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View Full Version : Gametype Bomberman Collaboration


GodlyPerfection
03-03-2009, 02:32 PM
Alright so I was looking for a unique way to utilize assault and make a new gametype... and I was looking at everything unique about it compared to other gametypes. What immediately shot out at me was the explosion that kills everyone in the vacinity. So that's how this was born.

Now to take utilize the explosion as an objective you have to be able to win the game... the main course of action for this is to Score enough points to win the round. But explosions only kill people and assault doesn't allow for points based on kills. So how else can you win a game?

If your opponents no longer exist you win the game... how must you do this? Well there are a couple ways...


Lag them all out (not a preferable solution)
Have everyone switch to one team (this used to be done in Halo 2 for infection when it was born)
Boot everyone (yes I am implying utilizing the betrayal booting feature... lol)
Eliminate your opponents by whittling down their lives

So even though bullet 3 has alot of innovation and possibilities I want to build off of 4 because it seems the most probable. So how do we make it so everyone can get killed by an explosion we must place a plant point apart from each other so that the explosion radius' touch and cover the whole map... this will most likely require a custom map...

So I figure a straight one life for each player should be perfect. Now I want the shortest fuse possible to give the planter's enemies minimal time to escape. I have the choices of 3 and 5 seconds... with 3 seconds the planter has to be moving pretty fast to escape the blast an not eliminate himself. So I'm thinking of going for 5 seconds.

So I can have a max of 16 plant points and 16 spawn points. So I was thinking of setting up 16 rooms in a grid with each room having a plant at the center so that the explosion covers the whole room. I'm not sure how I'm going to place the bomb spawns... I have the choice of putting them away from the plant so that the planter has a choice and can hunt down everyone else or I can just place the spawns on top of the plant point. This leaves it up to luck that you will be in the same room as the bomb when it spawns. I don't want luck... you need control.

So I'm going to put the spawn on the bottom so you can run by and grab it... and I'm going to put the plant floating a bit so that you have to jump to plant it. Now that bomb is going to spawn randomly between the 16 points... I'm not sure if I'm going to make it neutral bomb or multi-bomb.

Now for those that don't have the bomb, they are going to attempt to get away from the most likely plant points... I think I'm going to make everyone camo and make it so if you run into someone not on your team you can punch them and kill them. That way everyone can be doing something.

SO basically everyone has a little increased speed, either 150 or 200... pure camo, low damage resistance, and if you have the bomb you have enhanced standard 25 ft radar... if you don't have the bomb you have 10ft motion radar. I'm not sure about waypoints yet...

wiggums
03-03-2009, 02:39 PM
Very interesting concept, though I'm not sure that I fully understand, If you are in a different room where the bomb explodes, do you die?

GodlyPerfection
03-03-2009, 03:01 PM
No you do not... you have to be in the same room... hence the planter has to use his enhanced radar to hunt people down by anticipating them... and plant it...

wiggums
03-03-2009, 03:11 PM
Ok, So then he has to try and time the 5 seconds to try and kill off as many of the as possible. Then the bomb re-spawns, repeat process until one team is completely killed. I get it now!

EDIT:
I think you should have no waypoints, even for allies, this would add to the confusion I think.

GodlyPerfection
03-03-2009, 03:45 PM
That's what I was thinking... thanks for your opinions so far...

mista tipsta
03-03-2009, 04:14 PM
Finally you posted something about this game type, you have talked about for some time now..
Anyway this sounds great, you told me about it really simple like and i understood it; this may be confusing for some people. Oh, and i second the thought that there shouldn't be any waypoints.

Coyote1023
03-03-2009, 09:30 PM
Who made bomberman on FH again?

wiggums
03-03-2009, 09:38 PM
I dont remember anyone making bomberman on that website.

Trio Enzyme
03-06-2009, 10:03 AM
It was made before by a guy called Jester, the post on FH can be found here (http://www.forgehub.com/forum/mini-game-maps/32638-bomberman.html). But your idea sounds very different to Jester's.

PsychoBucket
03-06-2009, 10:37 AM
Great Idea. I think you should use neutral bomb.

GodlyPerfection
03-09-2009, 09:07 AM
I don't know if I should do neutral... I'm trying to find a way to make things interesting for those that don't have the ball... OOO I got an idea... what If I setup doors that you can turn on and off with pallets basically have a run time minimum about 10 out of 12 between doorways, so that way you have to punch your way out of the room before you die. And what will happen is that if everyone is in the same room only so many can get out fast enough because of the minimum shutting off the doorways...

If I setup a 3x3 grid I would need 12 pallets for doorways...

dopeydan
04-10-2009, 06:08 AM
this sounds like a good idea. If you need anyhelp invite me in. I think I got a good idea. :D