Tremulous Forum

General => Feedback => Topic started by: Jon Man on January 17, 2009, 11:52:41 am

Title: Tremulous needs game types.
Post by: Jon Man on January 17, 2009, 11:52:41 am
First I would mod Tremulous but I don't know how.

It would nice to have different game types rather then Team death match.

List of game types I think would work for Tremulous

If you can think of others please post.
Title: Re: Tremulous needs game types.
Post by: Sap on January 17, 2009, 12:04:46 pm
Well I understand your spirit to enhance the gameplay and add new features, but perhaps you should be a bit more careful about double posting and also, there are a couple of guides to help you answer most of the questions you may have. Pls. find time to go through them.  :)
Title: Re: Tremulous needs game types.
Post by: David on January 17, 2009, 01:40:15 pm
CTF could maybe work if done right.  Buts it would be very hard to do it right, as bases and the moving of bases is such an important mechanic.
FFA would never work, as its balanced for a team game with bases.  Aliens would win every time.  Specifically marauders.
How would KotH even work in trem?

Domination was way fun.  We need to get a server running again.
Title: Re: Tremulous needs game types.
Post by: zybork on January 17, 2009, 02:30:30 pm
Long story short: That's all bollocks.

Reason: All these things are made to spice up the usual, boring shoot-em-all Ego-shooters, whose only concept is to run, aim and shoot, period. Tremulous is a much more complex game then any of these shooters, in fact, the very way Tremulous is made up is the reason I play it. If I would be interested in stupidly running around and shooting, I'd play something else.

Seriously: I played ego shooters only for a relatively short period of time, because I got bored very soon. Tremulous now I play for some years (with shorter or longer gaps in between, of course), and I still like it.
Title: Re: Tremulous needs game types.
Post by: Archangel on January 17, 2009, 04:56:51 pm
No. Only Domination. :D
Title: Re: Tremulous needs game types.
Post by: Archangel on January 17, 2009, 04:59:06 pm
You just posted this same thread twice in two sections.
Title: Re: Tremulous needs game types.
Post by: your face on January 17, 2009, 08:28:20 pm
Rant on FFA ftw.
Title: Re: Tremulous needs game types.
Post by: Hendrich on January 17, 2009, 11:52:16 pm
See, this is the problem. Tremulous isn't FPS oriented, because it will simply not work and we'll have to do balance changes that will add to the complexity of coding it. If you want those modes, sorry, but go play games like Open Arena or something. If you say "Lets get rid of the aliens and put in another human team.", that basically the same concept.

Sorry Jon, its not that we haven't thought of it before, we had many questions like these, but if its going to be a mode, it'll have to have both humans and aliens incorporated or else it wouldn't be Tremulous.

Hell, while we're putting up modes that won't work, why not have Halo's Phantom Slayer stuck in there? Invisible dretch ftw.

Title: Re: Tremulous needs game types.
Post by: Paradox on January 18, 2009, 01:37:16 am
We could have goon races. First, humans have to subdue a goon. Then they mount it, and become a team, and go to the stable, to have a race later.

All the humans who couldn't subdue a goon have the option of sitting in the stands and betting credits. And the dretches get to eat the ones who overbet.
Title: Re: Tremulous needs game types.
Post by: Kaleo on January 18, 2009, 02:22:01 am
KotH could work. When one team controls the hill, their base is automatically built there. The other team takes the hill by taking down the RC or OM.

No CKits.

It could work.
Title: Re: Tremulous needs game types.
Post by: Hendrich on January 18, 2009, 03:26:45 am
KotH could work. When one team controls the hill, their base is automatically built there. The other team takes the hill by taking down the RC or OM.

No CKits.

It could work.

