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FQuist FQuist's Avatar

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Apr 22, 2005, 02:37 PM
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My idea for how to get the Handicap CTF concept working originally was something like this:

Every base is in a tube. Once a player goes through that tube, he grabs the flag and hits a crate, with ID 0 for example. Him hitting the crate closes the base. He also touches a trigger zone.

When the flag bearer of a team is killed, he dies, and he (somehow) hits the crate that opens the bases again..so that the other flag bearer can score. When scoring, the flag bearer hits a crate that adds the handicap, and opens all bases again.

And then Blur reminded me that teams are supposed to be able to regain the flag after they die. And also it's sort of late and I'm confused with my original idea. So ignore this.
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It would cause some problems though, because players could easily get stuck when the bases are closed.

@ WR: And how would that tax system work?
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Whoa, whoa, wait. I already explained it. The mayor cannot collect coins (triggers). Everyone else can. They go into coin warps (not available for mayor). There, they shoot coins down into a room only the mayor can enter. The mayor uses that money to enter a room only he can access, where he buys upgrades and defences for the base. It's a balance between economy, defence, spending and...er...blowing stuff up over at the enemy's base.
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Sounds neat. =o
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Question

Are people going to continue posting in this thread?
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Eventually.
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Probably they're trying to do something with it and will post if they find something. Probably.
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YES!
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What about a sugar rush battle? The whole level needs to be nofire area and big amount of food there. Players need to touch other players to roast
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Quote:
Originally Posted by AMT
What about a sugar rush battle? The whole level needs to be nofire area and big amount of food there. Players need to touch other players to roast
Street Fight.
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After I read all these replies, I've gotten some nice idea's
I guess the most know what ATB is. Assault The Base. And I don't mean Assault-levels, but CTF levels. It should be 2 levels: one with the blue team flag for the grab and the other for the red team flag. The idea is simple:
Team Red Assaults the Base
Team Red will start with a trigger ON, wich will give them entrance to their own base.
Team Blue won't start with a trigger, so they only can protect their own base (and the paths to it).
While Team Blue defends their base, inclusive all the roads, paths, sewers , doors etc etc who lead people into their base, while Team Red tries to get in. Of course Blue gots some better weapons, and Red has to do it with less. As soon Red is at the BlueBase, he/she (or it) sneaks in and hopes to find the Flag, without being noticed. As soon he got it, he should run for his life, with loads of the Blue Team behind him. As soon he enters his base, Blue should know they lost. 2/4 points should make the teams change. The server should use that Controller or what it was to change the lvl if the game is roling to long.

Team Blue Assaults The Base
Now the roles have been changed, Team Blue will notice how hard it can be to get into that base Of course there are enough sneaking routes (you have even heard me saying "sewers", right?). Of course Red Team gets some better weapons and again, it's time to assault these cowards. Now Blue gots a trigger ON, wich will be letting only Blue someones in. Etc Etc, just like the text of when Red has to attack.

Shouldn't this be fun? I think so. Maybe I'll just make a betaLVL from this and see how it will turn out

And BTW, the idea's from FQuist(those construction and destruction), Mikeejimbo and the one from BlurredD sounds fun too.
And BoggyB, I think you have given me a new idea I think. If we make a SMALL level like the one from Kirby's Dream Fountain, and everybody gots TNT. You can't die, untill you will be blown from the lvl. You will hit a warp, wich will send you to a room, and you'll have to wait there untill everybody is out (or there has to be one left). It's like the Ground Force lvls, that you will be in a square sucker tube, and the lvl will go further untill the server gets that diamont and goes into the exit. Maybe this is a fun idea, for creating the BEST SSBM levels who are small to play with this :P :P
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Someone should really make an Assault the Flag level some time.
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What's that, blur?
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Quote:
Originally Posted by BlurredD
Someone should really make an Assault the *Base level some time.
Quote:
Originally Posted by Grytolle
What's that, blur?
This, next time read the another posts.
EDIT= Ow.
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I'm making some of the mentioned level types now, too see it works and it's fun...
Am I allowed anyway by the people who made fungametypes? These Base Construction and Base Destruction are funny too..
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Quote:
Originally Posted by Pako Spanrabbit
This, next time read the another posts.
I asked about assault the Flag, (PA).
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Quote:
Originally Posted by BlurredD
Someone should really make an Assault the **Flag level some time.
Quote:
Originally Posted by Pako Spanrabbit
...next time read the another posts.
In which case, see this post from the previous page. The Assault the Base name just happened to remind me of Assault the Flag. (Weird, isn't it?) I admit I should've added more to my post though, since it didn't explain much for those who haven't read the entire thread.

