New Game Mode(s)

Developer discussion of experimental fixes, changes, and improvements.

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Which do you like best? (Don't answer unless you've read them all)

#1 - Head Hunt
7
32%
#2 - Assassination
6
27%
#3 - Zombie
1
5%
#4 - Zombie Master
2
9%
All of the above
6
27%
 
Total votes : 22

Postby k0jak » Sun Aug 02, 2009 4:50 pm

Another game-mode :cry: :roll:
:]

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kojn translates into horse.

Signature Pic based on UT-Clan Mates describing trying to spam me and getting confused which routes I take :D
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Postby Samual » Sun Aug 02, 2009 9:36 pm

k0jak wrote:Another game-mode :cry: :roll:

How is that a bad thing?
Do it yourself, or stop complaining.
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Postby PinkRobot » Mon Aug 03, 2009 5:25 am

It's not a bad thing, there is fun in making something and diversity is good.

What kojn probably refers to however, is the usual Nexuiz new game mode life cycle (Development -> Release -> Some Servers -> Some Players -> No players -> No servers). I do hope this will be an exception :)
Now with new shiny avatar.
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Postby divVerent » Mon Aug 03, 2009 1:10 pm

Maybe we shouldn't add more game modes until we finally have a solid player base.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Samual » Mon Aug 03, 2009 5:01 pm

divVerent wrote:Maybe we shouldn't add more game modes until we finally have a solid player base.

Or, the new game mode might attract more players?... Either way, your choice. I'm going to continue developing this in the mean time.... We just won't add it until that happens (if you want).
Do it yourself, or stop complaining.
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Postby Flying Steel » Mon Aug 03, 2009 7:18 pm

IMO, fixing, refining and expanding the current game modes should be the current priority.


TDM should be playable on CTF maps with CTF team-spawns for tactical/squad play.

LMS should use default stats and weapon spawns for players, and needs a team version.

KEY and DOM should work with 2 and 4 teams, not just 3.

Race needs to lose the time trial at the beginning and start the competitive race immediately, along with player to player weapon damage being on from the beginning or soon after.


KEY, DOM, CTF and ONS should offer some more strategic advantages, like showing on the mini-map, all hostile forces near Keys, Flags, and Control Points (and Reactors). And Turrets that protect Bases and Control Points from whoever doesn't own them at that moment.
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Postby divVerent » Tue Aug 04, 2009 6:24 am

Samual wrote:
divVerent wrote:Maybe we shouldn't add more game modes until we finally have a solid player base.

Or, the new game mode might attract more players?... Either way, your choice. I'm going to continue developing this in the mean time.... We just won't add it until that happens (if you want).


Of course we'll add it when it is done and stable.

As for TDM: no, TDM is not meant to use team spawns (we had that before). No idea why, though, I hate it.

As for LMS: nope, it is exactly right (like it was in UT). Team version would suck (see counterstrike) - all it does is provoke aggressivity.

Keyhunt does work with 2 and 4 teams. However, 3 teams gameplay is best in keyhunt and 2 teams is only really good on smaller maps (currently set up that way on aneurysm and desertfactory only, maybe more maps should be in 2 teams keyhunt). 4 teams keyhunt is just madness - supported, but never plays well.

Domination always uses 2 teams by default. However, the team count is a map property in domination and cannot be overridden unless the map has no dom_team entities.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Flying Steel » Tue Aug 04, 2009 2:35 pm

divVerent wrote:As for TDM: no, TDM is not meant to use team spawns (we had that before). No idea why, though, I hate it.


You hate having team spawns or not having team spawns for TDM?

As for LMS: nope, it is exactly right (like it was in UT). Team version would suck (see counterstrike) - all it does is provoke aggressivity.


It is just that not many people play it at all, and it seems like really dry gameplay. There's no sudden death or ducking and hiding to let your health recover or putting yourself in the open to get a good weapon or hp like in all of the rest of the game modes.

And consider this- the "heavy weapons" that were the RL and Nex are now balanced or are close now to being balanced with all of the other weapons. So LMS might not need to have special health stats anymore, it could work very well with default Nexuiz settings plus 100 starting armor.


One last thing I forgot to mention is RUNE. It seems like Rune was meant to be to Domination as Keyhunt is to Capture the Flag. But it has this crazy powerup-and-powerdown system which ends up making it kind of weird and random, imo.
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Postby Sepelio » Mon Aug 10, 2009 4:42 pm

I just remembered something.

Make a freeze tag mod. Freeze tag is awesome!
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New ideas

Postby archl » Tue Aug 11, 2009 3:03 am

I have a new idea which never seen in other games and discussed here:
http://forum.freegamedev.net/index.php? ... 6ec6fb3f20

BTW: my suggestion on Zombie master is use bot as zombie-slave because they are stupid, but this need master giving orders. Other side, zombie should move slower and can take more damage. Fair? Give zombie new weapon sets! For example, grabbing-hook secondary attack can transform into new weapon. Other thoughts, a body exploded shouldn't rise again... To avoid become zombie, player can make suicide.
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