Wirehead Studios

Wirehead Modifications => Generations Arena => Topic started by: Jaq on 2003-10-02, 23:49



Title: New Generations game modes (and no mods needed!)
Post by: Jaq on 2003-10-02, 23:49
I was playing on EU server with Ashen and we where quite bored since nobody showed up, so we where looking for alternative gameplay modes. And here it goes:

1. "Defend the rocket launcher".  Well, it works only on e1m7 and you have to
    play 1on1, both slipgaters. Since there is only one rl on the map and plenty
    of rockets around, you simply have to defend it.. It really makes sense. The
    defender is packet with rl ammo, the attacker can get Quad and has more
    access to mega health.

2. "Get  Strogg".  1on1 as well. One player picks doomguy, the other selects  
    Strogg. Both play with melee wapons only. Blaster vs chainsaw. Works  
    great on Q2dm1.

3. "Oh my, I can fly". Playable on Q2dm1. The best way is to select same
    class  for all. The point is to crate first. Please see  
    this file (http://www.acn.waw.pl/jaco/I_can_fly.jpg) for details.
    #1- this is where you start. Then you jump to #2,  you will get injured,  
   don't  pick up medpacks on your way.  Warning! Do not play with
   doom
:)


And that's all. At least for now. I hope people will show up more often, or
we will keep  inventing new gamaplay modes..


Title: Re: New Generations game modes
Post by: ConfusedUs on 2003-10-03, 04:12
Nothing compares to .99a skeet shooting

q3DM17 -- Requires at least three players
One doom
One anything (but slipgate is best for air control)
One or more people with railguns or sniper rifles

Get the doomguy on a shotgun platform.  Arrange the railgunners along the RL platforms. Get the slipgater to hit the jumppad. Doomguy shoots him with the SSG point blank, launching the player into orbit. The railers try to pick off the player as he ZOOMS around the map. ;)

I haven't tried this with 99c, but it wasn't nearly as easy to do in 99b...so I doubt it's back =(


Title: Re: New Generations game modes
Post by: Phoenix on 2003-10-03, 06:19
If you're hosting the server you can set g_knockback insanely high for the same trick. ;)


Title: Re: New Generations game modes
Post by: Jaq on 2003-10-05, 12:52
Hey, Con, then Flying Plutonians would be good for that. A Slippy just flying around the map while railgunners, standing in the center,  try to take him down.


Title: Re: New Generations game modes
Post by: ConfusedUs on 2003-10-05, 18:26
but that one's just not as fun as being LAUNCHED by a shotgun :)


Title: Re: New Generations game modes
Post by: games keeper on 2003-10-06, 12:43
stay above 0
-------------------
in this gamemod the knockback is insanely high and its played on spacemaps.
you get frags by lauching your opponent into the void , you loose points if you fall into the void .
now try to stay on the map :)


Title: Re: New Generations game modes
Post by: Jaq on 2003-10-06, 15:46
That would make  lot of sense on a 2x2 meters map with  rl only.... Oh, and jump pods as floor.


Title: Re: New Generations game modes
Post by: games keeper on 2003-10-06, 15:53
jaq , load up q3dm17 g_knockback 10000


Title: Re: New Generations game modes
Post by: Vadertime on 2003-10-28, 03:59
What happened to Resurgence? Is it the impossible dream? Somebody should at least make some bots with player models based on the old monsters. Imagine being nailed by a shambler or being railed by a tank commander. Being sawed by a pink demon from DOOM would be super, especially one that can jump. I just got a warped idea. Imagine "save the pork" with two pigs on the map. Blue team tries to barbecue, chop, frag, etc. the red pig and vice versa. One pig of each color appears at a time, and counts the same as a flag. The big difference is, the pig runs around on its own account and could end up anywhere. Also, a wounded pig would speed up and run away. B)


Title: Re: New Generations game modes
Post by: Angst on 2003-10-28, 04:21
Resurgence will receive no work until generations 1.0, when the framework of the mod itself is fully functional. Changing generations breaks resurgence, and resurgence adds some items that can break gen.


Title: Re: New Generations game modes
Post by: Vadertime on 2003-11-03, 04:42
I've found a problem with GenC. Sometimes a map will freeze up and go back to the main menu and give an error. Something about hunkmegs alloc failure. I set the hunkmegs up as high as 160 but it still does it sometimes. It usually happens when bots are loading.


Title: Re: New Generations game modes
Post by: Tekhead on 2003-11-03, 04:48
Quote from: ConfusedUs
Nothing compares to .99a skeet shooting

q3DM17 -- Requires at least three players
One doom
One anything (but slipgate is best for air control)
One or more people with railguns or sniper rifles

Get the doomguy on a shotgun platform.  Arrange the railgunners along the RL platforms. Get the slipgater to hit the jumppad. Doomguy shoots him with the SSG point blank, launching the player into orbit. The railers try to pick off the player as he ZOOMS around the map. ;)

I haven't tried this with 99c, but it wasn't nearly as easy to do in 99b...so I doubt it's back =(
Phoenix and I were having good fun with this, if you can figure out how to master the Slipgater's air control (especially his air acceleration!!) :)


Title: Re: New Generations game modes
Post by: Angst on 2003-11-03, 05:46
vader: known bug, pho's already fixed it, look forward to the next update..


Title: Re: New Generations game modes
Post by: Vadertime on 2003-11-06, 05:13
I found a weird bug today. In my regular Quake3 mods menu Botstudio of all things was listed as a MOD!


Title: Re: New Generations game modes
Post by: Phoenix on 2003-11-06, 07:30

:offtopic