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The New Gametype suggstion thread

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ChompyRandom

Posts: 24

Joined: Thu May 26, 2011 5:22 pm

Location: Guadalajara, Mexico

Post Mon Oct 17, 2011 4:07 pm

Re: The New Gametype suggstion thread

another idea :idea: :

i dont know how to call it (again lol) and i know, its kind of like mother ship.

a resource spawns randomly on the map and all the players try to get it.
whoever that gets the resource is the "Mother ship" and the players have to kill them and obtain the resource.
the "Mother ship" also gets better stats.
what do you think :?:
___━━____━ ╭━━━━━╮
___━━____┗┓|::::::^━━━^
___━━____━┗|:::::|。◕‿‿­­­­◕。|
___━━____━━╰O--O-O--O
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Little_Apple

User avatar

Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Mon Oct 17, 2011 4:14 pm

Re: The New Gametype suggstion thread

It already exists. It's called rabbit.
Hee-ho!
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Mon Oct 17, 2011 5:06 pm

Re: The New Gametype suggstion thread

ChompyRandom wrote:another idea :idea: :

i dont know how to call it (again lol) and i know, its kind of like mother ship.

a resource spawns randomly on the map and all the players try to get it.
whoever that gets the resource is the "Mother ship" and the players have to kill them and obtain the resource.
the "Mother ship" also gets better stats.
what do you think :?:


We already have rabbit, but i think we should find ways to improve our current rabbit gameplay rules
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sky_lark

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Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Tue Oct 18, 2011 12:27 pm

Re: The New Gametype suggstion thread

I think more points should be given for the amount of time you hold onto the flag, and less for kills. That's the whole point of Rabbit, isn't it? Your primary objective should be to hold onto the flag.
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sam686

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Posts: 468

Joined: Fri Oct 15, 2010 8:53 pm

Location: United States, South Dakota

Post Tue Oct 18, 2011 1:11 pm

Re: The New Gametype suggstion thread

sky_lark wrote:I think more points should be given for the amount of time you hold onto the flag, and less for kills. That's the whole point of Rabbit, isn't it? Your primary objective should be to hold onto the flag.
Currently, levels in rabbit have options to adjust number of points per minute gained from holding rabbit flag. Try setting it to 99 points per minute. But, score is always 5 for each kill for Bitfighter version 015. Should any changes be done about that in future versions? More on Team Rabbit Scoring.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Tue Oct 18, 2011 1:22 pm

Re: The New Gametype suggstion thread

Rabbit isn't just a run-away gametype, it's also an everybody-vs-one person gametype. There are a lot of level design possibilities that could exploit that aspect with a low enough score rate.
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Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Tue Oct 18, 2011 3:19 pm

Re: Hot Potato: The opposite of rabbit

Little_Apple wrote:Here is an idea I just thought of...
Hot Potato.
One player spawns with a potato stuck on them. You can throw the potato at another player and stick it on them by firing. If the potato hits someone, the thrower gets a point. If the potato explodes the current holder loses a point. If the potato is in the air, then the previous holder loses a point. The potato is basically a more powerful sticky burst with a timer adjustable via the level editor. The player with the most points when the time runs out wins. Aaaaaand that's it. Let me know all my mistakes and problems with gameplay.
Santiago ZAP wrote:Me and NightSeeker (not registered in forums) were playing, and he came with this idea:
A new game mode:
"Hot Potato" (or, any name you want to put it)
A flag is randomly placed on the map, and it follows players,
if it touches you, you start Earning Points! But the one with less points after the time limit is reached, Wins!
No, you cant press b to get rid of the flag
You cant select Infinite time
if you Zap Someone, the flag inmediatly goes to that player!
if you get zapped, and you had the flag, you earn 5-10 extra points.

Recomendations All accepted!

karamazovapy wrote:A while ago I suggested "inverse rabbit" as a gametype.

*Everyone starts with 100 pts
*The flag carrier loses points over time
*The only way to get rid of the flag is by zapping a player with points
*When a player is zapped by the flag carrier, they respawn carrying the flag
*When a player reaches 0 pts they can earn some back by zapping another player (stealing 1/2 their points? 1/3? 1/4? just 5?)
*Players with points can only damage the flag carrier or players with 0 pts
*Players with 0 pts can only damage players with points
*Winner is the last man standing with points, or if time runs out, the player with the highest number of points remaining
*Each game starts as a FFA. First death becomes flag carrier.
*Each death loses a player points (5?)
*If the flag carrier zaps a player with too few points to continue, or if the flag carrier runs out of points, the players with points will compete FFA (as in the beginning of the game), with the first death becoming the new flag carrier
*The flag carrier's points will count down in the lower right-hand corner, as in nexus, to warn players when a new FFA may start
*Players with points and players with 0 pts are two different colors. The flag carrier can be a third color or look like the points players, but with the flag.

Little_apple... Me and _k already Said the Hot Potato idea... (or inverse rabbit)
:/
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
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Little_Apple

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Posts: 839

Joined: Sat Jun 11, 2011 12:31 pm

Location: Zanzibar Land

Post Tue Oct 18, 2011 5:02 pm

Re: The New Gametype suggstion thread

Yes but the carrot didn't explode! :twisted:
Hee-ho!
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Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Tue Oct 18, 2011 5:04 pm

Re: The New Gametype suggstion thread

ugh, just quote it ._. and check if the Gametype wasnt suggerested
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
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Little_Apple

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Location: Zanzibar Land

Post Tue Oct 18, 2011 5:05 pm

Re: The New Gametype suggstion thread

Too much work.
Hee-ho!
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Tue Oct 18, 2011 11:11 pm

Re: The New Gametype suggstion thread

I once made a "hot potatoe" kind of game-type map of some sort. I wonder if it works/i can find it
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sky_lark

User avatar

Posts: 2053

Joined: Wed Mar 10, 2010 6:00 pm

Post Wed Oct 19, 2011 9:32 am

Re: The New Gametype suggstion thread

sam686 wrote:Currently, levels in rabbit have options to adjust number of points per minute gained from holding rabbit flag. Try setting it to 99 points per minute. But, score is always 5 for each kill for Bitfighter version 015. Should any changes be done about that in future versions?

Hmm, perhaps level editors should be able to modify the score gained for each kill?

karamazovapy wrote:Rabbit isn't just a run-away gametype, it's also an everybody-vs-one person gametype. There are a lot of level design possibilities that could exploit that aspect with a low enough score rate.

The problem is that if the level doesn't have a high enough score rate, you don't really need to grab and hold onto the flag, just kill people. The focus and strategy changes from the original gameplay, which is to hold onto the flag and survive for as long as possible.

