Cube 2 Idea Mine - Discuss |
by AlternateLives
on 11/23/2011 19:53, 237 messages, last message: 03/22/2018 02:32, 248132 views, last view: 11/01/2024 07:37 |
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After seeing idea after idea get shot down all over the place in these forums, it occurred to me that perhaps this thread might be a good idea.
Got an idea for a Cube 2 mod? Go ahead and get it out of your system and post it here. If you are a modder, scroll through these. Maybe one of them can give you some inspiration.
Note to developers and long-time forum users: this is not intended to be a place where future updates or changes to the game you know and love to be posted. This is merely a place where half-formed (but possibly good) ideas can be discussed at present value without having them immediately shot down.
On that note, the only rule: No attacking of ideas just because they are not implementable within the current engine.
Have fun!
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Board Index
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#120: .. |
by Papriko
on 10/09/2012 18:25
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What about the quaddamage not only multiplying your damage by 4, but also the recoil of the weapons? XD
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#121: DMSP Super-Upgrade (Mod) |
by Teh_Bucket
on 10/09/2012 19:01
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Has anyone played DMSP in Sauer? It's when monsters spawn in the normal multiplayer maps and you have to survive. Seeing as this was simply a quickly made addon to the already balanced single player, I think a very balanced, well-made mod is in order.
I'm not much of a coder, but I've already started on new monster models. In order for gameplay to end up right, the monsters should (in addition to better pathfinding) have attributes and abilities designed to this sort of game. An example where this is done right is Killing Floor, another DMSP game, where the different monsters have strengths and weaknesses which the player must exploit in order to succeed. This makes a game fun. Started monsters are the leaper (http://i.imgur.com/75K5f.png) which is able to outrun the player, as well as leap heights the other monsters cannot. There is also the Crawler (http://i.imgur.com/rh8SV.png) which spawns on every kind of surface (or just crawls up onto them) and grabs the player when he gets too close. Each spawn point would start as an inert egg, when disturbed, it would "hatch" and the spawn point would from then on spawn monsters. Other monsters would be a large, slow damage soaking monster whose health is calculated by the amount of other monsters around it, a ranged spitter monster (with similar slow projectiles the the single player monsters) and an average melee monster. All of these monsters (except the leaper) would move slowly, unlike the single player monsters, in order to create a different kind of gameplay. the player can outrun them, but getting surrounded is the danger, especially when grabbed by a crawler. The player mechanics would be changed alot, much slower than in sauer, but perhaps with the parkour mechanics of red eclipse. The weapons would also be changed, I'll probably model them as well.
I'm not sure if this would be best made as a mod to sauerbraten, red eclipse, or a full mod of the cube 2 engine (seeing as most models are changed, and just about every bit of gameplay is changed.)
Please let me know what would be most feasible, and if anyone else can help with this project.
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#122: Re: .. |
by suicizer01
on 10/10/2012 10:14, refers to #120
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It already does for grenades and rockets.
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#123: Re: .. |
by Papriko
on 10/10/2012 12:36, refers to #122
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Only when you are hit. I mean the actual recoil from firing the weapon, like the tiny jump up/backwards when you fire your rifle.
Also, this idea was just semi-serious :P
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#124: weapon turning balance! |
by Zamwa
on 10/22/2012 21:20
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I love the look of the handgun and wouldn't it be nice to out maneuver the guy with the machine gun!
handgun no speed adjustment
rifle 8/10 the speed
grenade launcher 8/10
machine gun 7/10
rocket launcher 7/10
chainsaw 9/10
this would balance out the uselessness of the handgun!
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#125: Re: weapon turning balance! |
by eihrul
on 10/22/2012 21:44, refers to #124
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The damage of the pistol was actually simply increased. Occam's razor.
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#126: Re: weapon turning balance! |
by Papriko
on 10/23/2012 19:09, refers to #124
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Do I understand that right? Reload time * 0.7? You wanna make the rocket launcher even FASTER?!
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#127: Re: weapon turning balance! |
by Zamwa
on 10/23/2012 23:35, refers to #126
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Marginally slower turning for all weapons except the handgun!
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#128: Re: weapon turning balance! |
by baby~rabbit
on 10/24/2012 05:23, refers to #127
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Weapon "turning balance" - the larger the gun the slower for the player to spin round, and with increasing chance for them to fall over?
That might be realistic, but somewhat annoying to gameplay :P
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#129: Re: weapon turning balance! |
by Zamwa
on 10/24/2012 19:04, refers to #128
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Originally I was thinking basing the balance on how weapons were useful in real life, but that would hurt gameplay with the style of maps already chosen! So I based it on the ingame handgun usefulness instead!
Oops forgot the shotgun! 8/10
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#130: weapon turning balance! |
by Zamwa
on 10/26/2012 07:13
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I'm probably over thinking this, I just thought of balancing the difference on weapon effective ranges!
handgun 8/10
rifle 7/10
grenade launcher 9/10
shotgun 9/10
machine gun 9/10
rocket launcher 8/10
chainsaw 10/10
This configuration would make aiming with all weapons comfortable with all game modes and maps!
Code & guinea pigs anyone? :"P
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#131: .. |
by degrave3
on 10/26/2012 09:11
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Weapons is ok, except grenade launcher in svn, i don't like changes.
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#132: Re: .. |
by Razgriz
on 10/27/2012 00:01, refers to #131
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I do like them, longer reach and shorter fuse ftw.
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#133: Re: .. |
by suicizer01
on 10/27/2012 00:54, refers to #132
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Only making a double nade jump from zero is a bit harder now.
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#134: Might seem a bit boring, but anyway... |
by WilliamL
on 12/15/2012 11:10
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Would it be good idea to put in a sort of 'sightseeing' mode? Have the HUD stats gone and maybe set the walking speed a little slower, so that we can just walk around, admiring the maps? Kind of like Platinum Arts Sandbox before 2.8?
It might seem a bit stupid, but I'd love a mode like that in the game, or at least in a mod.
(Also, I'd love it if there were a Slender mod. Just sayin'.)
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#135: Re: Might seem a bit boring, but anyway... |
by suicizer01
on 12/15/2012 12:30, refers to #134
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Use spectator for that.
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#136: Re: Might seem a bit boring, but anyway... |
by Papriko
on 12/15/2012 13:02, refers to #135
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Good idea. Tweaking the floatspeed a bit and with /hidehud 1 you can turn the last bits of the HUD invisible.
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#137: Re: Might seem a bit boring, but anyway... |
by eihrul
on 12/15/2012 15:00, refers to #136
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Can just use gamespeed...
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#138: Opinion |
by Misterwright
on 12/16/2012 17:49
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Weapon balancing changes are ok but i wouldnt like to have mods that make sauerbraten more like minecraft or add rpg elements or something.
Sauerbraten is a really nice fps, im having really fun in multiplayer with all the action there and the big variety of gamemodes and I am against big changes.
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#139: Re: Opinion |
by suicizer01
on 12/16/2012 17:52, refers to #138
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Continue modding eisenstern, good luck.
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