New Gametypes

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What do the new gametypes sound like?

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Total votes: 10

Randy Shughart
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New Gametypes

Post by Randy Shughart »

Okay, I didn't know if this should go in scripting or mapping, so I just posted in the most frequently visited. I just had some new gametype ideas and wanted to share them. Please don't attempt to make any or anything, this is going into my TC mod, or at least we're going to try.

Raise the Flag:
Kind of like BF:1942. When the round starts, each team must grab all the flags they can (by holding "Use" for 5 seconds next to a flag pole) before their enemy can. Each flag is a spawn point, so if the axis control it, its an axis spawn point and vice versa. Both team's objectives are to capture and hold all flags and finish off the enemy.

Alamo:
A bit self explanatory. Depending on the map, in this case the "Alamo", the allies must defend the multiple leveled house for a certain amount of time. Defenders cannot respawn; attackers can.

Kill the Commander:
Each team is given territory on each KtC map. In both of those territories, the teams both get 3 bots: a commander, and two guards. Each team's objective is to go into enemy territory and kill the enemy commander or kill his guards to capture him.

Sound good?
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omniscient
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Post by omniscient »

Alamo is kinda strange idea. way too hard for the defending team. the rest sound fun. i think alamo should be gone though.
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Post by Randy Shughart »

Alamo wouldn't be too hard. It would if it weren't for these two specifications:

The round is timed so they wouldn't be defending it for long.

The defenders will be defending a multiple story building, so they could cover the stairs and such.

It wouldn't be too too hard. War is hell though, right?
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Re: New Gametypes

Post by Random »

Randy Shughart wrote: Raise the Flag:
Kind of like BF:1942. When the round starts, each team must grab all the flags they can (by holding "Use" for 5 seconds next to a flag pole) before their enemy can. Each flag is a spawn point, so if the axis control it, its an axis spawn point and vice versa. Both team's objectives are to capture and hold all flags and finish off the enemy.
This i think is the most promising of them all that ive seen here. I think I could see myself spending some time playing this game type.
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Post by omniscient »

kill the commander looks fun too, i just dont like alamo but w/e
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Post by Randy Shughart »

Any of you mappers/modellers/scripters that have Medal of Honor: Frontline? I was thinking of getting someone to make a Raise the Flag map from the Arnhem Knights map. I think it would be fun to play. It'd be like trying to actually take the city.
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Post by bighoss »

Raise the Flag doesnt sound bad, its fun, have played it fore BF:1942 before. Alamo doesnt sound bad, but I'd like to know what kind of weapons the defenders would get, and how far away the attackers spawn. And as for Kill the Commander, that I'd love to try, I had thought about trying that type of scenario for paintball. Would like to see it for MOH:AA.
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Post by Randy Shughart »

in alamo, the defenders would spawn in a building, so they could get any weapon their team allows. and since they'd spawn on every floor, they would be able to cover the front and back doors so the enemies would spawn right outside
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Post by Cheetohs »

for the Raise the Flag...
Raise the Flag:
Kind of like BF:1942. When the round starts, each team must grab all the flags they can (by holding "Use" for 5 seconds next to a flag pole) before their enemy can. Each flag is a spawn point, so if the axis control it, its an axis spawn point and vice versa. Both team's objectives are to capture and hold all flags and finish off the enemy.
Now, could the opposing team (likein B/F) steal the already captured flags? or is more of a 'hurry-up-grab-all-the-flags-you-can-before-the-time-runs-out type of match :P? I think it would be pretty fun if it was the stealing way, which i guess is what you are thinking...

For the Alamo, my imputs on this would be that the defenders to RESPAWN but somehow add like a 10 second delay, that would make it pretty fun, i know the last man standing is more 'historical' and challenging but (thinking gamewise) there will be that one last man hiding and/or camping in some remote location not even going for the other guy, or something to that extent. Also for this alamo, whats from stopping the Defenders from rushing out of the building and just spawn killing the Attackers? Because you pretty much have to have Disciplined people listening if you dont have some type of mod guidelining the game. If you know what i mean.

