Total Members Voted: 14
Voting closed: February 12, 2011, 01:17:50 PM
See, I was replaying D1 level 13 not that long ago, and I just randomly got to thinking about how it'd be cool to rebuild the level in D3, but it had been left in ruins after it's reactor had blown. Kind of like that brief spot in D3 lvl 10 (?) that briefly showed D1 lvl 1's ruins, but bigger, showing more of the level in navigable ruins. Shortly thereafter I got the idea that maybe the virus had reinfected the mine for reasons unknown and hotwired a replacement reactor (I'm guessing the bots built it from scratch) in to power as much of the mine's ruins as possible, to possibly start rebuilding it, but their way, possibly creating structures reminiscent of D3 Merc Lvl 4, maybe even complete with some of those hive bots. I'd personally think this would be cool, because you'd be going down these ruined tunnels of an old D1 mine (which is cool in of itself), then suddenly turn right and BAM! Suddenly you find yourself in the middle of Merc. Lvl 4. CoolMore details on demand, if anybody's interested.
You know what I always wanted to? Build a level that starts you at one end of it with the goal to escape, but as you go along, the level is slowly filling up with lava (like the lava pits in Dravis's Sanctuary). If you aren't quick enough, you get trapped and die in the flooding lava.
Well I hope I can say it a little better this time.I had the idea about a level-type which would not be the same every time you start it. (would fit best to Anarchy, but will do in SP too)In a real game you could start at the moment a reactor (or similar) is destroyed, all should hurry to the exit and leave. Nice fights if only the first one could escape and earn points for this.But if you would have played such kind of level often, well, every body would know the way to fly out.Now the idea behind: I thought it would be nice if no one would know how he should move trough the level to leave 'this! time'.To check this out I made this test-level and I thought it would be a good idea to simulate the moving without ending the level and to start again always.With the start-key you produce a random way, you simulate the moment this event should begin with it. It could be the level start or whenever it would be triggered.Now You can try to fly to the end-switch, which just a test to open all ways again. This switch is only a placeholder for a possible exit, no real meaning in this level.If you fly to start now, you can produce a new way towards the end again.You possible may just hit that 'start-key' again and again an look which block opens..All inside this level is just done for test proposes.There is nothing real usable in this level, it's just a simulation to see how it could work to randomly changing the path to the exit.Sorry if I confused you with this!
Hey, I got an idea.... (it's rare, but it happens)If we can make use of the random changing path approach, we could make a level (for SP of MP usage) where there is a central room with passages to an outer area (perhaps and area up and an area down, or a multiple combination) and because of the randomly changing path you (the pilot) can never be completely sure of the path you need to take ... because it keeps changing.A multi-player level like that would be awesome fun because as you run to or from your goal, your path is going to change without you knowing the precise change. You get be running with your enemy in hot pursuit, turn a corner to find that path is blocked, or your enemy thinks he's got your cornered, and surprise! A way is clear....On DescenBB.net, "sdfgeoff" posted some Pyro renderings, and among the renderings he made a rendering of the Star trek: Deep Space Nine space station with a Pyro approaching it. Click here to see his post with the image. ... It occurs to me that a level shape similar to that station would work VERY well for that kind of game play.It sounds like a lot of fun to me.
I read some ideas, thinking some of my own. I think overall, it may be a blend of what some have suggested.This idea is like "Five" on Black Ops: Zombies.The idea of three sections I think would be nice. Like "five", you have the tables and chairs, hall ways, places blocked off. second section is "war room", third is "labs".not saying we do that for this, but like what was originally talked about.Having three sections. defeat one, move to the second. Of course, in "Five", you can go back to any area you've already been in.Sort of in a nutshell:1. Spawn in a room where you can get powerups. This could be separated by each pilot or team.2. Leave room (can't return) and begin the 1st of 3 stages. Be nice if each one had something slgihtly different, like "Five". The decor, layout, etc are different in "Five".I suppose a team like game would be hard though. Okay, why I just thought of this, I don't know. but I did, and I'm going to tel you guys even if this is not possible, and even STUPID.Have two teams, two maps, both basically the same. and see how fast the team can get to the end and win basically. They may have to trigger something to activate something else, etc..May not work as well when you keep playing the game, and get use to it more. maybe add robots. It's probably DUMB, I don't know. I am just throwing out what I can. I wish I could help on a map, or music, or new decal, but I am so horrible with that.I'm impressed with my avatar, that should tell you how bad I am with making music or decal, etc..
It becomes more of an arena-styled multiplayer at that point. If the level is built like a regular mine would be, it will take too long / be too confusing for players to find one another; even more so when there's not a way to see / track who's carrying what.That aside, perhaps there could be a time limit until the entire level is destroyed by some cataclysmic event (persay, in five minutes the cavern will flood), and the competition is for an (potentially) infinite supply of something (persay, air capsules). Robots would still drop mission critical items (e.g. air capsules) at random (the higher the difficulty of bot, the higher the rate/number of drops) and of course you could still plunder other players. Players would respawn back at the beginning, so as to avoid initial confusion as to who still possesses the mission critical items (e.g. air capsules); the beginning area itself should be inaccessible once left. When the time limit expires the level ends, and the player with the highest amount of mission critical items (e.g. air capsules) wins.Alternately, you could work in the exit strategy and have the exit (or safe house) open 60 seconds before the time limit expires and have all robot matcens shut down, leading to some serious last minute brawling...
