Author Topic: Tremulous needs game types.  (Read 30043 times)

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Tremulous needs game types.
« Reply #30 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?

Paradox

  • Posts: 2612
  • Turrets: +253/-250
    • Paradox Designs
Re: Tremulous needs game types.
« Reply #31 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
« Last Edit: April 08, 2009, 05:47:00 am by Paradox »

∧OMG ENTROPY∧

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: Tremulous needs game types.
« Reply #32 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.
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Tremulous needs game types.
« Reply #33 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.

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: Tremulous needs game types.
« Reply #34 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"?
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

Plague Bringer

  • Posts: 3814
  • Turrets: +147/-187
Re: Tremulous needs game types.
« Reply #35 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.
U R A Q T

Urcscumug

  • Posts: 278
  • Turrets: +18/-7
    • Wraths Newbie Server
Re: Tremulous needs game types.
« Reply #36 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.
New to Tremulous? Look up the Wraths Newbie Server in the in-game server list.

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Tremulous needs game types.
« Reply #37 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.

Sayeru

  • Posts: 75
  • Turrets: +4/-5
    • http://www.eVo-clan.eu.tc
Re: Tremulous needs game types.
« Reply #38 on: April 12, 2009, 03:15:42 am »
No game types, kthxbai.

This is not brainless shooter wich needs only frags to win.

Syntac

  • Posts: 841
  • Turrets: +118/-104
    • Syntac's Stuff
Re: Tremulous needs game types.
« Reply #39 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.

Demolution

  • Posts: 1198
  • Turrets: +157/-64
Re: Tremulous needs game types.
« Reply #40 on: April 12, 2009, 06:01:07 am »
Mods = gametypes. Get to coding.  :)

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
my brain > your brain.
and i am VERY stupid.

danmal

  • Posts: 244
  • Turrets: +21/-6
Re: Tremulous needs game types.
« Reply #41 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/Hunt). One of the mods that I actually enjoyed as a break from SEREZZ Trem.

Bissig

  • Posts: 1309
  • Turrets: +103/-131
Re: Tremulous needs game types.
« Reply #42 on: April 12, 2009, 08:15:55 pm »
@danmal

What stage does the human start with?

danmal

  • Posts: 244
  • Turrets: +21/-6
Re: Tremulous needs game types.
« Reply #43 on: April 13, 2009, 03:40:26 am »
The human starts at S3.

jal

  • Posts: 249
  • Turrets: +8/-7
Re: Tremulous needs game types.
« Reply #44 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.

frazzler

  • Posts: 231
  • Turrets: +10/-1390
Re: Tremulous needs game types.
« Reply #45 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.