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New mod for Quake 3

Posted: Mon Oct 02, 2006 7:50 pm
by darkquake
Greetings. Im trying to make a new mode, but it seems almost imposible for me, since I do not know very much about programing, but I have the ideas and the time to test of everything along all the day.

PowerMatch Mod

Posted: Mon Oct 02, 2006 7:58 pm
by darkquake
I would like to call this mode PowerMatch. The real idea with this is to recruit, as many people is intersted, to make this new mode. Of course, if I am asking for help, it may not mean that will be the name of the mod. We could get to an arrangement and decide what other names could be good. It would not be a single person's decision, as more people is intersted to come, or at least, to teach me how to make a mode or what to download, so the decisions will be.

Powerups

Posted: Mon Oct 02, 2006 8:14 pm
by darkquake
From this post on, I will present all of my actual ideas. Maybe you will not like them, but that is the reason why I need people: To make the best mode as posible.

My ideas for powerups are to make a different powerup for every default one there is, but always conserving them. This means, that if a Quad Damage appears, it is sure that the next powerup will be Amplifier (info bellow...). The reference for the colour of the powerup is on the colour of the letters.

Default PowerUp New PowerUp
Quad Damage Amplifier
This powerup is meant to amplify your attack X6 , as well as the attack you recieve is multiplied X3.

Haste Fast Fire
Fast Fire increases the speed of proyectiles, as well as the firing rate of weapons goes way up.

Battle Suit Shield
The Shield decreases the damage in a 30%, but it will not protect form enviroment damage (lava, acid, drowing), but it will negate splash damage and bounce off rail shots.

Invisibilty Shadow
You will not be invisible, but you will not recieve the 50% of the attacks, due to the ethereal body you are in at that moment.

Flght Pressure
Pressure is an anti-Flight, that makes gravity pressure heavier in enemies. The enemies will move slower, and will not be able to jump, but they will not be sent blast off from one shot easily.

Posted: Mon Oct 02, 2006 8:41 pm
by obsidian
Unfortunately, ideas and beta testers for mods are in no short supply. So if you are expecting this to take off, you'll have to personally contribute a lot more than that. Especially considering the amount of work it takes to make a mod.

Weapons

Posted: Mon Oct 02, 2006 9:24 pm
by darkquake
I have tought about diferent firing modes, too. I would like to make, AT LEAST 3 firing modes for every weapon (yes, that includes gauntlet too!) so there wil be many ways to improve your aim with very different weapons, and to add an extra difficulty while realizing bots can use these weapons too. As I have said before, you are all free to post any ideas for this cause, and remember, I am looking for some helpers, I do not care who takes the credit as long as this mode is made.

Gauntlet
Normal mode: A razor spins over the gauntlet. Close range.
Item Lock mode: Destroys any respawn item (except powerups)
and the respawn time multiplies X3. Usefull against Xaero and the rail. Close range.
Armor: Blocks 95% of the damage, protects form enviroment damage (lava and acid but not drowning) and shields you from radioactivity. It takes 2 seconds recharge for every second it is used. Max use time is 15 seconds. Unranged.



Machinegun
Normal mode: Not very accuareate bullets pierce enemy. Hit-scan. Uses 1 bullet per shot.
Fast mode: Unnaccuareate bullets pierce the enemy at fast firing rate. Hit-scan. Uses 1 bullet per shot.
Slow mode: 100% Accuareate bullets pierce enemy at slow firing rate. Hit.scan. Uses 1 bullet per shot.


Shotgun
Normal mode: Many bullets are shot at enemy. Hit-scan. Uses 1 shell per shot.
Charged mode: Four shots are dealt in a row or while pressing, but needs time to auto-reload. Hit-scan. Uses 1 shellper shot.
Double-cannon mode: Has a long auto-reloading time, but if it hits entirely, it becomes into an InstaGib. Hit-scan. Uses 2 shell per shot.


