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Jul 27, 2007, 07:16 AM
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This thread was dieing, so I bumped it up. It's a good thread after all.
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Jul 27, 2007, 07:26 AM
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I'm current'y designing a level that's a combination of robbery, base construction, and CTF.

You start in your base, and have to get around through the back windows of you and the other teams' base to steal the flag and money. You can then score a point and, wwith the money you stole, buy upgrades for your base OR speed up your capture time by launching yourself through a cannon into the room above the other team's flag, but you can only use your cannon, and only one time per purchase, so you still have to run through the other teams' base to get back. The more coins you steal, the better upgrades you can get, like opening a weapon trench for just your team, and closing 2 of the 3 back windows.

Most of the idea is already in operation, but I still have to deal with some annoying trigger glitches.
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Last edited by Valco; Jul 27, 2007 at 07:27 AM. Reason: missed some info
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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.

That's my idea. Btw please don't double post.
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How could a level like that be built?
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Work on the first FoD level (see previous page) is going smoothly, it's a battle level.
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Team Roast Tag

Two teams fight for Eva's Ring. The player who is "it" is supposed to make as many kills as possible, before his ring is stolen by someone from the opposing team. The ring could also be passed between team mates. Bottom feeders are not featured in this gametype.

Scoring:
Killing when "it": 1, 2, 3... points per roast
Killing "it": 3 points
Killing regular players: 0 points

Irregularities: Would require more start/maxhealth than 3.
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Sounds very fun indeed. I wonder if this is technically possible, it would be great fun if it were.
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The problem is that the Hidden can just stand still (no trail) and remain unnoticed until someone bumps into him, though seekers would still work.

Nice idea!
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Sounds great if you ask me. Like a mix of AN and RT kinda. Well, in my head. Probably /nocarrots on if you want no car-camping and HFK to give 1 health back per kill only for the hidden.

Hmm, I had this idea...
This is to be played as battle, with 3h on all. Well basically all of the players would start off white (like in Roast Tag) but they would not be able to shoot eachother at all (like when someone has the ring in roast tag). So basically, the level has a battle-like layout, probably no carrots but with lots of food. The concept would be to get Sugar Rush, then your name would change colour to yellow or there would be some sort of sign that you have Sugar Rush, maybe even an alert from text... I dunno, be creative. Okay well, once someone is "yellow" you can actually fight them. Sugar rush lasts for 20 seconds and basically, you can kill eachother, except, only powerups effect the yellow person (just to make it a bit more powerful) and also, the sugarrush touch = instant kill (3 damage). Every kill made with sugar rush would be an additional 15 seconds to your rush, giving you more time to kill. Each kill would be a point, a spree would be 3, and everypoint thereafter would be two, increasing after by one each set of 5 kills spree message thing. Also, the only way of getting health back would be to have sugar rush and to make kills (or alternatively kill someone with sugar rush), HFK on if you didn't get it Anyway, killing a person with sugar rush (only doable with powerups) would give you 2 points. Also, there can be more than one person with sugar rush at the same time, just to make it a bit more accessible and fun.

Would need some sort of prog/hax though, and I dunno if people will like it after the roast tag fiasco last night.

JJ2 needs this as a gametype: http://www.jazz2online.com/jcf/showp...&postcount=353

Last edited by Ragnarok!; Jul 3, 2008 at 08:25 AM.
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Quote:
Originally Posted by Hunter View Post
Another random idea regarding that mode: A radar guy who has weaker weapons but can see an arrow pointing to the Hidden and can also get "The Hidden is currently at position X:Y" messages every minute. The point is that the Radar guy guides his team towards the Hidden so they can eliminate him.
<3

awesome idea, hunter
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Originally Posted by Hunter View Post
class based
Heavy Weapons Guy in JJ2. I can see it. No wait, it blew my mind.
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How about a game where one person is the killer and everyone else are citizens. The killer and citizens all look the same. The killer's goal is to kill everyone else without being discovered. Everyone else's goal is to figure out who the killer is. If a citizen kills another citizen by accident, he will automatically die for picking the wrong person. There has to be something that prevents everyone from sticking together and seeing every kill. It's like a murder mystery.
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Originally Posted by BlurredD View Post
How about this: It's hosted in battle mode. One person is it. Only the person that is it can score points. Everyone else who isn't it has to roast the person who is it to become it. 1 point for every roast and some number of points for killing whoever is it. Ask EvilMike, Dizzy, or Syntax for more details. Alright, so this isn't my idea, but it'll make a comeback sooner or later.

