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DimmestBread
04-13-2009, 11:00 AM
Forging Ideas


Have any ideas that you would really like done, but are to lazy to make?
Have any ideas that you want to make, but already have to many projects?
Have any ideas, but don't have the forge ability to make them?

Well, here is a place where you can share them. This thread is here so you can post ideas that you have, but aren't making, and will probably never make. That way, people can search through this thread if they are out of ideas, and take them as their own. If you have a layout made of it, post it here so people can better understand your idea.

Disclaimer: If you post an idea here, anybody else can use it, without asking your permission. Although, a mention when it is posted later is highly encouraged. Also, multiple people can take one idea. There are no "dibs".

It's as simple as that. When a new idea is posted, I will update this post, and the couple under that I will reserve, with that idea. If we get enough, I will categorize the ideas so if you have a certain map you want (like competitive), you can look for the right idea.

Each idea will be marked with an asterix.

******************************IDEAS**********************************

*We've all seen mazes and puzzles where you are walking around. Try making a maze that you have to complete while your flying a hornet.


*2 mapped game:

How about this, a map with 2 levels. The top level being open and having a sort of Last resort feel to it, with plenty of Vehicle room, and ironically plenty of vehicles. ;) Then all around the map there would be small holes people could go down, taking them to the lower level. This level would be extremely tight, sort of like guardian or Eptitaph. It would most likely just be a slayer game, I can't see any objective games going on.

Now that I think about it, you could have the holes all blocked off, and 3 minutes into the game, the holes would open, the spawns would get blocked off in the upper room, and the spawns in the lower room would get unblocked. Thus, 3 minutes into the game you would change strategies dramatically.
If you had barrels ontop of each spawn in the lower room, this would stop players from spawning down there. Then after 3 minutes, fusion coils would spawn, fall, and knock the barrels off of the spawn points, and boxes would spawn over the spawn points in the upper layer to block them off. If you could manage to get 1 fusion coil to knock over 3 barrels covering spawn points, you get a total of 48 spawns in the bottom layer uncovered for use.
Sadly, having blocks spawn over the spawns in the upper layer might cause some problems, as people might be spawning, and the boxes spawn, covering them, they get shot out, and get out of the map. This could be fixed. You could have all the teams spawn in little rooms over the side of the map, and have grav lifts pushing them out into the map, thus there would be a small chance of getting put in one.

As far as I can tell, this would work, but there is a reason I posted this idea here. It's for you. That's right, I'm giving this idea to you, right there in front of that computer screen, you get it. I always come up with ideas, and never make them, so I'm sharing them to someone who might make it. OR you can just discuss it in this thread. ;)

If you don't want to make this idea, then it will just be a stupendous idea that never got built!


*Ultimate duck hunt:

I presented this idea in the skype chat, so this might be old news for some of you guys.

Basically, it is territories. The map takes use of all 3 areas of the map, though not on purpose (I didn't create this idea just so I could be like: "OH YEAH! I made a map with all three layers of sandbox!")

Before I start, I'll explain the areas. There are two territories in the crypt, on opposite sides. There are 2 spawn areas with shield doors for roofs in the middle layer, on opposite sides of the hole leading to the crypt. There are two platforms in the skybox that look down onto the middle layer, with teleporters.

The attackers spawn in the middle layer, while the defenders spawn in the skybox looking down onto the attackers from both sides.

The attackers must then dodge and dash from sniper bullets that the defenders try to hit them with, and try to get down to the hole in the crypt.

Once in the crypt, they must travel to one of the sides to get to the territory/teleporter that takes them back to the start. There is a little cover that protects them from the defenders.

The defenders have a teleporter that leads them into a very small room that looks over the crypt. Once in this small room, you cannot leave, and only one person can be in it at a time. When it is almost the end, a grav lift spawns pushing something out of the way for another platform in the crypt, making it so that the defenders can go down and back as they please.

While the attackers go down the crypt, they hit a custom powerup, lowering their shields, making it so that they can only take one hit. This makes the lower level harder.

If you don't get it, it is basically an ultimate Duck hunt. On each of the middle and crypt, there is some cover the attackers can hide behind.

I really want to expand on this idea, and eventually make it, though I don't think the idea is finished. Feed back and ideas are VERY much appreciated.

If you'd like a better description, just ask.