Ex. 1 point = 1 second of holding onto the flag. Why try to escape with the flag when you can score five seconds worth with a single kill?
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Santiago ZAP

User avatar

Posts: 317

Joined: Sat May 14, 2011 8:05 am

Post Wed Oct 19, 2011 10:08 am

Re: The New Gametype suggstion thread

Little_Apple wrote:Maybe a last man standing type? Sorta like when you die you don't respawn, you start to spectate others. Kinda like in armagetron?

-Survivor: When you get zapped, you become a ghost ship. you can't shoot, you're always cloaked, and you can't attack. last man standing wins. Free for all.
-------------

I think i had another idea:
AS I ALWAYS SAY: MAY CONTAIN GRAMMAR ERRORS
No, not a game-type, a map
Last Man Standing
Rules:
only 3v3, no more, no less (or, edit the score to make more players, if you want 4v4, set the score to 4)
if a player joins, and the round already started, he is spectator

Features:
Spectator Mode if you die
After 1 second, the round starts
Bases, and loads of obstacles.

Known Bugs:
Sometimes, The game doesn't start and all people are speactors, reset map to do this
Speactors *SOMETIMES* (like 10% chance or less) can return to the map.
Bots dont really do much here
Engineer abuse is used

Recomended
/setscore to 2 or the number of players /2 (ex, if there are 8 players, setscore to 4)
use bots when the game is unfair like when there are 7 players
Repair the bases

Not recomended:
Play alone with bots
Enginner too much
Stay away and/or hide too much

