To kick this website off , I would like to start with a very brief article on NoXiousNet followed by a YouTube How-To video explaining NoX’s Zombie Survival server and then wrap this long post up with an interview of JetBoom – founder of NoXiousNet – that is around 1,300 words total. Sounds like fun!
NoXiousNet, formed in 2006 by William “JetBoom” Moodhe, has grown to become one of the most successful communities within Garry’s Mod. The community offers a wide variety of different servers for your entertainment. All of these servers may be found on their website, www.NoXiousNet.com. Additional information on the NoX community can be found within the Wiki dedicated to everything NoX. The link to the Wiki can be found in the website linked above. Please take the time to stop by their site or servers.
The following wall of text is my interview with JetBoom; the bolded words are his.
What gamemode did you release first and what caused you to start working on it to begin with ( and if that gamemode is still running, how does it compare from your original idea to its current form )? Did you receive any aid in designing the gamemode?
Advanced Fortwars. This is currently known as Retro Team Play. This is gmod9 we’re talking about so you can imagine how much it has changed. Originally it was just a testing bed for learning how to code with Lua. It started as an edit of the original Fort Wars gamemode included with gmod9 and eventually was completely recoded and polished. You still bought guns at your base but I added some more interesting ones, eventually added classes, the magic system, crafting, and vehicles. The gmod9 and gmod10 versions actually play very similarly.
How did you come up with ‘NoXiousNet’ as your community name? Was it your first and only name or were there others that competed with it?
I took NoX, the game that Team Play was then loosely based off of and then added -ious and a net to it. Really that simple.
When did NoXiousNet officially start and what were your original expectations on how your community would turn out when you started your first server?
September 2006 I believe. I just put up a forum on a free forum hosting website (it’s still up to this day) so people could post when the listen server we used was offline. Eventually it was suggested to rent a game server and accept donations from players. I thought it was a stupid idea and no one would bother to do something like that. I was wrong since it became immensely popular. The game server turned in to two game servers, then three game servers, then eventually a leased server box. I never thought I would still be hosting to this day.
I’m taking note of how your server rules are set up. What has peaked my interest the most is rule point 5; “Don’t be an ass – to the point where people can’t play the game.” I take interest in this mainly because of how the majority, if not over 80% of gaming communities are typically strict with having some form of modesty or ‘honor’ about them so that they typically punish people from lued messages to one another. Yet whenever I join a NoX server (especially Zombie Survival), I see what could very well be nothing but trolls trying to out troll one another or insult each other for fun. While I personally don’t see anything wrong with it as the conversations are quite entertaining, I’m curious. What made you decide to ignore the standard morality rule and allow this form of behaviour between the players?
I’m not your babysitter. Administrators are there to get rid of cheaters, exploiters, little kids on microphones, and griefers. That’s all. I don’t want to play with “You have been kicked from the server. Reason: admin disrespect”.
How has this decision affected NoXiousNet as a community; do you belive for the better or worse?
The better. I’d rather have trolls that are at least slightly intelligent and fun to play with than annoying idiots and (man)children. If you’re getting legitimately mad over someone questioning your sexuality on an online game then there are plenty of roleplay servers for you to join.
I’m looking at the Server Portal feature that you have within your servers which enables players to quickly change between NoXiousNet servers with two clicks of a mouse. First off, how did you come up with this idea; was it your idea originally or did a player suggest it and you thought it to be worth plugging it in?
Just a random idea that took a few minutes to put in.
Now, for a few general questions about your gamemodes listed within the portal:
How did you originally come up with the idea of Zombie Survival, and does its current status and gameplay resemble what you had in mind for it when you were initially designing it?
I was playing one of those maps where zombies infinitely spawn and come after you and your friends. I thought it would be a pretty neat idea that if you died then you become a zombie. A few hours later and I had a really simple and fun gamemode. The gameplay hardly resembles my original idea at all. I never thought I would be able to make it as complex and intricate as it is now. All we wanted to do was shoot some zombies. Barricading was basically finding a couch and spending 2 minutes pushing it in a doorway. Ammunition was infinitely spawning, there was only one zombies class, and sometimes zombie players spent more time hitting the NPC zombies that were blocking doorways. Today it is probably the most recognized “real” gamemode for gmod with the most amount of players (besides roleplay). The next few updates I hope to add in more RPGish things like combining items, using props as weapons, and a much needed difficulty increase.
Awesome Strike: Source. Again, what made you come up with this idea and why was it created to begin with? In my own personal opinion, it just looks like a script designed to test out new features you’re working on implementing into other gamemodes down the road. Hell, it even performs better than Retro Team Play (Crafter ftw). So I’d feel more comfortable asking ‘Why’ instead of ‘What’. Why?