But ya, they sound like really good ideas! An idea of mine that ive always tried to do with clan members is a 'liberation' type of match for AA. You have either 1 prisoner from a side (or 1 prisoner from EACH side to keep things moving both ways) that is the prisoner and is 'camped' or locked up in an area of the map. The guards try and camp the prisoner and keep him from getting rescued... Just an idea, up for grabs, im to lazy :P[/quote]
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Post by Bjarne BZR »

Actually, that flag raising mode sounds a lot like the "wave" objective I deviced a while ago... but I got tired of the map because Radiant was beeing a bitch. But for some strange reason I finished the script before I started the map.... so here you go:

Code: Select all

// FACTORY WAVE OBJECTIVE
// BY BJARNE GR?NNEVIK

main:
	level waittill prespawn
	
	exec global/DMprecache.scr
	
	$world farplane 7500
	$world farplane_color (0.675 0.663 0.651)

	level.script = maps/obj/obj_factory_wave.scr
	exec global/ambient.scr obj_team5

	setcvar "g_obj_alliedtext1" "[  ]Front spawn taken"
	setcvar "g_obj_alliedtext2" "[  ]Middle spawn taken"
	setcvar "g_obj_alliedtext3" "[  ]Rear spawn taken"
	setcvar "g_obj_axistext1" "[  ]Front spawn taken"
	setcvar "g_obj_axistext2" "[  ]Middle spawn taken"
	setcvar "g_obj_axistext3" "[  ]Rear spawn taken"
	setcvar "g_scoreboardpic" "obj_factory_wave"

	waitthread spawn_setup

	level waittill spawn

// level waittill roundstart

	thread axis_win_test
	thread allies_win_test
end

spawn_setup:

	level.spawn_count = 0
	level.dmroundlimit = 10 // round time limit in minutes
	level.clockside = kills // set to axis, allies, kills, or draw
	thread spawn_controller
	$spawn_allied_front_axis disablespawn
	$spawn_allied_middle_axis disablespawn
	$spawn_allied_back_axis disablespawn
	$spawn_allied_front_allied enablespawn
	$spawn_allied_middle_allied enablespawn
	$spawn_allied_back_allied enablespawn

	$spawn_allied_front_trigger.taken_by_enemy = 0
	$spawn_allied_middle_trigger.taken_by_enemy = 0
	$spawn_allied_back_trigger.taken_by_enemy = 0
	$spawn_allied_front_marker light 0.0 0.0 1.0 300
	$spawn_allied_middle_marker light 0.0 0.0 1.0 300
	$spawn_allied_back_marker light 0.0 0.0 1.0 300
	$spawn_allied_front_marker lightOn
	$spawn_allied_middle_marker lightOn
	$spawn_allied_back_marker lightOn

	thread allied_back_spawn_check
	thread allied_middle_spawn_check
	thread allied_front_spawn_check
	
	$spawn_axis_front_allied disablespawn
	$spawn_axis_middle_allied disablespawn
	$spawn_axis_back_allied disablespawn
	$spawn_axis_front_axis enablespawn
	$spawn_axis_middle_axis enablespawn
	$spawn_axis_back_axis enablespawn
	
	$spawn_axis_front_trigger.taken_by_enemy = 0
	$spawn_axis_middle_trigger.taken_by_enemy = 0
	$spawn_axis_back_trigger.taken_by_enemy = 0
	$spawn_axis_front_marker light 1.0 0.0 0.0 300
	$spawn_axis_middle_marker light 1.0 0.0 0.0 300
	$spawn_axis_back_marker light 1.0 0.0 0.0 300
	$spawn_axis_front_marker lightOn
	$spawn_axis_middle_marker lightOn
	$spawn_axis_back_marker lightOn

	thread axis_back_spawn_check
	thread axis_middle_spawn_check
	thread axis_front_spawn_check
end

spawn_controller:
	level.dmrespawning = 0
	level waittill roundstart
	while(1) {
		wait 30
		level.dmrespawning = 1
		wait 10
		level.dmrespawning = 0
	}
end
axis_win_test:
	while(level.spawn_count > 3) {
		waitframe // protection
	}
	iprintlnbold_noloc "The axis has gained complete control of the factory!"
	teamwin axis
end

allies_win_test:
	while(level.spawn_count < 3) {
		waitframe // protection
	}
	iprintlnbold_noloc "The allies has gained complete control of the factory!"
	teamwin allies
end