Okz, too much said
Heres the map!
  Code:
GameType 10.000 3
LevelName Last Man Standing
LevelDescription If you Die, You Wont be able to return, or Maybie
LevelCredits Santiago ZAP
Script
GridSize 255
MinPlayers 0
MaxPlayers 0
Specials Engineer
Team Blue 0 0 1
Team Red 1 0 0
BarrierMaker 50 0.9 -2.5  1.1 -2.5
BarrierMaker 50 0.9 -2.3  1.1 -2.3
BarrierMaker 50 6.4 -3.1  6.4 -2.4
BarrierMaker 50 -2.8 -2.8  1 -2.8
BarrierMaker 50 1 -2.5  1 -3  2.7 -3  2.7 -4.5  3.5 -4.5  3.5 -3  6.4 -3
BarrierMaker 50 -2.7 -1.6  -2.1 -1.6
BarrierMaker 50 -2.7 -2.8  -2.7 -1.5  1 -1.5  1 -2.3
BarrierMaker 1 3.1 -2.5  3.1 -4.5
BarrierMaker 45 3 -2.5  3.2 -2.5
BarrierMaker 20 -2.7 -1.4  -2.7 -0.2  -3.6 -0.2  -3.6 -0.7  -4.4 -0.7  -4.4 0.9  -3.6 0.9  -3.6 0.4  -2.7 0.4  -2.7 1.8  -3.1 2.2  -3.1 3.3  -2.7 3.7  -1.7 3.7  -1.3 3.3  -1.3 2.2  -1.7 1.8
BarrierMaker 15 -1.7 1.8  2.9 1.8
BarrierMaker 35 -2.4 0.9  -2.4 1.5  -1.8 1.5  -1.8 0.9
BarrierMaker 20 -2.4 0.1  -2.2 0.1  -2.2 -0.7  -1.7 -0.7
BarrierMaker 25 -2.7 0.6  -2.1 0.6
BarrierMaker 20 -2.6 -1.1  -1.6 -1.1
BarrierMaker 25 -1.1 1.3  -0.2 1.3
BarrierMaker 25 -0.4 1  0.1 0.5
BarrierMaker 25 0.3 1.3  0.9 1.3  0.8 0.7
BarrierMaker 25 -0.7 -1  0.1 -1  0.1 -0.4
BarrierMaker 50 -1.2 -0.5  -1.7 0.1  -1.2 0.8  -0.7 0.1  -1.2 -0.5
BarrierMaker 25 0 0.1  0.8 0.1  0.8 -0.7
BarrierMaker 15 0.6 -1  1.4 -1  1.4 1.1
BarrierMaker 10 1.4 1.4  1.8 1.4  1.8 0.5
BarrierMaker 30 1.5 0.2  2 0.2
BarrierMaker 30 1.5 -0.3  2 -0.3
BarrierMaker 20 2.4 1.2  2.9 1.2  2.9 0.6  2.4 0.6
BarrierMaker 15 2.9 0.5  2.9 0.4
BarrierMaker 15 2.9 0.3  2.9 0.2
BarrierMaker 15 2.9 0.1  2.9 0
BarrierMaker 15 2.9 -0.1  2.9 -0.2
BarrierMaker 15 2.9 -0.3  2.9 -0.4
BarrierMaker 15 2.9 -0.5  2.9 -0.6
BarrierMaker 15 2.9 -0.7  2.9 -0.8
BarrierMaker 15 2.9 -0.9  2.9 -1
BarrierMaker 15 7.8 1.8  3.2 1.8
BarrierMaker 35 8.5 0.9  8.5 1.5  7.9 1.5  7.9 0.9
BarrierMaker 20 8.5 0.1  8.3 0.1  8.3 -0.7  7.8 -0.7
BarrierMaker 25 8.8 0.6  8.2 0.6
BarrierMaker 20 8.7 -1.1  7.7 -1.1
BarrierMaker 25 7.2 1.3  6.3 1.3
BarrierMaker 25 6.5 1  6 0.5
BarrierMaker 25 5.8 1.3  5.2 1.3  5.3 0.7
BarrierMaker 25 6.8 -1  6 -1  6 -0.4
BarrierMaker 50 7.3 -0.5  7.8 0.1  7.3 0.8  6.8 0.1  7.3 -0.5
BarrierMaker 20 8.8 -1.4  8.8 -0.2  9.7 -0.2  9.7 -0.7  10.5 -0.7  10.5 0.9  9.7 0.9  9.7 0.4  8.8 0.4  8.8 1.8  9.2 2.2  9.2 3.3  8.8 3.7  7.8 3.7  7.4 3.3  7.4 2.2  7.8 1.8
BarrierMaker 25 6.1 0.1  5.3 0.1  5.3 -0.7
BarrierMaker 15 5.5 -1  4.7 -1  4.7 1.1
BarrierMaker 10 4.7 1.4  4.3 1.4  4.3 0.5
BarrierMaker 30 4.6 0.2  4.1 0.2
BarrierMaker 30 4.6 -0.3  4.1 -0.3
BarrierMaker 20 3.7 1.2  3.2 1.2  3.2 0.6  3.7 0.6
BarrierMaker 15 3.2 0.5  3.2 0.4
BarrierMaker 15 3.2 0.3  3.2 0.2
BarrierMaker 15 3.2 0.1  3.2 1.19209e-007
BarrierMaker 15 3.2 -0.0999999  3.2 -0.2
BarrierMaker 15 3.2 -0.3  3.2 -0.4
BarrierMaker 15 3.2 -0.5  3.2 -0.6
BarrierMaker 15 3.2 -0.7  3.2 -0.8
BarrierMaker 15 3.2 -0.9  3.2 -1
BarrierMaker 30 3 0.6  3 1.2  3.1 1.2  3.1 0.6  3 0.6
BarrierMaker 10 2.9 1.8  2.9 1.9  2.7 2.1  2.9 2.3  3.2 2.3  3.4 2.1  3.2 1.9  3.2 1.8
BarrierMaker 50 8.8 -1.4  6.4 -1.4  6.4 -2.5
BarrierMaker 10 3 -1  3.1 -1
BarrierMaker 1 2.9 0.5  2.9 -1  3.2 -1  3.2 0.5
BarrierMaker 10 4.1 -4.6  5.5 -4.6  5.5 -4.2  5 -4.2  5 -4  5.1 -4  5.1 -3.6  4.5 -3.6  4.5 -4  4.6 -4  4.6 -4.2  4.1 -4.2  4.1 -4.6
BarrierMaker 1 2.9 -0.2  3.2 -0.2
BarrierMaker 1 2.9 -0.3  3.2 -0.3
BarrierMaker 1 3.3 0.5  3.3 -1.1  2.8 -1.1  2.8 0.5
BarrierMaker 10 1.1 -4.5  2.5 -4.5  2.5 -4.1  1.9 -4.1  1.9 -3.9  2.1 -3.9  2.1 -3.5  1.5 -3.5  1.5 -3.9  1.7 -3.9  1.7 -4.1  1.1 -4.1  1.1 -4.5
BarrierMaker 50 1 -4.6  2.6 -4.6  2.6 -4  2 -4  2.2 -4  2.2 -3.4  1.4 -3.4  1.4 -4  1.6 -4  1 -4  1 -4.6
BarrierMaker 50 4 -4.7  5.6 -4.7  5.6 -4.1  5 -4.1  5.2 -4.1  5.2 -3.5  4.4 -3.5  4.4 -4.1  4.6 -4.1  4 -4.1  4 -4.7
BarrierMaker 25 -2.5 -1.5  -2.7 -1.3
BarrierMaker 30 8.6 -1.4  8.8 -1.2
PolyWall -1.2 -0.3  -0.9 0.1  -1.2 0.6  -1.5 0.1
PolyWall 3 -2.3  3.1 -2.3  3.2 -2.2  3.1 -2.1  3.1 -1.5  3.2 -1.4  3.1 -1.3  3 -1.3  2.9 -1.4  3 -1.5  3 -2.1  2.9 -2.2
PolyWall 7.3 -0.3  7 0.1  7.3 0.6  7.6 0.1
LoadoutZone -1 8.9 3.5  7.7 3.5  7.8 3.6  8.8 3.6
LoadoutZone -1 10.5 -0.7  10.4 -0.6  10.4 0.8  10.5 0.9
LoadoutZone -1 -2.8 3.5  -1.6 3.5  -1.7 3.6  -2.7 3.6
LoadoutZone 0 3.1 -4  3.2 -4  3.2 -2.7  3.1 -2.7
LoadoutZone -1 -4.4 -0.7  -4.3 -0.6  -4.3 0.8  -4.4 0.9
LoadoutZone 1 3 -4  3.1 -4  3.1 -2.7  3 -2.7
SpeedZone 5.9 -2.7  5.9 -1.8  1000
SpeedZone 1.7 -2.7  1.7 -1.8  1000
Teleporter 10.2 -0.5  8.2 1.2
SpeedZone 1.2 -2.7  1.2 -1.8  1000
TextItem 0 4.3 -4.6  5.3 -4.6  24 Center______East
Teleporter 4.3 -4.3  3.1 0.5
SpeedZone 1.5 -2.7  1.5 -1.8  1000
Teleporter 3.3 0.9  2.3 0.9
Teleporter -4.1 -0.5  -2.1 1.2
Teleporter 3.1 0  4.8 -4.4
Teleporter 5.3 -4.4  7.3 -0.0999999
Teleporter 7.3 0.4  4.8 -4.4
Teleporter 4.8 -3.8  3.9 -2.7
TextItem 0 4.638 -3.999  4.919 -4.019  30 Back
TextItem 1 1.3 -4.5  2.3 -4.5  20 West________Center
TextItem -1 8.6 2.8  7.9 2.8  50 Repairs
TextItem 1 1.638 -3.899  1.919 -3.919  30 Back
Teleporter 1.8 -3.7  2.4 -2.7
Teleporter 2.3 -4.3  3.1 -0.9
Teleporter -1.2 0.5  1.8 -4.3
Teleporter 1.4 -4.3  -1.2 -0.0999999
Teleporter 3.1 -0.4  1.8 -4.3
SpeedZone 4.7 -2.7  4.7 -1.8  1000
TextItem 1 1.1 -2.8  2.1 -2.8  22 If you died go Right
TextItem -1 9.4 1  10.871 0.971  21 Control The Base, so only your
TextItem -1 -2.5 2.8  -1.8 2.8  50 Repairs
SpeedZone 5 -2.7  5 -1.8  1000
TextItem -1 -4.4 -0.8  -3.371 -0.829  15 Control The Base, so only your
Teleporter 2.7 0.9  3.7 0.9
Teleporter 4.3 -0.1  6.2 -0.8
Teleporter 2.9 -4.3  1.8 -4.3
SpeedZone 2 -2.7  2 -1.8  1000
TextItem 0 4.1 -2.8  5.1 -2.8  23 If you died go Left
Teleporter 1.8 -0.1  -0.0999999 -0.8
TextItem -1 9.7 1.1  10.7 1.1  19 team can use this base!
Teleporter 3.3 -4.3  4.8 -4.4
TextItem -1 -4.429 -0.739  -3.4 -0.768  19 team can use this base!
SpeedZone 5.5 -2.7  5.5 -1.8  1000
TextItem -1 2.611 -4.588  3.611 -4.588  33 Speactor Mode
RepairItem -2.5 -1.3  20
Spawn 0 4.7 -2.6
RepairItem 3 2.1  20
RepairItem 3.1 2.1  20
Spawn 0 5.9 -2.6
Spawn 0 5 -2.6
Spawn 1 1.2 -2.6
ForceFieldProjector -2 -2.601 -2.39999  1
Spawn 1 1.7 -2.6
Turret -1 -1.339 2.7  0
Spawn 1 2 -2.6
ForceFieldProjector -1 -3.8 0.86  1
RepairItem -4.2 -0.2  20
RepairItem -1.8 3.2  20
RepairItem -2.6 3.2  20
RepairItem -2.6 2.5  20
Spawn 0 5.5 -2.6
ForceFieldProjector -1 -3.8 -0.66  1
RepairItem -4.2 0.3  20
Spawn 1 1.5 -2.6
Turret -1 -3.06 2.70015  0
Turret -1 7.36 2.56865  0
RepairItem 8.6 -1.2  20
RepairItem 7.9 2.5  20
ForceFieldProjector -1 9.9 -0.66  1
RepairItem -1.8 2.5  20
ForceFieldProjector -1 9.9 0.86  1
RepairItem 8.7 2.5  20
RepairItem 8.7 3.2  20
RepairItem 7.9 3.2  20
RepairItem 10.3 -0.2  20
Turret -2 -2.2 -1.698  1
ResourceItem -2.4 -2.3
Turret -2 -2.4 -1.698  1
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
Mine -2.4 -2.3
ResourceItem 6.6 0.4
ResourceItem 6.2 1.4
ResourceItem 5.3 0.3
ResourceItem 6.5 -0.5
ResourceItem 8 -0.3
ResourceItem 8.2 0.4
ResourceItem 3.6 -0.2
ResourceItem 4 1.1
ResourceItem 1.1 -0.2
ResourceItem 0.6 0.9
ResourceItem -0.2 -0.6
ResourceItem -0.6 0.7
ResourceItem -1.9 -0.3
ResourceItem -3.1 0.2
ResourceItem 10 0.1
RepairItem 10.3 0.3  20
Turret -1 9.16 2.84968  0
 
