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.
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