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Community => Mod Ideas and Desires => Topic started by: LodeBomber on August 04, 2007, 01:35:22 am

Title: Mission Mod
Post by: LodeBomber on August 04, 2007, 01:35:22 am
I got some idea for a mod, called Mission Mod.

The human will have like 1 or 2 minutes to get their equipment, after this minute, the human base will explode, so the human will cant get more ammo and cant respawn.The goal of the human will be to survive like 20 or 30 minutes.

ALREADY IN GAME

WEAPONS

Blaster        : Change to a non-energy weapon (12x20)(12x30 with Ammo Pack)
Rifle          : Same as the original with more ammo (100x6)(100x10 with Ammo Pack)
Pain Saw       : DELETED
Shot-Gun       : Shoot faster with more ammo (25x3)(25x5 with Ammo Pack)
Lasgun         : DELETED
Mass Driver    : Changed to non-energy weapon (5x4)(5x6 with Ammo Pack)
Chaingun       : more ammo (500x0)(500x2 with Ammo Pack)
Pulse Rifle    : DELETED
Flame Thrower  : more ammo (600x0)(900x0 with Ammo Pack)
Lucifer Cannon : Changed to a Rocket Luncher (1x4)(1x6 with Ammo Pack)

ARMOR

Light Armor    : more def (x2)
Helemt         : more def (x2)
Battlesuit     : change name to Heavy Armor with more def (x2)

UPGRADES

Battery Pack   : Changed to an Ammo Pack
Jet Pack       : DELETED
Medikit        : Restore hp faster
Grenade        : Explode faster (3 seconds)

ADDS-ON

WEAPONS

Medic Kit      : Restore 25 hp (1x10)

UPGRADES

Proximity Mine : Land mine does 250 damages (dont attack human)
Smoke Grenade  : Add smoke in the air (no damages)
Mini-Turret    : Put a machinegun turret (size,range and damages divided by 2)

So, tell me what you think

LodeBomber
Title: Mission Mod
Post by: tehOen on August 04, 2007, 11:02:06 am
where is the download link?
Title: Mission Mod
Post by: BULLSEYE@linux.be on August 04, 2007, 11:29:57 am
about the exploiding base

can't u work whit layout's?
Title: Mission Mod
Post by: benmachine on August 04, 2007, 02:16:37 pm
Hmm. Although it is original enough, I can't help but feel you are only taking away from normal gameplay. No building, no basekilling, no real incentive for the human team to attack... seems to me this would be highly likely to turn into a massive campathon, with all the humans huddling together in the window room or similar, chainguns and mass drivers pointed at the door, ready to fill anything that may enter with as much lead as they can.
To be honest, I can't imagine the ammo store lasting much longer than ten minutes, then the helpless blaster gang will last maybe another five. In the meantime, there may be a lot more waiting than playing.
Title: Mission Mod
Post by: LodeBomber on August 04, 2007, 02:57:23 pm
Quote from: "BULLSEYE@linux.be"
about the exploiding base

can't u work whit layout's?


Surely, i dont know, its the first mod im thinking to make...

Quote from: "tehOen"
where is the download link?


Nowhere, im not making it, im thinking

Quote from: "benmachine"
I can't imagine the ammo store
lasting much longer than ten minutes


But we can only put :armoury: powered by idk what, its just an idea...
Title: Mission Mod
Post by: ShadowNinjaDudeMan on August 04, 2007, 05:04:20 pm
Ok, maybe you substitute it so there is unlimited ammo.
Problem sorted, I mean, a luci spammer can only last so long, surely?
Title: Mission Mod
Post by: LodeBomber on August 04, 2007, 07:30:10 pm
Man, the luci become a Rocket Luncher, so it cant spam
Title: Mission Mod
Post by: doomagent13 on August 05, 2007, 12:03:44 am
I guess you have never stood at an arm, holding down fire and buying ammo as necessary -- it eliminates reload times, and, at least with md, reduces wait time between shots.
Title: Mission Mod
Post by: Taiyo.uk on August 05, 2007, 12:25:57 am
Quote from: "LodeBomber"
Man, the luci become a Rocket Luncher, so it cant spam

Luci spam, rocket spam, what's the difference?
Title: Mission Mod
Post by: Odin on August 05, 2007, 01:16:20 am
Quote from: "doomagent13"
I guess you have never stood at an arm, holding down fire and buying ammo as necessary -- it eliminates reload times, and, at least with md, reduces wait time between shots.
The first shot does nothing.
Title: Mission Mod
Post by: doomagent13 on August 05, 2007, 02:08:05 am
Quote from: "Odin"
Quote from: "doomagent13"
I guess you have never stood at an arm, holding down fire and buying ammo as necessary -- it eliminates reload times, and, at least with md, reduces wait time between shots.
The first shot does nothing.
Damn.