Then the bases would have to be pretty weak and has to be in a easibly destroyable location, because camping can occur. Heck, if there were 8 humans in one baes with an arm, rec, medi and a signle turret, they could still camp like crazy. I've seen this happen plenty of times. But your right, it could work, at first domination didn't sound good on paper either.
Title: Re: Tremulous needs game types.
Post by: Knowitall66 on January 18, 2009, 03:35:19 am
I don't think KoTH would work too well as it is a limited space a team must remain on, where as aliens require freedom of movement to fight. (IYKWIM)
Title: Re: Tremulous needs game types.
Post by: zybork on January 18, 2009, 01:31:41 pm
Off topic: Can anyone give me a link to explain what the Domination-mod does? Google doesn't tell me anything useable about it :-\
Title: Re: Tremulous needs game types.
Post by: Amanieu on January 18, 2009, 02:41:34 pm
http://risujin.org/tremulous/
Title: Re: Tremulous needs game types.
Post by: zybork on January 18, 2009, 08:34:01 pm
Thanks.
Title: Re: Tremulous needs people who play first, and suggest later.
Post by: player1 on January 18, 2009, 11:37:03 pm
@OP: Perhaps you should play more, if you just consider Tremulous to be Team Death Match.

Also, if you truly are proposing new game modes, please flesh out yous suggestion with some details. If you think some of your suggestions through a little more thoughtfully, you'll see that CTF and FFA aren't really that applicable to Trem. All of the fine balance that has been engineered into Tremulous will go right out the window by just playing other game modes, without really considering why Tremulous is what it is today. Please be prepared to defend these ideas, as they seem to be the musings of the n00bly.
Title: Re: Tremulous needs game types.
Post by: frazzler on April 04, 2009, 04:50:48 am
CTF FOR THE FRIGGIN WIN!!!! heres how it would work....

No bases, no spawns, no OM, nothing.... Just one big circle on either side of map where all units spawn from. In each teams circle is their flag. In order to score, you need to grab the other teams flag and bring it back to YOUR teams circle. Simple as that...
Title: Re: Tremulous needs game types.
Post by: Asvarox on April 04, 2009, 11:04:15 am
CTF FOR THE FRIGGIN WIN!!!! heres how it would work....

No bases, no spawns, no OM, nothing.... Just one big circle on either side of map where all units spawn from. In each teams circle is their flag. In order to score, you need to grab the other teams flag and bring it back to YOUR teams circle. Simple as that...
You might consider reading another topics about CTF in trem before typing sith like that next time.
Title: Re: Tremulous needs game types.
Post by: Plague Bringer on April 05, 2009, 02:17:26 am
Single flag CTF. There's a flag (which is not necessarily a flag (http://hastings.house.gov/media/gallery/flag.jpg)) set somewhere in the map (by way of !layout) with a nobuild area around it (I'm sure it's possible). Humans and aliens have to reach the flag and return it to their base. This could be interesting in Uncreation because of the stage-triggered doors. The flag could offer bonus BP for every time it is captured (if it is immediately returned to it's spawn location) or it could offer a slow rate of BP addition if it stays in the base until the enemy grabs it.
Title: Re: Tremulous needs game types.
Post by: Hendrich on April 05, 2009, 05:31:22 am
Single flag CTF. There's a flag (which is not necessarily a flag (http://hastings.house.gov/media/gallery/flag.jpg)) set somewhere in the map (by way of !layout) with a nobuild area around it (I'm sure it's possible). Humans and aliens have to reach the flag and return it to their base. This could be interesting in Uncreation because of the stage-triggered doors. The flag could offer bonus BP for every time it is captured (if it is immediately returned to it's spawn location) or it could offer a slow rate of BP addition if it stays in the base until the enemy grabs it.

