Death Match Game Modes
by Matt · in Game Design and Creative Issues · 12/12/2000 (5:35 pm) · 4 replies
I am making a Death Match mod for Half-Life and I want to include some new game modes to keep it interesting. My brother came up with "Pinball Deathmatch", all the players are shooting around the level semi-randomly and their score goes up pinball style as well as for frags. I think I will implement this for the experience if nothing else, but does anyone have any other ideas. My head hurts, game design is a full-time job ;)
#2
When it comes to game modes, I always think of games I played as a kid. I'd like to see a hide-n-seek mod. Off the top of my head, converting the game to a mod:
The team has 10 seconds (or whatever time) to find a spot in the map, while PlayerX (whose "it") must find and kill someone before everyone gets to the cap spot.
First player home gets a large amounts of points. Second guy gets less. And so on. Once PlayerX kills someone, that dude is now "it."
You could make things interesting by turning Player X into a *very* powerful rambo character and force him to kill everyone in a round before losing "it." Or give PlayerX a fast speed and a powerful one-hit-kill melee weapon. The possibilities are endless! :)
-Kel
01/31/2001 (12:34 pm)
IMHO, HL's DM is too generic (weapons from game + multiplayer = fun?). Power-ups or new items might makes things interesting. For example, a grappling hook would promote speedy combat while adding something like Quake's QUAD would cause the player to pay more attention to the map. When it comes to game modes, I always think of games I played as a kid. I'd like to see a hide-n-seek mod. Off the top of my head, converting the game to a mod:
The team has 10 seconds (or whatever time) to find a spot in the map, while PlayerX (whose "it") must find and kill someone before everyone gets to the cap spot.
First player home gets a large amounts of points. Second guy gets less. And so on. Once PlayerX kills someone, that dude is now "it."
You could make things interesting by turning Player X into a *very* powerful rambo character and force him to kill everyone in a round before losing "it." Or give PlayerX a fast speed and a powerful one-hit-kill melee weapon. The possibilities are endless! :)
-Kel
#3
01/31/2001 (6:02 pm)
That sounds like a lot like CounterStrike with camping Terrorists. Which, if you've ever had the misfortune of playing with a hardcore camper, is about as exciting to watch as an underwater tennis match. It's easy to see why it needs to be this way in CounterStrike, but a game that was nothing but hide and seek would seem (to me at least) to have a limited market, if any.
#4
Here's how the mod would play out:
Team A objective is to avoid being fragged by the person whose "it." They get 5-10 seconds to find a position. They want to reach "safe" (a cap location). Higher points are score by folks who get in the fastest. Letting them frag other members of Team A (forcing the fragged to respawn back at their side) would add to the chaos!
Being "it" sucks. Although "it" has it's advantages (a *heck* of a lot of health and armor, or a really powerful weapon or is invincible or whatever) it doesn't gain points. "It" wants to frag someone on teamA before they reach "safe." The person he frags first becomes "it" and the round ends. The former "it" is moved to TeamA and a new round begins.
Adding in a round timer, weapons, open maps, etc would add to the fun.
So take a Q3A CTF jump map for example. Put all of TeamA on one side and "it" on the other. The action ensues. :D
More exciting than the camping/hiding I think you thought I was promoting. ;)
-Kel
02/01/2001 (6:22 pm)
My memories of hide-n-seek involved huge games of more than 20 kids trying to get past the guy who was "it". Not an "I see you!" thing. More like a hybrid game of tag and with rounds and hiding. Very fun! :)Here's how the mod would play out:
Team A objective is to avoid being fragged by the person whose "it." They get 5-10 seconds to find a position. They want to reach "safe" (a cap location). Higher points are score by folks who get in the fastest. Letting them frag other members of Team A (forcing the fragged to respawn back at their side) would add to the chaos!
Being "it" sucks. Although "it" has it's advantages (a *heck* of a lot of health and armor, or a really powerful weapon or is invincible or whatever) it doesn't gain points. "It" wants to frag someone on teamA before they reach "safe." The person he frags first becomes "it" and the round ends. The former "it" is moved to TeamA and a new round begins.
Adding in a round timer, weapons, open maps, etc would add to the fun.
So take a Q3A CTF jump map for example. Put all of TeamA on one side and "it" on the other. The action ensues. :D
More exciting than the camping/hiding I think you thought I was promoting. ;)
-Kel
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