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Mod Ideas/We've Created A Monster

Firstly...

This gametype has been adapted from an Airsoft Scenario on http://www.unconventional-airsoft.com.

Overview

This gametype is unique in that skills from three areas can be applied to it: deathmatch, team deathmatch, and last man standing skills all come into play. If you have an abundance of skill in one, that may offset a relatively low skill level in another.

The Premise

A group of scientists, while attempting to create a super soldier for the government, has gone FUBAR and the "super soldier" has turned into a crazed monster.

The labs security team must stop the monster. The scientists feel a certain paternal pride in their creation and must prevent the security team from killing their "baby."

Teams

The game is played in "rounds" and players are rotated around three "teams:" The containment team/security guards, scientists, and the monster.

One player is the monster, and the remaining players are divided: one third of the remaining players are scientists, the rest are security guards. The teams rotate every round so every player spends the same number of rounds on any given team as any other given player.

The MONSTER
Only one player is the monster at any given time. The monster is invulnerable to all weapons except the EXPERIMENTAL WEAPON(s). The monster gains one point for every person it kills, and it can kill either scientists or guards, though since the scientists will probrably be defending it, guards are a better target. When the monster dies, the round is over and teams are rotated. Being the MONSTER stresses deathmatch skills.
The SCIENTISTS
Scientists gain one point for every guard that they kill, but gain no points for killing other scientists. When a scientist dies, they are out for the rest of the game. The scientists stress LAST MAN STANDING skills.
The SECURITY GUARDS
Security guards cannot score points and thus should work together to bring down the monster and insane scientists as quickly as possible, to prevent them from gaining points. The security guards respawn when killed. Security guards stress TEAM DEATHMATCH skills.

The Experimental Weapons

The monster can ONLY be killed by the experimental weapons. There should be at least two experimental weapons spawned randomly on the level. (maybe more, could be configurable) There must be at least two to prevent the monster from camping on the experimental weapon.

The experimental weapon can ONLY be picked up by security guards. If it is destroyed somehow (falling into lava or whatever) it will respawn somewhere on the map.

The Game Balance

It should be obvious that the monster holds most of the cards, which is why players must rotate so each has a chance in each of the roles.

Security Guards minimize other players players point scoring ability by quickly and efficiently eliminating the monster.

Scientists make life hard for the security guards by harassing them as they try to find the experimental weapon. When the monster dies, they can no longer score points, so their primary interest is protection of the monster.

The monster is the position in which you score most of your points - but your time as the monster is limited.

Discussion

EntropicLqd: Nice idea. I assume that scientists are only really out for the "round" rather than the game. It might be worth giving both the monster and scientists points for surviving the round without being killed should the round time-limit be reached ... at least I assume that there is a round time limit.

Foxpaw: Yes, the scientists are out until the round ends at which point they get rotated to another position. (possibly another position on the same team depending on the team size) I wasn't thinking of a time limit, but I suppose you could include one. I was thinking the rounds would be more like a "round" in Bombing Run. After the monster is killed, all players randomly respawn. I don't know if a round timer would even be necessary, as I don't think it would take too long for the security team to locate an experimental weapon.

Tarquin: I like this one! Just out of interest, how many of the mod ideas pages ACTUALLY get made? Should we start cleaning them up & deleting some?

MythOpus: Agreed :) We should start cleaning up!

EntropicLqd: And how would you decide which ones to delete? I'm unlikely to ever build any of the mods I suggested as not only do I dislike 2K3 intensely, I foolishly agreed to participate in the creation of a new company so all my spare time is spent coding for that (go-live in Feb next year). Does that mean they should simply expire? Some of the ideas are pretty good. Hmmm. The Wiki needs a voting system or something similar. And this discussion should probably be moved to the mod ideas page as well .....

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