PVP Maps

Hello all!

We have added SEVEN new maps to the server, and revamped the map voting menu today. Here are the new maps:

OUTPOST Team Deathmatch

This map is set in a military outpost, and focuses on close-quarters urban combat. It is set during a night ambush with snowy weather, but despite the darkness, enemies are still quite visible due to good lighting and the bright color of the snow.

LAKE Arms Race, Defusal

A map from CS:GO, set in a mansion by a lake, where the red team needs to demolish the mansion from the bombsite right in the middle of it. It offers quite a bit of long ranged combat, but still features good cover for getting up close to the enemy.

SHORTTRAIN Defusal

A previous map from CS:GO that was unfortunately removed from the game in a recent update. This map is a stripped-off version of Train that offers only one bombsite and is playable in Defusal mode. Despite the smaller size, it still offers a great deal of strategy.

SHOOTS Arms Race

A map from CS:GO, playable in the Arms Race mode. This small and bright map offers quite a bit of fun if you’re into close quarters combat, angle peeking, or even shooting through the wooden walls. Sorry, no Flying Scoutsmen for now.

ST. MARC Arms Race, Defusal

A map from CS:GO, set in a coastal town. The map offers very dynamic combat and suits all kinds of weapons and a great deal of strategy. Fight with different tactics with progressing weapons in Arms Race, or assault and protect the central bombsite in Defusal.

HYDRO DAM Team Deathmatch, Defusal

To win this map on Defusal, the Red players must disable the Hydro Dam through detonating the bomb at one of the bombsites. The map has both indoor and outdoor parts that provide the freedom to select whether one wants to face close-range or longer-range engagements, so although it is fast paced, you still need a lot of tactical thinking to win.

SHIPWRECK Free For All

A treasure ship is stuck on a beach after a shipwreck at high tide. Fight for control over the ship to claim its valuables when you excavate it later. Top killer wins.

ADDITIONAL CONTENT

  • The PVP voting GUI menu now displays different items according to the map mode, as suggested by multiple members of the community.
  • Increased the UMP-45’s accuracy when tapping and spraying. Movement penalty is unchanged, so you’ll take the most benefit from this buff if you fire it while standing still.

We are currently adding features that will be available for New Donator Rank owners when we release them! TODAY will also be the last chance to purchase the VIP rank, because we are removing it in favor of the new ranks. Remember that all existing VIP players will receive a special (exclusive) skin soon as a gratitude for being a veteran supporter of the server.

(Existing VIP players keep their rank and all their perks. We are planning two new ranks, but there’s a possibility that the second rank will contain nothing for a few days while we work on reasonable perks for them. The special skin will be almost permanently exclusive and come with a special in-game feature, but we won’t rule out the possibility of rewarding more copies of it to top performers in server events.)

Patching Things Up & Remainder of 2017 Roadmap

Hello all,

Today I worked on several minor changes to the server, particularly yesterday’s new lobby system.  I would like to share my changes, and my plans for updates in the remainder of 2017.

LOBBY SYSTEM

The PVP lobby system received a number of bug fixes and new features today:

  • Added a 14-map max limit to the Map Vote. The system will randomly pick 14 maps from the map pool if a greater number is found.
  • Added all previous map-mode combinations to the game since the voting GUI is now properly limited to a reasonable size. More will be added in the future.
  • Added a sound to the countdown timers, both in lobbies and in game.
  • Added a sound to when a new round starts, or when the map voting menu opens.
  • Added a hologram at spawn that dynamically shows info of the lobby.
  • Added a block at spawn below the hologram that sends players into the lobby when clicked.
  • The countdown clock in-game will now start to tick every second at 10 seconds remaining, down from 20.
  • Players can now leave and rejoin PVP arenas.
  • Lobby voting time increased from 20 to 30 seconds.
  • The map lobby phrase in-game (after the players teleport into the arena and before the game actually starts) is shortened from 20 to 5 seconds.
  • Team Death Match and Free For All now last 3 minutes instead of 5.
  • Elimination timer reduced from 90 seconds to 60. (The old 90-second timer was not reflected due to a glitch that substituted Defusal for all Elimination maps.
  • Defusal is now best-of-5 rather than best-of-7.
  • The winning map message now includes the number of votes that map has received.
  • A message is now broadcasted to the lobby when a player votes.
  • Slight changes to messages syntax.
  • Fixed a glitch where the /leave command would sometimes say “Removed you from PVP lobby” when the feature is supposed to be replaced
  • Fixed a glitch where players are unable to map-vote more than once in a PVP lobby unless there is a server restart.
  • Fixed a glitch where game timers are sent to players that have already left the arena.