New idea: It's a timed team game. Everyone has 1 heart but 5 lives. Each player has a choice of weapons at the start, and the game is played in an arena filled with No Fire Zones. Also, each team has a leader who starts with a shield, and roasting the leader equals five points. I call it "Timed Extended Last Street Fighter Standing + Assassinstagib," or TELSFSA for short. I'm still working on the name.
Wow. YOU invented RT? That`s pretty cool. Oh, wait, it sais you didn`t come up with it. Ah, nevermind. TELSFSA sounds good...
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Team Hold the flag.

there are 2 teams just like CTF and one flag point. first, they have to get the flag from the flag point. every 5 seconds they hold it (the team) makes a team score. If the flagholder dies the flag respawns at the flag point and the teams can re-cap the flag again.
OR the flag stays where the flagholder died died to pick it up again.

Hold the flag.

Same system as above but then invidual.

Infiltration.

Like CTF, but one team(blue) has to defend their flag and the other team(red) only has to cap and score. blue team gets 1 point every 5 seconds.
red team gets 20 points by capping and scoring.
NOTE: If the flag is capped makes the blue team out off score-system. that means that the blue team won't get points every 5 seconds when flag isn't at base.

i don't know if this is possible tough, it's a suggestion.

hope you like it.. atleast.. if you understand what i am saying here.

Note: if somebody already thought off these gametypes, it wasn't my idea to steal it. I just didn't read the whole thread here.

i am so sucky in thinking off gametypes :S
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"Flagtag" for the first one.

And the latter sounds quite complicated and I don't think it'd be successful.
But the 'Hold the flag' stuff sounds somewhat nice and interesting.
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Juggernaut (requires JJ2+)

The game runs in Battle mode, with one player as the Juggernaut. The Juggernaut regenerates health after killing and has infinite ammo (however, he cannot eat carrots). The Juggernaut gains 1 point for every roast. Whoever roasts the Juggernaut gains 5 points. The game continues until the Juggernaut dies or the Juggernaut survives for a set time (default 5 minutes). Whoever kills the Juggernaut becomes the Juggernaut next round. If the Juggernaut survives, the next Juggernaut is picked among the non-Juggs (weighted so that players with higher scores have a higher chance). In this way, players are rewarded for effort by given the title of Juggernaut.
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Arena Match

None of the players can hurt each other, but less hp bosses spawn at random points. You encounter one, you fight it. You beat it? You get a kill.

If you die, you lose 3 kills. If you beat a boss, you get a powerup that weakens your enemies.

First to get enough kills wins.
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Sounds extremely hard - impossible to make...
And even if it was made, I think it'd be a waste of effort, since it wouldn't get played.

It's always more fun to compete against other players directly.
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How about a slow race?
It would be played in CTF.
Each player would have to start at a diffrent point, and fall through a flag, capturing it, then a number of coins. Each person would have to get a diffrent number of coins.
Then, every one would warp into a course full of wind, belts, sucker tubes, and springs, which would force them towards the finish. The finish would be a bunch of diffrent warps, starting with the one requiring most coins, and decreasing slowly after that. This would be set up so each person ends up warping into a diffrent tunnel with a flag base the same color as the flag they had already picked up. When you touch a flag base with a flag the same color as the one you're holding the other team gets a point. (at least with jj2+) Therefore, a team's score would equal the number of players on the other team who hit the finish. Which ever team could prevent too many people on their team from reaching the finish for longest would win.
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oh this is simple, we have own gametype too.

jump: (15 jump levels now) It is simple, u need only use yuor jumping skills, and complete a level.
it is recomend to Spaz! we meet more than 7 jumping styles.

Escape15 levels too). U need to use your brain to escape for example from a prison.

survival3 levels now): it's NOT Escape, and not Battle. U need to play it in treasure.
it's working like zone fight. Zones include cosines with delay and u need to fight for the zone, and stand into to pick up money. When u have enough cash u searc the warp, and warping into the gem warehous and pich thom up and find exit... (it's sounds complicated, but it is simple.)

Thet's all!
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Escape: (15 levels too). U need to use your brain to escape for example from a prison.
Couldn't that just be done in Assault?
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Maybe he/she doesn't know assault and whatnot.
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How about team single player?

kind of the same idea as assault and co-op, but without the defenders. A level has the team split up, perform several separate task, then rejoin as a team to take on a central objective.
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I would like Invasion. Monsters spawn at random points, each player has one life. Monsters come in waves. As long as one person survives each wave everyone respawns for the next wave, etc.
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Gladiator:, lots off baddies..regain roasts if they defeat bad guys. if an player defeats another player.. then he loses 5 roasts, if an bad guys defeats you then you lose 15 roasts. can also be played as an LRS or teammatch.
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Ok I have a gametype.

