General Gametype Information thread/requests
Moderator: Moderators
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
General Gametype Information thread/requests
Here's just a basic list of what the new gametypes are and what they do. I've included future gametypes in the list for the next time I build the shell. If you've got a really solid gametype you'd like to do, let me know
Holocron: Teams fight to capture and hold the Holocron for a certain amount of time to gain points. Once the time is up, that team gains a point and the Holocron respawns. If the holocron holder is killed, it is dropped until someone else picks it up, and the timer restarts. Uses CTF scoring rules (whatever you set the CTF score it is what this game will go to)
XL: Exists in the shipped game, but it's basically Team Deathmatch with huge numbers. CPs can't be captured.
TDM (Team Deathmatch): Team Deathmatch with Conquest reinforcement numbers. CPs can't be captured.
TDF (Team Dogfight): Team Deathmatch in space. No points are gained by destroying the other team's battleship.
Uber: Conquest with huge numbers. On some maps multiple movie characters make an appearance as AI in addition to normal heroes.
Order 66: A Hunt variant where Clone Troopers fight Jedi.
Classic Conquest: Conquest with SWBF1 units and gameplay (minus proning)
DM (Deathmatch): Round-based Deathmatch (by [RDH]Zerted)
King (King of the Hill): A random CP is chosen as the 'active' CP. Teams rush to capture the 'hill' before another does. One point per capture. The hill rotates between all CPs randomly.
Hero CTF (future mode): Jedi VS Sith 1-Flag CTF.
Extreme (future mode): Used to implement ARC_Commander's Battlefront Extreme mod into the game without overwriting anything. Modes will typically be Conquest with his units in place of the shipped ones.
+123 (future mode): Used to implement +123 as gametypes instead of conflicting with existing mods. I have not talked to ]v[ about doing this, but he'll probably get multiple gametypes (for example +123 CTF, +123 Conquest) as needed.
Elite Sides (future mode): Used to implement Delta_57_Dash's Elite Sides Mod so it doesn't conflict. Support will be there, but I haven't talked to Dash about it yet.
Racing (future mode): Players race from checkpoint to checkpoint in order to gain points. The player with the most points at the end of the race is declared the winner. Team 2 is able to observe from various observation platforms, and are given weapons to attack the racers (team 1). Still in the 'main idea/implementation stage' --by [RDH]Zerted/Teancum
Unknown (future mode): I know RepSharpShooter was planning a mode with the extension of _ffa, but nothing more about it. This'll be implemented into the new shell too.
Enhanced Conquest (future mode): Really simple. Conquest with movie-accurate clone legions. Geonosis will have a Phase I ARC Captain, Felucia will have the 327th, Kashyyyk the 41st, etc.
Custom 1, 2 & 3 (future modes): Additional modes that anyone can add to their maps. Actual gameplay will be decided by the map creator.
Holocron: Teams fight to capture and hold the Holocron for a certain amount of time to gain points. Once the time is up, that team gains a point and the Holocron respawns. If the holocron holder is killed, it is dropped until someone else picks it up, and the timer restarts. Uses CTF scoring rules (whatever you set the CTF score it is what this game will go to)
XL: Exists in the shipped game, but it's basically Team Deathmatch with huge numbers. CPs can't be captured.
TDM (Team Deathmatch): Team Deathmatch with Conquest reinforcement numbers. CPs can't be captured.
TDF (Team Dogfight): Team Deathmatch in space. No points are gained by destroying the other team's battleship.
Uber: Conquest with huge numbers. On some maps multiple movie characters make an appearance as AI in addition to normal heroes.
Order 66: A Hunt variant where Clone Troopers fight Jedi.
Classic Conquest: Conquest with SWBF1 units and gameplay (minus proning)
DM (Deathmatch): Round-based Deathmatch (by [RDH]Zerted)
King (King of the Hill): A random CP is chosen as the 'active' CP. Teams rush to capture the 'hill' before another does. One point per capture. The hill rotates between all CPs randomly.
Hero CTF (future mode): Jedi VS Sith 1-Flag CTF.
Extreme (future mode): Used to implement ARC_Commander's Battlefront Extreme mod into the game without overwriting anything. Modes will typically be Conquest with his units in place of the shipped ones.
+123 (future mode): Used to implement +123 as gametypes instead of conflicting with existing mods. I have not talked to ]v[ about doing this, but he'll probably get multiple gametypes (for example +123 CTF, +123 Conquest) as needed.
