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CrimiClown

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Jan 25, 2009, 04:02 AM
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Quote:
Originally Posted by shaney View Post
2 teams going head to head in an epic battle to finish there Car-Rod in the shop

2 shops , parts cost money so u need to find money , bank the money to build ur Car-Rod , everything costs money , even the small parts of the Car-Rods , it will seem easy but it will be a great rivalery


to be played in CTF , Game style Carrotise My Ride
Just when you thought the hotel period ended.
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Originally Posted by CrimiClown View Post
Just when you thought the hotel period ended.
this aint like a hotel , this is faster , btw the hotel period just shifted to carrotshire right


im thinking race and u got one warp only coin warps so u know u dont buy same thing every damn time
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Jan 25, 2009, 04:26 AM
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Safe Cracker

Gametype combination Bankrobbery / Assault


well just imagine bankrobbery , when u cant even get to the safe , and when the safe is cracked u need to run like hell with ur coins and hope not to die , score X points and win
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Massacre: The inverse of Assassination. Each team is confined to their side, except for the leader, who gets better weapons than everyone else, and goes to the other side, killing as many non-leaders as possible.
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Jul 31, 2009, 03:47 AM
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where do i start from if i want to????
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Jul 31, 2009, 05:22 PM
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Quote:
Originally Posted by cooldude View Post
where do i start from if i want to????
Start out with an idea. If you don't have any ideas for a new gametype, I suggest thinking of something which could be challenging, then deciding how people could get points from it. Also, look outside of Jazz for inspiration. Other games often have exciting gamemodes, and sometimes you can steal ideas from non-videogames. For example, my entry for the Revenge of the Single Screen CTF contest. It can be downloaded alone here or with all the other entries here.
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Aug 1, 2009, 02:51 PM
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Now THAT is giving spam posts a purpose.
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Originally Posted by Jerrythabest View Post
Now THAT is giving spam posts a purpose.
If it has a purpose, does it remain spam?

Anyway, my post was more of an add for TrogRPS.j2l than anything else.
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Name: Test elimination
Number of players: 12 (6 blue, 6 reds)
Game Mode: CTF
Duration: 10 minutes
Description: In the game, the shooting will not be allowed. You will play a test with 12 levels, one for all. You don't must to be warped (never) or you will be automatically eliminated and put on spectate mode. The all levels will be equal at the hard mode. The team with the most competitors who arent spectating will win.
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Quote:
Originally Posted by KiMO View Post
The team with the most competitors who arent spectating will win.
So if u don't do crap, you win? That's brilliant.

I do get what you meant partially though, but wouldn't it be better if you had to beat increasingly hard lvls, and the lvl numbers for players would be tallied to a team-score when the timer runs out to determine the winner? (Using auto-stop)

You could also make the tests possible to finish in the time limit and at the end there would be a warp to a room where those who finish the test could duke it out to, either zero/half those opponents' scores, or to increase their team's score.

Just in case this is taken up, it should be called "Test-TB".
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Aug 2, 2009, 04:11 PM
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Quote:
Originally Posted by St. Louis View Post
I do get what you meant partially though, but wouldn't it be better if you had to beat increasingly hard lvls, and the lvl numbers for players would be tallied to a team-score when the timer runs out to determine the winner? (Using auto-stop)
Hmm, this could work. Sounds fun. Whether or not hitting the warps should eliminate you remains an option for the level designer.
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Hey could a "field of judgement" type option be added to plus that spawns monsters that just fall on you pretty much nonstop. Sort of like IDK random bosses and enemies stuff?

And the person who dies *last* wins? I'm not sure about that.

Or building off of his idea, team boss fight where two teams duke it out on random boss fights first team to defeat their boss wins. But could you possible double/tripple/quadrouple the bosses' health so games last a while?
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Hmm, you could also make team boss fight like this:
-Some predefined bosses in some predefined order will be spawned one after the other. New bosses may come in new rooms that were designed for that boss. All bosses should be much weaker than they are normally.
-After that a 'bonus round' begins, spawning a lot of normal enemies. After the bonus round, the bonus should be awarded. You'll need some kind of performance meter, possibly a timer, to determine the size of the prize. The bonus could include ammo, power ups, carrots and even one or two full energy carrots for very quick teams.
-Then, the bosses you defeated earlier will be spawned one after the other again, but this time with a higher difficulty.
-As the difficulty rises further, the rooms you are playing in may get harder by adding (or removing) walls, collapse/destruct/trigger scenery or even some normal enemies. You could also rise JJ2's internal difficulty setting, as it manipulates some bosses. Or at least one, as I know the queen boss works differently on other difficulty settings.
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We shall call this gametype Field of Judgement. I like it. Thank for the improvements and clarification, Jerry
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Aug 3, 2009, 04:42 PM
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Now 'someone' go implement it into JJ2+
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Aug 7, 2009, 12:40 PM
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Re:Make Up Your Own Gametype

Crazy Run

There are two teams on a map full of pits,traps.mazes and puzzles. One team has to defend the map while the other team needs to pass all obstacles and other team members. At the end there are bases and they can score. Everyone from the team can get one powerup he wants. The defending team needs to stop people until the timelimit expires. Then the teams change,the running team now defends and defending team now "runs".
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Assault?
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No kidding.
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would be cool

Name: Greed
Mode: CTF
Objective: Killing an enemy player makes them drop one gem. Collect the gems and take them to the enemy base. The amount of gems you have is shown in a number above your head. Killing a player who has already collected gems will make them drop all their gems plus one. For example, if you kill a player who has collected five gems, they will drop six because of the one they have by default. Touching the enemy base will convert however many gems you were carrying into points. Would be played in CTF levels, with the CTF bases acting as the scoring areas. Basically a mix of TB and CTF except even more twisted.

