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Quake MMORPG
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AllegedlyDead
Elite Haxor!
Elite Haxor!


Joined: Aug 30, 2007
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PostPosted: Tue Mar 03, 2009 5:36 am    Post subject: Quake MMORPG Reply with quote

Modified it for better reading. Now it's split up into its separate categories instead of being a bunch of mumbled data.


-- Quake MMORPG --


- Character Development -

Character categorization: There will be various categories which places Characters from each game into their respective categories.

[Right now, I'm drawing a blank because I strictly recall there being a Quake 3 mod where there are four groups of weaponry from the iD Software games. Was gonna use the names for these as a temporary placement. Not to mention what I'm coming up with is strictly unoriginal.]
(Quake 1) Dimensional Jumpers
(Quake 2+4) Marines
(Quake 3) Arena Fighters
(Doom 1) Doomed Space Marines
(Doom 2) Earth Defense
(Doom 3) Mars Security
(RTCW) Allied Soldiers [Needs Alternate Name]
(RTCW) Axis Soldiers [Needs Alternate Name]

Each character group has their own starting unique stats. So choosing one over the other might be the difference between life and death. Each character in the group can be variantly different from the other in terms of their stats. The following are the available stats one can obtain.

Basic Stats: Health, Armor
Damage Control: Fall Damage, Self Damage
Movement: Speed, Jump, Air Control
Enhancement: Field Of View, Weapon Switch
Special: Hardened Skin, Universal Ammo Capacity

Basic Stats: Health and Armor are the essentials to have to survive in the arena. Putting stat points into either of these will allow you you increase them. This Stat Tier is automatically available for every character.

Damage Control: Fall Damage and Self Damage will allow you to reduce the amount of damage you bring upon yourself. Fall Damage is particularly useful in Arenas where you are constantly falling. Self Damage is useful for when you are packing splash damage-based weaponry. This Stat Tier must be unlocked by spending some stat points.

Movement: Trick-Jumping just got a whole lot easier. Speed allows for faster ground movement so you can evade your enemy much more quickly. Jump allows you to jump even higher than before giving you the edge to reach places no one else can. Air Control is exactly what is says: giving you more movement control while you are in the air. This Stat Tier must be unlocked by spending some stat points.

Enhancement: This is the final Stat Tier which can be obtained. One must first save up to three levels worth of Stat points in order to unlock this. Even then spending stats is expensive in this Tier Field of View operates in two different ways: Widening your vision so you are able to see more around you - Tightening your vision for sniper shooting. FOV will not affect the accuracy of the weapon. Weapon Switch allows one to quickly change from one weapon to the next. This will shave off milliseconds from that time.

While each character will have their own unique stats, like mentioned from above, the Stat Tiers will have to be unlocked in order to improve them.

Special: These only become available to obtain after one reaches a high enough Battle Level. After that, the Stat points required for them can either be cheap or overall expensive. Hardened Skin is a Stat Tier based on natural defense, or permanent armor. It will improve your chances of survival by a small percentage. This is the most expensive Tier to unlock as well as level up. Many, many levels worth of stat points are required. Universal Ammo Capacity increases the amount of ammo you can carry for ALL weapons. This is a mildly cheap Tier not requiring many stat points for early levels.


Character Stat Expendables: These are obtainable after you put so many points into a specific stat attribute. As the title suggests, these have a limited amount of usage to them. However, they may be recharged by spending more stat points on them, unless specified.

Environment Suit / Biosuit (Armor): Reduces the amount of damage one can receive. Does not affect fall damage. The player is also granted immunity from Acid, Lava, and damage oriented triggers and objects. There are a total of three obtainable levels. They go in this order:
Level 1 - 25% > Level 2 - 50% >
Level 3 - 75%
When activated, two numbers will appear next to the armor number. One number shows the percent, the other shows "100" and acts like regular armor. If one has armor while he activates this, armor effects are negated and this is used until it runs out. Any unused portion of the powerup will be saved for the next map and will be activated on join. See Wait Rule #1 for further restrictions on usage.