Elite Sides (future mode): Used to implement Delta_57_Dash's Elite Sides Mod so it doesn't conflict. Support will be there, but I haven't talked to Dash about it yet.
Racing (future mode): Players race from checkpoint to checkpoint in order to gain points. The player with the most points at the end of the race is declared the winner. Team 2 is able to observe from various observation platforms, and are given weapons to attack the racers (team 1). Still in the 'main idea/implementation stage' --by [RDH]Zerted/Teancum
Unknown (future mode): I know RepSharpShooter was planning a mode with the extension of _ffa, but nothing more about it. This'll be implemented into the new shell too.
Enhanced Conquest (future mode): Really simple. Conquest with movie-accurate clone legions. Geonosis will have a Phase I ARC Captain, Felucia will have the 327th, Kashyyyk the 41st, etc.
Custom 1, 2 & 3 (future modes): Additional modes that anyone can add to their maps. Actual gameplay will be decided by the map creator.
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: General Gametype Information thread/requests
Don't feel like Deathmatch and King of the Hill should be in there? A Race mode would be nice...
Like we did before, I think you should add a few other modes for people to use whose modes don't fit with anything else. Also, you could have an unknown mode for all other modes. This would ensure that all future map modes would get displayed without extra changes to the shell.
Like we did before, I think you should add a few other modes for people to use whose modes don't fit with anything else. Also, you could have an unknown mode for all other modes. This would ensure that all future map modes would get displayed without extra changes to the shell.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: General Gametype Information thread/requests
I knew I was forgetting some, thanks. (I'm at work) I'll at KoH, DM and Racing to the list.
-
- Master Bounty Hunter
- Posts: 1626
- Joined: Thu Dec 07, 2006 7:38 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: CANADA!
Re: General Gametype Information thread/requests
Hero CTF sounds fun, it's so simple I wonder why no one has thought of it before.
-
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
Re: General Gametype Information thread/requests
Is there a way to have all these modes, without their icons spilling over the game .shell and making a mess?
I'm all for new modes, but, the way it is now, is a bit of a mess, and adding like 8 more won't help.
If a scroll bar could be added to that portion of the .shell it would fix it, I think.
I'm all for new modes, but, the way it is now, is a bit of a mess, and adding like 8 more won't help.
If a scroll bar could be added to that portion of the .shell it would fix it, I think.
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: General Gametype Information thread/requests
Sadly no. The mode check boxes aren't in any panels/sections. They are drawn directly to the screen. There is nothing to add a scroll bar to. I changed the last released shell.lvl to have a bit more space for the modes, but beyond that theres not much. I made a shell with the modes and 'playing maps' areas swapped, but people who saw it didn't seem to like it.
In that released shell, I think I could fit 9-11 modes before they started getting too small to read. At least not many maps have that many anyway.
In that released shell, I think I could fit 9-11 modes before they started getting too small to read. At least not many maps have that many anyway.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: General Gametype Information thread/requests
Hey Zerted, can I get your most recent build of the shell? I'm pretty sure that we can do something to offset the eras down a little further, and I can edit the background texture to make the 'boxes' look like they should.
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: General Gametype Information thread/requests
The only two important shell changes I've made is making more space for the modes and breaking apart the SP and MP map lists so the campaign mode wouldn't show up in MP (the retail game uses a single list for both MP and SP, but I changed that so we could have SP or MP only game modes...). I think the last shell I sent you (when you recovered the pack) had those changes. If you need me to resend that to you, I can't do that till I get back to school on Monday night.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: General Gametype Information thread/requests
Yeah, if you could that'd be great. All I have on my drive right now is what I need to build core and ingame. You probably sent it and I lost it.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: General Gametype Information thread/requests
I thought of another simple mode: Duel -- One hero unit on each side (as a regular unit). Max unit count of one per side, reinforcements of 15. If it's Multiplayer, the AI are disabled, only allowing for 1 on 1. If it's SP, CW lets you play as the unit on Team 1 while the AI uses Team 2. GCW switches those around, letting you use the other unit.
More an idea than anything else.
More an idea than anything else.
-
- 2008 Most Original Avatar
- Posts: 3096
- Joined: Sun Aug 20, 2006 5:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: X-Fire: caleb1117 ಠ_ಠ
Re: General Gametype Information thread/requests
What about a 1 hit kill mode?