WEAPON CHANGES

We have also tackled the balance of many weapons, particularly Assault Rifles, LMGs, and the newly released weapons from last patch.

  • All rifles and LMGs base stability increased
  • All rifles and LMGs base moving accuracy increased
  • All rifles and LMGs recoil recover slower when moving (reduces accuracy when moving and spraying)
  • All shotguns moving accuracy increased
  • SPAS-12 damage and armor penetration decreased
  • Origin-12 damage and pellet count decreased

ROADMAP FOR END OF YEAR

As the end of 2017 approaches, we will speed up our work towards making the server more professional and simpler to players. The ultimate goal is to have a full functioning server with polished gameplay and reward systems, so we can go on to creating other gamemodes in the next year. We have a number of plans that we wish to accomplish towards the end of the year:

  • Extending the Lobby system to Mob-Arena
  • Somehow allow players to join MobArenas in progress (and possibly add respawns for the mode)
  • Private lobbies
  • A new donation store (Before Black Friday for sure!)
  • At least two new ranks
  • A basic skins system
  • A revamped loadout system similar to CS:GO
  • A revamped loot drops & crates system
  • A better equipment & modification menu
  • A better crate opening animation
  • Better display of weapon statistics (possibly web-based)
  • An in-game economy system with a buy menu
  • A more polished game framework for PVP modes, especially Arms Race and Defusal
  • New gamemodes (though it’s mostly a thing for 2018)
  • New weapons
  • New modifications (using our new total control of CrackShot code to change Shotgun pellet-count, etc.)
  • Server-side footsteps and other work on anticheat/optimization

PVP Lobby Update!

Hello all!

In celebration of Halloween, we are rolling out a brand new Lobby PVP Update so you can focus on the fighting more during this spooky season!

With the new lobby system you are now able to vote for ANY game mode without switching lobbies, so you only ever have to join ONE game to access all of our PVP modes.

Since right now we do not have a limitation on map vote size (yet), we had to remove some of our maps from our rotation because the GUI would be way too big otherwise. They will come back once we polish our system and sort the bugs out. We do plan on extend our new system in the future to use Join NPCs with dynamic placeholders, to apply them to Mob-Arena matches, and more. This will make it much easier for players to hop into games and enjoy our flagship quick action play (rather than running around in spawn, of course).

We have also prepared a seasonal spawn for you to celebrate all the scary monsters around. Now THAT is truly a Lobby Update!

As always, please make sure to report any bugs you find onto the Bug Reports section in the forums. (There might be a few more bugs in this update due to the necessity of a very major overhaul in our PVP codebase.)

Best wishes and Happy Halloween!

The largest weapon update ever!

Hello all!

I am very excited today! We have released TEN new weapons into the game, the largest weapon update in the entire history of GunColony! And that’s not all, we have also rebalanced a majority of our weapons, making the weapon choices diverse and fun again!

NEW WEAPONS

Origin-12 – An Epic shotgun unlocked at Level 15. This weapon is semi-automatic and magazine-loaded. Having a fast rate of fire and the fastest reload speed, this shotgun is sure to spell fast doom for your enemies.

SPAS-12 – A Rare shotgun that has a very fast rate of fire and thus firepower, but very uncontrollable recoil and low range.

Tavor X95-R – An Epic submachine gun unlocked at Level 20. This weapon is the first SMG to feature a scope, and it sits nicely between a rifle and a regular submachine gun, with good moving accuracy for close range but yet an excellent ability to down targets from long range.