Yes, it's mostly taken from UT3, but I'd still like it if it was coded into a future version of JJ2+.
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Why would you need to hold onto gems, it's just a risky strategy with no benefit then isn't it? *rant*
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Quote:
Originally Posted by Ragnarok View Post
Why would you need to hold onto gems, it's just a risky strategy with no benefit then isn't it? *rant*
Besides that, if you have one gem by default, shouldn't you cash it immediately?
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Originally Posted by CrimiClown View Post
Besides that, if you have one gem by default, shouldn't you cash it immediately?
No, the default gem isn't usuable, it's just what is dropped after you die. Else, how is anyone going to get any gems in the first place?
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Quote:
Originally Posted by PurpleJazz View Post
No, the default gem isn't usuable, it's just what is dropped after you die. Else, how is anyone going to get any gems in the first place?
place gems in the level Yeah didn't think that one out.
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You could place bonus gems in the level anyway. You could also add a coin warps to a regenerating (maybe even blue) gem in a sucker tube or the scoring area/base.

Another random thought:
Applying more than 1 damage to a player at once -> steal one of his gems (if he has any). Or steal one gem on normal damage and 2 gems on higher damage. Just to keep the gems moving while no-one dies for a while.



Yes, this sounds good. Somewhat like Team Treasure Hunt.
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I've been trying out the gametype TeamRace lately

Name: Team Race
Number of players: 2 minimum, higher is better.
Game Mode: CTF
Duration: Any
Max score: about 10-20 depending on level size and amount of players

Description: The teams starts in each room, it contain TNTs and Frostbiters. After a countdown the rooms doors opens and let the players to the race.
The goal with the race is to run to the end and into the team-specific warp, and you do a normal flag score, fall into the pit so that you lose any ammo, and resets your health.
You are covered in your start room thanks to team triggers, and it got a warp to the turrets placed over the race level, so that you can shoot opponents running in the level. When you want to leave the turret, do suicide by jump into the pit, so you lose your ammo.
The small turret rooms contains Electro Blaster PUs and Full NRG carrots. The turret rooms is mainly to slow down the other team by hurt them.
There are carrots placed over the level so you can heal if you got hurt. A good start/max health is 5.

Limits: Because it's flag scoring, two players can enter the scoring system and grab the flag at the same moment, that's why you fall in the pit when scored, so you lose the flag if you held it. The best would be that you got warped back to your starting room and that the warp setlap increase the team's score.

Please comment this gametype concept!
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Quote:
Originally Posted by PurpleJazz View Post
Name: Greed
Mode: CTF
Objective: Killing an enemy player makes them drop one gem. Collect the gems and take them to the enemy base. The amount of gems you have is shown in a number above your head. Killing a player who has already collected gems will make them drop all their gems plus one. For example, if you kill a player who has collected five gems, they will drop six because of the one they have by default. Touching the enemy base will convert however many gems you were carrying into points. Would be played in CTF levels, with the CTF bases acting as the scoring areas. Basically a mix of TB and CTF except even more twisted.

Yes, it's mostly taken from UT3, but I'd still like it if it was coded into a future version of JJ2+.
This one in UT3 was pretty fun, but of the unreal gametypes id much prefer Betrayal.
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Quote:
Originally Posted by DJazz View Post
I've been trying out the gametype TeamRace lately

Name: Team Race
Number of players: 2 minimum, higher is better.
Game Mode: CTF
Duration: Any
Max score: about 10-20 depending on level size and amount of players

Description: The teams starts in each room, it contain TNTs and Frostbiters. After a countdown the rooms doors opens and let the players to the race.
The goal with the race is to run to the end and into the team-specific warp, and you do a normal flag score, fall into the pit so that you lose any ammo, and resets your health.
You are covered in your start room thanks to team triggers, and it got a warp to the turrets placed over the race level, so that you can shoot opponents running in the level. When you want to leave the turret, do suicide by jump into the pit, so you lose your ammo.
The small turret rooms contains Electro Blaster PUs and Full NRG carrots. The turret rooms is mainly to slow down the other team by hurt them.
There are carrots placed over the level so you can heal if you got hurt. A good start/max health is 5.

Limits: Because it's flag scoring, two players can enter the scoring system and grab the flag at the same moment, that's why you fall in the pit when scored, so you lose the flag if you held it. The best would be that you got warped back to your starting room and that the warp setlap increase the team's score.

