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| Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my! |
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#46 | |
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Registered Monkey
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Quote:
![]() I'm sure you'll get quite a few "takers" on this offer soon. [suspense] ...
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#47 |
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OUTOFANSER
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I've got a really good idea, that I'll make hopefully someday. Here's the story:
You stop at a mysterious building, looking for the greatest prize, the bathroom. But instead, you endup having to fight your way through a 1on1 tournament, or you'll be executed. You're prize? The title of Grand Champion! Also you get to use the bathroom. The first competitor will be easy, and it'll get harder. The 2nd to last competitor will be extremely hard. But for your last match, you must face your most challenging competitor. But you'll have to wait and see to find out who. It's funny, challenging, and actually has a good story if you take out the humor. I don't know when I'll make this, but hopefully someday... |
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#48 |
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Registered Monkey
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#49 | |
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I can't reach my sandwich.
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well if it wasn't for that screw up with OSMT Map i'll be doing that instead of giving my ideas away! ok heres one on the top of my head...... Your in a Tournament where theres no rules,no friends, and no peace. but wait this is no Tournament this is war! Your in a pitted battle between two allien life forms. Soon the Battle will come to Earth. Which side will Earth support? The mercyfull Skaarj? or the faithfull Brutes? You decide...and then you fight for Earth! As you can see theres multi ways to finish the level. Not quite sure how it will go but there should be a way how to do this ![]() But there will be all sorts of Battlefields like Suburbs, Marsh Lands, Motherships etc Maybe this is another Job for LS? ![]()
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#50 | |
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Registered Monkey
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#51 |
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Registered Monkey
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Mango brought UP the idea of Room-Corridor-Room mapping, something that traces its roots all the way back to Doom and Zork. (and D&D, T&T, etc)
As an OSM Adventure "map idea", I've been tinkering with the idea of a multi-mapper project where each mapper does one room. Each room connects with a common "portal" of some kind (perhaps even something that looks like the Portal Project). Some basic guidelines keep all rooms within a certain size (can fit within a volume, like a 2048x2048x2048) and should be a technically open space to qualify as a single room. But beyond that, the style, locale, objectives, etc. are UP to the mapper. It could start off with development of the portal and a list of mappers willing to work on a room. Then as rooms are developed and refined, discussion on how the rooms should be arranged takes place. I was thinking of basically a linear (one room after another) approach, but forks in this path seems cool too. With all the rooms set to lead from easiest to hardest, the rooms could be cut-n-pasted into a single map and released. A simple, "you're a time-traveler on a mission to put the space time continuum back in order", story could tie all the varied themes UP. This idea came about after seeing many mappers with the initial drive to start OSM Adventure maps, but who later dropped their projects due to time constraints and complexity of the whole map. This would allow mappers to concentrate on one Objective, one room, making it really shine. Ideally, it would end UP being a nice, colorful, multi-themed adventure.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#52 |
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Registered Monkey
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A BombingRun map with your standard stuff (bomb spawn area, bomb delivery areas for red and blue, corridors between these areas with some variety in routes and defense points), plus a simple tram system: two tram trains that lead from a team delivery area to the bomb spawn and back, going through a tunnel, perhaps over a high bridge that can be seen in other areas between bomb spawn and delivery. The tram is a speedy way to/from the bomb spawn.
Monsters (Krall) defend the bomb, have set up defesive points of their own at the bomb spawn and the corridors between the team delivery areas and the bomb spawn area. If killed, they either respawn after a short time, auto-respawn and it takes a little while to get to their posts, or they are able to heal (using ACTION_HealPawn) when hurt, etc. (I think making the monsters a one-time obstacle neglects the future rounds of play and will revert the map to a "normal" BR map.) If teams use the tram to get to/from the bomb delivery, the monsters launch missions to destroy that tram; wrecking the tram rails somewhere along the way (like the bridge), destroying the tram itself or taking out the tram power supply. The other team is also able to take advantage of the tram sabotage points, launching their own similar missions to slow the other team down. Teams will have to defend their tram system if they want to continue using it.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#53 |
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┌┬┴┴┬──┼┼
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Over at UTManiac we used to call that a Mapathon. I'd make a room for it.
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#54 | |
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Registered Monkey
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
Last edited by SuperApe; 02-08-2007 at 12:10 PM. |
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#55 | |
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Registered Lemon
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i kinda wanta do an ending boss....without all the other stuff
mainly a Huge bum room with a big home made monster our of movers and destructable objects and staticmeshes, and your on a small hollowed out area on the side shooting out, that way all the missiles and rockets can be pointed to 1 area and triggered and such and lots of fun ![]()
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#56 | |
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I can't reach my sandwich.
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#57 | |
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Registered Lemon
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i been thinking about a osm design...i want to try to do it but heres the main idea OSM-[SD]LastAssault
a big evil people took over the place, and you'r attacking them to kill their omgwtfbbq machine of death. mainly i want to do the final boss fight and then work from there... something like this i guess. There is this big room [_] and you are on a ledge cut out of the side of the room -[_] the big bad boss thing is in the middle -[@] and there are weapons and stuff pointed at different parts of the are you walk on, and there are a walk trigger and timed triggers for each attack so you got turrets shooting you from all over, some scary mover that goes up and bams right where you could be and all the while you cant damage it. then you finally find out what these big pipes do that lead to the thing and you shoot em and the thing opens up and this big weird looking omgbbqsauce mechanical heart opens up and you blast it and repeats till it goes down and yay! i know games done this before but i can't find a good example besides... ghostrider's big boss thing.
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#58 |
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Registered Monkey
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Stealth OSM Adventure
Using a custom character, custom model & animations, you play as a thief stealing something valuable from a heavily guarded complex. You sneak past patrols, climb up walls, and use trickery to get to the valuable goodie. Then, you have to make your way back out alive, but just then, an alarm sounds.
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- SuperApe ![]() -= Unreal Geek =-= Flash Padawan =-= Animation Refugee =-
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#59 | |
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Registered Lemon
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sounds great, so where does the girls locker room come into the mix superape?
oh no dont tell me we're suppose to steal womens... pink thin strips of Lawdy ![]()
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#60 | ||
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┌┬┴┴┬──┼┼
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