MP-443 – A Common pistol unlocked at Level 25. This weapon closely resembles the Tec-9 from CS:GO. It has a 18-round magazine, high mobile accuracy, and excellent armor penetration. You won’t fare well if you try to spam it, though.

NTW-20 – A Rare sniper unlocked at Level 35. This weapon fires a massive 20mm round and is able to decimate enemies through cover. However, it fires and zooms in rather slowly and you won’t be able to move while scoped in.

G11 – A Rare rifle unlocked at Level 40. This weapon is a scoped rifle that features a slow rate of fire, a scope, and unmatched accuracy. It’s like a PP-Bizon of the Rifles, in a good way.

M1919A4 – A Legendary machine gun unlocked at Level 45. This weapon is akin to the CS:GO Negev. Maximum accuracy is achieved through continued fire while standing still, and its high damage and rate of fire will then do their work to suppress the enemies.

XD: An Epic pistol unlocked at Level 55. While it is essentially a Glock-18 with a suppressor, less ammo, and no burstfire function, the funny name alone already earns it the title of the best meme weapon in the game.

M&P .45: A Common pistol unlocked at Level 60. It has very similar performance to the AF2011: twice the rate of fire and half the bullets every shot. Its high firepower makes it the perfect sidearm for the marksman.

Walther PPK: A Common pistol that replaces the Walther PP Super in your inventory. It has a 8 round magazine and can perform 3 hit kills in close ranges, allowing you to eliminate your enemy quickly.

For a graphical view of when the new weapons unlock, head to this imgur album:
https://imgur.com/a/tlW7p

WEAPON CHANGES

Many changes to existing weapons and modifications have been made in this update.

General changes:

  • When sneaking and moving you now receive 30% of full movement inaccuracy instead of 5%
  • Compensator Sights modification benefits AND drawbacks reduced by 50%
  • Rifles: Burst-fire accuracy increased
  • LMGs: Now takes time to recover from moving penalty after you stand still
  • LMGs: Damage reduced at close range
  • LMGs: Accuracy when bursting & spraying significantly increased
  • Snipers: (Except M82 and new NTW-20) No aimpunch if you stand still for a certain period of time (varies per weapon). SSG-08 has no aimpunch whenever you stand still (no delays). Scout has no aimpunch no matter what.
  • Pistols: Diversified weapon statistics to promote diverse weapon choices
  • Many weapons received new sound effects and models.

Special notes:

  • SCAR-L: Fixed sneaking accuracy being unreasonably high
  • AWP: Fixed sneaking unscoped accuracy being unreasonably high
  • P250: Changed stats to better align with CS:GO, including increase in base damage and range, and decrease in armor penetration and moving accuracy
  • Five-SeveN: Changed stats to better align with CS:GO, including increase in base damage and bursting accuracy, and decrease in spraying and moving accuracy
  • AF2011: Majorly reworked to be more similar to the Desert Eagle though more suited to closer ranges
  • R8 Revolver: Fixed standing accuracy being unreasonably low; reduced trigger delay time
  • M9A1: Majorly reworked to be more similar to Dual Berettas in terms of damage, and aligned it to be a long range finishing-off weapon.
  • M1915: Majorly reworked and nerfed. Now fully automatic but reduced damage and rate of fire. Added scope.
  • L86 LSW: Burst fire accuracy significantly increased.
  • Double Barrel: Pellet count decreased by 1 to reduce damage output.
  • If you want to play the new CS:GO Tec-9, go use the MP-443.
  • If you want to play the new CS:GO Negev, go use the M1919A4.

Gun System Rework

Hello all,

I have finally managed to finish merging CrackShot features into our own gun plugin. Thus I am proud to announce the end to the months-long code refactoring process in GunColony. Our code is now cleaner and better than ever, and it now gives us far more control over the game and will allow us to update the server much more easily in the future.

