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View Full Version : Gametype 2 ideas from wiggums.


wiggums
03-04-2009, 01:03 PM
Ok, so I've thought of these game ideas lately, discussed about them with Null, and am ready to release them to the public. One is a 1-sided Capture the Flag game where the game takes place one 2 different maps (yes, 2!) and the other is a variant of duck hunt with 2 teams, and VIPs involved.

So, I'll go ahead and explain them for you in these nice little spoiler tags.

VIP Hunt:

On this map, there will be 2 boxes in the center, each box is closed off so that you cannot get out or in, but you can see out of each opposite side.
In these boxes are where the VIP's spawn, and they have Battle rifles and Snipers.
Each VIP is facing opposite directions in the map, looking at 2 different duck hunt courses that go towards them as opposed to side to side.
At the beginning of each of these courses is where a team spawns, the team that is against the VIP that is looking towards them. Their job is to get through the course, pick up a gravity lift, and throw it into the enemy VIP's cage. This will obviously result in the VIP moving upwards. (duh) The VIP will be pushed upwards into a teleporter that immediately kills them.
With the VIP dead, the team gets a point and wins!

So as you can see this is a race against the other team, and a struggle to not lose your only life, as typical Duckhunt goes, everyone only has one life.

This could also be changed to make it so that each team has infinite lives sot that the vip have to defend themselves for a time limit, or until the enemy VIP is killed before them.


1-sided CTF on 2 maps:

In this game, there will be 2 maps.
One in the skybox that is completely enclosed with very small hallways. (except for one spot next to the attackers spawn, which will be explained later)
And another map that is in the middle layer that is larger, and more vehicle based.

Well, at the beginning, the 2 teams will spawn in the map with in the skybubble, and will have a little battle of their own. This will be a typical Capture the flag battle, and will play as such. When the attackers get the flag, they must bring it back to their spawn area, and instead of putting it on a plant point, they drop it off the edge of the open area that I mentioned before.
This is the end of the first round, and the game will then be moved down to the middle layer.

When the flag is dropped off of the one area, it will land on a pedestal in the middle layer. This is the "spawn point" of the second round.

In different areas around both the top and bottom maps there will be tele-porters leading to the other map, (though they are floating, and the flag holder has max gravity, making it so that they HAVE to drop it off the edge, and not just go through the tele-porter) so that if they spawn on the wrong map, they can go through a tele-porter and get back in the battle.

Around the pedestal, that I mentioned above, there will be the spawn points for the defenders, and around the plant point there will be the spawn points for the attackers.

From here, it goes as a typical Capture the flag game, Attackers try and get the flag, and Defenders stop them.

Also, at 2 or 3 minutes in, there boxes will spawn in the upper map, stopping people from spawning there, or from going there via tele-porter.

Once the Attackers get the flag and capture it, or once the time limit runs out, the game is over.


If you have any suggestions, comments or ideas, please! post them!

There is always room for improvement, so I expect you guys to give ideas that in your opinion might make the game better overall.

I don't plan on making these soon, at least not by myself, if you want to make this, pm me and I'll answer any questions!

GodlyPerfection
03-04-2009, 01:22 PM
I like the VIP idea... it is very thought out and well done and I think will be awesome if executed right...

As for the CTF one, I'm not so sure abou this one, it could be difficult to pull of, but we shall see what ou or someone else does with it...

Null Parameter
03-04-2009, 01:31 PM
As you know, I like the VIP Hunt, since I helped you a little bit with the idea ;P
And, if i get the time, I wouldn't mind making or help making this one.

Like I said in Skype about the CTF one, it is going to really depend upon the map, and how well you can pull off the spawns and such.

wiggums
03-04-2009, 01:35 PM
Yeah, the CTF variant is hanging bye a thread, and will continue to until someone pulls it all off.

Furry
03-04-2009, 02:09 PM
I like the VIP Hunt idea but I do not think it is possible for VIPs to spawn in a specific spot. If so, you have to tell me because I meant to do it on another gametype similar to that of Meatflag from Gears of War 2... xD

I'd have to play the CTF variant to see how it works.

GodlyPerfection
03-04-2009, 02:14 PM
I forgot all about that... well then you could do some sorta selection system... I'm not sure which one though...

Coyote1023
03-04-2009, 02:15 PM
Use gravity options, Give VIPs full gravity and normal players normal. Fire em all off a mancannon at start to sort em...

GodlyPerfection
03-04-2009, 02:17 PM
Exactly... there is also the kill selection... but I don'tlike that one... it's frustrating for new players...

Coyote1023
03-04-2009, 02:23 PM
Lol, I'm using that on my curling map 4 zombies...

Furry
03-04-2009, 02:27 PM
You can edit gravity for X amount of time. Base players get 200% gravity in beginning and VIPs get 50%. After 10 seconds the gravity lifts or man-cannons are blocked by walls. You can also entrap the VIPs the same way with timed map events.

...Or for simpler reasons have...

A teleporter that a VIP gets forced into because of it's gravity. Other players have higher gravity, creating resistance. After 10 seconds every thing that needs to be sealed off, is. To prevent advantage or VIP spawn ownage, dumpsters prevent Base Players from moving in those ten seconds. Once the ten seconds are up, a gravity lift appears and moves the dumpsters. You could have one of thos man-cannons ones that only effect inanimate objects if you wanted.

wiggums
03-04-2009, 02:40 PM
Or you could simply give the VIP more health, have them all spawn in a box with a tele-porter, have some fusion coils spawn above the box, fall, kill all but the VIP, and then the vip goes through the Tele-porter to get to the box.
I have done it before, on my map Puzzling abyss

This would mean I would have to give everyone 2 lives, but that is no problem.

Furry
03-04-2009, 02:47 PM
Mehh, I hate that. It gives me a sense of amnesia but if you're going to do it, do it.

GodlyPerfection
03-04-2009, 02:49 PM
Or you could simply give the VIP more health, have them all spawn in a box with a tele-porter, have some fusion coils spawn above the box, fall, kill all but the VIP, and then the vip goes through the Tele-porter to get to the box.
I have done it before, on my map Puzzling abyss

This would mean I would have to give everyone 2 lives, but that is no problem.

Or you can just spawn everyone in the box with the VIP and kill them there... lol...

Coyote1023
03-04-2009, 02:54 PM
Give em swords and spawn em in the VIP box, allow em to jump into a teleporter to go into the course...

wiggums
03-04-2009, 03:09 PM
Or you can just spawn everyone in the box with the VIP and kill them there... lol...

The box has to be very small though, so that if the enemy gets to the box and throws the grav lift in, there will be no way for the VIP to dodge it.

Coyote1023
03-04-2009, 03:10 PM
Why not give em a CP to kill em or something, will throwing a GL really cause a "you killed so and so"

wiggums
03-04-2009, 03:11 PM
Yes, it does. though a custom powerup would work.