Assaults the Base isn't a bad concept by the way.
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Jan 25, 2006, 03:56 PM
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Sounds a bit... sure try out and nvm me.
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This just popped into my mind.

Team LRS

Both players on each time have a level-specific amount of lives. Once they lose their lives, they are unable to fight anymore. However, the scoring depends on how many players are on the victorious team, as in if there was one player left in the winning team, the whole team would get one point. If there were two players, the team would receive two points. Also, XLRS scoring could be implemented so that each time someone loses a life the opposite team gets a point, and if someone loses all his lifes, the opponents receive three (or also level specific) points.
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Jan 26, 2006, 02:48 PM
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it could work that LRS..
Oh and is anyone in a good mood to try out Assault The Base? It isn't finished yet, but then we could test it if its ready. Its starting to look good :P I've never been that good at making Battle- and CTFlevels. This should be my second lvl wich will be hosted in CTF.
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Not trying to disappoint you, but there are dozens of Assault levels out already.
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yeah, but not Assault the base like mine. It isnt that you have to destruct some crates to open a port for a highly toxic... something (was it assault1.j2l?)
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It is, apart from the highly toxic something.
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Something I have thought of recently, it might work.

Team Ice Hockey.
Gametype: CTF or Treasure Hunt
Gameplay: You start off on a big field. In CTF, you stand on 'your side' of the field, in Treasure mode, you arrange teams (Also possible to recolour with JazzEd). In the middle, there's a turtle shell. On both sides of the field, there are 'goals'. In these goals are crates with a TNT event in them and a Trigger Crate. The shell will hit the crate and open a door. In there, there are two flag bases, so you can score immediately. In Treasure mode, there's a gem here.

The goal will look like this (Leftern goal):
Code:
__________
|........S
|BBBCBBBBB|
S = sucker tube, so players can't get it.
. = air
B = Crate with a TNT in it.
C = Trigger Crate.

Maybe this would be a good gametype. I'll try to make such a level.
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This has already been invented, and it's called 'shellball'. It wouldn't be ice hockey since the players can't actually skate.
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Quote:
Originally Posted by White Rabbit
This has already been invented, and it's called 'shellball'. It wouldn't be ice hockey since the players can't actually skate.
I'm always too late... =(
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I've seen various incarnations of team games using a shell (usually referred to as hockey or as soccer/football) and even made a level myself. Unfortunately, where the shell is in the level will always vary from client to client, so there's no way this or any similar concept could work properly.
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Super Jazz Bros. Melee

Up to four players are in an Streetfight-style arena. The host randomly selects items to fall down from the sky (carrots, food, and crates to trigger TNT-bombs from the sky, a la Survivor). Each player has three "lives," after their use they cannot play, but are welcome to spectate.
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we could make a jazz spoof of animal crossing!
i don't know how that would work tho :P
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Crimiclown: I don't care the idea is old or not, the problem is if the shield is almost going in your goal, you always can 'save' him by buttstomping on it.

White Rabbit: I have seen an event called 'slide'. Maybe then you will 'skate' over the 'ice'?

Odin: The same idea I had by myself, but then the idea you have to blow each other off the lvl with tnt. But your idea sounds better... =S

Cheese: ever heard of Ogi City and Carrot Islands?

Well, that was it for today. And btw, I don't know why I've never said this, but does anyone know about the SOSeries? Most of the people who visit my site will know about it. Why haven't I put 'RPG Jazzing' in this list?