allied_back_spawn_check:
	while(1) {
		$spawn_allied_back_trigger waittill trigger
		if(parm.other.dmteam != allies) {
			if($spawn_allied_back_trigger.taken_by_enemy) {
				parm.other iprint "You already control this entrance." 1
				continue
			} else {
				waitthread allied_back_spawn_change
			}
		} else {
			if($spawn_allied_back_trigger.taken_by_enemy) {
				waitthread allied_back_spawn_change
			} else {
				parm.other iprint "You already control this entrance." 1
				continue
			}
		}
		waitframe // protection
	}
end

allied_back_spawn_change:
	$spawn_allied_back_trigger playsound convert_spawn

	if($spawn_allied_back_trigger.taken_by_enemy) {
		level.spawn_count ++
		$spawn_allied_back_trigger.taken_by_enemy = 0
		$spawn_allied_back_marker lightOff
		$spawn_allied_back_marker light 0.0 0.0 1.0 300
		$spawn_allied_back_marker lightOn
		$spawn_allied_back_axis disablespawn
		$spawn_allied_back_allied enablespawn
		// $spawn_allied_back_switch anim disable // disable is just a guess
		iprintlnbold_noloc "The allies controls their rear entrance again!"
		setcvar "g_obj_axistext3" "[  ]Rear spawn taken"
	} else {
		level.spawn_count --
		$spawn_allied_back_trigger.taken_by_enemy = 1
		$spawn_allied_back_marker lightOff
		$spawn_allied_back_marker light 1.0 0.0 0.0 300
		$spawn_allied_back_marker lightOn
		$spawn_allied_back_axis enablespawn
		$spawn_allied_back_allied disablespawn
		// $spawn_allied_back_switch anim enable // enable is just a guess
		iprintlnbold_noloc "The axis controls the rear allied entrance!"
		setcvar "g_obj_axistext3" "[X]Rear spawn taken"
	}
end

allied_middle_spawn_check:
	while(1) {
		$spawn_allied_middle_trigger waittill trigger
		if(parm.other.dmteam != allies) {
			if($spawn_allied_middle_trigger.taken_by_enemy) {
				parm.other iprint "You already control this entrance." 1
				continue
			} else {
				waitthread allied_middle_spawn_change
			}
		} else {
			if($spawn_allied_middle_trigger.taken_by_enemy) {
				waitthread allied_middle_spawn_change
			} else {
				parm.other iprint "You already control this entrance." 1
				continue
			}
		}
		waitframe // protection
	}
end

allied_middle_spawn_change:
	$spawn_allied_middle_trigger playsound convert_spawn

	if($spawn_allied_middle_trigger.taken_by_enemy) {
		level.spawn_count ++
		$spawn_allied_middle_trigger.taken_by_enemy = 0
		$spawn_allied_middle_marker lightOff
		$spawn_allied_middle_marker light 0.0 0.0 1.0 300
		$spawn_allied_middle_marker lightOn
		$spawn_allied_middle_axis disablespawn
		$spawn_allied_middle_allied enablespawn
		// $spawn_allied_middle_switch anim disable // disable is just a guess
		iprintlnbold_noloc "The allies controls their middle entrance again!"
		setcvar "g_obj_axistext2" "[  ]Middle spawn taken"
	} else {
		level.spawn_count --
		$spawn_allied_middle_trigger.taken_by_enemy = 1
		$spawn_allied_middle_marker lightOff
		$spawn_allied_middle_marker light 1.0 0.0 0.0 300
		$spawn_allied_middle_marker lightOn
		$spawn_allied_middle_axis enablespawn
		$spawn_allied_middle_allied disablespawn
		// $spawn_allied_back_switch anim enable // enable is just a guess
		iprintlnbold_noloc "The axis controls the middle allied entrance!"
		setcvar "g_obj_axistext2" "[X]Middle spawn taken"
	}
end

allied_front_spawn_check:
	while(1) {
		$spawn_allied_front_trigger waittill trigger
		if(parm.other.dmteam != allies) {
			if($spawn_allied_front_trigger.taken_by_enemy) {
				parm.other iprint "You already control this entrance." 1
				continue
			} else {
				waitthread allied_front_spawn_change
			}
		} else {
			if($spawn_allied_front_trigger.taken_by_enemy) {
				waitthread allied_front_spawn_change
			} else {
				parm.other iprint "You already control this entrance." 1
				continue
			}
		}
		waitframe // protection
	}
end