*Sky Battle with alternating bases with different games:

O.k. so I was sitting in church today thinking about halo.

I thought of this map, It is going to be Symmetrical when playing symmetrical game types like Team Slayer, Multi-Flag, things like that, and non-symmetrical for 1 sided game types like 1 flag, one bomb, or maybe even infection now that I think about it.

This map is also vehicle based, where the main things to get your hands on are hornets/banshees and lasers/missile pods.

Like many ideas, this one takes place in the Skybox.

This is my idea for each different type of gametype:

Symmetrical:

Two bases, exactly the same, mirrored vertically and horizontally that are a few boxes above the bottom of the skybox, allowing vehicles to fly under it, and enter through the holes in the bottom. Each base has a walkway that leads to opposite side bases that have Spartan Lasers.
Also a unique feature I will add to these side bases are 2 sections. One part of the base will have vertical cover, protecting whoever enters from vehicles, and no horizontal cover, leaving them vulnerable to snipers/enemies on the other base. The other section has the opposite, with horizontal cover and no vertical cover. (protected from snipers/enemies, vulnerable to hornets/banshees.
For these games, the main bases, where the flags/bomb plant points are located will have 2 entrances. One entrance is along the walkway that leads to the side base, and the other, is a hole in the bottom of the base where only hornets and maybe banshees can enter.

That basically sums up my symmetrical map, here is a VERY basic concept image of what the bases would look like from above.

I repeat, this is an aerial view
http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg)

Now onto...
1-sided:

With 1-sided variants, one half (the Attackers side) will remain the same and The defenders base will be improved with more Defensive parts/entrances. The defenders side will be changed in these ways:
:: A second Side base ::
:: An extra turret/missile pod ::
:: A bigger bottom entrance hole with a larger pressure point ::
:: More equipment ::

With that in mind, here is the aerial view of the 1-sided variant of the map:

NOTE: THIS DIAGRAM IS INCORRECT, THE ATTACKERS BASE SHOULD BE LABELED AS DEFENDERS, AND VICE VERSA

http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg)




That is my idea, anyone have any comments/questions/ideas?

I'm gonna go ahead and add something that I forgot.

Inside the base, there is a hole in the bottom like I mentioned above. Along the outer area of the base there is the exit that leads to the side base, but there is also another exit where you go to the top of the base where there are hornets/banshees to fly and maybe a turret or a missile pod. I want it so that you cannot enter the base if you landed here, so I will either make the entrance/exit a teleporter with receiver node at the top or a doorway with a gravity lift and a shield door right in front of it so that you cannot destroy it from the outside.


*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.


*Heaven VS Hell on Sandbox with Earth in the middle (Heaven = skybox, Earth = mid level, Hell = crypt)

DimmestBread
04-13-2009, 11:00 AM
Reserved

HomieG54
04-13-2009, 11:35 AM
Hey DimmestBread if someone says they aren't going to use the idea, can someone in the community use it?

Also it might be easier for people to understand the design if they can see a layout of it too (just a suggestion).

wiggums
04-13-2009, 06:12 PM
1st:
2 mapped game:

How about this, a map with 2 levels. The top level being open and having a sort of Last resort feel to it, with plenty of Vehicle room, and ironically plenty of vehicles. ;) Then all around the map there would be small holes people could go down, taking them to the lower level. This level would be extremely tight, sort of like guardian or Eptitaph. It would most likely just be a slayer game, I can't see any objective games going on.

Now that I think about it, you could have the holes all blocked off, and 3 minutes into the game, the holes would open, the spawns would get blocked off in the upper room, and the spawns in the lower room would get unblocked. Thus, 3 minutes into the game you would change strategies dramatically.
If you had barrels ontop of each spawn in the lower room, this would stop players from spawning down there. Then after 3 minutes, fusion coils would spawn, fall, and knock the barrels off of the spawn points, and boxes would spawn over the spawn points in the upper layer to block them off. If you could manage to get 1 fusion coil to knock over 3 barrels covering spawn points, you get a total of 48 spawns in the bottom layer uncovered for use.
Sadly, having blocks spawn over the spawns in the upper layer might cause some problems, as people might be spawning, and the boxes spawn, covering them, they get shot out, and get out of the map. This could be fixed. You could have all the teams spawn in little rooms over the side of the map, and have grav lifts pushing them out into the map, thus there would be a small chance of getting put in one.