Regeneration (Health): Allows a player to regenerate health on the fly. This has up to as many as ten levels, is stackable to an extent, and has a non-stackable 30 second timer. Two unused, unstacked levels, may be combined.
Lvl01 - 02 HP/s > Lvl02 - 04 HP/s > Anything above 30 HP/s is to be considered unbalanced
Lvl03 - 06 HP/s > Lvl04 - 08 HP/s > to the game and should be discouraged against. Level 09
Lvl05 - 10 HP/s > Lvl06 - 14 HP/s > and Level 10 can already be stacked to create a 56 HP/s
Lvl07 - 18 HP/s > Lvl08 - 22 HP/s > use. See Wait Rule #2 for further restrictions.
Lvl09 - 26 HP/s > Lvl10 - 30 HP/s

Flight (Air Control):

Haste (Speed): This doubles your current Speed status attribute for a short period of time. Each level contains a small increase of timing. This timing cannot stacked with the previous level. There are a total of six levels for this:
Lvl01 - 35 secs > Lvl02 - 40 secs >
Lvl03 - 45 secs > Lvl04 - 50 secs >
Lvl05 - 55 secs > lvl06 - 60 secs

Jump Boots (Jump): This is more of an item rather than a powerup. This will double, triple, quadruple your jump height. When activated, you'll be able to jump a specific number of times before there are no more uses left. One will be able to jump up to six times before this runs out. Each level has two activations.
Lvl01 - 2 x Jump > Lvl02 - 3 x Jump >
Lvl03 - 4 x Jump

All Seeing Eye (Field Of View): This replaces the recharable WALLHAX idea from below [already removed it]. This grants the player the ability to see through walls for a short period of time. All Seeing Eye is a very expensive expendable and can only be obtained twice. There is 120 seconds worth of time for each use, so make it count.

Free Faller (Fall Damage): Prevents the player from taking any sort of fall damage. One is able to fall from high heights without taking damage up to four times. There are ten levels all of which do the same thing: 0% Fall Damage. Each level has two activations.

Suicidal Psycho (Self Damage): Allows one to reduce the amount of self weapon damage. This is really only effective if the player has chosen weapons which can cause damage to him/herself. This effectively ignores the current status of the attribute and applies its own damage reduction. There is an decreasing timer for each level. Non-stackable. See Wait Rule #2 for restrictions.
Lvl01 - 20% Reduction + 45 secs > Lvl02 40% Reduction + 40 secs >
Lvl03 - 60% Reduction + 35 secs > Lvl03 80% Reduction + 30 secs >
Lvl05 - 100% Reduction + 25 secs

Wait Rule #1: Powerups which allows you to keep all the levels worth have wait restrictions on them. Finishing the use on one level of the powerup activates a wait timer. This time can vary from a few minutes to a full twenty-four hours. Figuring this time is up to discussion.

Wait Rule #2: Powerups which contain timers and allow you to keep all the levels worth have limited restrictions on them. One may use the powerup one match, but may not use another levels worth the same map. They are able to use the next level the next match if they so desire to.




Unique Powerups Based On Kill/Death or Win/Lose Ratio (CTF Matches Included): While playing the game, Players will have the opprotunity to gain one of many Unique reusable powerups. These powerups can only be obtained through specific requirements which are extremely harsh. Some requirements will be so excessive it will deter most average players from even attempting to gain them. These requirements as well will change randomly from time to time to prevent any one person memorizing the requirement and creating multiple characters with a single unique upgrade.

The path of the Damage uniques are like this: Unused Double > Triple, Unused Triple > Quad. If one begins to use their Damage powerup, the requirements for the upgrade increases each time it is used.

Double Damage:
Triple Damage:
Quad Damage:

Invisibility: Obtained when you've managed to stealth kill and have been killed in dark areas.
Enemy Radar: Capture The Flag Unique. This differs from WALLHAX in the sense an actual Radar minimap is given to you showcasing the location of everyone. Only obtainable if have received enough Defense frags
Full Bright Enemy (Easy Target): Your enemy lights up like a christmas tree giving you the advantage to see him/her better.
Unlimited Ammo: Given to those who have extremely pitiful accuracy.

Invulnerability: Only available through the kindness of Admins.
GODLIKE: Only available through the kindness of Admins.