Did you consider that all aliens are somewhat faster then humans and could easily capture a flag and bring it back to their base?
Maybe for different types of aliens, when capturing the flag, speed could be reduced, I dunno.
Title: Re: Tremulous needs game types.
Post by: Plague Bringer on April 05, 2009, 05:41:19 am
@ Hendrich: Yes, I did, which is why I would hope that the flag would be set closer to humans than aliens, or perhaps (revising my idea) it's an objective that the humans need to defend.
Title: Re: Tremulous needs game types.
Post by: lol on April 05, 2009, 02:51:09 pm
Other than regular trem there is the human vs human gameplay server
Title: Re: Tremulous needs game types.
Post by: Asvarox on April 05, 2009, 06:21:24 pm
Forget CTF, it's really hard, if not impossible, to balance it out. And there are better ideas for tremulous game modes. Some examples

Storm the base

Last Survivor


Of course these are only random ideas. Tremulous is different from many other [free] games because we have 2 unique races and we can build bases, we should focus on these features when designing game modes.
Title: Re: Tremulous needs game types.
Post by: Urcscumug on April 05, 2009, 08:05:48 pm
Survivor reminds me of Extended Sudden Death.
Title: Re: Tremulous needs game types.
Post by: Asvarox on April 06, 2009, 12:15:27 pm
Actually Survivor is more similar to DretchStrom's rampage mode - everything except RC(unless it has less than 98,1%hp or it's near any other human building) explodes (including om), humans save their equipment (if had any) but their weapons are replaced with pulse rifle and aliens are fucked if they haven't evolved (balance ftl). But it wasn't my inspiration.
Title: Re: Tremulous needs game types.
Post by: Yarou on April 06, 2009, 04:57:39 pm
No, it doesn't.
Title: Re: Tremulous needs game types.
Post by: frazzler on April 07, 2009, 06:56:57 am
Here's my ideas for game types:

Survivalist:

Aliens spawn once and only once. They spawn as either a Mara or a Goon.  :marauder: :dragoon: Their goal is to survive for X amount of time from the humans. The Humans have only blasters. (would work much better if they had only knives). There are no structures for either side merely a single indestructible spawn point. Humans win if they can eliminate all said aliens within X amount of time. Aliens win if they have at least 1 team member surviving at the end of X time.


Infection:

Aliens spawn only as dretches. Their base has only a single indestructible spawn point. Humans also possess only a single indestructible spawn point. This time, Humans have their regular equipment. They cannot Buy new weapons as their is no armoury or any other structures. Once a Human is killed, they immediately and permanently swap to the Alien team. This is known as being infected. If the humans Have 1 team member who is uninfected at the end of X time, The humans win. If all Humans become infected before X amount of time is over, Aliens win.


Queen Hunt:

The Aliens Queen is hidden somewhere in the map. (the queen resembles a giant Blob of sorts). The humans goal is to reach the queen and remain there for a certain amount of time. In this time, a bomb is planted on the queen. If a bomb is successfully planted, the Humans win. The Aliens do not know where the Queen is, but must find her and protect her. If the queen is defeated within X amount of time, Humans win. If Queen is still alive in X amount of time, Aliens win.
Title: Re: Tremulous needs game types.
Post by: Urcscumug on April 07, 2009, 10:30:05 am
Suggestion for infection: make it so alien teams starts with only one member. :) So the game progresses from 1 alien vs N humans to N aliens vs 1 human.

Suggestion for Queen Hunt: the queen is the OM and the bomb is the grenade. The rest can be adjusted via QVM: longer nade explosion delay, make nade powerful enough to kill OM, make OM impervious to other weapon damage, place the OM randomly on the map each game.

In all three games you probably need a single indestructible spawn point for both aliens and humans, and no other structures.
Title: Re: Tremulous needs game types.
Post by: frazzler on April 07, 2009, 11:12:43 am
the finer details can be worked out, but basically, You like them?
Title: Re: Tremulous needs game types.
Post by: Urcscumug on April 07, 2009, 02:33:45 pm
They look like fun, I would at least try them. In fact, I'd probably be very interested in a server that offered a rotation made out of this kind of mini-games.

Here's another idea: Alien Tag, where you pass it by touching another player.

Everybody spawns as the same alien class. Someone starts as it (randomly). They need to pass it away to someone else. If they can't pass it for a certain amount of time they are eliminated and moved to spectators. Last player wins.

