Korgoth
Newbie
- Joined
- Jul 4, 2003
- Messages
- 3,233
- Reaction score
- 0
First off, I love first person shooters, and all the mod teams so far are
doing a great job, and I just want to wish them all the best of luck with
their projects. Now I want to create something a little different, and after
thinking about it for a while, it was painfully obvious that it would work. All
I need is a couple (maybe two or three) people who like my ideas and want to add
their own. Ideal candidates should: Want to add their ideas!, be able to texture,
level design, or ~program~.
Ok now for the Idea... Have you ever played super monkey ball for the nintendo gamecube?
Well its a very fun game, the idea is you roll your ball around through stages set way up
in the sky. If you fail to reach the goal before the set time limit runs out you must restart,
or if you fall off of the stage you must retry.
I really enjoy playing this game, and I was thinking, with the physics, and shaders of source.
I could re-create this experience fairly easily I hope. The single player game is going to run
along the same premise of monkey ball. But the multiplayer component is going to be where the fun
is. Imagine teams in classic CTF action, only you don't shoot your opponents, grab the flag and get
back to base to score like always, but the challenge is to avoid enemy confrontations still (seeing
as how they can bump and push you around to thwart your attempt) but your main opponent will be the
stage on which your playing. Traps, and gaps all over the place. To retrieve your flag from the enemy
powerups, and speed are your only friend. (powerups i.e. Super spring-hit an opponent and send them soaring,
speed up-go faster!. temporary levitation- don't dodge the gaps, go right over them! etc.) More of the
logistics are still being worked out. But I figure many fun gametypes and maps can be implemented.
Deathmatch- knock all opponents off the stage (basically last man standing)
Team Deathmatch- same as above only group oriented
Capture the flag- already explained
There are more gametypes and the like that are still in the planning stages. Mostly I want others
to come in and join me in the planning and execution process. I'll be modelling/texturing/level design/
designer etc. So If anyone wants to join me just let me know and we can get started, if not, guess i'll
go it alone
doing a great job, and I just want to wish them all the best of luck with
their projects. Now I want to create something a little different, and after
thinking about it for a while, it was painfully obvious that it would work. All
I need is a couple (maybe two or three) people who like my ideas and want to add
their own. Ideal candidates should: Want to add their ideas!, be able to texture,
level design, or ~program~.
Ok now for the Idea... Have you ever played super monkey ball for the nintendo gamecube?
Well its a very fun game, the idea is you roll your ball around through stages set way up
in the sky. If you fail to reach the goal before the set time limit runs out you must restart,
or if you fall off of the stage you must retry.
I really enjoy playing this game, and I was thinking, with the physics, and shaders of source.
I could re-create this experience fairly easily I hope. The single player game is going to run
along the same premise of monkey ball. But the multiplayer component is going to be where the fun
is. Imagine teams in classic CTF action, only you don't shoot your opponents, grab the flag and get
back to base to score like always, but the challenge is to avoid enemy confrontations still (seeing
as how they can bump and push you around to thwart your attempt) but your main opponent will be the
stage on which your playing. Traps, and gaps all over the place. To retrieve your flag from the enemy
powerups, and speed are your only friend. (powerups i.e. Super spring-hit an opponent and send them soaring,
speed up-go faster!. temporary levitation- don't dodge the gaps, go right over them! etc.) More of the
logistics are still being worked out. But I figure many fun gametypes and maps can be implemented.
Deathmatch- knock all opponents off the stage (basically last man standing)
Team Deathmatch- same as above only group oriented
Capture the flag- already explained
There are more gametypes and the like that are still in the planning stages. Mostly I want others
to come in and join me in the planning and execution process. I'll be modelling/texturing/level design/
designer etc. So If anyone wants to join me just let me know and we can get started, if not, guess i'll
go it alone