As far as I can tell, this would work, but there is a reason I posted this idea here. It's for you. That's right, I'm giving this idea to you, right there in front of that computer screen, you get it. I always come up with ideas, and never make them, so I'm sharing them to someone who might make it. OR you can just discuss it in this thread. ;)

If you don't want to make this idea, then it will just be a stupendous idea that never got built!


2nd:
Ultimate duck hunt:

I presented this idea in the skype chat, so this might be old news for some of you guys.

Basically, it is territories. The map takes use of all 3 areas of the map, though not on purpose (I didn't create this idea just so I could be like: "OH YEAH! I made a map with all three layers of sandbox!")

Before I start, I'll explain the areas. There are two territories in the crypt, on opposite sides. There are 2 spawn areas with shield doors for roofs in the middle layer, on opposite sides of the hole leading to the crypt. There are two platforms in the skybox that look down onto the middle layer, with teleporters.

The attackers spawn in the middle layer, while the defenders spawn in the skybox looking down onto the attackers from both sides.

The attackers must then dodge and dash from sniper bullets that the defenders try to hit them with, and try to get down to the hole in the crypt.

Once in the crypt, they must travel to one of the sides to get to the territory/teleporter that takes them back to the start. There is a little cover that protects them from the defenders.

The defenders have a teleporter that leads them into a very small room that looks over the crypt. Once in this small room, you cannot leave, and only one person can be in it at a time. When it is almost the end, a grav lift spawns pushing something out of the way for another platform in the crypt, making it so that the defenders can go down and back as they please.

While the attackers go down the crypt, they hit a custom powerup, lowering their shields, making it so that they can only take one hit. This makes the lower level harder.

If you don't get it, it is basically an ultimate Duck hunt. On each of the middle and crypt, there is some cover the attackers can hide behind.

I really want to expand on this idea, and eventually make it, though I don't think the idea is finished. Feed back and ideas are VERY much appreciated.

If you'd like a better description, just ask.

3rd:
Sky Battle with alternating bases with different games:

O.k. so I was sitting in church today thinking about halo.

I thought of this map, It is going to be Symmetrical when playing symmetrical game types like Team Slayer, Multi-Flag, things like that, and non-symmetrical for 1 sided game types like 1 flag, one bomb, or maybe even infection now that I think about it.

This map is also vehicle based, where the main things to get your hands on are hornets/banshees and lasers/missile pods.

Like many ideas, this one takes place in the Skybox.

This is my idea for each different type of gametype:

Symmetrical:

Two bases, exactly the same, mirrored vertically and horizontally that are a few boxes above the bottom of the skybox, allowing vehicles to fly under it, and enter through the holes in the bottom. Each base has a walkway that leads to opposite side bases that have Spartan Lasers.
Also a unique feature I will add to these side bases are 2 sections. One part of the base will have vertical cover, protecting whoever enters from vehicles, and no horizontal cover, leaving them vulnerable to snipers/enemies on the other base. The other section has the opposite, with horizontal cover and no vertical cover. (protected from snipers/enemies, vulnerable to hornets/banshees.
For these games, the main bases, where the flags/bomb plant points are located will have 2 entrances. One entrance is along the walkway that leads to the side base, and the other, is a hole in the bottom of the base where only hornets and maybe banshees can enter.

That basically sums up my symmetrical map, here is a VERY basic concept image of what the bases would look like from above.

I repeat, this is an aerial view
http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept.jpg)

Now onto...
1-sided:

With 1-sided variants, one half (the Attackers side) will remain the same and The defenders base will be improved with more Defensive parts/entrances. The defenders side will be changed in these ways:
:: A second Side base ::
:: An extra turret/missile pod ::
:: A bigger bottom entrance hole with a larger pressure point ::
:: More equipment ::

With that in mind, here is the aerial view of the 1-sided variant of the map:

NOTE: THIS DIAGRAM IS INCORRECT, THE ATTACKERS BASE SHOULD BE LABELED AS DEFENDERS, AND VICE VERSA

http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg (http://i288.photobucket.com/albums/ll183/Chiefwiggum00/Aeroconcept1sided.jpg)




That is my idea, anyone have any comments/questions/ideas?

I'm gonna go ahead and add something that I forgot.