- Weapon Development -

Weapons: Various weaponry from all around iD Software's games will be introduced in this title. All weapons ranging from the first Quake to Doom 3. These weapons will be the front for the battles which will take place in game. These weapons currently will have no informational stats as they will be balanced at a later date. All weapons will contain different levels to provide a unique gaming experience to one's own needs.

These levels will be branched off into various starting Tiers. The Tiers are as followed:

Speed, Damage, Spread, Splash, Ammo, Reload, Beam (Rail and Lightning Run Only).

Some Tiers will not be able to be obtained right after the next. Say if you were to get Speed one level, you would not be able to get Damage the next level and vice versa. You would have to wait til the next level to pick damage.

Speed: Putting stats into this will allow you to fire at a faster rate. Some weapons will not have this Tier as they have a fixed rate of fire. Shotguns are an example that will not have this Tier.

Damage: Almost all weapons, except the Special Weapons Tier, will contain this property. Adding to this will increase the damage of the weapon. Continuing to add to this will cause the stat point requirement to double.

Beam: Increases the beam size of Rail and Lightning guns so one can obtain a larger area to fire in. Obviously, only available on Rail and Lightning guns. Replaces Spread Tier.

Spread: Operates in several different ways: It can either reduce the amound of spread of a Machinegun, reduce the spread of a Shotgun, or Increase the amount of Pellets in a shotgun. If one were to choose more pellets for a shotgun, this option were to be only available a couple times to prevent it from becoming overpowered.

Ammo: Putting into this allows one to carry more ammo for that weapon. All weapons except the Special Weapons Tier has this.

Reload: This is only available on weapons which require reloading. Adding to this shortens your reload time. Shotguns benefit from this Tier.

Special Unlockable Tiers: These Tiers will become available only after so many frags are obtained. However, these Tiers usable and only have a certain amount of times you can use them. After that, the level you have just used to obtain the Special Tier will forever remain lost.

Hyper-Fire: This is option is only available Automatic Fire weapons only, like the Q3A Machine Gun and the Q4 HyperBlaster. This Tier contains four levels, are stackable to a degree, and can be used up to two times per level. Hyper-Fire is exactly what it means. You are able to fire at such an incredible rate to mow down your enemies. The first level is a 15 second boost, second level is 30 seconds, third level 45 seconds, and fourth level is 60 seconds. A use is lost when leveling up. See Stack Rule #1 for stacking.

Swiss Corpse Hell: A shotgun-only Tier. This Tier is split up into two compared to with the options chosen on the Spread Tier. If one chose more pellets per shot, this Tier adds a ridiculously amount more to each shot, but widens the spread a lot. If one chose the shorter spread, this Tier will increase the damage significantly, but shortens the spread even further making it harder to hit your enemy. See Stack Rule #1 for stacking.

More Special Weapon Tiers: Will continue later or will seek help through other people.

Stack Rule #1: Both uses can be stacked up against their own levels only creating one singular, longer use. But these Single stacks cannot be combined with any other level. Both uses of the current level must be available in order to stack to the previous level. Level four cannot be stacked with any of the levels.

Code::
--Weapons To Choose From--

 - Low Tier Weaponry -

Name		: Fists
Game		: Doom 3
Ammo		: None
Description	: The only two weapons you'll ever need to get up close and personal.

Name		: Chainsaw
Game		: Doom 3
Ammo		: Replicating Fuel
Description	: When you have to fillet your enemy, accept no substitute.

Name		: Double-Bladed Axe
Game		: Quake 1
Ammo		: None
Description	: Nothing feels more satisfying then chopping off your enemy's head.

Name		: Gauntlet
Game		: Quake 3
Ammo		: Self-Sustaining Power Supply
Description	: Ya slice'em and ya dice'em!

Name		: Flashlight
Game		: Doom 3
Ammo		: Never-Ending Batteries
Description	: Now you can blind your enemy while you kill them!

Name		: Blaster
Game		: Quake 2
Ammo		: Unlimited
Description	: You'd better feel lucky about using this, punk.

