advantage. People that are more often kicked down than kicked up. Someone falling from a high ledge has more chance of surviving it. They can fall on a lower bridge. We often limit the Z axis to about 2 floors but it depends on the area.
Assume that any spot you can fall onto on will be. It is annoying if you can't get away from there. Problem spots may include windows, ledges and trim borders. Make sure players don't end up there. Use non-solid brushes, invisible collision hulls, kickers and block-players.
Placing food
Do not place bounce health in the map. If we ever release a new version of bounce, your map will still depend on the old version. Instead place normal health in the map. Bounce will replace the health packs as follows:
| Tournament Health | Bounce replacement |
|---|---|
| MedBox | Pizza |
| HealthVial | Cookie |
| HealthPack | Cake |
If you want to make a custom health, derive your class from TournamentPickup. Copy the code from BounceHealth into your custom class. Your custom health won't depend on a specific version of Bounce. For an example, see DM-BCE_FrostyRoofs in this map pack.
Death messages
You can create custom death messages. Place a DamageInfo instance in the map and set the properties. Don't use the Bounce4 subclasses. You don't want to depend on the Bounce4.u file.
DamageType should be set to the damage type that you want to check for. This is the same as the DamageType property in the ZoneInfo.
For the messages, try to make every single entry be unique. You can use %k for the killer, %o for the victim and %z for the zone. If you get stuck trying to come up with messages, try to swap the killer and victim around. E.g. if you have %k killed %o, you can add %o was killed by %k.
Gender specific messages can be added using the his/her format. The word before the slash is the male version and the word after the slash is the female version. Unfortunately, some characters (mainly punctuation marks) are considered part of a word even though they shouldn't.
Changelog
Bounce had a couple of releases. Each added features and/or fixed bugs.
Bounce4
(Bounce Version 4.0)
- Replaced meshes of all food items.
- Added default push for weapons that don't push.
- The HUD works online. Thanks FeraliDragon for this.
- Added a settings menu with various settings.
- Bounce no longer crashes if another weapon mod replaces the impact hammer with a chainsaw. This used to cause an infinite loop.
- Flying and stationary pawns can now be damaged.
- Include WhoPushedMe within Bounce.
- Improved damage messages:
- They are now randomized.
- Better support for gender-specific messages.
- Added support to add custom messages to your map.
- The mass now also changes your fatness. This can be adjusted in the fatgirl setting.
- Healing is now limited to 100 health. This improves the availability of food.
- Eating health now creates crumbs.
- People are now pushed further.
- Graviton rifle overhaul:
- Custom textures for the weapon and the projectile.
- It is now called the graviton rifle, to make it feel more distinct.
- It can now shock combo.
- Removed bounce DeathMatch and bounce TeamDeathMatch. Use the mutator instead.
UBounce
(Bounce Version 3.1)
- Added bounce rifle.
- Added bounce rifle arena.
- ???.
UnrealBounce
(Bounce Version 3.0)
- Replaced meshes of all food items.
- Added bounce game types in an attempt to make the HUD work.
- ???.
BounceTwo
(Bounce Version 2.0)
- Replaced stones with food.
- Removed mass to health conversion.
- Added a hud mutator, which unfortunally worked only on single player.
- ???.
Bounce
(Bounce Version 1.0)
This is the initial version of bounce made by ZR40.
Credits
The main bounce team is.
- ZR40: The original coder of bounce.
- Kayako: Main mapper, mesh maker and tester.
- Titled: Coder and sometimes mapper.
Other contributers are.
- Memsys: The digital domination map.
- FeraliDragon: Added a fix for the HUD.
- Envy: Lots of testing and drawning some textures.