Author Topic: Epic game modes  (Read 3223 times)

swamp-cecil

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Epic game modes
« on: May 12, 2010, 11:38:11 pm »
i cant code python (if that is the code language, i use c# application form), so i you want to make this, go ahead:
-Capture the flag: everyday ctf, but they get the flag from the OM/RC and return it to the RC/OM, and when that happens any number of times, win for the team
-Plague: every player is a human, and one or two are the starting aliens. if a human dies from an alien, they get "the plague" and become aliens. if any humans left at the time limit, humans win. if all aliens alive, starter aliens win. there are no teslas or rets, acid tubes ,trappers and hives. can be played inverse teams. cades and teslas without dc's are allowed.
- Traitor: one team, only aliens or only humans.) at the beginning of the round, one random player is chosen and is the Traitor. they have regular speed, increased speed, but look completely normal. players can only spawn once. the Traitor has to kill all team members to win, and vice versa. infinite creds, and instant s3

any more ideas?
ill post them here
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

mooseberry

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Re: Epic game modes
« Reply #1 on: May 13, 2010, 01:34:21 am »
1. Not python, C.

2. I think its fairly obvious humans would get demolished in CTF, except perhaps on ATCS (Boring.) Aliens can climb walls (some of them) move fast, get to good hiding spots easy, heal anywhere, and "see" anyone, even through walls with their senses. Humans can do none of these = game over.

3. Plague would most likely not work reverse, as aliens could hide and possible never be found, unless humans are s2.

4. regular speed, increased speed? I don't see this as fun anyways.

These are all game modes copied from other (FPS) games, and do not translate well to Tremulous. Try thinking up something original that works well with humans and aliens, and I think you would get a lot more support.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

swamp-cecil

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Re: Epic game modes
« Reply #2 on: May 13, 2010, 02:22:47 am »
i will think of more games, but thanks for the heads up
« Last Edit: May 13, 2010, 02:24:46 am by swamp-cecil »
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

swamp-cecil

  • Posts: 774
  • Turrets: +80/-163
    • Tremulous
Re: Epic game modes
« Reply #3 on: May 13, 2010, 02:26:53 am »
yeah, ive seen in server a, some people know how to call a deathmatch where it is for the first 2 mins buy ur weps (humans only), and the "Go Kill Everyone!". its really epic
these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.

HellsAngelz

  • Posts: 71
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Re: Epic game modes
« Reply #4 on: May 13, 2010, 07:55:24 am »
We could have both teams play grangerball, launching a granger back and forth over atcs. =3
No, not the tesla surfing either  >:(

nubcake

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Re: Epic game modes
« Reply #5 on: May 13, 2010, 09:05:59 am »
Im currently making a map that is a different game mode,

Quote
So after many years of tremming and map making I realised that you cant REALLY stop camping, so why not embrace it? For this reason Im making T_Assault (mod). Humans start in a premade base and can only build repeaters and repair. There is no need for an arm or even Medi, as depending on what defence you use, you will be given a weapon. For example, in the base room, every person will be given a shotgun or conkit, in the towers you will be given a mass driver, and in the concrete bunker a chaingun. Therefore credits are of no use. Also no medistations will be available, to keep the game flowing and allow aliens to get evos.
Also I want people to use their brains, I want the map to be more like an action chess game, fast paced, but strategy involved.
Aliens get 2 special abilities to help with their destruction of the human base.
1)   Ion cannon – Currently set for one use per 8 minutes. The ion cannon will destroy anything around the Massdriver towers, including the people inside them.
2)   Orbital dump – Currently set for one use per 4 minutes. The orbital dump will allow aliens to be ‘dumped’ from space right into the middle of the human base.
If you time these correctly, you can set up an awesome rush – this is where strategy is involved. Orbital dump when the humans are spamming the front of the forest, then when they run back to defend, activate the ion cannons.
If I can get it working, id like to give aliens ‘satellite imagery’ which is basically a camera with a birds eye view of the human base, allowing a person at the alien base to be a ‘team leader’ and tell people where humans are concentrated, time ion cannons, orbital dumps etc
The forest has plenty of hiding places and also tree tops to goons, lisks, dretches and perhaps maras can avoid the MD turrets.
The human base has a gate which means an alien will have to sneak into the human base and press a button to open up the gate which will allow rants to get through (assuming they aren’t killed by the chaingun pillbox).
The alien base cannot be destroyed, and they will ‘gateway’ onto the beach from their base.  However, after 35 minutes, the humans will launch a nuke which will kill them. Therefore the victory conditions are as follows:
Aliens must kill human base (nodes) within 35 minutes otherwise humans will kill the alien base and have 15 minutes to kill the remaining aliens.
I might include stage activated defences, such as HS2 = 5 more turrets pop up out of the ground in the human base
As2  = New special ability, such as a trapdoor to human base opening up
Once a building (such as a turret) is destroyed, it cannot be replaced, therefore it is important for humans to try get get as many defences online as possible by activating new stages and working as a team

Jake got me back into making this map, and its almost complete except the triggers. Im hoping it will be finished by saturday, which will delay Placents dam a few days