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karamazovapy

Posts: 1567

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Post Wed Oct 19, 2011 10:54 am

Re: The New Gametype suggstion thread

sky_lark wrote:
karamazovapy wrote:Rabbit isn't just a run-away gametype, it's also an everybody-vs-one person gametype. There are a lot of level design possibilities that could exploit that aspect with a low enough score rate.

The problem is that if the level doesn't have a high enough score rate, you don't really need to grab and hold onto the flag, just kill people. The focus and strategy changes from the original gameplay, which is to hold onto the flag and survive for as long as possible.

Ex. 1 point = 1 second of holding onto the flag. Why try to escape with the flag when you can score five seconds worth with a single kill?

Because it's easier to kill people who are chasing you, because as the rabbit everyone else is a target, because when you're not the rabbit you're competing with everyone else to kill one player, because it's easy to do most of the work chasing the rabbit and have someone else steal the kill, because when you're the rabbit you control the game...
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sam686

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Post Wed Oct 19, 2011 1:04 pm

Re: The New Gametype suggstion thread

That quote was sky_lark quote, not bobdaduck quote...
karamazovapy wrote:because it's easy to do most of the work chasing the rabbit and have someone else steal the kill
Setting kill score to zero can fix kill stealing problem in rabbit.

if player holding rabbit is winning, even with zero points per minute, that player can run away all the time until time limit runs out. That doesn't work in Bitmatch as anyone can destroy anyone. While rabbit is running away, they destroy chasing enemies and gain a lot more score.

Rabbit having kill score will have some of the same problem bitmatch have, too easy to kill idling players that is doing nothing.

sky_lark wrote:Hmm, perhaps level editors should be able to modify the score gained for each kill?
With different score rate of each levels, that can get a little confusing with different rabbit levels have different score rates. But then, having lots of players or bots means players won't hardly be able to hold the flag for long with nearly no where to hide. Game can often end much faster with lots of players or bots because of kill score as it is almost like bitmatch.

Have rabbit kill score adjustable depending on level, or completely turn off kill score globally (especially for Team Rabbit Scoring)?
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karamazovapy

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Post Wed Oct 19, 2011 2:17 pm

Re: The New Gametype suggstion thread

my bad...it was from my phone and I accidentally deleted a quote tag...fixing...
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ZoombeR

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Post Wed Oct 19, 2011 5:10 pm

Re: The New Gametype suggstion thread

sam686 wrote:That quote was sky_lark quote, not bobdaduck quote...
karamazovapy wrote:because it's easy to do most of the work chasing the rabbit and have someone else steal the kill
Setting kill score to zero can fix kill stealing problem in rabbit.

if player holding rabbit is winning, even with zero points per minute, that player can run away all the time until time limit runs out.
which, happens in most maps, including thoughtfully designed maps
sam686 wrote: That doesn't work in Bitmatch as anyone can destroy anyone. While rabbit is running away, they destroy chasing enemies and gain a lot more score.

Rabbit having kill score will have some of the same problem bitmatch have, too easy to kill idling players that is doing nothing.


Don't forget about the "press key to respawn" idea...
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Santiago ZAP

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Post Sat Dec 10, 2011 3:55 pm

Re: The New Gametype suggstion thread

no one got any game type ideas?
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
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CleverBot

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Post Sat Dec 10, 2011 3:56 pm

Re: The New Gametype suggstion thread

Santiago ZAP wrote:no one got any game type ideas?


viewtopic.php?f=4&t=1080&p=9118#p9118
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ZoombeR

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Post Sat Dec 10, 2011 9:32 pm

Re: The New Gametype suggstion thread

Santiago ZAP wrote:no one got any game type ideas?


i think we have too many ideas right now...
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CleverBot

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Post Sat Dec 10, 2011 11:29 pm

Re: The New Gametype suggstion thread

New Game Type: Survival 2.1
DeathMatch is most similar to BitMatch as compared to the other game modes.

The three main differences are this:
1. No respawn, after you die, you stay dead till the game/round is over. (it's quick-pace just like bitmatch)

2. There are a # of rounds (like boxing) It is possible to have a tie just like some of the other game types.

3. The round is over when only one player is standing (or everyone is dead [x < or = to 1]) and he or she receives 1 point for each round won. The game ends when there are no more rounds left, just like boxing without KO.

Also, there is a time limit in each round.
Last edited by CleverBot on Tue Dec 13, 2011 5:40 am, edited 3 times in total.
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raptor

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Post Sat Dec 10, 2011 11:32 pm

Re: The New Gametype suggstion thread

ZoombeR wrote:i think we have too many ideas right now...