Grenade Launcher
Normal mode: Bouncing grenade is thrown at target. Most likely to miss. Proyectile. Uses 1 grenade per shot.
Land Mine mode: A landmine is left in the field. If someone stpes, it makes the damage equal to a BFG10K shot. Unranged. Uses 3 grenades per shot.
Tri-Grenade mode: 3 grenades are thrown at target, spending the triple of ammo and cutting in a fourth the firing rate. Proyectile. Uses 3 grenades per shot.


Rocket Launcher
Normal mode: Straight trayectory rocket. Proyectile. Uses 1 rocket per shot.
Burnout mode: A faster rocket but with a more unpredictable trayectory. Proyectile. Uses 1 rocket per shot.
Wide Explode mode: A chain reaction explosive rocket. Proyectile. Uses 3 bullet per shot.


Lightning gun
Normal mode: A straight electric shot with short range. Hit-scan. Uses 1 bolt per shot.
Thunder mode: Thunder strikes making considerable damage, but using a good the 20% of ammo. The effectivenes and blast-off of the Thunder itself will depend on how much ammo you have. That way, you can not shoot with less than 20 bolts and if you shoot with 200 bolts, it will be a deadly shot. Hit-scan. Uses a variable amount of bolts per shot.
Thunderbolt: shoots a slow lightining ball that explodes and pierces thunders in a short radius. Both Hit-scan and Proyectile. Uses 25 bolts per shot.


Rail Gun
Normal mode: An infinite reach laser. Hit-scan. Uses 1 slug per shot.
Megarail mod: Shot rail for an InstaGib weapon. but takes the time of three railshots to reload. Uses 2 slug per shot.
Roundrail mode: A weaker rail that bounces three times on walls, floors and ceilings. Uses 2 slugs per shot.


Plasmagun
Normal mode: Plasma shots burn enemy. Proyectile. Uses 1 cell per shot.
Covering mode: Covers you in plasma coats that increases defense against proyectiles and splash damage in a10% per coat, and 15% against hit-scan shots. Beware of water, it turns off these shields. Eachs shield lasts a half a minute. This shiled damages, too. If an enemy gets close enough, it will be melt down by double damage of a normal plasma shot, but the shield dissapears. To damage the enemy with this field, you must get close to the double of your body width. Close ranged. Uses 10 cells per shot.
Blue Fire mode: Shots remain melting walls, floor or ceiling. If an enemy steps or touches them, it will take the damage as if he had been hited by the shot. Proyectile. Uses 2 cells per shot.


BFG10K
Normal mode: Shoots a nuclear blast. Proyectile. Uses 1 BFG blast per shot.
Blast mode: A long radius field, fast nuclear blast that blows it all. Proyectile. Uses 10 BFG blasts per shot.
Radioactive: A blast that leaves a radioactive liquid after it explodes. The radioactivity remains even if you stop steping in the liquid. The damage is higher while you are steping on it. Uses 10 BFG blasts per shot.

Mod

Posted: Mon Oct 02, 2006 9:27 pm
by darkquake
Obsidian, I know. It will take hard work. And I know it might be even... Hmmm... How should I put this... Foolish that people will join me right away. Most likely, I think that if someone just told me if there are tools to make a mode it would be much more easier, or even if someone told me what to do...

Posted: Mon Oct 02, 2006 9:28 pm
by dzjepp
rofl some kind of excessive spinoff then

Posted: Mon Oct 02, 2006 10:08 pm
by Silicone_Milk
dzjepp wrote:rofl some kind of excessive spinoff then
I dislike excessive.

Im partial to instagib and instaunlag. (Instagib Rails Only of course)

Posted: Tue Oct 03, 2006 4:07 am
by obsidian
Have you tried learning level editing yourself? Doesn't require programming knowledge, just dedication to stick at it as you crawl over that initial learning curve. Perhaps paint some textures if you are good at doing that kind of stuff.

If you can kick off with some good content and present them with it, I'm sure people will join you.

If you need help learning the tools of the trade, I'm sure everyone here will be glad to help. This subforum has a reputation of beening excessively helpful.