Ideas

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Zooz
Posts: 516
Joined: 15 Jun 2010, 11:15
Location: Netherlands
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Re: Ideas

Post by Zooz »

tcq wrote: This two things sounds nice and i'll also prefere a single mode, to train a little bit. And i'm pretty sure this will be done, cause you got the offline modein TM.
TM has no AI though, so they would have to develop that from scratch. Maybe a bit ambitious?
But they need it for QM too, so it could be possible.

noo not counterstrike :D
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mikepurdy1234
Posts: 141
Joined: 15 Jun 2010, 15:04

Re: Ideas

Post by mikepurdy1234 »

giving the Ai a path would be hard because of the block style map maker. But simply placing a spawn point for them would be easy.

three levels of bots would be easy:
1.go after players upon certain conditions
2.attack targets that player shoots at
3.stand still and wait to die

adjusting the spawn point to allow bots and players would work too:
1.full access spawn point (for players and bot co-op)
2.bot only spawn point (for single player and player co-op)
3.player only spawn point (for multiplayer only)

advanced features would be:
aggression level (line of site, speed, can track you, hides, armor)
spawn point wait timer (0-5 seconds)
bot weapon inventory
spawn point access to designated blocks (all blocks next to spawn point are open for spawn)(reduce camping)
S-Jay
Posts: 11
Joined: 16 Jun 2010, 16:44

Re: Ideas

Post by S-Jay »

I'd like a team system similar to ET wolfenstein. Medics (MUST), Engineer (MUST), Covert Ops (MUST), Field ops (optional) and soldier (optional). It would also be funny to link it somehow to TM (like having a TM car wreckage somewhere in the map, as a scenary element, or an armed one which you can drive). A points system as in TM would be cool aswell, so would the buddy system be, but I'd make a better clansystem ingame.
The game has be light, easy to learn, hard to master and not too expensive.
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Trackmaniack
Posts: 2096
Joined: 16 Jun 2010, 16:16
Location: Iowa City, IA
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Re: Ideas

Post by Trackmaniack »

Vehicles. Like I posted in the other SM thread...kind of a "you see it, you grab it" mentality would be GREAT. But, doesn't have to be that way...I'm going to buy it no matter what!
WIP
mikepurdy1234
Posts: 141
Joined: 15 Jun 2010, 15:04

Re: Ideas

Post by mikepurdy1234 »

I only have one important questions to NADEO:

will there be single player FPS maps?
Last edited by mikepurdy1234 on 18 Jun 2010, 02:23, edited 2 times in total.
Ruhson
Posts: 2
Joined: 15 Jun 2010, 17:01

Re: Ideas

Post by Ruhson »

I think the concept is gonna be "challenge for the brain" (puzzle). Like HalfLife-series or Portal. For example, you have to reach something within the map (think tacticly). Wouldn't something like that be awesome? :D

But i'm sure there's gonna be multiple mods. What about a timeattack-mode where you have to get in the goal as fast as possible while shooting most of the enemies. Or shoot your way through the track moving in a path made by author (shooting tactical spots to clear or open further down the road).

Possibilities are endless...
mikepurdy1234
Posts: 141
Joined: 15 Jun 2010, 15:04

Re: Ideas

Post by mikepurdy1234 »

In QuestMania you need NPC quest givers... so you could easily add NPC computer bots to FPS.

I think I just answered my own question... there will be single player maps in SM. Because there will be NPC in QM.
mikepurdy1234
Posts: 141
Joined: 15 Jun 2010, 15:04

Re: Ideas

Post by mikepurdy1234 »

I have a few suggestions for blocks that you may have already thought of, but I just want to get it out there:
-hollow tree (for stealth kills or sniper holes)
-abandon broken cars (for cover)
-walls (simple/doorway/window/tunnel hole/vehicle hole/ladder against it/stairs up it) so i can make a huge fort
-team skins (red team/blue team/black team)
-camo tents (that blend well with the enviro trees) well hidden
-spawn points that don't change (for endless maps) (2 teams, jump-in jump-out... never ending map)
-catapult (to launch troops into the air)(or fire barrels at the enemy)
-towers (single block ladder towers, and multi-block gun-towers)
-pure blocks (flat wall on 4 sides) (wall on top too) this will make it easy to make maze levels and skin them
-elevated stage (single or large) (to place on ledges like a balcony)
-bridge pieces (broken/full/wood/metal/stone)
-decoration blocks (no cover, useless, but nice to look at) (small tents, light poles, signs, exploded holes)


You have already thought of most of this stuff, but I just wanted to get it out there.
gamerman879
Posts: 1
Joined: 20 Jun 2010, 01:01

Re: Ideas

Post by gamerman879 »

Well I think that guns should be customised for the map, like if I make a map, I can design the clip size power and spread of every weapon on the map or chose to use preset weapons.
alfotto
Posts: 1
Joined: 20 Jun 2010, 16:29

Re: Ideas

Post by alfotto »

Hi guys!!. I´ve never seen a fps which has a player with the ability to create covers or obstacles, except in a HL2 mod that I dont remember. It was funny, because I was able to construct structures and defend them. In shootmania it could be great!. For Example, in a house you could brick up a door to defend a base. Or you could construct covers for your team against snipers while you´re advancing. Of course, all this covers/walls/hidden places could be destroyed by explosives or grenades or great guns. :lol:
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