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Chiyu

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Jul 25, 2002, 03:30 PM
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SFC

Search For Coins. There can be up to 8 players. There has to be a mod room again, and all the 8 playing players can choose their holes. The start stuff works exactly like LMS as you can see. But the goal is different. It can either be hosted in battle or treasure, that doesn't matter much (when it's battle you can be slowed down, that can make it more fun). Every person has his base, with a trigger zone. The goal is to go to all bases and touch the trigger zones, faster than the others and then go to the 'goal' place (should be in the middle of the level). You can only enter the goal place when you have all 8 triggers (in my levels they're called coins) on, and the person who can enter the goal place first wins! There CAN be more than 8 players, that will only increase the fun, because you can play with teams. One can go get all the coins (and only do that, because the buddy won't get the trigger zones enabled) and the other can defend to prevent evil people from taking the trigger zone. There can also be a judge at the finish place to see who reaches it first. Concept invented with Link. Our first SFC level: "Cracco Robbery".

MFC

Medieval Fighting Classes. As long as there are 2 people or more, the amount of players doesn't matter. Host can play, but sometimes that will mess up triggers, so it's not recommeded. In the start of the level you can choose between some 'jobs' (at least 2). Every hole has different advantages and disadvantages. Every job has a warp in the start of the level, with trigger zones. One trigger zone to make you fall into a different jail-like room instead of the start room again, and the trigger zone that matches with your job. That job-trigger zone will also open up one warp for you in the jail, so you can come back into the battlefield after you died, as the job you were. So choose carefully which job you want, you'll have to stay it until you leave server or until the level changes. (Almost) every level has a different set of classes/jobs so it's not very practical to write a list of the possible jobs here. When making a MFC level, let your imagination go wild (yay), you could work with different themes, for example a rainforest, with a woodcutter, a greanpeace activist, a forest ranger and a native. You also have to think of the advantages and disadvantages for each job when making a MFC level. In MFC levels, every job has different places he can acces and places he cannot (trigger zones). For example, a knight can go into the castle, but is somewhat limited in dark caves (blocks are preventing him from entering too deep), while a ninja can't even leave the cave. Each different job should have different ammo as well. My first MFC level: "Cracco Medieval Fighting Classes".

Quest/Puzzle

Each Quest level needs a storyline or goal. The point in Quest levels is to gather information or hint through the level and solve some puzzles (mostly finding triggers or ammo which you can use to go further, making blocks dissapear) to go on and you'll eventually reach the end. This isn't a very long explanation, because the levels usually explain themselves, there's a text saying what to do or the host will say it in 1 or 2 sentences. Quest levels usually give you the RPG/Adventure feeling. My first Quest level: "Cracco Land of Coins".

Warfare

first, every player chooses his or her "job", you can choose between;
- King/general (orange)
He can only stay in the king's room and shoot down ammo for the knights and ninjas
if he's/she's killed, the other team wins
- Knight/Warrior (green)
Can leave the castle for the battlefield
this is the only job wich can invade the enemy's castle and kill the king
- Ninja/Scout (gray)
Can use the underground network and gun9 to kill enemies above it
- Guard (yellow)
Should guard the king with it's live, can help with shooting down ammo
can wakt through the castle but cant leave it
- Dragoon (indigo)
Can fly through the battlefield
Cant enter castles or caves
To play the game, you need at least a king and a knight for the blue team
and a king and a knight for the red team. The goal is to reach the other castle, and kill the king in there. Each castle can have some obstacles in the way, or puzzels with triggers to make it harder for the enemies to reach the castle and kill the general.
Concept invented with COOLM@N. Our first Warfare level: "Cracco Warfare".

Movement

A not-playing host is recommeded, but not neccesary. In the start of the level there should be a warp to a Viewers Tribune.
Movement/Practice levels should be big and with little tests/stages/levels.. Make sure that you're experienced with triggers before making one. Make groups of about 4 or 5 levels, at the end of each one, put a trigger box. The first person to reach it will have to destroy it to go further with the game (ie. making some blocks dissapear), but the trigger also makes a new wall at the beginning of the group, so people who're more than 4 or 5 stages behind the winning person will get locked off, and will be able to enter a small warp which sends them straight to the Loser/Disqualified room.
Example: Person A, B and C start the game. A reaches level #5 and closes the trigger, B was at #4 and C at #2. Nothing happens. Now A reaches #10 and stomps the trigger to go on, while C hasn't reached #6 yet, and B is at #8. This will let A and B continue with the game, but send C straight to the loser room. At the end of the level, the winner can hit a trigger which will open a warp for him (which will send him to the Gold room), but also make a wall to prevent any other qualified people from entering, and making a new path to another trigger. This trigger is for the second player, it will do the same actions as the first trigger, and this player will be sent to the Silver room. The second trigger also made it possible for the 3d player to go to the Bronze room, and after that there'll just be 1 warp for all the other players who are also qualified which leads to the Qualified room. The Gold, Silver, Bronze, Qualified and Disqualified rooms should be close to eachother, around the Viewers Tribune (where the not-playing host, if there was any, should be too). Now everybody who enters the Viewers Tribune will be able to see the rankings... This explanation may be a little hard to understand. A complicate, yet a fun gamemode.
My first Movement level: "Cracco Practice".

Bird Hunt

This gamemode didn't turn out was I wanted it to be, but still, I came up with it so I gotta explain it too. This has to be hosted in CTF. Blue team's start position is in a room with Bird Morph MCE's, red team in a normal room with 2 trigger boxes. First person who enters should be red, and stomp the trigger box. This will close him/her off from the other red team hunters. He/she can be considered the hunter-leader. All the people at the blue base should morph themselves into bases and then enter the battlefield. After all the birds have found their place in the arena, the hunter-leader can stomp the trigger, this will make all the hunters (including himself) fall into the arena too. The hunters have acces to a lot of ammo and shields. As soon as the hunters have reached the arena they have to find all the birds (the amount of hunters and the amount of birds should be equal), and kill them (the birds may attempt to fly away, but ONLY after they have been shot at least once). Remember that it's important that you make sure that the hunters can reach ANY place with their bullets, or the birds will always win. When they die they'll go to the bird cage (due to some trigger zones). If the hunter team succeeds to find, hunt and catch all the birds before the time runs out (remember to set a time limit before you start the game!). My first Bird Hunt level: "Cracco Hunt".



This is the correct order of existance:
Conquest - Quest - Movement - Carnage - Bird Hunt - Survive - Warfare - LMS - Gladiator - MFC - SFC

NOTE: I've been working on the idea of MFC somewhere between Warfare and Survive, however, the first level was completed much later; Between Gladiator and SFC, so that's why I put it there instead. And BTW, I also created some Assault, King of the hill, CTF, Battle, Treasure, Race, SinglePlayer/Coop (and probably more) levels too, but since they're not my ideas, I won't list them.

SFC is quite new, it was created at the 10th of May, 2002, which means that all of the gamemodes above here were created before 10-05-2002 (Yay, that was some smart thinking of me).



UPDATED. MOVEMENT AND BIRD HUNT ABOVE!
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Last edited by CraccoBoyCC; Jul 26, 2002 at 01:09 PM.