Space Operation Series (or shortly SOS) are using this, and it works!
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New Gametype Ideas

Jazz Commander: You, Spaz, and Lori act like a team of army men. You command Lori and Spaz as your two soldiers. So you could tell Lori to hold position, and tell Spaz to follow you, and then tell Lori to go in for an assault. You could also switch leaders and stuff. First to die loses. Spaz and Lori could also have a set number of lives and stuff.

Juggernaut Mode: (not my idea) Bullets do double as much damage, they are twice as big (that would involve editing clients j2a files which would be nearly impossible). He can also run faster (2x client speed hack shouldn't be that tough). The juggernaut gets like 30 seconds and everybody has 1 health and the juggernaut kills as many rabbits as possible in that 30 seconds. Then it rotates to another rabbit.

Dodge Bullet: Shoot the rabbits. When the rabbit gets shot he gets warped and becomes one of the shooters.

Cops and Robbers: Rabbits start out with a chosen amount of coins. Every time they get tagged they lose a coin. When they run out of money they become a cop or have to continue to tag other players until they get a coin back and then they try not to be shot at/tagged.

Pit Fall: Random triggers hit at any random time never repeating the same cycle, causing rabbits to fall through the floor. When floors open, other rabbits try to shoot their enemies down. Last rabbit standing wins.

Musical Chairs: That shouldn't have to be explained and you probably wouldn't need to modify jj2 to do that, you'd just need to make a level with lots of triggers (which I may work on when school's out).

Need more ideas but i'm presenting these because personally, I've lost all interest in Jazz Jackrabbit 2 and I think stuff like this would make it more interesting. I will add more ideas as they get posted.
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Old Jun 4, 2007, 12:48 PM
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Quote:
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... Don't we already have a thread for this?
Your mom has a thread for this.

I always thought Team Survivor would be fun, though it's probably been done.
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Lightbulb Warbases

Aah! What an idea!

Warbase
Mode: CTF
Rules: It's almost like onslaught (where you capture the nodes), but you don't need to capture those nodes, capturing them just gives you advantages like:
- Ammo
- Better base
- Warps
- Anything the levelmaker thinks!
It's actually normal CTF for the rest part of rules. I'm actually making one of these...


For extra twist, you can give each player a role (like in jazz team fortress), I'll include this in my level. The other players can be hardly armed war-rabbits and the others flagholders, so players have to protect the weak flagholder!
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I actually made some onslaught levels already, if you want I'll send them to you or something.
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your ONS levels owned i'll give you that
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hey I remember a while back I came up with Super Smash Rabbits

anyone ever follow up on it?
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Quote:
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hey I remember a while back I came up with Super Smash Rabbits

anyone ever follow up on it?
Look at Pako's signature
If he didn't work on it, I would!
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Fall of death
-You start at the top of a really really tall level with small bunches of ammo, and you fall.
-On some places are vanishing tiles, so that you may stop falling for a second.
-The level's horizontal size may change or the path may have curves (horizontally), but there should always be belt events on surface tiles, so that you can't just stand still, and these belts should be faster than running speed, so that you'll have to jump or else you'll start falling again. There may be wind events above the belts as well, so that jumping has no effect either.
-If there are any springs in the level, these should be made that way, that they'll flash (can be done by using MCE's and belts). This way it's never entirely sure that you can stay on one spring.
-There may be sucker tubes sending you up or down.
-There should be some secret places where you recieve powerups or carrots, like a tiny one tile wide passage on the edge of the level. I recommend not to use 'walled powerups' which you need to get with bouncers or electro blasters, as you must remember we are falling really fast.
-There may be some ceiling springs that will dramatically limit your control.
-Horizontal springs can be really useful to bounce players from one side of the level to the other, which will make it less likely they land on a surface, which would slow them down.
-Freeze pickups may be used to take people completely out of control (no shooting, no steering, no jumping, ...).
-Players can be 'trapped'. You can do this by making a sucker tube event that holds the player for a few seconds. Everyone passing by may be able to shoot the player and score a point.
-Players falling faster can be slowed down by adding destructable tiles or trigger crates. This way you can bring everyone together again.
-Levels should have all kinds of ammo. Faster falling players will need slow ammo like seekers or pepper spray to hit the others, slower falling players will need bouncers to shoot players that have fallen faster. Electro blasters are useful if you split up the level into two paths with a small wall in bedween. Freezers may be used to slow down players falling at the same speed as you do. RF can be very useful to bounce off walls or to go down faster (or slower (or even up) if you double jump) in narrow parts. Toasters can be very useful if you are one of the faster fallers as people above you will need to dodge your line of fire. TNT can be used to slow down people in narrow parts.