Or something to that end.
Or something to that end.
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: General Gametype Information thread/requests
Do you really want such a dual mode? It isn't hard for a admin to setup a 1 vs 1. Though, they can't setup a map as AI vs human (which used to be a mode idea).
UT had a instant kill mode where everyone had the same one-hit-kill weapon. It would play better with forced respawns as soon as you died.
Both of those would be easy to do. (Sounds like we need a game mode installer utility)
Edit: Well, making those modes integrate together with the others (like campaign maps' mode sequences) would be really hard.
UT had a instant kill mode where everyone had the same one-hit-kill weapon. It would play better with forced respawns as soon as you died.
Both of those would be easy to do. (Sounds like we need a game mode installer utility)
Edit: Well, making those modes integrate together with the others (like campaign maps' mode sequences) would be really hard.
-
- Hoth Battle Chief
- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: General Gametype Information thread/requests
I think a cool mode would be something like this:
No name yet.
There are 2 cps. THe one of the attacking team is not capturable. there is a timer. If the defending teams cp is captured before the timer runs out, they lose. (Both teams have unlimited reinforcements). Then, you could set it to how many times the basre must be captured. Like each time it is captured, it reverts back to the old team.
No name yet.
There are 2 cps. THe one of the attacking team is not capturable. there is a timer. If the defending teams cp is captured before the timer runs out, they lose. (Both teams have unlimited reinforcements). Then, you could set it to how many times the basre must be captured. Like each time it is captured, it reverts back to the old team.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: General Gametype Information thread/requests
Sounds kinda like Double Domination from Unreal Tournament.
-
- 2008 Best Games Related Avatar
- Posts: 1706
- Joined: Thu Jun 07, 2007 3:34 pm
- Projects :: Terra Strife - discontinued
- xbox live or psn: No gamertag set
- Contact:
Re: General Gametype Information thread/requests
V.I.P? Possibly? I know there was talk about it before, but it didn't turn up much.
However, it would be cool to play.
However, it would be cool to play.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: General Gametype Information thread/requests
VIP would be kinda tough. Since the engine is built for team vs team you really have to hack things out to do anything different.
-
- Jedi
- Posts: 1187
- Joined: Fri Jun 10, 2005 2:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: General Gametype Information thread/requests
Tean, if you want to talk to me about the mode you can always find me on xfire.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: General Gametype Information thread/requests
I'll try to catch you online in the next few days Dash
Meanwhile, I've added another probable mode:
Enhanced Conquest (future mode): Really simple. Conquest with movie-accurate clone legions. Geonosis will have a Phase I ARC Captain, Felucia will have the 327th, Kashyyyk the 41st, etc.
I'm still looking into adding VH (Vehicle) modes back. I haven't done any more than research the coding, but it looks promising.
Meanwhile, I've added another probable mode:
Enhanced Conquest (future mode): Really simple. Conquest with movie-accurate clone legions. Geonosis will have a Phase I ARC Captain, Felucia will have the 327th, Kashyyyk the 41st, etc.
I'm still looking into adding VH (Vehicle) modes back. I haven't done any more than research the coding, but it looks promising.
-
- Black Sun Slicer
- Posts: 619
- Joined: Wed Aug 23, 2006 4:10 pm
Re: General Gametype Information thread/requests
Something like Halo's Assault mode?Grev wrote:I think a cool mode would be something like this:
No name yet.
There are 2 cps. THe one of the attacking team is not capturable. there is a timer. If the defending teams cp is captured before the timer runs out, they lose. (Both teams have unlimited reinforcements). Then, you could set it to how many times the base must be captured. Like each time it is captured, it reverts back to the old team.
Re: General Gametype Information thread/requests
this was also used in "escape from deathstar" map, its pretty funny you can capture imperial cps by playing as leia, solo, luke, ben and chewie and the empire can not capture them backMasterSaitek009 wrote:Something like Halo's Assault mode?Grev wrote:I think a cool mode would be something like this:
No name yet.
There are 2 cps. THe one of the attacking team is not capturable. there is a timer. If the defending teams cp is captured before the timer runs out, they lose. (Both teams have unlimited reinforcements). Then, you could set it to how many times the base must be captured. Like each time it is captured, it reverts back to the old team.
you could call it push mode