Name		: Knife
Game		: Return To Castle Wofenstein
Ammo		: It's a freakin' Knife! It doesn't need any!
Description	: A popular weapon around close-quarter assassinations.

 - Mid 1 Tier Weaponry -

Name		: Pistol
Game		: Doom 3
Ammo		: Small Caliber Bullets
Description	: Only if you have to cap someone's ass in style.

Name		: Colt 1911
Game		: Return To Castle Wolfenstein
Ammo		: .45 ACP
Description	: Go back to the old days when high powered killing didn't exist.

Name		: Pump-Action Shotgun
Game		: Doom 1
Ammo		: Shells
Description	: Killing your enemy just got a little easier.

Name		: MG-88 Enforcer (Machine Gun)
Game		: Doom 3
Ammo		: Custom Caliber Bullets
Description	: Mars Security standard automatic weapon.

Name		: Nailgun
Game		: Quake 1
Ammo		: Nine Inch Nails
Description	: Who said this was a construction tool?

Name		: Chaingun
Game		: Doom 1+2
Ammo		: Medium Caliber Bullets
Description	: Non-stop fire just can't be enough for one person.

Name		: Grenade Launcher
Game		: Quake 3 (This will need to be nerfed)
Ammo		: Grenades
Description	: Slow-firing splash damage gibfest madness.

Name		: Hand Grenade
Game		: Quake 2
Ammo		: Hand+Grenade=Duh!
Description	: Lug these around to start a sweet rave party!

 - Mid 2 Tier Weaponry -

Name		: Hyperblaster
Game		: Quake 4
Ammo		: Cells
Description	: It's a Blaster pistol on speed.

Name		: Super Nailgun
Game		: Quake 1
Ammo		: Nine Inch Nails
Description	: Quick! We need electricity for the Frankenstein monster!

Name		: Double-Barrled Shotgun
Game		: Doom 3
Ammo		: Shells
Description	: This... Is my BOOMSTICK!

Name		: Railgun
Game		: Quake 2
Ammo		: Rail Slugs
Description	: Killing your enemy through a wall just got a little easier.

Name		: Heavy Assault Rifle
Game		: The Doom Movie
Ammo		: High Caliber Bullets
Description	: With a big-ass weapon like this, you can't go wrong.

Name		: Proximity Launcher
Game		: Quake 3 Team Arena
Ammo		: Proximity Grenades
Description	: Causing havok for those limited by gravity.

Name		: UAC Weapons Division Mach 2 Chaingun
Game		: Doom 3
Ammo		: Belt
Description	: Enemies sprouting from the ground? No problem! Just mow then down!

Name		: FG42 Paratrooper Rifle
Game		: Return To Castle Wolfenstein
Ammo		: 7.92x57mm Mauser
Description	: Swooping in to steal your kills.

 - High Tier Weaponry -

Name		: BFG 2704
Game		: Beta Doom
Ammo		: Cells
Description	: Did someone say Christmas was here?

Name		: BFG10k
Game		: Quake 3
Ammo		: Cells
Description	: Nothing says I love you like a green blast in the face.

Name		: Nailgun
Game		: Quake 3 Team Arena
Ammo		: Nails
Description	: Pinning your enemy to the wall never got easier.

Name		: Napalm Launcher
Game		: Quake 4
Ammo		: Napalm
Description	: Flamethrowers are so out-dated.

Name		: Rocket Launcher
Game		: Quake 1
Ammo		: Rockets
Description	: Blowing up your enemy without a reload since 1996.

Name		: Thunderbolt (Lightning Gun)
Game		: Quake 1
Ammo		: Cells?
Description	: Play God and fry your enemy to Hell and back.

Name		: Plasma Gun
Game		: Doom 1+2
Ammo		: Cells
Description	: Flashes big blue balls at your enemy.

Name		: Venom Minigun
Game		: Return To Castle Wolfenstein
Ammo		: 12.7mm
Description	: For when one one has the desire for FAST food.

 - Special Tier Weaponry -

Name		: Dark Matter Gun
Game		: Quake 4
Ammo		: Dark Matter (DUH!)
Description	: Sending a Black Hole greeting card is so lovely.