Inside the base, there is a hole in the bottom like I mentioned above. Along the outer area of the base there is the exit that leads to the side base, but there is also another exit where you go to the top of the base where there are hornets/banshees to fly and maybe a turret or a missile pod. I want it so that you cannot enter the base if you landed here, so I will either make the entrance/exit a teleporter with receiver node at the top or a doorway with a gravity lift and a shield door right in front of it so that you cannot destroy it from the outside.


4th:

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.


5th:

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.

DeathsFriend22
04-13-2009, 06:45 PM
Heaven VS Hell on Sandbox with Earth in the middle (Heaven = skybox, Earth = mid level, Hell = crypt)

Just thought I'd throw that one down there. When I get done with all the projects I'm working on I'll probably be making it, but if someone decides to use this, send me an invite so we can forge together :)

HomieG54
04-13-2009, 07:48 PM
Hey Dimmest,
If you care I asked wiggums and he said I could use his Skybattle idea.

DimmestBread
04-13-2009, 08:04 PM
Hey Dimmest,
If you care I asked wiggums and he said I could use his Skybattle idea.

oh sure you can, thats what the thread is for. Null made the OP cleaner and he put a disclaimer that in posting an idea here, you are placing it up for grabs and although it isn't required, a mention of the thought creator ought to be said.

HomieG54
04-13-2009, 08:14 PM
Ok Dimmest.

ta1481
08-02-2009, 10:15 AM
I don't know if this is original or not, but Tag
One vip is is who get negative points every second, or every otherlayer gets points for not being VIP. And you go hide with bad camo in a place where there are some, but not alot of hiding spots, and you lose points for killing VIP and if you get killed by the VIP, you become it.

codemanj94
08-02-2009, 07:21 PM
I don't know if this is original or not, but Tag
One vip is is who get negative points every second, or every otherlayer gets points for not being VIP. And you go hide with bad camo in a place where there are some, but not alot of hiding spots, and you lose points for killing VIP and if you get killed by the VIP, you become it.

This sounds really good except theres a sort of gametype like this already here (http://www.xforgery.com/forum/showthread.php?t=3434)

Darkhellxrx
11-01-2009, 03:29 PM
Okay, i was thinking a map like The Hollow, Schism of Light, or Scratch Cavern but, set up for Infection Gametypes. I think it would be a great idea, Make it dark out, dim lights every once in a while, hiding spots! If someone decides to use this, When you done send me a link to it Please!XD

Krytical
11-01-2009, 03:47 PM
#1
Form: Does not matter
Gameplay: A tour through Sandbox or another huge map via teleporters, i.e. you spawn in the air and fall into a teleporter which gives you enough momentum to fly to another one halfway across the map, then another, another, etc.
What Map: Preferably Sandbox, Sandtrap, or Longshore

#2
Form: Infection
Gameplay: Zombie(s) trying to escape from a maximum security prison guarded by security guards (non-zombies) trying to stop the zombie(s) from escaping via switches that trigger something that temporarily stops/damages the zombie(s) and/or shooting at it.
What Map: Preferably Sandbox

#3
Form: Slayer
Gameplay: Players spawn at the top of a round map (shaped like something similar to this (http://i32.tinypic.com/23i9bv6.png)) and are pushed by mancannons causing them to whirl around and around while slowly going to the bottom of the tube where there may either be a killball or a teleporter leading back up to the top.
What Map: Does not matter

#4
Form: Slayer
Gameplay: Players (an even amount) spawn in 1vs1 chambers and fight to the death, the winner moving to the next chamber via gravity lift or teleporter. The chain continues until there are two left, fighting for their team (or by themselves).
What Map: Preferably Sandbox

#5
Form: Does not matter
Gameplay: Any map based on my maps or maps similar to these (http://www.forgehub.com/forum/casual-maps/82281-fireworks-map-pack.html): Fireworks going off while a game is in progress would be awesome
What Map: Does not matter

#6
Form: Slayer
Gameplay: Using the three levels of Sandbox, a game of paintball takes place. Since it is using all three levels, it will be able to hold any amount of people (1-16) engaging others with plasma pistols.
What Map: Preferably Sandbox

#7
Form: Capture the Flag or King of the Hill
Gameplay: A game of duck hunt involving the guardian towers of Sandbox. The object is to get to the top while avoiding them. Capture the Flag must have one person on the other team but they will not be pitted against eachother so the one person on the other team is given an observation tower to watch them try to get his/her flag while facing off against the guardians. King of the Hill would be the same unless you make it a free for all, everyone trying to get to the hill at the top of the duck hunt building first to win the game.
What Map: Preferably Sandbox