Please comment this gametype concept!
I've played this on your server and it has a great gameplay (well, the level you where hosting had a great gameplay). The only thing was there where too many carrots and the rooms with the electro where a bit useless if there was only one person using it. However that didnt changed the gametype, the idea is still great. I might also create a lvl with this gameplay since I want to make a race lvl anyway.
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Quote:
Originally Posted by DJazz View Post
I've been trying out the gametype TeamRace lately

Name: Team Race
Number of players: 2 minimum, higher is better.
Game Mode: CTF
Duration: Any
Max score: about 10-20 depending on level size and amount of players

Description: The teams starts in each room, it contain TNTs and Frostbiters. After a countdown the rooms doors opens and let the players to the race.
The goal with the race is to run to the end and into the team-specific warp, and you do a normal flag score, fall into the pit so that you lose any ammo, and resets your health.
You are covered in your start room thanks to team triggers, and it got a warp to the turrets placed over the race level, so that you can shoot opponents running in the level. When you want to leave the turret, do suicide by jump into the pit, so you lose your ammo.
The small turret rooms contains Electro Blaster PUs and Full NRG carrots. The turret rooms is mainly to slow down the other team by hurt them.
There are carrots placed over the level so you can heal if you got hurt. A good start/max health is 5.

Limits: Because it's flag scoring, two players can enter the scoring system and grab the flag at the same moment, that's why you fall in the pit when scored, so you lose the flag if you held it. The best would be that you got warped back to your starting room and that the warp setlap increase the team's score.

Please comment this gametype concept!
Well, this mode is really very good, if there are much players, but if there are few, it is a little boring. The idea is good and Djazz's lvl is, too. Sometimes there are too much carrots, where we need there aren't. In my opinion, teamrace is more exciting (with a funny gameplay) than simple race.
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I made a team race level but can't host it =( I give up...

I don't even know how well it works. It probably has a lot of bugs that I can't host to find.
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Quote:
Originally Posted by DJazz View Post
Name: Team Race
I played this today. It was pretty fun. I liked that whoever was hosting had set maxhealth to 2, so it was quite easy to die or kill opponents. This made for some nice strategic play as it was possible to sit at a chokepoint and sidekick anyone who attempted to pass, because this would lead to an instant kill. But the other team would always eventually kill me and be able to continue.

The main thing's I think could be improved were level specific. For example, on one level, people who were running the race were able to use TNT to get some of the electroblaster powerups. Also, neither map had any ammo other than TNT, ice, and electroblaster powerups in the turrets. I think the gameplay would be a lot more varied and exciting if other ammo was available.
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Team Race was pretty fun id have to say
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Yeah...Team Race was funny...Tower Defense was more funny. DJazz and me invented that,all is same as Team Race except the turrets were already set and they were auto firing,so you had to dodge ALL turrets with the non-stop fire and other team members. Don't ask how we did that.
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How did you do that? =)
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How about this one: A group of rabbits is standing near a chest/flag/portal/something, when enough time has passed the floor will open and the defenders win.

Defenders have five lives and there will be coming attackers from both sides of the level.

Smth like this:
&&&&&&___________
&&&&&&l&&&&&&&&&l
&&A&&&l &&&&D&&&&l &&&A
&&&&&&W&&&C&&6&&W
_______________________

Where A=Attacker, D=Defender, W=Wall for the defenders and stop ammos, and C=the protected thing. & is a symbol.

You get the idea.

Last edited by Jgke; Nov 25, 2009 at 04:06 PM. Reason: Fail.
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Quote:
Originally Posted by Jerrythabest View Post
How did you do that? =)
Opening multiple JJ2s,joining the server with the name DefenseTower or Cannon Master and getting into the turret in PU's position,taking fastfires and then firing with T on,which causes it to repeat. It auto refills because it is in position of PU,so it automatically takes it when it fires. That makes it unsuitable for a gamemode,but atleast it was fun
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Quote:
Originally Posted by J96 View Post
How about this one: A group of rabbits is standing near a chest/flag/portal/something, when enough time has passed the floor will open and the defenders win.

Defenders have five lives and there will be coming attackers from both sides of the level.

Smth like this:
&&&&&&___________
&&&&&&l&&&&&&&&&l
&&A&&&l &&&&D&&&&l &&&A
&&&&&&W&&&C&&6&&W
_______________________

Where A=Attacker, D=Defender, W=Wall for the defenders and stop ammos, and C=the protected thing. & is a symbol.

You get the idea.
Sounds like assault with minor tweaks to me.
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Escort: Each team starts with everyone in a jail except 2 people. One is the VIP (has only 2 health), the other is a bodygaurd (normal health). Both teams are on the left of the level, and there is a special area at the right of a level. When the VIP gets to the special zone, he becomes a bodygaurd. The moment a bodygaurd returns to the jail, a person from the jail will become the next VIP. This continues, and it will become necessary to assassinate other people's VIP to win the race.
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TagTeam: Semi-new gamemode in which you race with 4 people instead of two.
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You should try to track down team foo races if you want to try that... I'm not sure if anyone has a copy though
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J2O does.
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