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New mode: Skull Greed

by Razgriz on 02/11/2010 19:38, 31 messages, last message: 05/25/2010 07:40, 6163 views, last view: 04/19/2024 00:34, closed on 05/25/2010 17:10

Ok so this is basically a rip off of Unreal's mode, Greed. The idea is to kill opponents, collect their skulls and then return them to their base, in this case, their flag. The first team to return 100 skulls wins. One can only pickup skulls of different color than his team. If one carrying one or more skulls is killed, he drops all the skulls in his possession.

For the skull we could use the quad skull model from the Solaris Package, if it is tweaked a little and a bit re-textured to resemble a skull in a more efficient way. Would be cool to have them skulls glow in red or blue, depending what team the player who dropped it was in.

discuss? i think it will be pretty awesome and bring some new blood action in sauer. sounds very fun to me :D

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#12: ..

by Drekow on 03/12/2010 21:45

Also open source is like a mirage, because if you do a derivate content you forgot the community (AKA the people that play the game) so we can help only talking about ideas and is for developers the hard work of making the reality.

I like the greed game mode, and i think that if someone get TK he/she does not left is own skull is a nice rule for the game.




About other things: a fast brainstorm about what the gamemode need.

Can the engine put the "base" were the ent flag is? (so we don't need any new maps/update)

Teamstart are ok...

There is something like physics for the skull? When some one die is nice to see them going around in random ways for a while...

Skull should be packed in group of 1 - 5 - 25 or similar.

The number of skull a player have should be really well visible to other players who are playing.

The number of skull you own should be visible in the HUD.





Insane idea:
Powerups/bonus for the posses of skull.
Basically more skull you have more bonuses you get; like regen, double damage, best fire rate... and so on... ok is insane!


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#13: Re: ..

by Razgriz on 03/13/2010 11:05, refers to #12

i don't see a reason to why the engine should render the bases in place of the flags in this mode.

1) Flags could show the score of each team.
2) IF someone teamkills, the person killed doesn't drop his skulls but instead the killer does, without the possibility to pick them up again himself. the same thing happens in the SVN ctf, where if you drop the flag you cannot pick it up again.
3) teams can pickup their own colored skulls and remove them from the field without anyone taking points.
4) Insane idea: the more skulls you have, the faster you can move. that could encourage people to either collect more before returning, or run back.

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#14: me being awesome

by Lewis on 03/13/2010 15:24

i have a skull model from halo but i just got into c++ so that would be very hard for me to do but ill give it a shot!

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#15: Re: me being awesome

by tentus_ on 03/13/2010 16:01, refers to #14

Key problem with that statement:
"i have a skull model from halo"
You do? Got the rights to it and everything, hmm? I'm not trying to be a dick, but you need to think about what you just said.

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#16: Re: me being awesome

by Razgriz on 03/13/2010 17:19, refers to #15

True. If the skull model is copyrighted then you need permission from the author, something hard.

marvin2k has already made a skull, the one in the Solaris pack. This one could undergo some improvement and we do know the author to ask him. :P

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#17: Flag/Score

by LeftClicker on 03/13/2010 20:51

I love your idea that the flag would have a number on it for the teams current score. That should be implemented in all modes.

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#18: ..

by Drekow on 03/20/2010 17:18

Sorry for the mistake of flag -> bases;
For bases i intend where you drop the skulls for score.

So a flag ent is enought.
If it can show the score is also better.



"3) teams can pickup their own colored skulls and remove them from the field without anyone taking points."
Greed skulls are normaly is not team based but on this game you can teke you own or the one of your enemy. All skull are the same. But you can teams them to archive a very different gameplay, lots similar to ctf (vere there are 2 points of to looks the 2 flags) than greed (vere there is only one points to looks: a loads of skull in the centre, which get controlled from one teams to other, and slowwy move versus the score).

4) the insane idea, is nice, but moving too fast, will improve taking skulls and run to score gameplay... i'm thinks some think like 3 sec doubles damange, 5 sec, 10 sec or doubles, triples, quaddamage... to incentivate fragging instead of running!






Another game mode can be greed on capture maps, whit no teams at all (so all vs all) and you score on capture bases, instead of flags...

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#19: Skull Greed Mechanics

by Razgriz on 03/27/2010 23:38

Skull Greed:
~Non Team:
One can frag anyone, and the person who gets fragged leaves a skull at his death spot, which acts like a point for the person who collects it. Once a skull of a fragged opponent is laid on the ground, anyone can pick it up. In case of a team kill, the person who committed the team kill drops a skull and reduces his score by 1. The skull dropped cannot be picked up by him, which will appear as red for the team killer. He can still drop a skull when killed. The first person to collect 100 skulls, or has the most skulls by the end of the 10-minutes match wins. In case of a draw, the player with the most hi-jacked skulls wins.

~Team
One can frag anyone of the opponent team, and the person who gets fragged drops all the skulls in his Skull Count, including his own. Based on the team, one killed drops a skull with his team's colour that can be picked up by a player of the opposing team and added to his Skull Count. If the skull is picked up by a player of the same colour, then it is cleared off the field. In case of a team kill, the person who committed the team kill looses all of the skulls in his Skull Count. The Skull Count has a max of 5 skulls, and can only be emptied by returning to and touching the team's flag. The first team to deposit 100 skulls at their flag, or has the most skulls by the end of the 10-minutes match wins. In case of a draw, the team with the most skulls in each player's Skull Count wins.







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#20: ..

by Drekow on 03/28/2010 20:00

Great syntesis but the TK in non team based is hard to understand whent it got tigger :D

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#21: Re: ..

by Razgriz on 03/28/2010 22:01, refers to #20

its simple actually, the team killer loses a score point and drops a skull which he, but not the others, cannot pick up. that way he loses while others benefit from his doing.

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#22: teamkilling

by chasester on 03/29/2010 04:47

how about the when some one is tk, it does not drop a skull but all of the skulls that that person was carring are dropped.

This would not punish the tk to much (like if it was an \"accident\") but still would not give any benifit to the user by killing his teammate

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#23: ..

by Razgriz on 03/29/2010 11:27

omg i already explain the team killing rules for both Team and Non-Team modes, read the post again before you comment on this!

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#24: TKing

by fispaul on 03/29/2010 11:27

Punishments for TKing might only prevent a very little amount of people from doing so. Generally full-on teamkillers don't really care about the score, they just kill people not caring about having a score of -21, if they didn't get kicked by then.

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#25: ..

by Drekow on 04/12/2010 14:21

So who start to code it?

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#26: ..

by Razgriz on 04/12/2010 19:10

its a great idea but i, by no means, have the required skill to even start thinking out how to code it ^^

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#27: ..

by Drekow on 05/22/2010 01:43

And seems nobody else is interesting in it :(

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#28: Message censored by administrator

by Drekow on 05/22/2010 01:43

#29: ..

by Razgriz on 05/24/2010 20:30

there might be interest in crush, i dunno

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#30: Re: ..

by |ice|sub-zero|L on 05/25/2010 00:17, refers to #29

I am quite sure people are interested in it, new and old alike, the problem is, this is one of those things where it is slim to get in unless eihrul really likes it. And because the game is open source, it has a better chance of getting made by someone else and submitted as a mod on quad.

Though since I can't actually speak for eihrul, I could be hugely mistaken and he might actually be putting it in.

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#31: Re: ..

by Razgriz on 05/25/2010 07:40, refers to #30

yea, when all hope for the game is lost maybe. you can't really count on eihrul to add everything, that is why most people started their own mods :/

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