Level types
-Battle mode (Battle): the level should have warps back to higher parts of the level and should end in a line of warps (preferably with different IDs).
-LRS mode (Battle): The level starts in a circle sucker tube with a door that gets closed as soon as one gets 'sucked' through it (with a trigger crate). In front of the door, the sucker tube should wait a second to prevent multiple people from going through. The player that went through the door will be put in a small no fire zone-room with a trigger crate to open up the rooms floor and another door in the circle tube, so that people will get warped into the level all at once. The level should end in a fighting arena with ammo and one or two important powerups available (not all powerups, players should just make sure they don't run out of ammo if they have a powerup that is not in the fighting arena). The killed players should be put in a sucer tube, preferably near the fighting arena so they can see a part of it. Last player to survive wins the game.
-Treasure mode (Treasure): There should be diamonds in the level too. The level must end in a line of warps. Just above the line of warps, there should be a line of EOL events. First one to reach the bottom of the level with the required amount of diamonds wins.
-Team mode (CTF): The teams should start seperted. The blue team box has a door like in GroundForce levels to start the game. At the start, all blue players are being sucked to a Red base and vice versa. In the level, there should be several places (two or three) where a player can get the flag of the opposite team (they must be warped to the base and then warped back to where they came from, this can be done by using a trigger zone in front of the warp to the base that puts a solid block (a 'closed door') inside the sucker tube, so that the player will fall down. The block must then be removed with another trigger zone, and the player will be warped back to the correct place). It's important they will be sent to the enemy base, this can be done with a trigger zone just after the starting point. The bottom of the level should have a sucker tube that sends the players to their own bases. If a team scores (or if a team reaches the needed score) the level is over. If not, the players will start at the top of the level again.
-Race mode (Treasure): The players should start in a GroundForce-type box with a door so that one player may start the game by hitting a crate. The level should end in a line of EOL events with a lot of diamonds just above it. The first one to reach the bottom wins.
-Multi-lap race mode (Treasure): The players should start in a GroundForce-type box with a door so that one player may start the game by hitting a crate. The level should end in a warp line that sends the players into a tube that sets their personal lap count using trigger zones. Then, they should be warped back to the level. After the last lap has been finished, the tube should send the player to some diamonds and an EOL event. The first player to reach the needed lap count wins.

You may want to end a Race mode level with a podium for the fastest three players. The fourth should hit an EOL event in a room full of diamonds, under the winner's place. If there are less than four players the winner should be able to end the level too, preferably by shooting a (really really strong) destructable wall tile next to him with a trigger crate on top of it that opens the floor under the winner, so that he falls in the 'endroom' to end the level. It's fun to give the first player to finish one gem, the second two and the third three, so that the player list shows who won. This system is hard to explain here, just find an online race level with a podium and see how it's done.


Sources
-Inspired by Race 2.
-GroundForce concept by ET AKA Alien.
-Podium system I described is based on one I saw in some race levels, but I'm not sure who designed it first.
-Batteries in my keyboard are made by Top Craft, thank you for making batteries that contain enaugh energy to write all this.

RRowns.
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Jun 27, 2007, 10:41 AM
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BCE: Bring a Crystal to the End.
I made this game type a while ago where you are supposed to pass an obstacle course with lots of SCE weapons shooting at you. The whole thing is hosted in treasure mode and you must successfully bring a gem to the finish line to win. The SCE guns can empty your purse rather quickly and should you fall down from the platforms, it's all over from the beginning for you. The main reason for this game type was to try and make SCE's somehow useful.
Original thread: http://www.jazz2online.com/jcf/showthread.php?t=2611
Woah, that was in year 2001!
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Jun 27, 2007, 12:08 PM
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I think I'm going to make a level for each of my gametype's styles next Friday or so =)
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