Works the other way too: gotta keep it from being taken from you. If you manage to keep it for a certain [consecutive?] amount of time you win.

Obviously, needs maps that aren't too big and have no strange quirks. I feel it would be a lot of fun with maras and goons, hilarious with grangers and could even work with rants. I'm not sure about dretch since it's too small and agile, and I'm kinda torn about basi.

In case it needs saying: no building, no structures, only indestructible eggs scattered around the map. But you could add an RC/repeaters and a few (indestructible) turrets spread around the place, just to make things more interesting.

Not sure if it's possible to have a game without any humans/nodes in it though. I suppose you could hide a node somewhere and lock the human team, while allowing the alien team to get any number of players.

There the question of whether to reset the "it" counter for a player every time he loses it, or cumulate the times. Cumulative times are easier to achieve. Depends on how long you make the time. I believe Carmageddon used 2 minutes and cumulative times.

Obviously, you'd need some way of displaying the running time on the player's HUD.
Title: Re: Tremulous needs game types.
Post by: frazzler on April 08, 2009, 02:47:13 am
I really like that idea. It would definitely work with Maras and Goons. I recommend Tremor as a good map to play it on. Someone might mod these ideas, but I think it would be far better if they were actual Game Types. Kevlar? Paradox? ANY DEVS HAVE AN OPINION?
Title: Re: Tremulous needs game types.
Post by: Paradox on April 08, 2009, 05:32:50 am
How about CTF where one teammate from each team is the flag. The other team needs to “sedate” them
Title: Re: Tremulous needs game types.
Post by: Urcscumug on April 08, 2009, 09:23:10 am
I had another idea: Wacky Races.

Everybody spawns as adv grangers in the same place (lots of eggs needed). The map features checkpoints, which need to be passed through in a certain order to complete one course. First one to complete a certain number of courses wins (let's say 3).

To add to the fun, the granger spit is slower (say, 1 every 5 seconds) but it works on the other grangers and completely stops whoever it hits for 3 seconds.

Need to find some hilarious effect for the slash too, such as changing the victim's color hue. :) Also consider changing the jump and taunt to something silly, such as boing-boing and moo'ing sounds.

I have absolutely no idea how you'd go about implementing checkpoints and start/finish line. :P Nor how you'd keep track of the track advancement of each player as the game progresses (ie. what checkpoint they need to go through next and when they've won).

For added hilarity: powerups that spawn randomly along the course and when picked up affect the players in certain ways for a limited amount of time. Splash spit that affects all players within a radius, increased speed, increased jump, spit that nullifies the victim's wallwalk ability, granger zap etc.
Title: Re: Tremulous needs game types.
Post by: frazzler on April 08, 2009, 09:30:37 am
I reckon that could work, but as a joke type. People would play it for a good laugh and a joke. So far, I'm working on a form of CTF, but I am still confident about my other game types.
Title: Re: Tremulous needs game types.
Post by: Urcscumug on April 08, 2009, 11:27:13 am
I'm not sure I understand the difference between a "mod" and a "type".

AFAIK, a mod means a QVM file provided server-side. It is downloaded by the clients and then everybody enjoys a modified game.

What are "types"?
Title: Re: Tremulous needs game types.
Post by: Plague Bringer on April 08, 2009, 12:32:53 pm
Gametypes are mods. Common gametypes are KotH, CTF, TDM, and DM. Since Trem was created for TDM, gametypes like Domination (and even TremX) had to be created by the user. Most of the time, though, gametypes are packed with the game and don't require more downloading.
Title: Re: Tremulous needs game types.
Post by: Urcscumug on April 08, 2009, 01:41:49 pm
As long as Trem keeps its current focus of 100% TDM, it would not be appropriate to bundle such mods, would it? Especially if they can be added selectively to just one particular server and let people choose.

However, if it's about just putting another .qvm file in the client download so you save clients a download, then it's a trivial issue.