We need developers!
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CleverBot

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Post Sat Dec 10, 2011 11:35 pm

Re: The New Gametype suggstion thread

raptor wrote:
ZoombeR wrote:i think we have too many ideas right now...


We need developers!


Should I join? :?
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Little_Apple

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Post Sun Dec 11, 2011 6:58 am

Re: The New Gametype suggstion thread

NO.
Hee-ho!
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BlackBird

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Post Sun Dec 11, 2011 8:19 am

Re: The New Gametype suggstion thread

I would like to help develop bitfighter, but can't with a lack of a computer (a great computer), and a lack of knowage for programming.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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sam686

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Post Sun Dec 11, 2011 11:51 am

Re: The New Gametype suggstion thread

I think there is some type of survivor or last man standing on another thread. Spectator Mode / Team Deathmatch, some people call it "DeathMatch", but I would like to call a survivor a "Last Man Standing".

BlackBird wrote:I would like to help develop bitfighter, but can't with a lack of a computer (a great computer), and a lack of knowage for programming.
I am on a slow computer too, it can often take about 7 minutes to compile Bitfighter on my computers. I would like to have a faster computer.
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sky_lark

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Post Mon Dec 12, 2011 5:22 pm

Re: The New Gametype suggstion thread

Not a big fan of the name "Last Man Standing". We play with ships, not humans, and we don't want to discriminate against females.

Maybe I'm just being picky, but there's a reason we call the deathmatch game mode "Bitmatch" instead of "Deathmatch". It's fun to try and be unique and theme the game mode name.

So I suggest "Last Ship Standing". It's a simple modification and people will surely understand it.

Now, to be fair, our ships don't really stand, they hover/float/fly, but I don't think that's a really big deal.
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CleverBot

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Post Mon Dec 12, 2011 5:45 pm

Re: The New Gametype suggstion thread

sky_lark wrote:Not a big fan of the name "Last Man Standing". We play with ships, not humans, and we don't want to discriminate against females.

Maybe I'm just being picky, but there's a reason we call the deathmatch game mode "Bitmatch" instead of "Deathmatch". It's fun to try and be unique and theme the game mode name.

So I suggest "Last Ship Standing". It's a simple modification and people will surely understand it.

Now, to be fair, our ships don't really stand, they hover/float/fly, but I don't think that's a really big deal.


I completely agree with you.
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sam686

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Post Mon Dec 12, 2011 6:38 pm

Re: The New Gametype suggstion thread

sky_lark wrote:Maybe I'm just being picky, but there's a reason we call the deathmatch game mode "Bitmatch" instead of "Deathmatch". It's fun to try and be unique and theme the game mode name.
I am guessing the reason it is called "Bitmatch" is ships explode and breaks into many bits of pixels.

sky_lark wrote:So I suggest "Last Ship Standing". It's a simple modification and people will surely understand it.

Now, to be fair, our ships don't really stand, they hover/float/fly, but I don't think that's a really big deal.
Last Ship Flying?
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CleverBot

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Post Mon Dec 12, 2011 7:08 pm

Re: The New Gametype suggstion thread

Ok oK...because of terminology it shall be called "Last Ship in Space!"
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Little_Apple

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Post Mon Dec 12, 2011 8:27 pm

Re: The New Gametype suggstion thread

Why not "survival"?
Hee-ho!
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BlackBird

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Post Mon Dec 12, 2011 8:38 pm

Re: The New Gametype suggstion thread

How about we just don't implement this game type into bitfighter, so we won't have this issue in the first place!
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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sam686

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Post Mon Dec 12, 2011 8:56 pm

Re: The New Gametype suggstion thread

BlackBird wrote:How about we just don't implement this game type into bitfighter, so we won't have this issue in the first place!
Survivor game type? It seems like several players wants Survival game type. Currently there is no Survivor game mode, but might be added in future versions of Bitfighter. Survivor, or any new game type is not yet implemented after version 015, and we are seeing people wanting this survivor game type and maybe a few other new game type.

There is a level that tried to do survival mode. BTB - Thank You, I'ma Do A Drive-by - Quartz
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Skybax

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Post Mon Dec 12, 2011 9:25 pm

Re: The New Gametype suggstion thread

Last Ship Floating. Just sayin'
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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CleverBot

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Post Tue Dec 13, 2011 5:38 am

Re: The New Gametype suggstion thread

I don't like the word float, it's used on water. I'm with Survival now, it's simpler. :D
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sky_lark

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Post Tue Dec 13, 2011 10:54 am

Re: The New Gametype suggstion thread

sam686 wrote:Last Ship Flying?

I was reluctant to use something like that because are they really "flying"? One would think so, but another could argue that they're "hovering" or "floating".

BotFighter wrote:Ok oK...because of terminology it shall be called "Last Ship in Space!"

That's fine. I don't think you could easily argue that the background, black with white dots isn't space.

Little_Apple wrote:Why not "survival"?

This is fine too, although it's not unique.

BlackBird wrote:How about we just don't implement this game type into bitfighter, so we won't have this issue in the first place!

I rather like the idea of a limited-life-survival mode, as long as level editors could change how many lives are allowed. The Survival mode is a great way to incorporate competitive gameplay into Bitfighter. If you wanted to play a relaxed game, just don't play the Survival mode.
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Little_Apple

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Post Tue Dec 13, 2011 11:24 am

Re: The New Gametype suggstion thread

Last ship in space seems too long. The main reason I suggested "survival" is because it's simple and self explanatory. You would be able to look at the game type and know pretty much the point of the gamtype. And if you look at most of the other game types, they aren't very original (ctf soccer) but mainly simple and self explanatory. That's what I think is important.
Hee-ho!
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CleverBot

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Post Tue Dec 13, 2011 11:44 am

Re: The New Gametype suggstion thread

Little_Apple wrote:Last ship in space seems too long. The main reason I suggested "survival" is because it's simple and self explanatory. You would be able to look at the game type and know pretty much the point of the gamtype. And if you look at most of the other game types, they aren't very original (ctf soccer) but mainly simple and self explanatory. That's what I think is important.


