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  • NewDM powerups discussion

    I'm going to separate the NewDM discussion from the main mod and possible addon powerups. I want you the people of Quake to come up with Deathmatch friendly powerups and discuss the suggestions. Now I don't want anything crazy like runequake's druggy rune. Just simple powerup ideas that would improve deathmatch gameplay.

    When you suggest a powerup, please mention:
    • The powerup's respawn time (1 minute, 5 minutes is standard)
    • How long it lasts (30 seconds, 60 seconds, 5 seconds, permanent until death, etc)
    • The model used for it (runes, monster heads, ng, backpack, the orb sprite, etc)
    • (optional) what maps it would be placed in


    *NOTE*
    These powerups wouldn't all appear in a single map. Like any quake map, some have no quads, some have one quad and some have 4 quads.

    --

    My suggestions:

    Shambler armour: Absorbs 50% rocket damage until death. Respawns every 5 minutes. The shambler head model would be used.

    alternative to the Shambler armour: Player's armour absorbs an additional 50% when hit by rocket damage. Effect lasts until death but only works if player has armour. respawn 5 minutes, shambler head model.

    Backpack: all of the player's victims will drop their backpack like in vanilla Quake (weapon and all ammo). Effect lasts until death. 5 minute respawn. Backpack model used with colourful particles rising around it.

    Explosive ammo: sg and ng do splash damage like a RL would. Effect lasts for 60 seconds. Item respawns in 5 minutes. A NG model is used burning on fire.

    alternative to explosive ammo respawn and model: a respawnning shell or nail ammo box has a 1% chance of respawning with flames rising on top of it.

    Haste: player moves around faster in water and on ground. A smoke trail is left behind on the ground. Lasts 60 seconds. Respawns every minute. A Quake Rune model is used.

    Spread: Ripped from Doom Skulltag. Projectile weapons now fire 3 ways. Forward, left diagonal and right diagonal. Example --> \|/. Respawns in 5 minutes, lasts until death. A Quake Rune model is used.
    Last edited by Canadian*Sniper; 06-15-2007, 09:34 PM.

  • #2
    I'd rather keep the powerups to a minimum. My list would be the vanilla powerups and an infinate ammo powerup that also gives you volitile ammo while doing 1.5x damage, giving you 1 health every second, this would be uber pwnage so it will only last 30 seconds and respawn every 5 minutes. The model to be used... hm... how about Chthon's head, is that possible? Alternate would be a lavaball. Should be in hard to reach places where there is a hazard if you go there. Put it in shallow lava, shallow slime or a slime pit you can get out of, the squish tram in E1M6, etc..
    e|------------------------0---------------
    B|---------------0^1----------------1----
    G|---------------2------2------0^2-------
    D|---------------2-------2--2-------------
    A|---------------0------------------------
    E|----------------------------------------

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    • #3
      Chthon doesn't have a gibbed head

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      • #4
        I'm going to assume for now that the 4 powerups that are in the game are these:

        Quad (quaddama.mdl) - Player does 4x damage. 30 / 60-120

        Pentagram (invulner.mdl) - Player receives 200 armor @ 80% and resists all damage for 5 seconds. Instant / 300

        Ring (invisibl.mdl) - Player becomes invisible and does 4x damage with the axe. 60 / 300

        Suit (suit.mdl) - Player resists slime damage and drowning, partially resists lava, and regenerates 5 health every second. 45 / 60

        So, let's add the following:

        Ammo regen (backpack.mdl) - Player regenerates 2 shell every second, 5 nails every second, 1 rocket every 3 seconds, and 2 cells every second. When the map loads, the nailgun has a 40% chance of becoming an ammo regen instead of a green armour. 30 / 180

        I have another few ideas, but inspiration has run dry. Will post them later...
        16:03:04 <gb> when I put in a sng, I think I might need nails
        16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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        • #5
          Another powerup idea (to be fleshed out soon)

          When you pick it up, it replaces your weapon with a weapon that you can't switch away from, and gives you 20 ammo ofor this weapon. After you run out of ammo, you go back to your previous weapon and the powerup is gone.
          16:03:04 <gb> when I put in a sng, I think I might need nails
          16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

          Comment


          • #6
            And this weapon is.... a BFG 9000?

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