Anyway, I say code these mods first and worry what to do with them later.
Title: Re: Tremulous needs game types.
Post by: frazzler on April 09, 2009, 01:31:37 am
1. As long as Trem keeps its current focus of 100% TDM, it would not be appropriate to bundle such mods, would it? Especially if they can be added selectively to just one particular server and let people choose.

2. However, if it's about just putting another .qvm file in the client download so you save clients a download, then it's a trivial issue.

3. Anyway, I say code these mods first and worry what to do with them later.

1. It would NOT be apropriate for them to add in other game types if tremulous is solely and 100% TDM. HOWEVER if trem wanted to introduce more game types, while still keeping the tremulous feel, then it would be completely okey dokey.

2. Not a trivial issue whatsoever. All they have to is add game types into 1.2. Not really an issue. They dont need to change the entire game, but merely add them into the enxt issue of tremulous. OR there could be a trem 1.2 & 1/2. Same old tremulous, but with game types. However, these are only suggestions and im sure that the dev's would agree upon a particular method of realeasing game types.

3. 100% witht you there mate. Lets just see if people are really interested in game types. LETS GET MODDING!

PS: a game mod: where a player himself has coded a new form of tremulous. This method of playing is available to one server in particular
Game Types: what i propose for game types is that when creating a server, one is given the option to choose maps, highest and lowest ping and many other things. To introduce game types, all a player has to do is select what game type the server will be.
Title: Re: Tremulous needs game types.
Post by: Sayeru on April 12, 2009, 03:15:42 am
No game types, kthxbai.

This is not brainless shooter wich needs only frags to win.
Title: Re: Tremulous needs game types.
Post by: Syntac on April 12, 2009, 04:43:57 am
No game types, kthxbai.

This is not brainless shooter wich needs only frags to win.
Mhm, agreed.
Title: Re: Tremulous needs game types.
Post by: Demolution on April 12, 2009, 06:01:07 am
Mods = gametypes. Get to coding.  :)
Title: Re: Tremulous needs game types.
Post by: danmal on April 12, 2009, 09:35:24 am
A rather fun mod that was running on Auscrim was terminator/hunt. Basically there would be one player who was selected to go on humans and everyone else would go on aliens. Humans would have increased HP, increased building hp and hugely increased ammo. Aliens would have half HP. Both teams have unlimited creds. After 8 minutes if the human hadn't died yet (pretty rare) then the aliens would get S3.

The goal is to survive the longest possible time as the human. Whoever did the most damage to the human would go human next round. This game mode didn't require any modifications to the QVM just a lot of admin control.

Here's the original post explaining it (Terminator (http://auscrim.smfforfree3.com/index.php/topic,92.0.html)/Hunt (http://auscrim.smfforfree3.com/index.php/topic,91.0.html)). One of the mods that I actually enjoyed as a break from SEREZZ Trem.
Title: Re: Tremulous needs game types.
Post by: Bissig on April 12, 2009, 08:15:55 pm
@danmal

What stage does the human start with?
Title: Re: Tremulous needs game types.
Post by: danmal on April 13, 2009, 03:40:26 am
The human starts at S3.
Title: Re: Tremulous needs game types.
Post by: jal on April 24, 2009, 11:02:21 am
gametypes aren't the same as mods. Tho many gametypes have been implemented as mods and viceversa, but they aren't the same. Gametypes are different rulesets within the same mod. To put it easy: TDM, CTF, FFA were Q3 gametypes, these could also be implemented as mods, but not necesarily. Tremulous was a Q3 mod, but could not be implemented as Q3 gametype. Generally gametypes only change the rules and objetives while keeping the main game (physics, weapons, etc) intact.
Title: Re: Tremulous needs game types.
Post by: frazzler on May 07, 2009, 09:29:08 am
so basically, tremulous gametypes should be modded first, and if they are well liked, implemented as actual parts of the game. EG: when someone chooses a new map for the server, they choose the gametype.