Imagine this:

FR and DOM morphed together. No team has a base, there'd obviously be a central point from which you'd get the flag from however. What you need to do is occupy the CPs, and with whichever CP you have, the flagholder will have to get to the CP. Now, the CP would act like a base if you have it occupied, so therefore the flagholder needs to touch the CP, and would score. With the CPs, like in DOM, you'd gain points, but you'd gain say, 50x as many if you score with the flag. Anyone like it?
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Sounds good Rag : D
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Multiple gamemodes in one usually means it's pretty chaotic and a whole lot less about skill or strategies. Not a terrible idea, though.
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Tfc

I dunno if it's been suggested yet, but what about something like Team Fortress? The medic could have a certain gun that would open passages to carrots or something... And the scout could have a bunch of fast feet but have to get hurt like twice to get them so he has low health... I dunno, sounds like it could possibly work to me.
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Quote:
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slow race
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Fast Feet don't actually do anything.
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Seriously? Damn...
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Quote:
Originally Posted by Leus AKA Simba View Post
I dunno if it's been suggested yet, but what about something like Team Fortress? The medic could have a certain gun that would open passages to carrots or something... And the scout could have a bunch of fast feet but have to get hurt like twice to get them so he has low health... I dunno, sounds like it could possibly work to me.
There were attempts to make those kinds of levels under the name Jazz Team Fortress, but with varying success. Click here to see a few. I made the last three levels, though Roastathon JTF isn't really a Team Fortress level since players can't actually choose their class. EvilMike made an insane level making use of coins, triggers, and TNT for special tasks and routes. It was pretty interesting, but he didn't include it on JDC for some reason. It wouldn't be hard to make a medic class or some form of a scout so you're welcome to try it yourself.

The last time I tried to make a JTF level I scrapped the idea and made it a Jailbreak level instead. It was a good decision.
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A long time ago I had a JTF level with a working Medic class. It basically relied on one guy freezing a spring so that others would go heal. It's nothing complicated, but that way of playing a Medic sounds questionably fun (hence why I've never finished the level).
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Here's an idea. Build a level around a single base with both flags. The only way into the base is if four (or pick a number) teammates from the same team hop in tubes. If all four make it in the tubes, triggers open the doors and you score a point or maybe four. If less than four make it in the tubes, they are sitting ducks for the other team.

It would encourage squad-based gameplay and make things more tactical. You might want to make it release teams all at the same time as well, to further encourage sticking together.

Pretty sure you would need to force trigger zones to the client for this to be possible.
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EvilMike made an insane level making use of coins, triggers, and TNT for special tasks and routes. It was pretty interesting, but he didn't include it on JDC for some reason.
It's because the level never worked :P

I've made 2 or 3 JTF levels. The one with triggers is the only one I put any effort into, but unfortunately the system tended to glitch after a while, so I abandoned it.
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Talking

I am currently finishing a brand new game type that I called Super Frogging!

Every player in the game does start as an frog. (This does work with some tricky tricks and a very smooth warp system that gets away latejoiners and get ride of non-movers )

The goal is simple, killing other players and score X points, but...

In frog form you can't do anything (exept when having sugar rush) so first you need to Morph back in Jazz, Spaz or Lori... this can be done by: Collecting 10 coins and get to the warp or getting sugar rush and stomp a morph crate...

Coins can be get with the frogs Tongue attack that goes through walls or by collecting triggers that give u acces to some coins.

Food can be collected of the trees and plants or by getting a food trigger set and get a whole bunch of food

Ok, you think that the frog is helpless when he gets the full attack but the levels contains special frog (save) zone's so you might escape from death. If Jazz enters that tranparant zone he will be a frog again so that isn't interesting. He always can hit the hiding frog on other ways so standing still is deadly :P

There sereval bouncy & toaster powerups in the level but the Jazz++ command weakpowerups needs to get on

Very common to are Morph crates, Shields (that only a sugar rushed frog can get!!) and some chances of healing by hitting carrot barrels in jazz sugar rush or tongue attack barrels in frog sugar rush form...

If ur morphed back in your normal form than you can go killing! If u roast someone than you will die to! > (/frustration on) This command is crusial in the game because it will bring in 2 fresh frogs

This is the most advanced jazz level I ve ever made and the level itself is complete and very very lot of tested by myself, I am working on 1 training level and 2 explenation levels that make the gameplay easy to understand for anyone. (I hope so...)

I think that Ill make a forum post this week to ask for beta testers if ur alreaddy interested than PM me


I will add some screenies on the "tell what levels your buildïng topic"

(yes my English didn't get better since someone did mess up my wish )
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I built a level with a semi-new gametype. Scoring and everything are just played CTF style, but each team starts in a room full or power-ups. Nothing in this room respawns. After someone has picked the weapons they want, they can leave the room and enter the normal battle field, but will be prevented from re-entering the ammo room by triggers, unless they die. How ever they will be able to enter a slow, delayed tube to the other team's ammo room. If they aren't killed on the way up the tube, they can ransack the other team's ammo room, and steal whatever they want. This will add a few more elements of strategy. Teams will have to choose their weapons wisely each time they die, and will have to defend the ammo. I could use beta-testers. PM me if interested.
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Jazz Car-Rods shop

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
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