allied_front_spawn_change:
	$spawn_allied_front_trigger playsound convert_spawn

	if($spawn_allied_front_trigger.taken_by_enemy) {
		level.spawn_count ++
		$spawn_allied_front_trigger.taken_by_enemy = 0
		$spawn_allied_front_marker lightOff
		$spawn_allied_front_marker light 0.0 0.0 1.0 300
		$spawn_allied_front_marker lightOn
		$spawn_allied_front_axis disablespawn
		$spawn_allied_front_allied enablespawn
		// $spawn_allied_front_switch anim disable // disable is just a guess
		iprintlnbold_noloc "The allies controls their front entrance again!"
		setcvar "g_obj_axistext1" "[  ]Front spawn taken"
	} else {
		level.spawn_count --
		$spawn_allied_front_trigger.taken_by_enemy = 1
		$spawn_allied_front_marker lightOff
		$spawn_allied_front_marker light 1.0 0.0 0.0 300
		$spawn_allied_front_marker lightOn
		$spawn_allied_front_axis enablespawn
		$spawn_allied_front_allied disablespawn
		// $spawn_allied_front_switch anim enable // enable is just a guess
		iprintlnbold_noloc "The axis controls the front allied entrance!"
		setcvar "g_obj_axistext1" "[X]Front spawn taken"
	}
end

axis_back_spawn_check:
	while(1) {
		$spawn_axis_back_trigger waittill trigger
		if(parm.other.dmteam != axis) {
			if($spawn_axis_back_trigger.taken_by_enemy) {
				parm.other iprint "You already control this entrance." 1
				continue
			} else {
				waitthread axis_back_spawn_change
			}
		} else {
			if($spawn_axis_back_trigger.taken_by_enemy) {
				waitthread axis_back_spawn_change
			} else {
				parm.other iprint "You already control this entrance." 1
				continue
			}
		}
		waitframe // protection
	}
end

axis_back_spawn_change:
	$spawn_axis_back_trigger playsound convert_spawn

	if($spawn_axis_back_trigger.taken_by_enemy) {
		level.spawn_count --
		$spawn_axis_back_trigger.taken_by_enemy = 0
		$spawn_axis_back_marker lightOff
		$spawn_axis_back_marker light 1.0 0.0 0.0 300
		$spawn_axis_back_marker lightOn
		$spawn_axis_back_axis disablespawn
		$spawn_axis_back_allied enablespawn
		// $spawn_axis_back_switch anim disable // disable is just a guess
		iprintlnbold_noloc "The axis controls their rear entrance again!"
		setcvar "g_obj_alliestext3" "[  ]Rear spawn taken"
	} else {
		level.spawn_count ++
		$spawn_axis_back_trigger.taken_by_enemy = 1
		$spawn_axis_back_marker lightOff
		$spawn_axis_back_marker light 0.0 0.0 1.0 300
		$spawn_axis_back_marker lightOn
		$spawn_axis_back_axis enablespawn
		$spawn_axis_back_allied disablespawn
		// $spawn_axis_back_switch anim enable // enable is just a guess
		iprintlnbold_noloc "The allies controls the rear axis entrance!"
		setcvar "g_obj_alliestext3" "[X]Rear spawn taken"
	}
end

axis_middle_spawn_check:
	while(1) {
		$spawn_axis_middle_trigger waittill trigger
		if(parm.other.dmteam != axis) {
			if($spawn_axis_middle_trigger.taken_by_enemy) {
				parm.other iprint "You already control this entrance." 1
				continue
			} else {
				waitthread axis_middle_spawn_change
			}
		} else {
			if($spawn_axis_middle_trigger.taken_by_enemy) {
				waitthread axis_middle_spawn_change
			} else {
				parm.other iprint "You already control this entrance." 1
				continue
			}
		}
		waitframe // protection
	}
end