Anyway, what about, rather than this idea or as an extension, some variation on Jedi Academy's siege gametype?
Title: Mission Mod
Post by: DHRUVINATOR on August 05, 2007, 01:23:03 pm
Rocket Launcher is needed :).
Title: Mission Mod
Post by: HamStar on August 05, 2007, 03:33:46 pm
Quote from: "DHRUVINATOR"
Big fucking nuke is needed :).


Fixed.
Title: Mission Mod
Post by: LodeBomber on August 06, 2007, 05:33:33 pm
We cant spam with the rocket luncher, cause it got 1 ammo per charger
Title: Mission Mod
Post by: Mexel on August 07, 2007, 04:07:38 pm
Quote from: LodeBomber
Proximity Mine : Land mine does 250 damages (dont attack human)
Smoke Grenade : Add smoke in the air (no damages)


@ Proxy mine. Dude it ought to give damage to humans. If you walked near a prox mine would you not loose a few apendages?

@ Smoke Grenade. As far as i'm concerned most of the maps i've played that had "smoke" or "steam" in them reduced my FPS by atleast 35%+. So making a 'Smoke Grenade" I am willing to be that most will encounter a signifigant reduce in FPS. Having said that i really thing the Smoke Grenade thinger is a waste of time and hard work.

(JUST MY HONEST OPINION!)
Title: Mission Mod
Post by: HamStar on August 09, 2007, 10:29:02 pm
Smoke grenade spam FTW!!!! Its time to make noobs and pro's complain alike!
Title: Mission Mod
Post by: ShadowNinjaDudeMan on August 09, 2007, 10:58:22 pm
Quote from: "HamStar"
Quote from: "DHRUVINATOR"
Even Big-ger fucking nuke is needed :).


Fixed.
Title: Mission Mod
Post by: whitebear on August 22, 2007, 11:15:44 am
The whole thing can be made within a map.
Title: Mission Mod
Post by: Flower on August 22, 2007, 04:33:18 pm
I don't think it's necessary to add the mines and all the custom add-ons. I already thought about making such kind of a "survivor map", and that's part of my new map Rewolf. At some point, your base is not available so you need to use a LOT of teamplay to prevent deaths, "out-of-ammos", "shitnoez no more HP help" and more.
Title: Mission Mod
Post by: Survivor on August 22, 2007, 04:59:45 pm
I do not condone any of this. First of all 'Mission Mod'. Where's the goddamn mission?
At least survivor map comes close in naming its intent correctly. But the essence of that map means in public play only friends would play it the right way. And until a stopwatch mode is available clans will avoid it.
If I may make a suggestion it should be that you have several single player recharge points for ammo and health which take a long time to recharge. Spread them around the map so the humans would be forced to go around reloading and healing. But since there are few you can't reload and heal everyone.
Title: Mission Mod
Post by: ShadowNinjaDudeMan on August 22, 2007, 05:07:44 pm
For this you would need a HUD with a little countdown in it.

I like the idea of rocket-lancher, I would love to slam a shell into a rant, be so great (not for the rant)
Title: Mission Mod
Post by: DASPRiD on August 22, 2007, 05:42:07 pm
Quote from: "Survivor"
I do not condone any of this. First of all 'Mission Mod'. Where's the goddamn mission?
At least survivor map comes close in naming its intent correctly. But the essence of that map means in public play only friends would play it the right way. And until a stopwatch mode is available clans will avoid it.
If I may make a suggestion it should be that you have several single player recharge points for ammo and health which take a long time to recharge. Spread them around the map so the humans would be forced to go around reloading and healing. But since there are few you can't reload and heal everyone.


Imho, this would not need a modification, can be done in a map with some scripting.
Title: Mission Mod
Post by: Survivor on August 22, 2007, 06:55:31 pm
Yes, but some servers prefer 25 minute sd 35 minute matches and others prefer 55 minute sd and unlimited time matches. A map however can only be made suitable for a very small range of time planning. And most server ops wouldn't go through the trouble to correct the maprotation to fit the maps needs.
Title: Mission Mod
Post by: whitebear on August 23, 2007, 06:11:05 am
I used smilar system on aliens in my map "Objective:Infected" that disabled building for aliens but also had button (wich humans atempt to press as an objective) that destroys the spawns in loction no one has access to (aliens spawn and automaticly teleport to the difrent locations of the map).
Title: Mission Mod
Post by: ShadowNinjaDudeMan on August 23, 2007, 07:45:26 pm
Im gonna put some mines.

trigger_multiple

trigger_hurt

trigger_push

A particle system and sound later, and its a mine!
Title: Re: Mission Mod
Post by: bmac on March 11, 2008, 04:39:35 am
what do the aliens get from this??
Title: Re: Mission Mod
Post by: Kaleo on March 12, 2008, 09:45:48 am
Remove lasgun = epic phail
Title: Re: Mission Mod
Post by: AlphaBetaAdmin on March 29, 2008, 11:23:38 pm
maybe also since base explodes, a /share or /donate that can donate hp and ammo?