Name		: Bio Force Gun
Game		: The Doom Movie
Ammo		: Superheated Plasma
Description	: This'll make the Indiana Jones face-melter look like child's play.

Name		: BFG9000
Game		: Doom 1+2
Ammo		: Cells
Description	: Splash damage heaven.

Name		: Unmaker
Game		: Doom 64 / Never Made. Refer to the Doom Bible
Ammo		: Souls Of The Enemy
Description	: Modified to feed off the recently deceased.

Name		: BFG9000 (2)
Game		: Doom 3
Ammo		: BFG Cell
Description	: Contains most self-inflicted damage.

Name		: BFG10k (2)
Game		: Quake 2
Ammo		: Cells
Description	: Actively shocking the hell out of your enemy, and blowing them up later.

Name		: Tesla Gun
Game		: Return To Castle Wolfenstein
Ammo		: Electicity?
Description	: A portable electic chair.


- Inner Game Development -

There will be two versions of the client: Online Play and Offline Play.

Online Play will store everything on the main servers. This data cannot be downloaded for Offline Play.

Offline Play will store everything on your hard drive. This data cannot be transfered to the online server.

-Menu-
The main screen of the game should feature a backdrop of characters from the multiple game series battling. The menu options should be available as followed:

Play Quake MMORPG
Games Database
System Options
Quit Game

Play Quake MMORPG: Gameplay will be described in a different section.

Games Database: This will hold information about every game, weapon, and characters of iD Software.

System Options --
Video Settings
Audio Settings
Controls (Containing Keyboard, Mouse, and Joystick Configurations)

Quit Game: Exactly what it says.

--Joining The Game--

Connecting to the main server will being loading a map which displays your characters. This will also load up a window showing the Message of the Day and telling the user of any updates or events that might be occuring. After the user is finished with the MOTD, he/she may close it out.

The map for character choosing will have their characters on display. Approach any of the characters with the crosshair over it and an option on the crosshair will appear called "Activate Character". Pressing fire will move the camera to mostly focus on the Character form a better angle. By then, several windows on the right will appear displaying your character's status information as well as weapon information. Three buttons will be available near the bottom: Play With "Character's Name", Delete "Character's Name", Back To Character Selection.

If there is no character, a window will pop up stating a Character is required to play the game. Clicking Ok takes you to the character creation screen. From there you'll be given a list of games as well as their strengths, weaknesses, and bonuses. Selecting any of the games takes you to a character selection screen. A minimum of three character is required per game complete with name and background history. Each character will be displayed in their default color. Their stats will be displayed in a window on the right.

Characters can up to three different color control schemes. These colors can by modified to make your character stand out from the rest. Stat modification is available for those who wish to have a more customizable character to play from. However, you'll only be able to use the amount of stats that is given to that character. Some characters may have more stats points than another.

After choosing a character, you'll be taken to the next screen where you will pick two sets of weapons. Each set contains a total of five weapons to play with. Selecting a weapon will show the model as well as a window telling what game it is from along with some background history. All weapons start off as Level 0, not Level 1. Either set of weapons will have to contain a weapon from each of the five Weapon Tiers.

Finishing the whole Character creation takes you back to the Character select room. Upon activation of their newly created character, a window will pop up with a list of rooms that are available to join. There will be three tabs at the top: Battle Arenas, Practice Arenas, Tourney Arenas. All three Tabs will contain a filter function. Clicking on a room will expand the window downwards to show available players and room rules.

Battle Arenas are the main rooms created by the players. Playing in these rooms will level up your character.

Practice Arenas are rooms where people go to either check out their character or to mess around. Playing in these rooms will not help level up your character.

Tourney Arenas are rooms hosted by the hosters and are maintained by them. These rooms can have large differences from Battle Arenas, such as allowing for double experience. Players will be unable to start a Tourney Arena room unless given permission by an Administrator or Game Master. These permissions are usually limited to a few times. Clan Matches will not take place here unless there is a league event going on.

Joining a room, based on the rules, will do one of two things: Take you to a lobby area where there is absolutely no killing, or drop you straight into the Arena.