axis_middle_spawn_change:
	$spawn_axis_middle_trigger playsound convert_spawn

	if($spawn_axis_middle_trigger.taken_by_enemy) {
		level.spawn_count --
		$spawn_axis_middle_trigger.taken_by_enemy = 0
		$spawn_axis_middle_marker lightOff
		$spawn_axis_middle_marker light 1.0 0.0 0.0 300
		$spawn_axis_middle_marker lightOn
		$spawn_axis_middle_axis disablespawn
		$spawn_axis_middle_allied enablespawn
		// $spawn_axis_middle_switch anim disable // disable is just a guess
		iprintlnbold_noloc "The axis controls their middle entrance again!"
		setcvar "g_obj_alliestext2" "[  ]Middle spawn taken"
	} else {
		level.spawn_count ++
		$spawn_axis_middle_trigger.taken_by_enemy = 1
		$spawn_axis_middle_marker lightOff
		$spawn_axis_middle_marker light 0.0 0.0 1.0 300
		$spawn_axis_middle_marker lightOn
		$spawn_axis_middle_axis enablespawn
		$spawn_axis_middle_allied disablespawn
		// $spawn_axis_middle_switch anim enable // enable is just a guess
		iprintlnbold_noloc "The allies controls the middle axis entrance!"
		setcvar "g_obj_alliestext2" "[X]Middle spawn taken"
	}
end

axis_front_spawn_check:
	while(1) {
		$spawn_axis_front_trigger waittill trigger
		if(parm.other.dmteam != axis) {
			if($spawn_axis_front_trigger.taken_by_enemy) {
				parm.other iprint "You already control this entrance." 1
				continue
			} else {
				waitthread axis_front_spawn_change
			}
		} else {
			if($spawn_axis_front_trigger.taken_by_enemy) {
				waitthread axis_front_spawn_change
			} else {
				parm.other iprint "You already control this entrance." 1
				continue
			}
		}
		waitframe // protection
	}
end

axis_front_spawn_change:
	$spawn_axis_front_trigger playsound convert_spawn

	if($spawn_axis_front_trigger.taken_by_enemy) {
		level.spawn_count --
		$spawn_axis_front_trigger.taken_by_enemy = 0
		$spawn_axis_front_marker lightOff
		$spawn_axis_front_marker light 1.0 0.0 0.0 300
		$spawn_axis_front_marker lightOn
		$spawn_axis_front_axis disablespawn
		$spawn_axis_front_allied enablespawn
		// $spawn_axis_front_switch anim disable // disable is just a guess
		iprintlnbold_noloc "The axis controls their front entrance again!"
		setcvar "g_obj_alliestext1" "[  ]Front spawn taken"
	} else {
		level.spawn_count ++
		$spawn_axis_front_trigger.taken_by_enemy = 1
		$spawn_axis_front_marker lightOff
		$spawn_axis_front_marker light 0.0 0.0 1.0 300
		$spawn_axis_front_marker lightOn
		$spawn_axis_front_axis enablespawn
		$spawn_axis_front_allied disablespawn
		// $spawn_axis_front_switch anim enable // enable is just a guess
		iprintlnbold_noloc "The allies controls the front axis entrance!"
		setcvar "g_obj_alliestext2" "[X]Front spawn taken"
	}
end
Nothing complicated actually, just spawn areas that enable only the spawns of the current owner, and that that glows in the color of the current owner (red/blue). Oh I think there is "waveing" of the respawn as well (respawn shutson and off in intervals).
Feel free to use it if it helps. I'd love to play it as it was a result of a personal brainstorm of how I would device a MOH:AA game of objective tactics that combined well with the mayhem of respawning.

Just ask if there are any questions about he script.
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HappyChappy_7000
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Post by HappyChappy_7000 »

Kill the commander sounds kOoL.
But can you snipe the enemy commander out of the enemies territory while one of your other team mates is in the enemies territory?
If you can't its excellent :wink:
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jv_map
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Post by jv_map »

Sounds fun all the way, I tried a 'Raise the Flag'-like mod a while back but haven't really finished it... basically because there were quite a few bugs and I don't like the 'hacking'-way of scripting these mods usually require :(.

Anyway one hint :idea: for you, make sure to show some instructions on the screen every 2 minutes or so... in my experience a lot of moh players aren't quite as bright as a donkey's release hole, and people will quickly quit servers running your mod when they don't understand the gametype.
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Post by Bjarne BZR »

jv_map wrote:Anyway one hint :idea: for you, make sure to show some instructions on the screen every 2 minutes or so... in my experience a lot of moh players aren't quite as bright as a donkey's release hole, and people will quickly quit servers running your mod when they don't understand the gametype.
Amen brothah! ;)
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