New game modes

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Sun Feb 25, 2007 8:32 pm

  • I was just batting around some ideas in my head about new game modes for Nexuiz (ala CTF, Deathmatch, minstagib, etc). Feel free to add/change/append/morph my ideas here, or add your own. One of the great things about open source is innovation. Let's brainstorm and see what we can come up with.

    I was thinking about what was enjoyable about CTF. Part of the enjoyment is the teamwork, but also the feeling of a race when you have the flag and you are racing toward your base to capture before the enemy gets there. That's part of the rush of CTF that you don't feel in DM or similar game modes. So to expand on that idea, I was thinking of the idea of a relay race, or some sort of "pass the baton" type of game. People could create maps that are in a ring shape or racetrack style to create a path where the race must take place. (As I said, this was a halfbaked idea.) To require teamplay and passing the baton, there would be a time limit to how long one player could hold the baton. Perhaps one team has to go one way and the other team has to go the other direction on the map, ensuring that they meet somewhere in the middle and have to battle. If a player from the other team gets your baton, then the baton goes back to the starting point and you have to go and start that lap over. Team members have to determine whether they are defending their baton carrier or they are attacking the other team's carrier. Again, half-baked... feel free to modify or morph into your own idea.

    What ideas can you come up with?
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Sun Feb 25, 2007 9:23 pm

  • actually, howbout a "stopwatch" mode, where one team is on offence, the other defence, and any one of the team members from offense has to reach the objective, defended by the defence. The time is recorded, and then the two teams switch sides. Very RTCW of me, but it was one of my first FPSes...
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Sun Feb 25, 2007 11:36 pm

  • Interesting...that's similar to American Football.
    People could even switch their bindings up depending on whether they are offense or defense.
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Sun Feb 25, 2007 11:47 pm

Mon Feb 26, 2007 12:05 am

  • I like your relay idea as a sort of new spin on UT2k4's bombing run, where the bomb will blow up if one player holds it for too long (maybe the time they can hold it has to recharge). It could be pretty interesting to see put into the game.
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Mon Feb 26, 2007 12:09 am

  • ^ I like that idea. Bombing run and territories were my favorite game modes in 2k4.

    Maybe the 'territories' version that Nexuiz has should have a time limit for capturing a sector- right now its instantaneous. I think its more fun this way. Right now there is no real incentive to guard your territories, when you can just run and capture other peoples. Both FEAR and 2k4 do this. Why not Nexuiz? :)

    I kinda wish that Nexuiz had a great physics engine, so that divVerent's succer socks map could be used to play e-soccer, ala "car ball." :cry:

    ah well.
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Wed Feb 28, 2007 1:45 am

  • Your suggestions, or at least the time limit offense and defence sounds more like...


    ... ASSAULT, in Unreal Tournament......Which was really amazing if you played in a team that has the same rush feeling as CTF and it's amazing as well :)

    A mod like that would really be good
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Wed Feb 28, 2007 3:46 am

  • Some sort of Capture and Hold mode. You have your red and blue team, and have a yellow flag or something spawn. Whichever team holds it the longest wins.

    Some sort of King of the Hill mode. Perfect Dark had a super cool one. You could get by with having it sort of like domination, except with only one capture point at a time. If you can secure it for however many seconds, your team gets the point, and the capture point respawns somewhere else.

    Perhaps some sort of VIP mode. A player is chosen, weakened somehow (disarmed, low health, whatever), and the goal of the enemy team is to frag him, while his teams goal is to defend him.
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Wed Feb 28, 2007 8:19 pm

  • kozak6 wrote:Perhaps some sort of VIP mode. A player is chosen, weakened somehow (disarmed, low health, whatever), and the goal of the enemy team is to frag him, while his teams goal is to defend him.


    that's not very fun at all. I hate defending people in games...
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Wed Feb 28, 2007 10:44 pm

  • kozak6 wrote:Some sort of Capture and Hold mode. You have your red and blue team, and have a yellow flag or something spawn. Whichever team holds it the longest wins.

    Some sort of King of the Hill mode. Perfect Dark had a super cool one. You could get by with having it sort of like domination, except with only one capture point at a time. If you can secure it for however many seconds, your team gets the point, and the capture point respawns somewhere else.