I agree to this message because having long names for a game mode seems unintelligent and maybe redundant.
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Skybax

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Post Tue Dec 13, 2011 3:47 pm

Re: The New Gametype suggstion thread

Last Ship Momentarily Hanging In A Relative Position
raptor wrote:Sorry Skybax, I hijacked your signature so I could post lots of info.
Whittling While wrote:Does this mean I finally get quoted in someone's signature?
watusimoto wrote:Who are the devs around here?!?
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sky_lark

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Post Wed Dec 14, 2011 6:14 pm

Re: The New Gametype suggstion thread

Skybax wrote:Last Ship Momentarily Hanging In A Relative Position

Best one yet. ;)
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watusimoto

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Post Fri Dec 16, 2011 3:04 am

Re: The New Gametype suggstion thread

Elimination games are challenging because 1) what do you do with players who have been eliminated; and 2) players who are eliminated will wander off to find some other game because they can't keep playing; and 3) what happens when a new player joins?; and 4) what's to keep a player who has been eliminated from quitting and rejoining?
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sky_lark

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Post Fri Dec 16, 2011 2:06 pm

Re: The New Gametype suggstion thread

watusimoto wrote:Elimination games are challenging because 1) what do you do with players who have been eliminated; and 2) players who are eliminated will wander off to find some other game because they can't keep playing; and 3) what happens when a new player joins?; and 4) what's to keep a player who has been eliminated from quitting and rejoining?

1. Well, I think the only reasonable thing to do would be to develop a spectator mode for Bitfighter, and when a player dies, they are moved to spectator, and at the end of the round they are brought back in.

However, the spectator mode would need to differentiate between players who have been killed and players who opted to spectate.

2. Have you ever played Counter-Strike? The standard game modes do not have respawning enabled, and after being killed you may spectate but not participate. It can be boring, but it's also insanely fun, trying to get better and better so that you live longer.

The thing is though, CS is a competitive game. That's the appeal for a survival-type game mode. All of our game modes can be played by a casual audience, and I think it'd be fun to have a game mode that catered to a competitive audience.

The elimination/survival/last ship in space mode would not be for everyone, but I think that's okay.

It might be fun to allow level-makers to define the number of lives players have. This might increase the desire to say, knowing that if you die once you're not out.

3. Assuming a spectator mode is developed, new players would simply spectate until a new round has begun, at which point they can join in.

4. Follow the rule implemented in #3. Anybody who joins a game that is in progress must spectate until a new round begins.

I understand your concern that a mode of this kind might exclude some players, but how is that any different than another game mode that somebody doesn't like? I don't particularly care for Nexus, for example.
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karamazovapy

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Post Fri Dec 16, 2011 2:35 pm

Re: The New Gametype suggstion thread

I think the "inverse rabbit" gametype offered a workable solution.
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+[Kuartificated]+

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Post Fri Jan 06, 2012 6:23 pm

Re: The New Gametype suggstion thread

The Chaser mode(S4 LEAGUE FTW!).
A random player starts with 500 HP (If default hp were 100) and also has more resistance to damage, he is knock-backed on the screen with strong attacks.
The chaser haves less attack to make it fair to the others.

HOW TO WIN:
Surviving the time, or if 1 + of your team (Against chaser) survives and you die, you get 5 points instead of 15 (5 winning points, 10 survival).

What do you say guys :?:
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BlackBird

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Post Fri Jan 06, 2012 6:47 pm

Re: The New Gametype suggstion thread

Ummm.....what?
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sky_lark

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Post Sat Jan 07, 2012 6:31 am

Re: The New Gametype suggstion thread

I think what he's trying to suggest is that there's a player called the "chaser", who has a larger amount of health/energy, and tries to hunt down the other players, who are all on the same team.

Assuming I interpreted it right, that would require the implementation of a survival mode so that there could be lives.
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BlackBird

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Post Sat Jan 07, 2012 6:34 am

Re: The New Gametype suggstion thread

sky_lark wrote:I think what he's trying to suggest is that there's a player called the "chaser", who has a larger amount of health/energy, and tries to hunt down the other players, who are all on the same team.

Assuming I interpreted it right, that would require the implementation of a survival mode so that there could be lives.

I started to understand that, until the 'same team' thing.
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FoOtloOse

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Post Sat Jan 07, 2012 7:47 pm

Re: The New Gametype suggstion thread

BlackBird wrote:
sky_lark wrote:I think what he's trying to suggest is that there's a player called the "chaser", who has a larger amount of health/energy, and tries to hunt down the other players, who are all on the same team.

Assuming I interpreted it right, that would require the implementation of a survival mode so that there could be lives.

I started to understand that, until the 'same team' thing.

'same team': FFA.
pengu? pengu!
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Santiago ZAP

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Post Tue Jan 31, 2012 8:38 am

Re: The New Gametype suggstion thread

Instead of Talking about it, Heres your Chazer Gametype.

