[RANT]My game mode ideas

Host your own server and communicate with server operators.
3 posts Page 1 of 1 First unread post
Cajun Style
Deuced Up
Posts: 145
Joined: Fri Dec 07, 2012 11:04 am


I just can't get these things out of my head, so I hope sharing it here will help. Listed from normal to weird. Feel free to comment.
One point CTF
Not really a mode. Auto map rotation CTF to one point. Will have a high troll factor with few players. But it might result in a more conservative game. Building galore!

Greater Goal CTF/TDM
Not really a mode. No spectating, no map rotation of any kind, no score limit, plenty of spawn protect. After dying even once you get kicked for 24h/a year/until the first of January/the rest of your life. You could have f.i. the annual score of green V.S. blue. For TDM would be nice if the server remembers an individual's score. (Especially if he doesn't die and is allowed to come back.) Could be adopted for similar free-for all. There is the issue of changing weapons... maybe only allowed at 100HP?

Arena with build
Instead of the weird "switch" scripts, allow building and destruction. Should have small boundary with high boundary_damage, should do a map roll-back after each round.

Bounty Hunter TDM/Free for All
You lose half your points (rounded up) when killed. Killer receives those points (minimum 1). Might be nice a sort of auto-handicapped TDM or ranked free for all. Score might depend on players connected i.e. might be lost on disconnect.

Warp portal TDM
Based on the abuse of squads. Squads should be disabled. Each team has a teleporter *COUGH INTEL COUGH* You can pick up your teams teleporter (but not directly after teleporting). The teleporter's position is known at all times to your opponents. After spawning you have a small period to opt to teleport. So effectively you'd have two spawn points; until the opponents manage to dig in your teleporter (optionally).

Target Practice
Each team has a number of fairly small areas with posts(blocks) with targets(blocks). Building is disabled in those areas (and the areas might feature a tall foundation, if you want to raise them with the environment). Destroy your opponents targets to win.

Build Spam mode
The key is to put blocks down before your opponent. You can only put down your team's colour. There are some variations possible: gain blocks from base, gain blocks from kills, gain blocks from mining, restrict mining location(s), enable griefing, get a bigger score for putting down blocks near a target shared with the opponent. Might benefit from an advanced grief-detection script.

Some of the weirder things, I'm not sure are even possible, but I can't get out of my head.
Bring your own base (Any mode)
You get one square that is converted to your own (previously registered) construction when you connect. Weirdness ensues.

Monster Buster (impossible in AoS)
Two teams. You are warned for the coming of a certain monster. You get time to build/hinder your opponents. After a while the monster appears. Team that deals most damage wins the round. Monsters need specific tactics to defeat, and call for different structures.

Chess TDM/CTF
Deadly water everywhere. Weird towers vaguely resembling chess pieces. Each team's chessmaster can move the pieces on the map. Players get teleported with the piece they are on. Can you get close to the opponent without sacrificing your pieces? Maybe chess moves are awarded for kills instead of taking turns. Why can't I get this out of my head?
GreaseMonkey
Coder
Coder
Posts: 733
Joined: Tue Oct 30, 2012 11:07 pm


Cajun Style wrote:
Arena with build
Instead of the weird "switch" scripts, allow building and destruction. Should have small boundary with high boundary_damage, should do a map roll-back after each round.
Sounds like a good idea, it does get kinda frustrating when you find that you've been playing "Minecraft with guns without Minecraft".
Cajun Style wrote:
Warp portal TDM
Based on the abuse of squads. Squads should be disabled. Each team has a teleporter *COUGH INTEL COUGH* You can pick up your teams teleporter (but not directly after teleporting). The teleporter's position is known at all times to your opponents. After spawning you have a small period to opt to teleport. So effectively you'd have two spawn points; until the opponents manage to dig in your teleporter (optionally).
^ THIS.
Cajun Style wrote:
Bring your own base (Any mode)
You get one square that is converted to your own (previously registered) construction when you connect. Weirdness ensues.
Reminds me of a script I did for my own Minecraft Classic server (called "Luacraft '09", might reupload it somewhere), where there was a cube and the stuff that was in it would appear when you walked in, and revert to its surroundings when you walked out, which could have been good for showing off certain things.

Anyhow, let's pull something out of my ass (UNTESTED)...
Code: Select all
function on_player_join(plr)
  local rd = plr.regdata
  if not rd then return end
  local srcmap = common.map_load("svsave/vol/"..rd.fname.."-map.icemap")
  local curmap = common.map_get()
  common.map_set(srcmap)
  local tbl = {}
  local x,z
  for z=0,63 do
    tbl[z] = {}
    for x=0,63 do
      tbl[z][x] = common.map_pillar_get(x,z)
    end
  end
  common.map_set(curmap)
  common.map_free(srcmap)
  for z=0,63 do
    for x=0,63 do
      common.map_pillar_set(x+rd.offsx, z+rd.offsz, tbl[z][x])
    end
  end
end

function on_player_part(plr)
  local rd = plr.regdata
  if not rd then return end
  local dstmap = common.map_new(64,64,64)
  local curmap = common.map_get()
  local tbl = {}
  local x,z
  for z=0,63 do
    tbl[z] = {}
    for x=0,63 do
      tbl[z][x] = common.map_pillar_get(x+rd.offsx,z+rd.offsz)
      common.map_pillar_set(x, z, {0,63,63,0,127,127,127,1})
    end
  end
  common.map_set(dstmap)
  for z=0,63 do
    for x=0,63 do
      common.map_pillar_set(x, z, tbl[z][x])
    end
  end
  common.map_save(dstmap, "svsave/vol/"..rd.fname.."-map.icemap")
  common.map_set(curmap)
  common.map_free(dstmap)
end
Cajun Style wrote:
Monster Buster (impossible in AoS)
Two teams. You are warned for the coming of a certain monster. You get time to build/hinder your opponents. After a while the monster appears. Team that deals most damage wins the round. Monsters need specific tactics to defeat, and call for different structures.
*cough* kraken *cough*
Cajun Style
Deuced Up
Posts: 145
Joined: Fri Dec 07, 2012 11:04 am


*cough* kraken *cough*
That does explain why I can't get it out of my head. I think I played that mode once, but didn't really understand what to do.
Seeing a possible implementation of "bring your own base" is estranging TBH XP Iceball really could shine in this department of custom modes.

Assymetric Capture Death Match
One team has to get the intel to score a point. The other team has to make a number of kills to score a point. Sneaky bastards V.S. brawlers. I just thought of this, and thought it might be a nice twist on infiltration/one way ctf.
3 posts Page 1 of 1 First unread post
Return to “Servers”

Who is online

Users browsing this forum: No registered users and 11 guests