    Perhaps some sort of VIP mode. A player is chosen, weakened somehow (disarmed, low health, whatever), and the goal of the enemy team is to frag him, while his teams goal is to defend him.

    Capture and Hold was great. I think if it could be done with entities that have a certain radius to specify rooms (like PD did) it could be a lot of fun. Like the map maker places capture entities, then the game randomly chooses one which emits a certain light radius which a team member needs to be in for a certain amount of time to hold, then once that time is up another capture entity is randomly chosen.

    Nex maps wouldn't work for a VIP mode, and besides that, it's not a very fun game type from what I've seen in CS.
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Thu Mar 01, 2007 6:51 pm

  • Hi

    a assault mod like in UT would be great.
    bye sYm PB

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Thu Mar 01, 2007 8:59 pm

  • Everyone seems to love Assault from UT, which I am not familiar with :oops: .

    How exactly did that gamemode work?
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Thu Mar 01, 2007 11:04 pm

Thu Mar 01, 2007 11:30 pm

  • Not quite correct esteel :wink:


    UT Assault, you have objectives to defend, once a objective gets completed by the attacking side (like blowing up say a fuel pipeline (has like 1000 hit points or something)

    the attacking team's spawns move up, and the defending teams new spawns bring them close / around the next objective, UT Assault was meant to be linear, but the fact that it has non-linear routes with rocket boosting people, and using the impact hammer to get into certain parts of the maps is what made it so enjoyable and added a new side of gameplay to the Gamemode.

    Oh and then kozak, say the attacking team completes all the objectives within say 2 minutes, the next team has to complete them within 2 minutes or the other team wins.


    I think on the UTAssault League you play each map a few times i think..not sure on that though.
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Thu Mar 01, 2007 11:33 pm

  • I'll make a few .avi clips for you this weekend kozak against bots, i'll show you a map, then i'll show you what i mean by the impact hammer tricks, e.t.c like the beach map Overlord, that was completed within 8 seconds in an official game i think, or something stupid like that might of been 13 seconds,.

    But you'll see how it works, the game-mode can be really fast paced at times, and very spammy :)
    :]

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Thu Mar 01, 2007 11:41 pm

  • kozak6 wrote:How exactly did that gamemode work?

    Well, there is a base that one team has to defend, while the other team has to assault it. There are several triggers (button, things to blow up, etc...) throughout the map, which the attacking team has to trigger in a specific order. When all objectives are accomplished or the timelimit runs out, the teams switch sides and the next round starts. The team that is faster or accomplishes more objectives wins.

    It's fun, but both teams have to know the maps pretty well, otherwise they won't even find the objectives on some maps...
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Fri Mar 02, 2007 7:26 am

  • k0jak wrote:I'll make a few .avi clips for you this weekend kozak against bots, i'll show you a map, then i'll show you what i mean by the impact hammer tricks, e.t.c like the beach map Overlord, that was completed within 8 seconds in an official game i think, or something stupid like that might of been 13 seconds,.

    But you'll see how it works, the game-mode can be really fast paced at times, and very spammy :)


    AS-Overlord in 8 seconds? Want to see that. Translocator enabled, eh? Friendly fire disabled, eh?
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Fri Mar 23, 2007 8:59 pm

  • I'd like to see a UT bombing run mod. For those who don't know what that is, you basically have a ball with goals on either side of the map. Your goal is simply to get the ball to the goal. While you're carrying the ball, you can't use weapons but you can pass the ball to a teammate by firing it. If you kill the enemy ball carrier, you can pick up the ball. After you score, you respawn near your own goal and the ball respawns in the middle of the map.


    I don't know the name of it, but Halo multiplayer had some mod where one player would pick something up on the map and become "it". While "it", that player would have a certain advantage and/or a certain disadvantage (I think it was configurable... ranging from permanent strength and invisibility to slow movement and low health). Only the player that was "it" would score for frags and all the other players had to try and kill the one that was "it". Whoever killed that player became "it" and so it went. If the person who was "it" managed to commit suicide, some item would reappear somewhere on the map and the first person to find it became "it" again.

    I think you had radar too to find the person who was "it".

    I know that it might sound a bit like rune match but the game dynamics are completely different.