The lobby area is before the Arena actually begins. These areas allow for full movement and can serve as a base for warming up before the match. The room can either be controlled by a Room Master or all players in it can vote on various maps, gametypes, and rules.

Prior to the Arena load, a window displaying various information about the map, gametype, and rules will be displayed. The lobby area will then be unloaded and the map will be loaded in its place. The match will then begin.


+ Archived Data +

[Health, Armor, Speed, Jump Height, Fall Damage, Air Control]

[Like with the weapon Tiers, there are limitions on choice between two levels. These limitations are not yet known and will be thought up at a later time or the community will.]

[These stats are split into two different Tiers: Movement and Survivability. Movement consists of: Speed, Jump, and Air Control. Survivability consists of: Health, Armor, and Fall Damage.]

[The Movement Tier stats can only be improved upon by taking part in Trick-Jumping matches. Some people will think that this is not fair and should not be allowed. While there is a lot of movement taking place in regular matches, it would seem unbalanced to allow movement to be improved during a regular match. Practice maps will be available for those unfamilar with the Trick-Jumping concepts. These practice maps will not contribute towards leveling up your movement stats.]

[The Survivability Tier stats can only be improved upon by taking part in any of the regular Arena matches: Deathmatch, TDM, Capture the Flag, Last Man Standing, and anything that involves fragging. Improving Health and Armor is based on a ratio system that determines whether or not you'll get Health or Armor. Fall Damage is based on how many times you fall and how much damage per fall you take. To limit the amount of abuse of the Fall Damage stat, it will only record a single fall every sixty-ninety seconds. This stat might be replaced with something else if the abuse count reaches high enough.]

[Unique Powerups Based On Kill/Death or Win/Lose Ratio (CTF Matches Included): Unlike the Special Tiers, which are single-use only, each Character is given a choice to a Unique Powerup Tier which can be recharged based on many variables. This unique powerup cannot be chosen and will be given at random. One will not be aware of the powerup they are given until the requirements to use said powerup become fulfilled.]

[Environment/Biosuit (Armor): This will allow you to reduce the amount of damage you take as well as having full immunity from Lava, Acid, and damage oriented objects. When this first shows up, you'll only obtain a +25% Damage Reduction. At the next level it'll be 50%, and the third and final level will be 75%. They are not stackable and you'll lose a chance to use the previous level one if you obtain the next level of the Tier.]


Last edited by AllegedlyDead on Fri Mar 06, 2009 7:35 am; edited 1 time in total
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PostPosted: Wed Mar 04, 2009 1:42 pm    Post subject: Re: Quake MMORPG Reply with quote

A rather large update. Added "Inner Game Development" at the bottom. Eventually I'm going to start asking for random ideas and optimizations of any part of the concept.
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PostPosted: Fri Mar 06, 2009 7:37 am    Post subject: Re: Quake MMORPG Reply with quote

Not entirely sure what all I changed. I forgot.

Many recent changes are made to the Character Stat Expendables under Character Development. Added two Wait Rules for Expendables.

Someone give me a suggestion for "Flight (Air Control)". I'm a bit stuck on how to take it.
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PostPosted: Fri Mar 06, 2009 12:18 pm    Post subject: Re: Quake MMORPG Reply with quote

Sometimes its better to just start with it, with a very plain layout and add details later. This way you will also keep yourself motivated, by seeing your own results. :)

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PostPosted: Sun Mar 15, 2009 7:04 pm    Post subject: Re: Quake MMORPG Reply with quote

I now actually read it, but I'm unable to ad anything. its seems all pretty well to me. now someone would have to implemented that so we can see what the "feeling" of such a game would be like and how to develop a story for it.

but as I only play OA, I'd rather read a book about the storyline :harr:

sorry, no help from me here..

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AllegedlyDead
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PostPosted: Sun Mar 15, 2009 7:18 pm    Post subject: Re: Quake MMORPG Reply with quote

I haven't touched it in several days. I've kept the file open to constantly remind myself I need to work on it, but for some reason I'm drawing a blank on what to add next. I mean, I know what to add... The problem is coming up with something to put down.