  Code:
RabbitGameType 10.000 15 0.01 0.01
LevelName Chazer Gametype
LevelDescription Kuartifikated's idea
LevelCredits Santiago ZAP
Script
GridSize 255
MinPlayers 3
MaxPlayers 0
Specials Engineer
Team Blue 0 0 1
BarrierMaker 50 4.5 3.1  6.5 3.1  8.5 2.1
BarrierMaker 50 1 1  2.41421 2.41421  4.53553 3.12132
BarrierMaker 50 0 -1  0 -3  1 -5
BarrierMaker 50 -0.1 -3  -8.9 -3
BarrierMaker 50 4.5 -7.1  6.5 -7.1  8.5 -6
BarrierMaker 45 -0.1 -2  -0.8 -2  -0.8 -0.9  -2.1 -0.9  -2.1 -2  -2.1 -2  -6.1 -2  -6.1 -1.5  -6.5 -1.5  -6.5 -2  -8.9 -2
BarrierMaker 50 1 -5  2.41421 -6.41421  4.53553 -7.12132
BarrierMaker 50 0 -1  1 1
BarrierMaker 50 -9 -1.9  -9 -3.1
BarrierMaker 50 -1.5 -2  -2.1 -2
BarrierMaker 50 -1.5 -2.1  -1.5 -1.9
BarrierMaker 50 -1.3 -2.1  -1.3 -1.9
BarrierMaker 50 -0.8 -2  -1.3 -2
BarrierMaker 50 4.53553 3.12132  4 3.7  4 4.5  6.8 4.5  6.8 3.7  6.5 3.1
BarrierMaker 50 6 -7  4 -7  2 -6
BarrierMaker 50 10.5 -0.9  10.5 -2.9  9.5 -4.9
BarrierMaker 50 9.5 1.1  8.08579 2.51421  5.96447 3.22132
BarrierMaker 50 6 3.2  4 3.2  2 2.2
BarrierMaker 50 10.5 -0.9  9.5 1.1
BarrierMaker 50 9.5 -4.9  8.08579 -6.31421  5.96447 -7.02132
BarrierMaker 1 8.3 -1.9  8.5 -2  8.6 -2.2  8.6 -2.4  8.5 -2.6  8.3 -2.7  8 -2.7  7.8 -2.6  7.7 -2.4  7.7 -2.2  7.8 -2  8 -1.9
BarrierMaker 1 8.3 -1.9  8.3 -1.1  8.1 0.0999999  7.5 1.2
BarrierMaker 1 8 -1.9  8 -1.1  7.8 0  7.3 1
BarrierMaker 1 7.3 1  6.5 1.6
BarrierMaker 1 7.5 1.2  6.7 1.8
BarrierMaker 1 6.7 1.8  5.7 2.1
BarrierMaker 1 6.5 1.6  5.7 1.8
BarrierMaker 1 5.7 2.1  4.9 2.1
BarrierMaker 1 5.7 1.8  4.9 1.8
BarrierMaker 1 4.8 2.1  5.6 2.1
BarrierMaker 1 4 1.6  4.8 1.8
BarrierMaker 1 3.8 1.8  4.8 2.1
BarrierMaker 1 4.8 1.8  5.6 1.8
BarrierMaker 1 3 1.2  3.8 1.8
BarrierMaker 1 3.2 1  4 1.6
BarrierMaker 1 2.5 -1.9  2.5 -1.1  2.7 0  3.2 1
BarrierMaker 1 2.2 -1.9  2.2 -1.1  2.4 0.0999999  3 1.2
BarrierMaker 1 2.2 -1.9  2 -2  1.9 -2.2  1.9 -2.4  2 -2.6  2.2 -2.7  2.5 -2.7  2.7 -2.6  2.8 -2.4  2.8 -2.2  2.7 -2  2.5 -1.9
BarrierMaker 10 2.4 -3.6  2.4 -3  3.1 -3  3.1 -3.2  4.1 -4.3  6.8 -4.3  7.4 -3.4  7.4 -3  8 -3  8 -3.4  6.9 -4.6  3.9 -4.6  2.6 -3.6  2.4 -3.6
BarrierMaker 30 4.4 -0.9  4 -1.1  4 -2.1  4.5 -2.8  5.9 -2.8  6.3 -2.1  6.3 -1.1  5.8 -0.9
BarrierMaker 25 15.8 -1.5  15.7 -1.7  15.7 -2.1  15.9 -2.3  16.3 -2.3  16.5 -2.1  16.5 -1.7  16.4 -1.5
BarrierMaker 50 14 -1.1  15.1 0  17 0  18.2 -1.1  18.2 -2.6  17.2 -3.6  15.2 -3.6  14 -2.1  14 -2.1
BarrierMaker 50 14 -2.1  13.4 -2.1  13.4 -1.1  14 -1.1
BarrierMaker 45 9.7 -4.5  10.4 -4.5  10.4 -3.4  11.7 -3.4  11.7 -4.5  11.7 -4.5  15.7 -4.5  15.7 -4  16.1 -4  16.1 -4.5  18.5 -4.5
BarrierMaker 50 18.6 -4.4  18.6 -5.6
BarrierMaker 50 11.1 -4.5  11.7 -4.5
BarrierMaker 50 11.1 -4.6  11.1 -4.4
BarrierMaker 50 10.9 -4.6  10.9 -4.4
BarrierMaker 50 10.4 -4.5  10.9 -4.5
BarrierMaker 50 8.9 -5.5  18.5 -5.5
BarrierMaker 50 1.6 0.6  1.5 0.4  1.6 0.3  1.7 0.4  1.6 0.6
BarrierMaker 50 0.9 -0.7  0.8 -0.9  1.2 -0.9  1 -0.8  0.9 -0.7
BarrierMaker 50 1.6 -3.7  1.4 -4.3  1.7 -4.3  1.8 -4  2.1 -4.2  1.6 -3.7
BarrierMaker 50 1.5 -4.3  1.7 -3.9
BarrierMaker 1 4.3 -6.8  4.9 -6.8  4.9 -6.6
BarrierMaker 1 4.3 -6.6  4.7 -6.6  4.7 -6.4  5.1 -6.4
BarrierMaker 1 4.3 -6.6  4.3 -5.8  4.7 -5.8  4.7 -6.1  5.1 -6.1  5.1 -6.4
BarrierMaker 55 4.4 -6.6  4.4 -5.8
BarrierMaker 55 4.6 -6.6  4.6 -5.8
BarrierMaker 55 4.8 -6.4  4.8 -6.1
BarrierMaker 55 5 -6.4  5 -6.1
BarrierMaker 1 4.3 -5.6  4.9 -5.6  4.9 -5.9  5.1 -5.9
BarrierMaker 1 4.9 -6.6  5.5 -6.6
BarrierMaker 1 5.3 -6.4  5.3 -6.1  5.5 -6.1  5.5 -6.4  5.3 -6.4
BarrierMaker 50 5.4 -6.4  5.4 -6.1
BarrierMaker 1 5.3 -5.9  5.5 -5.9
BarrierMaker 1 5.3 -5.9  5.3 -5.7  5.1 -5.7  5.1 -5.4
BarrierMaker 1 4.3 -5.4  4.9 -5.4
BarrierMaker 1 4.3 -5.2  5.3 -5.2  5.3 -5.5  5.5 -5.5  5.5 -5.7
BarrierMaker 1 5.6 -5.5  5.6 -4.6  4.3 -4.6  4.3 -4.8
BarrierMaker 1 4.3 -5  4.3 -5.2
BarrierMaker 50 4.3 -5.1  5.3 -5.1
BarrierMaker 50 4.3 -4.7  5.5 -4.7
BarrierMaker 55 5.7 -5.7  5.7 -4.6
BarrierMaker 55 5.6 -5.7  5.6 -4.6
BarrierMaker 50 6.9 -5.6  6.9 -5.3  7.3 -5.1  6.9 -5.6
BarrierMaker 50 8.1 -4.4  8.2 -4.5  8.3 -4.4  8.2 -4.3  8.1 -4.4
BarrierMaker 50 9.2 -4  9.1 -4  9 -3.8  9.2 -3.9
BarrierMaker 50 9.2 -1.3  9.2 -1  9.4 -1  9.6 -1.2  9.5 -1.4  9.4 -1.2  9.3 -1.4  9.2 -1.3
BarrierMaker 50 9.2 -1.1  9.5 -1.1
BarrierMaker 50 8.9 0.5  8.7 0.8
BarrierMaker 5 4.1 -1  4 -1.3
