First there was "Beatdown Alley", then "Rune Quake Advanced" and finally "Rune Quake Plus". Now I'm working on "Rune Quake P-Runes", or Prune Quake for short.
So you've got everything memorized now, eh? That's what this project's goal is, making you rethink how to play Rune Quake. It's a Rune Quake Remix.
Some elements/ideas from the older mods I created actually made it into the official version (such as Blizzard Rune/Cool Exits, see Start map) and now I'm going to see if I can do that again.
Some of the changes currently on the table follows.
New Runes:
Mad Grappler Rune - Old rune idea that was never implemented in the older mod. Planned to give different hook types that you can alternate.
Lava-Foot Rune - A new variation on the old Volcano Rune (Blizzard Rune's counter). This one lets you set everyone in sight on fire when you activate it, but you have to recharge it in lava or fire.
Remixed Runes:
Super Blue Stuff - Glues do not bounce and now stick in place when landing. You can glue players by touching them. You can now jump to move while glued (jump and hook to go further).
Repulsion Rune - Now has a Rune-Use feature that sends out an intense repulse wave.
The Blue Prints, where I will be going in the future.
To be remixed:
Hologram Rune - Holograms actually move with the owner, only at 1/3rd the speed to fool the enemy more so.
Phoenix Rune - The last death's respawn will drop your backpack to lure in veteran players to a surprise telefragging doom!
New runes to be created:
Warp Pods Rune - Lets you drop two teleporting modules to use as you wish. Drop one near a Quad and the other in the lava to annoy curious players. Create a shortcut between two areas. This can be used by all players and are 2 fixed entities, meaning once you set them they stay there until another person picks up the Warp Pods rune and sets them where they want (ie. moves them).
I will post more to this thread as I come up with ideas. As always I'm open to ideas/changes/suggestions.
So you've got everything memorized now, eh? That's what this project's goal is, making you rethink how to play Rune Quake. It's a Rune Quake Remix.
Some elements/ideas from the older mods I created actually made it into the official version (such as Blizzard Rune/Cool Exits, see Start map) and now I'm going to see if I can do that again.
Some of the changes currently on the table follows.
New Runes:
Mad Grappler Rune - Old rune idea that was never implemented in the older mod. Planned to give different hook types that you can alternate.
Lava-Foot Rune - A new variation on the old Volcano Rune (Blizzard Rune's counter). This one lets you set everyone in sight on fire when you activate it, but you have to recharge it in lava or fire.
Remixed Runes:
Super Blue Stuff - Glues do not bounce and now stick in place when landing. You can glue players by touching them. You can now jump to move while glued (jump and hook to go further).
Repulsion Rune - Now has a Rune-Use feature that sends out an intense repulse wave.
The Blue Prints, where I will be going in the future.
To be remixed:
Hologram Rune - Holograms actually move with the owner, only at 1/3rd the speed to fool the enemy more so.
Phoenix Rune - The last death's respawn will drop your backpack to lure in veteran players to a surprise telefragging doom!
New runes to be created:
Warp Pods Rune - Lets you drop two teleporting modules to use as you wish. Drop one near a Quad and the other in the lava to annoy curious players. Create a shortcut between two areas. This can be used by all players and are 2 fixed entities, meaning once you set them they stay there until another person picks up the Warp Pods rune and sets them where they want (ie. moves them).
I will post more to this thread as I come up with ideas. As always I'm open to ideas/changes/suggestions.
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