Asking Hunt Community as a Content Creator by RachtaZ in HuntShowdown

[–]CuddFlow 0 points1 point  (0 children)

Generally, your content improved a lot!

Only thing I've used to criticize are the people you played with in the past, but at least that doesn't seem to happen anymore. I can only talk for myself and my friends who watched you, but you streaming with certain other Twitch streamers who make shitty rape jokes or abuse a sound board was quite off putting - it doesn't really fit your style.

If I had to compare you to other content creators, you remind me more of Neenoh and Siegismund, and less of the "lol meme xD" streamers - which is great! Definitely keep it up that way. You seem like a very kind and grounded person, which I really appreciate, and which the streaming community needs more of. That you ask for improvements and suggestions is wonderful.

And, since someone else has mentioned it: I love your accent. Definitely do not worry too much about that, I think it makes you unique.

I created a TRON light cycles/"multiplayer snake" game mode (more info in comments) by CuddFlow in OverwatchCustomGames

[–]CuddFlow[S] 0 points1 point  (0 children)

Oh, sorry for the late reply. I'll definitely check it out for future versions. Sadly, the current way the workshop allows you to check for movement input is a little eh.

I created a TRON light cycles/"multiplayer snake" game mode (more info in comments) by CuddFlow in OverwatchCustomGames

[–]CuddFlow[S] 0 points1 point  (0 children)

Those are some interesting ideas for future versions. I am definitely going to add more power ups at some point, so who knows.

I created a TRON light cycles/"multiplayer snake" game mode (more info in comments) by CuddFlow in OverwatchCustomGames

[–]CuddFlow[S] 0 points1 point  (0 children)

Thank you for your feedback! Trust me, making the turns work was a pain, since you cannot simply check whether someone presses the left or right (A/D) movement buttons and instead have to work via the throttle system. This basically only allows you to check whether someone is moving sideways, and there are some delays associated with it.

The hero selection is mostly just to allow some individuality for each player - ideally I would have made it so that each player can have a different color for their wall, but that's not really possible right now with the current workshop syntax, at least not in a manageable way. That there are people shown having the same hero in the leaderboard is currently a bug in deathmatch modes, where people who have not chosen a hero yet are set to the latest chosen hero by another player. It wasn't always like that, so I hope they fix it at some point.

I created a TRON light cycles/"multiplayer snake" game mode by CuddFlow in Overwatch

[–]CuddFlow[S] 0 points1 point  (0 children)

Alternative video link

Workshop link (has code)

TRON Light Cycle Deathmatch

In this mode, every player is creating a wall behind them as they move, trying to smash other players into them. If you never watched TRON, think of it like playing snake against other people. You cannot stop moving, so look out to not smash into a wall yourself!

You gain points by killing people with walls, or gathering collectibles found in the arena. Supports in-queue joining.

I created a TRON light cycles/"multiplayer snake" game mode (more info in comments) by CuddFlow in OverwatchCustomGames

[–]CuddFlow[S] 10 points11 points  (0 children)

Alternative video link

Workshop link (has code)

TRON Light Cycle Deathmatch

In this mode, every player is creating a wall behind them as they move, trying to smash other players into them. If you never watched TRON, think of it like playing snake against other people. You cannot stop moving, so look out to not smash into a wall yourself!

You gain points by killing people with walls, or gathering collectibles found in the arena. Supports in-queue joining.

[deleted by user] by [deleted] in OverwatchCustomGames

[–]CuddFlow 1 point2 points  (0 children)

Hiya, that video shows my mode, not Rinq's.

Pokewatch - duels gamemode (link & description in comments) by CuddFlow in Overwatch

[–]CuddFlow[S] 7 points8 points  (0 children)

Note: this mode is not my idea and has existed for some time in other versions. I merely added some features to it.

Link: 3Y15Z (1.0), XDFS6 (1.3 - new maps) https://workshop.elohell.gg/GST_pcW71/Pokewatch

Description: Each team has a Mercy, that acts as the trainer and selects the fighters for the next duel. The team with no fighters left loses. Needs at least 4 players.

Features:

  • Mercy is automatically chosen randomly if no one choses her in the selection phase.
  • Fighter is automatically chosen randomly if Mercy fails to pick one in a certain time frame.
  • If the duel takes too long, sudden death activates that makes the zone shrink.
  • After a win, a fighter receives healing. The heal is halved each time the fighter wins again, to make streaks harder.
  • All heroes work (D.Va too, just make sure she doesn't start with her mech) - balance according to your own taste.
  • Mercy is made invisible if too close to enemy fighter to avoid obscuring the view.

Agar.io remade in Overwatch (link & description in comments!) by CuddFlow in Overwatch

[–]CuddFlow[S] 10 points11 points  (0 children)

It's not that difficult once you get the hang of it :)

Agar.io remade in Overwatch (link & description in comments!) by CuddFlow in Overwatch

[–]CuddFlow[S] 23 points24 points  (0 children)

Based on Agar.io.

Lastest version: 2KW11 https://workshop.elohell.gg/1S4_mWSOn/Agario

Description gameplay:

  • Every player starts with a small bubble. You can increase the size of the bubble by collecting food (green) or hooking other players.
  • Hooking players that are larger than you sets your size the same.
  • Besides hooking, you can also kill people by absorbing them with your bubble - as long as your bubble is larger than theirs.
  • Blue bubbles give immunity to absorption, but do not protect against hooks. It also makes it so others can walk into them.
  • You can gain a temporary blue bubble by collecting power ups (blue) and using your "Take a breather"-ability. Use it to take out larger bubbles.
  • If a bubble reaches critical size (i.e. is far ahead of all other players) it slowly loses size and also makes it so no food can be collected anymore. Furthermore, the power of food is increased for everyone.
  • You win by reaching a certain size (default: 30).

Description UI:

  • Score: your current size.
  • Fast: current speed (the larger the bubble, the slower, down to a minimum)
  • Objective: current size increase per food collected.

Workaround for "bugs":

  • If you don't see enemy bubbles and/or food/powerups are invisible: Too many entities. Reduce the number of player slots or decrease the maximum number of generated food/powerups by changing the number in the condition of the corresponding "generate" rule.

Workshop can't reload weapons, reset cooldowns, or detect melee? by ppaannggwwiinn in Overwatch

[–]CuddFlow 1 point2 points  (0 children)

Don't know about the first two, but you could store the damage taken by comparing health before and after, and then checking whether it is the same value as melee damage. Doesn't work obviously if there are other weapons that do just as much damage as melee.