I have some ideas for a D3 Multiplayer, robo anarchy that would play kinda like a string of d1/2 levels. Players would start out at one end of the level and have to fight hoards of bots and turrets, as well as each other, and then destroy a reactor. This would be in a small section of the level. Destroying the reactor would open the next section, and fill the first section with a radioactive, toxic fog. So the players would move from one section to the next, but still respawn in the first. There would be maybe three sections like this, with the last reactor forcing the player to find an exit, ending the level.Further clarification:The way I envisioned it, players would start out in an area, let's call it blue. All the players spawn in blue. At the other end of blue, there is a blue reactor. Players fight their way through blue, battling bots and each other for the honor, and maybe some points, of destroying blue reactor.Once Blue reactor is destroyed, a door to area yellow opens, and blue begins to flood with a blue radioactive fog. The fog does some damage to any ship in blue area. So all the players move to yellow, and repeat the scenario with tougher bots and a more well protected reactor. Players still spawn in blue area, and must move quickly to yellow.After the yellow reactor succumbs, again the area is flooded with radio active fog, this time yellow, a door opens and now players move to red area. Players still re-spawn in blue area and must now battle through blue area and yellow area to rejoin the battle.Conquering the red reactor opens an emergency escape route, a red fog forms, and the players fight to escape and the level ends.I don't believe my idea needs any mod other than robo-anarchy. It only needs to trigger doors, fog and room-damage when a reactor is blown, and end the level when a player reaches the end of the escape tunnel. I believe that is all doable in any gametype. But I could be wrong.The damage done in each area would be slight, just enough to encourage players to move along. Presumably most of the bots would be destroyed by then anyway. But maybe spawn points could be turned on for only the area currently at play, not sure about that.
Also, if you like, I came up with an idea of a sorts after watching the movie "Sanctum", that may be interesting... Here it goes:The player (OR group of players) gets stuck down in an unexplored cavern system, after a teleporter failure took the transporter offline and damaged their ship's systems. Their objective is simply to repair the teleporter system, by searching for resources in the tunnels and get the hell out of there before their oxygen runs out... And they would have to fight a horde of bots and environmental hazards along the way...I was preparing to test this, but I'd like to hear your comments as well...Further:Okay, there is our game, finalized:-Players are TRAPPED in the cavern system. Only way out is the teleporter, which activates with a substance.-The substance is highly volatile, which means activating the teleporter will trigger a massive meltdown that will destroy the entire cavern system.-There are bots present, which extract the substance for themselves they are not happy by the presence of the players.-There is just enough substance for ONE ship. Who goes FIRST, is the LAST.Looks like a hectic "Power Struggle"?By the way, I'm calling this "our game", cuz as I read, anyone on this site can participate in the project?And more further:I was thinking that those substances can be picked up like powerups... but your idea about getting them from the bots sounds better, so we got our source.About the "hiding" players with powerups... well, we said that the substance is "highly volatile", so the player who got substance on board can take some damage... and the more substance the player has/the more it damages. An alternative to this, the substance can simply evaporate over time instead of damaging (May be better for a little less hectic game for new ones). So if the player waits too long he/she loses valuable resources or gets destroyed...Lastly, what happens if a player destroys a "carrier": The substance can simply be destroyed (again its "volatile" nature helps), so the players must go hunting for substance... That also means that there are a "lot" more substance instead of "just enough"... Well, that is an easy change, as the teleporter gets destroyed with a huge blast that devours all the players except the "Survivor"!One thing remains then... what happens if two players with sufficient substance (8 units or not, it depends on the map's size) teleports at the same time?A. It can be allowed so players win the game "tied"orB. The maximum "alive" bots for an instance which carries the substance can be limited, so having 2 or more players carrying it becomes a little difficult...And there are some screen shots here:http://www.planetdescent.net/index.php?topic=639.msg8304#msg8304
The idea of zoned playing, as you call it, when applied to SP is not much different from the standard get the keys blow he reactor formula. I like your idea of having to find parts to repair something. The twist is having the timer run from level-start. Perhaps the parts location could somehow be randomized, that might extend the replay value a bit.Anyway, here is another idea for a multiplayer level, I started on this years ago and couldn't get the script to work correctly: TITANIUM. Unfortunately this game would pretty much require a large number of players in the game to be effective. I'm thinking at least 5 on each team.From TITANIUM:Following a suggestion made by Enzo 03 in a post on PD, Titanium has reactors that must be enabled to win the game. I decided on seven reactors for each team, two teams. To enable a reactor, a player must find a Reactor Fuse and insert it into a fuse holder located in his team's base. Ten fuses will be located in the level. When your ship contacts a fuse, it will attach to the rear of your ship. Another player may steal the fuse from you by contacting the fuse you are carrying. If your ship is destroyed, the fuse will break free and float freely until another player picks it up. The fuse is a non-destructible object, but can be knocked about by weapons, unless it is attached to a ship or fuse holder. If you make it back to your base with the fuse, place it in the fuse holder to bring one reactor online. Once a fuse is placed in a fuse holder, it could be stolen by another player. You will have to defend your fuses! When all seven of one teams reactors have been activated, a timer will start. All seven reactors must remain operational during this time to win the game!Now, it also has occurred to me this game could also be done in Robo-Titanium, by having the keys carried by robots. This would give some challenge to players who are in the level alone, either online or singleplayer, or with just a few players present.
Ok, is that it?
No, an unproccesed level without lightmaps is full bright. You can see everything, in a fully dark level you can't see anything.
...Instead of completly barring a player from exploring other paths by use of a face or locked door, discourage him by making one path so dark it would be difficult to proceed, while lighting other paths...