#8
Form: Infection
Gameplay: Zombies inside a building trying to stop the humans from getting inside and killing them all. If the zombies survive for a certain amount of time or kill all the humans, they win.
What Map: Preferably Sandbox or Foundry

#9
Form: Slayer
Gameplay: Trying to get into a safe zone where the Sandbox guardians cannot get you. The guardians are blocked for a certain amount of time. Once they are free to shoot, anyone not inside will die.
What Map: Preferably Sandbox

#10
Form: Does not matter
Gameplay: A game where the players play the map and have to survive against the items falling from the sky while also fighting the other team or just basing the game completely off the items falling from the sky (Similar to this map (http://bit.ly/UB9RH))
What Map: Preferably Sandbox

#11
Form: Does not matter
Gameplay: The game takes place on small columns or other small objects that you can easily fall off of, teams pitted against each other with gravity hammers, swords, brute shots, or any other weapons that may be good.
What Map: Preferably Skybubble of Sandbox

#12
Form: Capture the Flag
Gameplay: The flags are located right next to eachother and are visible from both sides but you are unable to get to them and must instead go through a whole maze just to get to the other side, take the flag, and return to your side.
What Map: Preferably Sandbox or Foundry

#13
Form: King of the Hill or Slayer
Gameplay: The map is centered around a huge pyramid in which the players have to fight to get to the top. In King of the Hill, being at the top means you are in the hill. In Slayer, being at the top gives you an extra bonus or special weapon to use.
What Map: Preferably Sandbox

#14
Form: VIP
Gameplay: Banshees try to fly through Hills while there are Tanks, Machine Gun Warthogs, or Gauss Warthogs trying to shoot them down. Points are given for both killing other people or flying through hills. People flying through the hills spawn right next to Banshees while people shooting them down spawn next to their immovable vehicle.
What Map: Preferably Sandbox

#15
Form: Does not matter
Gameplay: A ship in the water, either fully afloat, half sinking, or almost completely underwater. I like this idea a lot because it is original and could play out well.
What Map: Preferably Longshore

#16
Form: Preferably Capture The Flag, Juggernaut, King of the Hill, Oddball, Slayer, or Territories, but it's your choice
Gameplay: A map with either two sides and a huge lighthouse in the middle, or small spawn points outside the lighthouse for each time (for an even bigger lighthouse!). There are tons of things you could do with this. For example, why not make the Lighthouse's light be composed of a killball or red light? And let the players access the top of the lighthouse where the light is and be able to look out over the whole map (there aren't any ways covering the top of the lighthouse, how could ships see then?) or something along the lines of that.
What Map: Preferably Skybubble of Sandbox as you could make a pier more easily than on the ground

Spooxeh
11-01-2009, 04:06 PM
One of my favourite ideas for a map is one that open up over time and has multiple paths ( the first area u defend must have a wall zombies can slowly climb up while u try and stop em from making it to ur front breakble door or into ur window slots)

2nd idea: On longshore make maze under the docks with doors for zombies 2 come through using the mongoose doors while u and 3 other amigos will be on 2 boats while one is hitting it to move it forward and the other person will be on the back protecting u while u slowly move forward there will be weapons on walls u can pick up till u make it to the end where the time will hopefully have run out or there will be a lone person who will be doomed also if anyone takes these idea plz send msg 2 fwicker i wanna see the end result:D

Jpec07
11-01-2009, 05:27 PM
Gametype: OVERBOARD!
Map: Avalanche
Idea: So I remember exploring the forging space of Avalanche a while ago, and coming across a fairly impressive space hidden away behind each base. If you do the turret glitch, you can get through the glass pretty easily there, and the space available is pretty vast. I just recently got the idea that it would be ideal for OVERBOARD!, and thought to see if it had already been done before I went and did it myself tomorrow night. But if I don't get to it, there's the idea.