What I am thinking about doing is going through and adding every weapon instead of just having a limited amount of weapons from each game. Would probably end up being better that way. It's hard to say if I'll actually do this or not.

A lot of Special Weapon expendables/usables need to be added. I just can't seem to come up with anything for it now. Funny how things turn out. I work on something to an extent then I just can't think of anything more. Pathetic really.
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PostPosted: Tue Mar 17, 2009 2:43 pm    Post subject: Re: Quake MMORPG Reply with quote

www.devmaster.net/arti...ng-mmorpg/

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PostPosted: Tue Mar 17, 2009 3:42 pm    Post subject: Re: Quake MMORPG Reply with quote

AD... keep mapping dude... make the maps linear and add obstacles that have to be surpassed to get better weapons... limit the ammo so one might have to walk back to pass the next obstacle and such...

maybe what you want can be achieved in an action way that doesn't even require a mod... like e.g. instagib can be achieved just by weapon placement.. (see q3amphi)

think of a diablo done in a map...

also maps are easier to port to idtech4... where you got in-game GUI and such... does xreal have support for monsters? if not make the map so that bots walk only in certain areas around a weapon.. and use those furries from OA as monsters... xD

idtech3 is (AFAIK) limited to 64000^3 units and max. 2048 brushes.. in idtech4/xreal you can do fucking planets and connect them using teleports... they even added support for rotating maps to xreal... you could , maybe, do a "Portal"'ish clone for it just by creating a map with switches and such...

and add a portion of bladerunner and rain to it... for the atmosphere.. i'd love to fire doom3 guns in a rain shower.. with neon lamps and health items that look like a pot of ramen (a new model in the same pk4)... awesome.. \:D/
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PostPosted: Thu Mar 19, 2009 9:29 pm    Post subject: Re: Quake MMORPG Reply with quote

Here, the patch to assign the 'map name' command to a q3 entity:

www.quake3world.com/fo...34#p744034

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jackthompson
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PostPosted: Thu Mar 19, 2009 9:56 pm    Post subject: Re: Quake MMORPG Reply with quote

kernel_panic wrote:
Here, the patch to assign the 'map name' command to a q3 entity:

www.quake3world.com/fo...34#p744034

thank you.. :)

as a matter of fact the trigger causes a console command...

Code::
trap_SendConsoleCommand( EXEC_APPEND, va( "map %s", self->message ) );

and the whole thing is in the server side qagame.qvm... :D

this is the entity...

Code::
{
"classname" "target_changelevel"
"origin" "368 -96 -96"
"targetname" "target_changelevel1"
"map" "q3ctf4"
}

instead of

Code::
 "map" "q3ctf4"

it should be possible to do a

Code::
 "console" "model sarge"

or even

Code::
 "console" "model sarge,vid_restart"

in the entity... or so.. :D



changelevel.map
 Description:
mirror
 Filename:  changelevel.map
 Filesize:  4.64 KB
 Downloaded:  96 Time(s)

target_changelevel.diff
 Description:
mirror
 Filename:  target_changelevel.diff
 Filesize:  2.7 KB
 Downloaded:  95 Time(s)

changelevel.zip
 Description:
mirror
 Filename:  changelevel.zip
 Filesize:  137.78 KB
 Downloaded:  142 Time(s)
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kernel_panic
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PostPosted: Fri Mar 20, 2009 2:05 pm    Post subject: Re: Quake MMORPG Reply with quote

It's not in the best taste that I say so, but I had a fantastic idea. :D

With this patch you could make a map to change and generate a configuration file in-game. Imagine Mr/Ms Noob Beginner, whom, after firing up OA, selects an option called 'Tour/Config' or something. The game starts in a map where lots of little candy boxes are exposed like in a museum, with explanatory panels next to them. The player can then decide whether to pick up the items or not. At the end, she could take the entity that would finally write the config file to disk. Heh, you could also give the option to test the new config file in some map by putting a 'map xyz' entity somewhere--and another one there to come back to the gallery.

:)

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PostPosted: Fri Mar 20, 2009 6:10 pm    Post subject: Re: Quake MMORPG Reply with quote

you havetoo much love for the newbs. lets f0ck em.
edit: great idea, kernel!!

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