Mechagodzilla
Tank
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- Aug 14, 2003
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Lots of threads in the forum are talking about what weapons HL2DM need to be modified, or which should be brought back from HL1DM. But I didn't see any threads mentioning altogether new things that could be added to spice up deathmatch while still remaining true to the HL2 theme.
Here are a few ideas I had. Feel free to post your own too.
1) Manhacks should be the new snarks.
The gist: Your own squad of manhacks. The combine can toss them into the air in single player, so why can't we?
Manhacks can absorb enemy ammunition, provide distractions and injure unsuspecting people. But your enemy can manipulator them back into your face, you're defenseless when deploying them, and they are destroyed with relative ease.
Magnum users would either have to switch their weapon or waste precious ammo to defend themsleves, while the shotgun's usefullness would be enhanced.
How it would work: Each player gets a maximum 2 manhacks. Primary fire quickly releases a manhack into the air, an action that takes about a second or two.
The manhacks behave generally the same as the ones in HL2, only possibly with enhanced pathfinding AI, to deal with the variety in user-created levels. Also, they will not attack the person that released them.
You (and your team, if you are playing Team DM) can tell your friendly manhacks apart from enemy manhacks by the colour of their eye-light. The light appears green to you and your allies, but appears red to the opposing players.
To prevent overcrowding when the player releases a third manhack, the last one he released will self-destruct. That way, no player will have more than two manhacks at a time.
2) Bring on the hoppers.
The gist: Hoppers are the perfect DM physics object. At the very least, they are like tiny explosive barrels. At their best, they're like funnier Hl1 tripmines.
Hoppers are easy to avoid, but somewhat difficult to disarm entirely. Simply walking up to one and then quickly running the hell away is sufficient to remove them, or you can re-arm them in your favour, if you're not in a rush.
Of course, they will suckerpunch many unwary opponents.
How it would work: Exactly like the ones in SP. The hoppers spawn neutral and are placed with the manipulator. Once placed on a valid surface, they arm themselves and will leap in the air and detonate at any opponent who gets too close.
Like with the manhacks, the light on the hopper should indicate it's current allegiance. Green light means you and your team are safe, while red means it belongs to an enemy.
3) Working scanners.
The gist: There are a few broken scanners scattered around dm_overwatch. What if one or two were alive, flying around and blinding people? It certainly would shake up a firefight.
Not only that, but they could drop suit batteries when destroyed.
How it would work: Just throw some scanners into a level and watch what happens.
I think these ideas just might have potential. It really seemed to me that these things were damn near designed for multiplayer use when i saw them in the single-player campaign. Especially the hoppers.
Here are a few ideas I had. Feel free to post your own too.
1) Manhacks should be the new snarks.
The gist: Your own squad of manhacks. The combine can toss them into the air in single player, so why can't we?
Manhacks can absorb enemy ammunition, provide distractions and injure unsuspecting people. But your enemy can manipulator them back into your face, you're defenseless when deploying them, and they are destroyed with relative ease.
Magnum users would either have to switch their weapon or waste precious ammo to defend themsleves, while the shotgun's usefullness would be enhanced.
How it would work: Each player gets a maximum 2 manhacks. Primary fire quickly releases a manhack into the air, an action that takes about a second or two.
The manhacks behave generally the same as the ones in HL2, only possibly with enhanced pathfinding AI, to deal with the variety in user-created levels. Also, they will not attack the person that released them.
You (and your team, if you are playing Team DM) can tell your friendly manhacks apart from enemy manhacks by the colour of their eye-light. The light appears green to you and your allies, but appears red to the opposing players.
To prevent overcrowding when the player releases a third manhack, the last one he released will self-destruct. That way, no player will have more than two manhacks at a time.
2) Bring on the hoppers.
The gist: Hoppers are the perfect DM physics object. At the very least, they are like tiny explosive barrels. At their best, they're like funnier Hl1 tripmines.
Hoppers are easy to avoid, but somewhat difficult to disarm entirely. Simply walking up to one and then quickly running the hell away is sufficient to remove them, or you can re-arm them in your favour, if you're not in a rush.
Of course, they will suckerpunch many unwary opponents.
How it would work: Exactly like the ones in SP. The hoppers spawn neutral and are placed with the manipulator. Once placed on a valid surface, they arm themselves and will leap in the air and detonate at any opponent who gets too close.
Like with the manhacks, the light on the hopper should indicate it's current allegiance. Green light means you and your team are safe, while red means it belongs to an enemy.
3) Working scanners.
The gist: There are a few broken scanners scattered around dm_overwatch. What if one or two were alive, flying around and blinding people? It certainly would shake up a firefight.
Not only that, but they could drop suit batteries when destroyed.
How it would work: Just throw some scanners into a level and watch what happens.
I think these ideas just might have potential. It really seemed to me that these things were damn near designed for multiplayer use when i saw them in the single-player campaign. Especially the hoppers.