by Gendo » Sun Jun 26, 2005 6:09 pm
...as i sobered up, this idea came to me. so... as the subject says, making the powerups work a little bit differently. i think it would make some groovy mods possible...
ok this might be a dumb idea but still.
Orb Master mod for multiplayer carnage
players start out with all guns but bfg and max ammo (which, however, does respawn on the map). bfg is disabled for the reasons of better balanced gameplay.
there are 4 spheres scattered at random on the map, megasphere, soul sphere, invisibility and invulnerability.
megasphere pumps the health up to 200 and regenerates it in the case of any damage.
soul sphere works the same way as the above one, but only with armor (does not affect health).
invisibility works the way it used to.
invulnerability reduces the damage taken by 75%.
their power never wears off, and if the current holder dies, they remain on the ground.
points are given for possesing the sphere, e.g. one per second for each one, so the more spheres the player has, the more points per second they receive.
depending on the game mode, the winning player is the one who hits the scorelimit or scores the most in the given time, or gets hold of all 4 orbs without dying inbetween.
killing other players doesn't increase the score, and there can be no teamwork.
...as i sobered up, this idea came to me. so... as the subject says, making the powerups work a little bit differently. i think it would make some groovy mods possible...
ok this might be a dumb idea but still.
Orb Master mod for multiplayer carnage
players start out with all guns but bfg and max ammo (which, however, does respawn on the map). bfg is disabled for the reasons of better balanced gameplay.
there are 4 spheres scattered at random on the map, megasphere, soul sphere, invisibility and invulnerability.
megasphere pumps the health up to 200 and regenerates it in the case of any damage.
soul sphere works the same way as the above one, but only with armor (does not affect health).
invisibility works the way it used to.
invulnerability reduces the damage taken by 75%.
their power never wears off, and if the current holder dies, they remain on the ground.
points are given for possesing the sphere, e.g. one per second for each one, so the more spheres the player has, the more points per second they receive.
depending on the game mode, the winning player is the one who hits the scorelimit or scores the most in the given time, or gets hold of all 4 orbs without dying inbetween.
killing other players doesn't increase the score, and there can be no teamwork.