I have also added a few more variables to the spread system of weapons, particularly with moving and spraying inaccuracy. I will be rebalancing some of our weapons to use this new system better.

The CrackShot merge is a huge rework to our code, so there might be bugs that we have missed in our test process. If you spot a bug, please report it in the Bug Reports section in the forums!

We are still working on the new update…

Hello all,

Just an update regarding the status of the very large update that we are aiming for release by October 10th.

First of all, any long-time player of the server will know that our guns have been reliant on a standalone CrackShot plugin for a long time, and nowadays it serves more as a limitation than a help. We are working on integrating the CrackShot code into our own plugins right now, and even though core functions like shooting are still not working, we have gotten the plugin to successfully recognize weapons and display the spread indicator & play swap sounds correctly. We are also doing all of the tests on a local server instead of the server machine, so that your gameplay isn’t interrupted while we work on our code.

On Rijam’s part, he is working on many reworked gun models for weapons that do not look very good currently. Some weapons are getting new sounds, too. He posts sneak peeks on Discord quite often, so make sure to check them out. There will be a lot of new weapons being added, including a brand new semi-automatic shotgun; a precise, fast firing, high capacity, and 1-hit-headshot pistol; and a powerful sniper rifle firing a gigantic 20mm round. Stay tuned!

We are also planning to rework the weapons, and we are focusing on pistols in this update (adding modifications to pistols and changing their stats significantly). However, primary weapons will also receive balance changes. Some modifications will also be reworked so there will be more benefits and/or drawbacks to using them.

There will also be a game lobby system so you can vote for another map or mode in PVP once the game finishes. In Mob-Arena we will add the ability for you to quickly jump into another match when you die. We will also reduce waiting time between matches, so you can enjoy more of the action. Also, you will be able to join a game in just one click, making it easier for new players to hop into a match.

We are also adding some community and staff created maps for both Mob Arena and PVP.

If we have time we might also add more features like a HUD revamp (making guns no longer use the Actionbar and Title messages to simplify the screen), new UIs for inventory and loadout, a defusal mode rework, and maybe a whole new loadout system. It all depends on how much time I will have to spare on the server in the two weeks to come, though.

— Hky

 

And here are the parts that we need the community to decide. I have been thinking of renaming weapons so that they are more realistic – the M4A4 would be renamed the MK. 18, for example. However, I do not know if the community agree with this kind of renaming. Comment your thoughts on whether weapons should be renamed for more realism.

Also, we need a gorgeous name for this huge update! Suggest some names and if we use it, you might start to hear it all over the place!

Anti-Xray Optimization

Hello all,

We have updated the Anti-Xray plugin on the server so it runs much smoother, while still maintaining low false-positives. The anti-xray now has a field of view limit (it will now hide enemies behind the player no matter what), and we have also optimized the number of blocks that are checked. (It does a rigorous full check close to the observer as well as the target, but only checks a few blocks on the way between.)

The new system consumes less than 0.04ms average tick time between a pair of active players (around 4-5 times down from previously). This means that it will take at least 1250 such player pairs for the server to begin lagging – equivalent to a 25vs25 game (more than the max player limit in one game) where everyone is moving around (in reality many people stand still and that reduces the required amount of checks even further). This means that you can finally enjoy the server without any lag from the anti-xray system.

A New Rules Page & A Couple of Notes on the Upcoming Update

Hello all!

We have added a rules page to the website with updated rules. The new rules page looks prettier and the updated rules are also better clarified. Most importantly, it works!

You should’ve noticed that I’ve got a new blog on the main page of the website here. You can log into this blog with your normal forum account and post comments, and new users can register through either the blog or the forums. As you can see, I’m doing big things here and there recently. This website is going to be part of the next update’s changelog, which is going to be pretty big indeed – very big. Stay tuned!

Inventory Glitch Fixed!

Hello all!

We have fixed the inventory glitch that caused the inventory to not save. The issue was caused by some people’s inventories being so long that it exceeded the ~22K character limit on the inventory string. We are very sorry for any inconvenience this issue has caused you.