I love fast-paced games. Much of the influence came from things like GunZ, S4League, Devil May Cry, etc. You’re right in the aspect that it’s almost a testing gamemode. I can put pretty much whatever I want in to the gamemode and it’ll “work” with the theme. I created for the reason I created the other gamemodes – just a random idea that looked fun on paper.
Retro Team Play. I was very impressed with this gamemode during the time it was populated a lot of the time. If I do remember correctly, it was sometime last summer; and I couldn’t stop playing due to how much fun it was to compete against other players in a class based gamemode. I really enjoyed the crafter class due to its wide abilities to ensure you team’s defenses were set up properly. Moving on from the nostalgia, while this isn’t the most eye-pleasing gamemode, the aesthetics of it work fairly well. The classes are fairly balanced and the players have the ability to unlock classes later on as they gain more experience or different awards that enable them to use the classes. The entire core of the gamemode must’ve taken quite some time tweaking the different bonuses and percentages to ensure the classes were as balanced as you wanted them to be. How much time have you spent on RTP, and was the time well spent? What kind of lessons or lines of script were you able to learn from RTP or the other gamemodes made before it that have helped you as a coder over the years?
It’s the first and longest running gamemode so a lot of time was spent on it. Any time spent learning new ways of coding is time well spent. You need to understand though that RTP is a mess in terms of coding, although this is relatively speaking to my other gamemodes, not all gmod gamemodes. I find it to be a pain to add or modify anything for it and it has generally seen no updates for the past year or two. It’s about to be released so hopefully some other people may want to learn from it or take over development.
Super Mario Boxes. From my own knowledge of NoXiousNet history, perhaps the first 2D sidescrolling game that has been developed within the community for the community’s entire existance. I must ask, when you could have themed this gamemode after almost anything you could think of, why did you decide to go for the Mario/Luigi theme? Was the decision made before or somewhere in the middle/end of development and has the theme made you re-think how to design this gamemode when you were working on it?
The first map that was made was themed after Mario so that just stuck with the gamemode’s development. This was another gmod9 gamemode before it was recoded on gmod10. The gmod9 version was very limited in terms of weapons and powerups, mostly due to the limited amount of stuff you could do with Lua. All of those were Mario themed – fire flowers, star mans, etc. The gmod10 version as you can see is much more loosely themed and weapons come from all different areas (Kamehameha for example). If I ever have the time to go back and start developing it again then I’d like to come up with an original name.
I understand that this is a fairly long interview, so I will try to finish this up in a few more questions.
Sandbox. Throughout my time at NoXiousNet, I’ve noticed that a low player count is held within this server more than the others. While I applaud you for your dedication to keep the Sandbox server running, I must ask, and forgive me if I come off as an ass for asking this, but what is keeping it from being shut down? How is it still valuable to the NoXiousNet community?
It was much more popular back in the day especially with events like robot war tournaments. Building stuff is old news. Plus it’s SandBox, not exactly something that should be played with a lot of people.
Could it be possible that your Sandbox varient will make a come back once Garry releases Garry’s Mod Beta into the community?
Not much at all has been changed in the SandBox gamemode to warrant that. Most changes are with the Lua implementation.
While we’re on topic, I understand you’re very open with your gamemode updates. You have threads dedicated to update ideas and statuses located on the forums. But I’d like to know, would you give the readers any hints or statements on upcoming updates or gamemodes that will be debuting on NoXiousNet servers that are not listed in the update threads?
WSIWYG. I do have one idea and one thing definitely in the works though. An overhaul to the whole hats thing is being worked on. An inventory, trading, special items, etc. as well as items being able to be made of more than one model for some more complex costumes (by the way did you know we were doing hats way before TF2?). The idea is an Obby remake. Obby was basically a gamemode where you played “courses” created by other players in SandBox. It wasn’t limited to just obstacle courses but that’s pretty much what we had. You could also get recorded times for different courses that everyone could see. Most were annoyingly difficult and the reason that it was popular for such a short amount of time. The new version wouldl have realistic movement such as momentum, no air control while jumping, as well as some parkour moves borrowed from Awesome Strike (although not as ridiculous). Zombie Survival also should be getting some more RPGish things like combining items and more things to do.
Thank you for your time in answering my questions, JetBoom. I really appreciate the effort you put into your responses.
And as a closing to this article, I’d like to make a note that I plan on doing more than just simple article work for this site. As this post itself shows, I have interest in making interviews with community heads as well as making videos on different servers. Hopefully, these will spread to different areas such as Services offered (game servers, websites, etc) and I might also include How-To’s for certain things.
Thanks for reading.