Hi all,
i just write down here some ideas for new modes that came to my mind lately. I will add additional ones if others like the idea of the list. My assumption is that maybe one of the game mode creators (like dommy) could create such a mode if many like it.
1. "Survival_Rounds"
Base would be the laps mode which counts every checkpoint. Like in laps mode, if the first racer finished, you are also counted if you reached some checkpoints. Unlike the laps-mode this mode wouldn't be limited to multilap tracks. You could do for example races on trial maps / (rpg) maps like this. To make it maybe more interesting i would implement a maximum number of respawns (e.g. only 3 respawns).
2. "Multi_Team-Modes"
Allow the Team Modes to go with more than only 2 teams. This would be applicable for normal TEAM and for CHASE. So to have for example instead of 3on3 a fight with 2on2on2 or 3on3on3on3.
3. "Chase Hunt"
One team is hunted and one team is hunter. The hunted team starts e.g. 10s before the other team. If the hunter team reaches a cp before the hunted team, the hunters win. Apart from that normal chase rules apply (so 1 point for relay, maximum pointsgap will end race, maximum points reached or finished pre-configured amount of laps).
4. "Dragster"
This would be something for pretty short maps (<20s), with most focus on straight maps. If you accelerate before the "start gong" you have a fail start and your race doesnt count. So the trick would be to hit the perfect time window after start. Maybe get extra-points for minimal delay between "start gong" and start acclerate.
Sorry, if this already topic already exists, i didn't find a good buzzword in the search and didn't see this topic in quite a while.
Idea collection for new modes
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Re: Idea collection for new modes
Not a new idea but the Speedtrap mode is forgotten. It would work well on channels.
Also, why no RPG mode for ShootMania? The AI is simple but some bosses could be designed.
Idea for an existing mode: make players anonymous on Pursuit mode (anti-focus / anti-strategical suicide).
Also, how come a mode once so popular like Stunts is currently abandoned? Stunts would be big for channels.
1 - Treasure hunt: sort of a solo Pursuit mode. Mapbuilder would place one treasure on each possible (or not, I think speculative spots are fine) spot on the map. Treasure object works like crystals in SM, once caught they disappear forever and the player receives solo points relative to the amount of players who started the map but didn't get that specific treasure. Checkpoints have no function. The mode is aimed at both map exploring and spot training (for Pursuit maps).
2 - Delivery: solo and multiplayer mode. Freeroam maps. On solo it's a simple maze oriented mode, getting all checkpoints in the least time. For multiplayer the mapbuilder need to set several places that indicates valid package spawn spots. During a match, packages are spawned for all players. When grabbed they disappear and a new package is released at a random place. Players have a limit on how many packages they can carry at once. When they grab a package, the delivery spot (unique for each player) is indicated on the minimap. By delivering the package, the player scores points. The farther the delivery spot is from where the package was grabbed, the more points it gives.
3 - Pass the bomb: event-oriented multiplayer, like Knockout. Catch any opponent to pass the bomb, once the timer hits zero, the player yielding the bomb gets eliminated.
4 - Bidimensional solo campaign: instead of unlocking maps linearly, unlock paths on 2d map. Maps of the same kind may be clustered. Even better if regularly expanded by adding maps from MX. Reaching certain places gives distinctions and usable items, such as wildcards for bypassing tough maps.
Also, why no RPG mode for ShootMania? The AI is simple but some bosses could be designed.
Idea for an existing mode: make players anonymous on Pursuit mode (anti-focus / anti-strategical suicide).
Also, how come a mode once so popular like Stunts is currently abandoned? Stunts would be big for channels.
1 - Treasure hunt: sort of a solo Pursuit mode. Mapbuilder would place one treasure on each possible (or not, I think speculative spots are fine) spot on the map. Treasure object works like crystals in SM, once caught they disappear forever and the player receives solo points relative to the amount of players who started the map but didn't get that specific treasure. Checkpoints have no function. The mode is aimed at both map exploring and spot training (for Pursuit maps).
2 - Delivery: solo and multiplayer mode. Freeroam maps. On solo it's a simple maze oriented mode, getting all checkpoints in the least time. For multiplayer the mapbuilder need to set several places that indicates valid package spawn spots. During a match, packages are spawned for all players. When grabbed they disappear and a new package is released at a random place. Players have a limit on how many packages they can carry at once. When they grab a package, the delivery spot (unique for each player) is indicated on the minimap. By delivering the package, the player scores points. The farther the delivery spot is from where the package was grabbed, the more points it gives.
3 - Pass the bomb: event-oriented multiplayer, like Knockout. Catch any opponent to pass the bomb, once the timer hits zero, the player yielding the bomb gets eliminated.
4 - Bidimensional solo campaign: instead of unlocking maps linearly, unlock paths on 2d map. Maps of the same kind may be clustered. Even better if regularly expanded by adding maps from MX. Reaching certain places gives distinctions and usable items, such as wildcards for bypassing tough maps.
Re: Idea collection for new modes
I'd like an TM version of the cat-and-mouse (sudden death) touge racing.
All players can start at same time but anyone who have a finish time considerably longer than the fastest player get eliminated.
Repeats until only one player remains. Reseting the car or restarting means instant elimination (pretty like rounds mode).
Well, I'll try start working on this one. Wish me luck friends.
I'm watching Initial D a little bit too much
All players can start at same time but anyone who have a finish time considerably longer than the fastest player get eliminated.
Repeats until only one player remains. Reseting the car or restarting means instant elimination (pretty like rounds mode).
Well, I'll try start working on this one. Wish me luck friends.

I'm watching Initial D a little bit too much
CPU: Ryzen 7 2600; Video: GeForce 1070; RAM: 16GB; also known as The Lil' Electricity Bill Booster. In-game as <MATKS95>
Re: Idea collection for new modes
Isn't this same as knockout, same as last n-players gets knock out ?
Best of luck

Re: Idea collection for new modes
oh well, I never played knockout so I thought that idea would be original hehe
In real life, cat-and-mouse touge racing means that 2 racers runs one in front of another and the rear one must keep a certain distance from the front one (if the distance increases the rear one loses). If the front one is overtaken it must return to front position ASAP or loses. If the distance is the same at the finish then the race have an inconclusive outcome and another run is made with switched positions.
I was thinking about adapting this kind of race to TrackMania, so that idea I posted earlier was somewhat close. I think it's unlikely that restricting sessions to 2 players only (as intended for touge racing) will be attractive to players.
Well, back to the drawing board.

https://www.youtube.com/watch?v=Mv5JfYGr9ko (also touge but time attack mode insted of cat-and-mouse)
CPU: Ryzen 7 2600; Video: GeForce 1070; RAM: 16GB; also known as The Lil' Electricity Bill Booster. In-game as <MATKS95>
Re: Idea collection for new modes
Oh, So it's not knockout then 
For your info, you can read the player positions... so you can calculate the distance between 2 players.
I think MathLib had ready-made method for this already, best of luck with the game mode

For your info, you can read the player positions... so you can calculate the distance between 2 players.
I think MathLib had ready-made method for this already, best of luck with the game mode

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