Gametype: OVERBOARD!
Map: Anything with a really, really long distance to fall before dying. Avalanche may work, Blackout may work, Sandbox may work, Construct may work.
Idea: The basic idea of this one is to create a Falling Overboard! Map, where you spawn in midair and are falling the whole time, with no chance of not dying to death. Obviously you have to be quick about sticking people, and should probably only ever aim up. Sandbox would work for this one, if you built a really tall, narrow tube structure that filed into the shaft. Only problem is that it would be insanely close quarters. The other part of this idea is to have objects that spawn midair and fall with you at random to really screw with gameplay--this would be hard on Sandbox, but could be accomplished relatively easily with Construct. The other part of this idea is to have grav lifts stationed randomly around the arena: preferably none facing straight up, but slightly up directions would probably be good.

Gametype: OVERBOARD!
Map: Anything with a lot of space that can be used for a slippery slope. Sandbox, Avalanche, Blackout, or Epitaph*.
Idea: So I'm not entirely sure this would work with Epitaph, but if it does, that would be the easiest map to produce it on (I'm thinking on top of the main structure--that big slope place). The idea is to spawn players at the top of a large slope that they can't get a foothold on. This one is very similar to the last idea I posted, only you're falling diagonally against a slope. Think of it as OVERBOARD! goes skiing. It would be preferable if the slope was uneven, but that's not necessary. It would also be preferable if the slope ended in either death or a row of teleporters to take you to the top. The other idea for this map is to have man cannons at the bottom of the slope (beneath the death barrier/teleporters) that would launch debris up the hill to simulate trees, rocks, and all that stuff. By the same token, simulating an avalanche with a flood of smaller items would also probably be a good idea (note, though, that there has to be ample space for these items to disappear so they don't build up at the bottom when the avalanche occurs--probably best to leave it open).

All I ask is some of the credit should you decide to make my map.

Gunnergrunt
11-01-2009, 06:50 PM
I have a few mini games that i don't plan on finishing any time soon. Instead of posting them here, i'll let you guys message me if you are interested

Skittlemeister
11-01-2009, 07:31 PM
Form: I would enjoy Territories to be used for it, but Infection, eh, I'd be fine with it. But use Territories first.

Gameplay: You would need a very large city-like area, with buildings, and three levels, all kind of linear, but but jumbled up, too. A large courtyard dominates it, with a Trojan horse that spawns later on. Yep, you guessed it. At the top level there needs to be a temple or chapel of some sort, with a small tunnel for Aesthetics.


At the other end of the map, you need some sort of boat-like object, not very detailed but still recognizable. That's where the Spartans first spawn. They are thrust out from the boat (for anti-camping of both teams) and have a small barrier to hide behind. There is a small temple of Apollo they need to get, then rush to the gates of the city and get a territory there, too. There are two or three more territories on the "beach."


The Trojans get Mongooses that do not respawn, and Spartan Lasers (lances) and swords (... swords) that do not respawn for a second rider. Picking up these weapons and driving is retarded. To get to these mounts, they need to take a teleporter outside, since you can't get in or out of the city other than jumping off the walls, which could actually be made inaccessable.

After 3 minutes, it gets dark, and the Trojan Horse spawns, along with a teleporter that is now unblocked (figure it out). The Spartans take this teleporter inside and capture two or three more territories (the last being the chapel previously mentioned) to win the game.


There would be two special characters for either side. The Spartans get Achilles and Ajax, while the Trojans get Hector and Alexander (Paris). Achilles and Hector would be super-sized with CPs, swords, and Spartan Lasers, and perhaps a piece of equipment (deployable cover seems rad) for a shield. Ajax gets his Grav Hammer and an Overshield while Paris gets a Sniper Rifle and a Plasma Pistol, and maybe a Regen. These would be spawning systems off-field, with teleporters or shield door/gravity lift chambers.


The game would need to be significantly long, with a large budget (unlim. budget) and OLN objects galore. Geomerging and interlocking are mega plusses.

What Map: Does not matter as long as it is becomes real.

G043R
11-21-2009, 02:39 AM
I'll be sure to update this post with more of the idea's I produce....

I'm often wading threw old Maps we have had in the community. I was landed on the thought of The Castle and Dasburo. These old ... very old maps are maps that set up very difficult ONE Bomb, and one flag gametypes. That were custom for each map.

What if we Created a Gametype or gametypes for these maps? I could imagine a wave of maps spawning ... another XFOG coming long the lines of this.

I also desire a XFOG TRUE Infection map. A gametype we could all see as fair and possible to make many different map types off of. A gametype you can love infection for but also have all the variety of weapons to use across a zomibeland of our own.