    UT assault mode would be good too.
    So would a Perfect Dark King of the Hill mod.
    Dokujisan's relay idea sounds like it could be good too.
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Sat Mar 24, 2007 12:00 am

  • A few versions back, I know EvilFrog had a mod kind of like that where the special ability was super jumping/speed, and the player had sparkles placed around him to readily identify him (although they did partially block that player's vision).
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Mon Mar 26, 2007 2:12 am

Mon Mar 26, 2007 12:59 pm

  • I said it and I say it again:

    INVASION (from UT series) NE WANTS!!!111oneoneoneeleven
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Tue Mar 27, 2007 7:20 pm

  • divVerent wrote:
    k0jak wrote:I'll make a few .avi clips for you this weekend kozak against bots, i'll show you a map, then i'll show you what i mean by the impact hammer tricks, e.t.c like the beach map Overlord, that was completed within 8 seconds in an official game i think, or something stupid like that might of been 13 seconds,.

    But you'll see how it works, the game-mode can be really fast paced at times, and very spammy :)


    AS-Overlord in 8 seconds? Want to see that. Translocator enabled, eh? Friendly fire disabled, eh?


    i'll try find the records on the UT Assault forums / Leagues.


    See that huge cannon divverent? on the beach wall....well you jump and someone impact hammers you up, then your in the control room and voila...map completed :)
    :]

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Wed Apr 04, 2007 1:09 pm

  • Dokujisan wrote:I was just batting around some ideas in my head about new game modes for Nexuiz (ala CTF, Deathmatch, minstagib, etc). Feel free to add/change/append/morph my ideas here, or add your own. One of the great things about open source is innovation. Let's brainstorm and see what we can come up with.

    What ideas can you come up with?


    Ok. How about Tag? That's a mode available in Marathon. (anybody here ever played that?)

    It works like this: The first player killed becomes "it". The player who is "it" passes it on by killing somebody else - who is the next one to be "it". When the game is over, the player who's been "it" the least wins. Tag maps should probably not be too complicated, or the game will just be a boring game of hide and seek.

    Might also be possible to have a four-team variant where the whole team is "it" instead of just one player.
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Wed Apr 04, 2007 7:05 pm

  • Well, if there is one weak player, then everyone will end up killing them over and over and over and....

    That doesn't sound like fun :-)

    Maybe some variation of that could work though.
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Wed Apr 04, 2007 8:11 pm

  • Dokujisan wrote:Well, if there is one weak player, then everyone will end up killing them over and over and over and....

    That was not a problem when I played tag in Marathon. The problem there was when the map was big enough for all the players to hide from the player who was "it".
    That doesn't sound like fun :-)

    Maybe some variation of that could work though.

    One could let the player who is "it" have better stats for instance, do more damage, regenerate faster, have more hit-points, move faster., or all the above. That way "it" wouldn't stay "it" for too long.
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Thu Apr 05, 2007 12:00 am

  • Good suggestion!

    I think that could help prevent that.
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Thu Apr 05, 2007 12:39 am

  • Clueless Newbie wrote:
    Dokujisan wrote:Maybe some variation of that could work though.

    One could let the player who is "it" have better stats for instance, do more damage, regenerate faster, have more hit-points, move faster., or all the above. That way "it" wouldn't stay "it" for too long.


    Sounds like Juggernaut from Halo.
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Thu Apr 05, 2007 9:09 am

  • Dokujisan wrote:I was just batting around some ideas in my head about new game modes for Nexuiz (ala CTF, Deathmatch, minstagib, etc). Feel free to add/change/append/morph my ideas here, or add your own. One of the great things about open source is innovation. Let's brainstorm and see what we can come up with.

    What ideas can you come up with?

    I got another one:

    Let's call it "Nexball" (or something).

    It's a team game. Each team has a goal, and there's a large ball (bigger than a player model) that starts in the middle of the map. The object of the game is to use the laser, rockets, or whatever to bump the ball into the other team's goal. This would probably very difficult to do, so the team score for getting the ball into the goal should be massive.

    The downside to this is that it requires special maps (whereas Tag should work just fine on standard DM maps).
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Thu Apr 05, 2007 6:15 pm

  • They had talked about that after the succer socks map. Evidently, Nexuiz doesn't have the physics engine for that kind of interaction. I don't remember the exact wording of the functionality that is missing.
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Fri Jul 27, 2007 9:24 pm

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