BarrierMaker 20 16.1 -2.4  16.1 -2.7  16.3 -2.6  16.0934 -2.56667
BarrierMaker 25 15.9 -2.4  15.9 -2.8  16.4 -2.8  16.4 -2.4
BarrierMaker 50 4.5 -2.9  4.4 -3.3  4.6 -3.8  5.9 -3.8  6.1 -3.3  5.9 -2.9
PolyWall 4.4 -3.3  4.6 -3.8  5.9 -3.8  6.1 -3.3  5.9 -2.9  4.5 -2.9
PolyWall 5.3 1.3  5.4 1.4  5.3 1.7  5.2 1.4
LoadoutZone -1 5.8 -3.7  6 -3.3  5.8 -3  5.9 -3.3
LoadoutZone 0 0.1 -3  0.2 -3  0.2 -1  0.1 -1
LoadoutZone -1 10.3 -2.9  10.4 -2.9  10.4 -0.9  10.3 -0.9
TextItem 0 6.1 4.1  7.1 4.1  61 Spectate
SpeedZone -8.3 -2.5  -7.3 -2.5  5000
Teleporter -0.3 -2.5  0.7 -2.5
TextItem 0 7.7 -2.3  8.6 -2.3  24 Exit is right <<<
TextItem -1 4.7 -2  5.7 -2  40 Underground
Teleporter 2.3 -2.3  5.5 3.5
Teleporter 16.1 -1.9  5.2 -1.3
TextItem -1 15.6 -4.3  16.3 -4.1  44 Spectate
Teleporter 5.2 -2.1  16.1 -1.3
SpeedZone 18.2 -5  17.2 -5  5000
TextItem -1 -6.7 -1.8  -6 -1.6  44 Spectate
Teleporter 2.7 -3.3  5.5 3.5
Teleporter 6.6 4.1  8.2 -2.4
TextItem 0 4.1 4.2  4.8 4.1  22 Spectate Center
Teleporter 4.4 4.1  7.7 -3.3
TextItem -1 2.5 -3.2  2.9 -3.2  46 back
Teleporter -6.3 -1.7  5.5 3.5
TextItem -1 13.6 -1.5  14 -1.6  45 Base
Teleporter 13.8 -1.6  5.7 -3.4
TextItem 0 2.2 -2.2  2.4 -2.2  23 back
Teleporter 15.9 -4.3  5.5 3.5
TextItem -1 15.9 -1.7  16.4 -1.9  59 Back
Teleporter 4.8 -3.3  16.1 -1.3
Teleporter 10.1 -5  10 -2
TextItem -1 3.4 -7.2  7.2 -7.2  143 Chazer Mode
TextItem -1 4 5  7.3 5  90 By: Santiago ZAP
TextItem -1 1.4 -2.9  2 -3.2  10 Tip: press C to See all area
TextItem -1 1.5 -2.8  2 -3  12 Use it for Adventage!
TextItem -1 4.7 1  5.8 0.7  12 Tip: There are spy bugs on all the map
TextItem -1 15.7 -2.9  16.7 -2.9  13 Tip: if the Chazer is defeated, this
TextItem -1 15.9 -2.8  16.3 -2.8  10 Will have a flag on
TextItem -1 4.7 -2.2  5.7 -2.2  18 (No spybugs underground)
TextItem -1 4.7 2.5  5.7 2.5  14 Tip: Remember to use enginner!
SpeedZone -8.6 -2.5  -7.6 -2.5  5000
SpeedZone -8.7 -2.5  -7.7 -2.5  5000
Mine -1.6 -1.2
FlagSpawn -1 16.173 -2.619  30
Mine 11.2 -3.7
Mine 11.2 -3.7
Mine 11.2 -3.7
Mine 11.2 -3.7
Spawn 0 -8.3 -2.5
Mine -1.6 -1.2
Mine -1.6 -1.2
Turret -2 -2.011 -1.19984  0
Mine 11.2 -3.7
Mine 11.2 -3.7
RepairItem 5.4 -5.4  20
SpyBug -1 0.9 -0.8
SpyBug -1 1.6 0.4
SpyBug -1 1.6 -4
SpyBug -1 4.5 -6.2
SpyBug -1 5.7 -5.1
Mine -1.6 -1.2
SpyBug -1 7 -5.3
FlagItem -1 10.7 -5
SpyBug -1 8.2 -4.4
Mine -1.6 -1.2
SpyBug -1 9.1 -3.9
Mine -1.6 -1.2
Mine -1.6 -1.2
SpyBug -1 9.3 -1.1
Mine -1.6 -1.2
SpyBug -1 8.8 0.6
Mine -1.6 -1.2
ResourceItem -1.6 -1.2
SpyBug -1 5.3 1.4
ForceFieldProjector -2 -1.4 -0.988  3
SpyBug -1 4.02 -1.14667
Mine 11.2 -3.7
ForceFieldProjector -2 11 -3.488  3
ResourceItem 11.2 -3.7
Mine 11.2 -3.7
Mine 11.2 -3.7
Turret -2 11.611 -3.70024  0
Mine 11.2 -3.7
Mine 11.2 -3.7
RepairItem 5.5 -3.5  20
RepairItem 5.5 -3.3  20
RepairItem 5.5 -3.1  20
ResourceItem 5.5 -3
ResourceItem 5.6 -3
ResourceItem 5.7 -3
Mine 11.2 -3.7
Mine 11.2 -3.7
Mine 11.2 -3.7
Mine -1.6 -1.2
Mine 11.2 -3.7
Mine -1.6 -1.2
Mine -1.6 -1.2
Mine -1.6 -1.2
Mine -1.6 -1.2
Mine -1.6 -1.2
Mine 11.2 -3.7
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.1 -2.7  30
FlagSpawn -1 16.173 -2.619  30
FlagSpawn -1 16.1 -2.6  30
FlagSpawn -1 16.1 -2.6  30
Spawn 0 18.1 -5
Mine -1.6 -1.2
 

Features?
Spectator Mode
1 Life Match
Chazers (50% of being Chazer in the Spawn)
Epic Stage
Teamwork.

Bugs.
Sometimes there is no chazer, Restart to Fix
Spectators can be killed sometimes (by using glitches)
Spectators can re-spawn sometimes (by using glitches, Duh!)

Missing Thingys
Chazers with 500 HP instead of 100 (kinda impossible to do it)

EPIC THING!
edit the map to your own but leave the Spawn Thingys so its Working.

Okay. to much talk.
PLAY IS AND PLZ LEAVE AN AWESOME RATING (jk but i hopez u like it) !
:zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance: :zapdance:
<<

CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Fri Feb 03, 2012 12:32 pm

Re: The New Gametype suggstion thread

What about a new game mode called: Dungeon. :D

The reason for it is so that some items like switches with doors won't be abused in other game modes. Dungeon isn't a game mode, so we can't enforce only certain items being used in dungeons. This game mode would persuade more creation of "dungeon" items in the future, for example: chests, traps, monsters, obstacles, and bosses.
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