I know AZN setup a wonderful idea for Conquest in which spawned many different maps .. as well the desire to leak into matchmaking, but we do not need to end on Conquest...we dont' need to lose game types like IN THE SHADOWS.

These ideas are still untapped and open for us as forgers to create. Wouldn't you love to see some more Offical XFOG. I know we are slowly finding more, with the on Set of Asset we are all able to be creative. WE forged for 3 years on maps that we fine tuned. LETS channel that to certain gametypes!

Sorry This is my recent FORGE ideas ... that I have lost. I share them to you and everyone.

Boston
11-21-2009, 03:21 AM
What if we Created a Gametype or gametypes for these maps? I could imagine a wave of maps spawning ... another XFOG coming long the lines of this.

I also desire a XFOG TRUE Infection map. A gametype we could all see as fair and possible to make many different map types off of. A gametype you can love infection for but also have all the variety of weapons to use across a zomibeland of our own.


I've always wanted to create an infection game type that could be used in many maps, and is fair as possible. The one thing I found is that when making an infection gametype, the maps always have to be built a certain way. I think because of this, it greatly diminishes the overall populace of certain infection maps for the gametype. I personally find that my Resident Evil (http://www.xforgery.com/forum/showthread.php?t=2669) gametype/map is pretty well balanced. Could use some tweaking, but I think the overall concept is very good, and it is fun/balanced for both humans and zombies. The problem is though is that it is built for more compact, tighter maps - but I guess the same as Conquest right? It is built in a certain way.

Anyways, just thought I would throw that out there, if you want an XFOG'd Infection gametype. However we already do have one called Team Zlayer. It is pretty fun as well. Still, keep the ideas coming man.

Coyote1023
11-21-2009, 10:44 AM
I'm almost done with my map for this (http://www.xforgery.com/forum/showthread.php?t=2839) zombie gametype.

samsternator
02-28-2010, 03:25 PM
Gametype: OVERBOARD!
Map: Avalanche
Idea: So I remember exploring the forging space of Avalanche a while ago, and coming across a fairly impressive space hidden away behind each base. If you do the turret glitch, you can get through the glass pretty easily there, and the space available is pretty vast. I just recently got the idea that it would be ideal for OVERBOARD!, and thought to see if it had already been done before I went and did it myself tomorrow night. But if I don't get to it, there's the idea.

Gametype: OVERBOARD!
Map: Anything with a really, really long distance to fall before dying. Avalanche may work, Blackout may work, Sandbox may work, Construct may work.
Idea: The basic idea of this one is to create a Falling Overboard! Map, where you spawn in midair and are falling the whole time, with no chance of not dying to death. Obviously you have to be quick about sticking people, and should probably only ever aim up. Sandbox would work for this one, if you built a really tall, narrow tube structure that filed into the shaft. Only problem is that it would be insanely close quarters. The other part of this idea is to have objects that spawn midair and fall with you at random to really screw with gameplay--this would be hard on Sandbox, but could be accomplished relatively easily with Construct. The other part of this idea is to have grav lifts stationed randomly around the arena: preferably none facing straight up, but slightly up directions would probably be good.

Gametype: OVERBOARD!
Map: Anything with a lot of space that can be used for a slippery slope. Sandbox, Avalanche, Blackout, or Epitaph*.
Idea: So I'm not entirely sure this would work with Epitaph, but if it does, that would be the easiest map to produce it on (I'm thinking on top of the main structure--that big slope place). The idea is to spawn players at the top of a large slope that they can't get a foothold on. This one is very similar to the last idea I posted, only you're falling diagonally against a slope. Think of it as OVERBOARD! goes skiing. It would be preferable if the slope was uneven, but that's not necessary. It would also be preferable if the slope ended in either death or a row of teleporters to take you to the top. The other idea for this map is to have man cannons at the bottom of the slope (beneath the death barrier/teleporters) that would launch debris up the hill to simulate trees, rocks, and all that stuff. By the same token, simulating an avalanche with a flood of smaller items would also probably be a good idea (note, though, that there has to be ample space for these items to disappear so they don't build up at the bottom when the avalanche occurs--probably best to leave it open).

All I ask is some of the credit should you decide to make my map.

Yea I could the falling idea!
Thanks for advise ill pm about it:)