Right now I've created a baseq3e fork here: github.com/themuffinator/levelup
Any takers?
Two new guns:
For the sake of versioning and not releasing a new build every time something is added, we'll go on a 10 ideas per version rule. So this is 1/10.
Innovations
Hack deepmind and steal their bots?
Shootable projectiles are in the SlugRock mod: github.com/Takkie/SlugRock
1/10 cool 😊
Boss Battle: A round-based game mode like Clan Arena, with no items and starting with all weapons, except it's one overpowered player, the "boss", versus multiple, regular-strength players. The boss's starting health is equal to 100 x the number of players opposing them, and they may have other additions to give them an edge against being outnumbered, such as greater speed, higher damage output, etc. Would need quite a bit of fine-tuning to be balanced, but would also be quite fun too.
Follow the Leader: A round-based, team game mode that's sort of an assisted duel. One player on each team is designated the "leader" (exact mechanics behind who gets chosen are left to the reader). A team only scores if their leader frags the other team's leader - a non-leader player fragging the opposing team's leader doesn't count, and neither does the leader fragging a non-leader player on the other team. This encourages teams to stick closely together with their leader and ensure their survival, while also requiring the leader to actively seek the other leader so they can score.
Timeskip: A trollsy idea for a power-up that basically makes lag into a game mechanic (sort of). From the perspective of the player using this power-up, the game will operate normally and smoothly. From the perspective of other players, however, it will look like the power-up wielder is warping/lagging due to high ping, causing them to "skip" over the place and making them harder to hit.
Some of these ideas we discussed on Discord (wonder if that was the inspiration, hehe) too.
Uploading to LvL likely involves a modded source port as I can't think of any system call that would serve that function.
I'd imagine minimode would let you jump as height as you do regularly? Otherwise there would be some serious struggles getting around the map... unless everyone had a jetpack!
Added wall jumping (use pmove_wallJump 1 to enable), works consistently but could use tweaking/balancing.
Added very basic framework for Redeemer weapon... right now just an OP RL.
Added shootable projectiles (thanks Takkie and original code guy), but I'm not entirely happy with it... can't seem to use direct hits/hitscan to detonate projectiles, only splash damage so far.
7/10, kinda.
Edited 4.42 minutes after the original posting.
-NPC's like in Star Wars Jedi Academy. HUNT mod has monsters that spawn in Co-Op modes and UT2004 has Invasion mode, but I'd like to be able to spawn friendly, hostile, and neutral NPC's like in Jedi Academy when I'm just messing around having fun (would be really fun in one of my custom maps). Would like to have more monster options than just the ones featured in HUNT, maybe a monster that uses a weapon of the player's choosing via options?
-Another game for CTF maps where instead of a flag it'd be similar to Overload from Team Arena that replaces the flags with a structure each team has to protect. Maybe make it so when destroyed it explodes like a Kamikaze from TA?
-Piggyback on the HUNT mod how they have the monster launcher in non-coop modes, but make it so you can spawn other kinds of monsters like Guards and Titans for maximum hilarity!
-Vehicles that replace certain items (maybe of the players choosing as a menu option). Annihilation had motorcycles and turrets, so I know Q3A can handle vehicles.
-Weather mode; Annihilation had a menu option that made it so it either had clear weather, was raining, or snowing. The rain in that mod actually impacted on the surface, which was cool except the water oozed rather than fell realistically (think the storm ability from SuperHeroes Arena)
-Team Fortress Co-Op like in Quake 1. Think Hunt's STU mode but with TF's classes. Maybe that's too much? IDK.
Weapons
-Bolters from Warhammer 40,000 (fire explosive rounds) or lasguns (photon laser rifles)
-Phased Polaron Beams from Star Trek (shoot blue beams that can ignore shields)
-Crystalline Weapons from Space Empires (ignore armor)
-Lightsabers from Star Wars (weapon that can melt through metal and deflect plasma bolts)
-Blasters from Star Wars
-Phasers from Star Trek
-Psychic or Magic powers
If I knew how to make mods for Quake 3, I wouldn't bother asking anyone else to do it. Now that I know how to make maps of my own, I no longer bug other people about my custom map ideas when I can do them myself.
Alot to run through. Just a few thoughts:
If you know how to make your own mods, do you think you could show us a tutorial that is good on helping aspiring modders on how to begin? I'm looking at this one gregs-blog.com/200...ke-3-arena-mod/, but don't know if I should use Greg's "managed C++ .NET port with VS 2008 project files" or the original Id Software code with VS 2003 project files.
Edited 11.88 minutes after the original posting.
There were a few other sites but I can't remember their names and would need to trawl through archives for them as they probably no longer exist.
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