A new game mode?
A new game mode?
As some of you might know WZ has a powerful scripting engine, which allows us to create completely new game modes, but we have no new game modes or MODs that would greatly modify the game experience.
In Starcraft for example you can set game mode to 'map settings' and have a completely new gaming experience with all the countless game modes/MODs created for this game.
Is there anything that you miss when using original game modes (campaign/skirmish) or is there any MOD or game mode created for some other game that will be great fun with WZ?
In Starcraft for example you can set game mode to 'map settings' and have a completely new gaming experience with all the countless game modes/MODs created for this game.
Is there anything that you miss when using original game modes (campaign/skirmish) or is there any MOD or game mode created for some other game that will be great fun with WZ?
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Re: A new game mode?
you know what I thought would be cool is if a strategy game had something like the ONS game mode from UT2004.
even something as simple as victory in X amount of kills would be nice.
A game mode where you get attacked by progressively harder enemies from random vectors from off the map would be nice as well. Then when you defeated the last wave, a portion of the map would open up and reveal an excessively large base to stop further attacks.
actually, a game mode where you take down excessively large bases would be cool in itself...
even something as simple as victory in X amount of kills would be nice.
A game mode where you get attacked by progressively harder enemies from random vectors from off the map would be nice as well. Then when you defeated the last wave, a portion of the map would open up and reveal an excessively large base to stop further attacks.
actually, a game mode where you take down excessively large bases would be cool in itself...
Re: A new game mode?
I think the concept of fighting difficult bases is a good 'un. The AI can sometimes build a tricky base to attack, but it isn't proper siege, and it's nothing compared to the player's defences. A turtle map where not only are you building walls and fortresses and buttresses and whatnot, but also the AI is; you have to siege them as much as they you.
*shrug*
I do like the above idea of fighting off progressively harder waves too. Though I assume the levels in single player have what's coming next coded in (ie. no randomisation), right?
~Ang
*shrug*
I do like the above idea of fighting off progressively harder waves too. Though I assume the levels in single player have what's coming next coded in (ie. no randomisation), right?
~Ang
I thought what I'd do was, I'd become one of those deaf mutes.
Re: A new game mode?
I would love a mod that would change the research system. I noticed that if a major building is destroyed a research box appears.
Here is my idea:
Instead of a research center research boxes sometimes appear on the map, just like oil barrels, and the player can collect them. Once collected the player can use the new technologies.
What do you think? ( The AI might have a problem with this)
BTW: If you don't want to make this an extra gameplay mod, why not add some tec boxes on the map for extra fun
Here is my idea:
Instead of a research center research boxes sometimes appear on the map, just like oil barrels, and the player can collect them. Once collected the player can use the new technologies.
What do you think? ( The AI might have a problem with this)
BTW: If you don't want to make this an extra gameplay mod, why not add some tec boxes on the map for extra fun
Re: A new game mode?
Yes! I remember such a game-type from my AOE2 days. A group of you started on a small island with a group of villagers (or trucks in WZ speak), then as time went on more and more enemy units, getting progressively stronger would attack you from all sides. The 'challenge' was to hold out for the required amount of time (~1 hour).ouch wrote: A game mode where you get attacked by progressively harder enemies from random vectors from off the map would be nice as well. Then when you defeated the last wave, a portion of the map would open up and reveal an excessively large base to stop further attacks.
I think such a mode would be well suited to Warzone. As it features a large number of defensive structures and research opportunities. It really did require both teamwork and skill.
Regards, Freddie.
Re: A new game mode?
I guess it can work both ways: either you siege a turtle AI or you turtle and AI sends waves of units. Although I was probably thinking of a more sophisticated MOD, but that doesn't sound bad either. There are many similar MODs for Starcraft, so i'm somewhat familiar with the concept.
The ONS mode can also be fun, although i'm not sure if we can find a good way to implement the power nodes. We would have to display the connections to the player, maybe make the connections customizable like in UT etc. But apart from that it should be possibe.
We can randomize anything the way we want, so it's not a problem.I do like the above idea of fighting off progressively harder waves too. Though I assume the levels in single player have what's coming next coded in (ie. no randomisation), right?
The ONS mode can also be fun, although i'm not sure if we can find a good way to implement the power nodes. We would have to display the connections to the player, maybe make the connections customizable like in UT etc. But apart from that it should be possibe.
You do get artifacts placed on random locations during mp and skirmish, but most people will just ignore them.Instead of a research center research boxes sometimes appear on the map, just like oil barrels, and the player can collect them. Once collected the player can use the new technologies.
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Re: A new game mode?
People would stop ignoring them, if the technologies would be exclusive, something that can't be invented 
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RBL-4NiK8r
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Re: A new game mode?
Well I always loved that MOD you made where you had to take over parts of the map to get power, to me that was a work of art, and it was nice in MP games to, but as I recall we only had one map for that ::) I dont recall what you needed to do to take over the zones, I think it was build something or a few somethings and then you got power from that zone till you lost them somethings you built :'(
I think that would be a nice thing for a T1 map and maybe a T3 map where you would get more power per zone depending on the tech you started with. Also keep in mind one of the main problems the first version of this had was that on T1 you were getting hammered soon after your start with much higher lvl T1 units from the AI and a few T2 units also.
The other thing I would add is to have something more in the lines of a COOP game or map, where you have the few going against the many or the other way around. I also think having players start with different tech would be a nice twist. Say player X has been playing for years, and player Y is a noob, so player Y starts out with T2 and player X starts out with T1. I think that would be a nice thing to have in the game.
4nE
I think that would be a nice thing for a T1 map and maybe a T3 map where you would get more power per zone depending on the tech you started with. Also keep in mind one of the main problems the first version of this had was that on T1 you were getting hammered soon after your start with much higher lvl T1 units from the AI and a few T2 units also.
The other thing I would add is to have something more in the lines of a COOP game or map, where you have the few going against the many or the other way around. I also think having players start with different tech would be a nice twist. Say player X has been playing for years, and player Y is a noob, so player Y starts out with T2 and player X starts out with T1. I think that would be a nice thing to have in the game.
4nE
I've created "something that kills people." And in that purpose, I was a success. I've done this because, philosophically, I'm sympathetic to your aim. I can tell you, with no ego, this is my finest sword. If, on your journey, you should encounter God, God will be cut.......Hattori Hanzo
- DevUrandom
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Re: A new game mode?
Fuza's Teamsurvival for WZ, sounds like a nice idea. 
Towerdefense anyone?
Towerdefense anyone?
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Re: A new game mode?
& I know What make would be nice - Its Urban 9 (last mission in 2nd Campain) =)
Death is the only way out... sh*t Happens !
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Re: A new game mode?
We have a lot of good ideas already.
RBL-4NiK8r, I hear you.
I have converted WarZones MOD to be compatible with WZRP. Just put it into the root wz dir, right click and select "Extract here". A small readme is included.
RBL-4NiK8r, I hear you.
I have converted WarZones MOD to be compatible with WZRP. Just put it into the root wz dir, right click and select "Extract here". A small readme is included.
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Re: A new game mode?
That is exactly the kind of thing I like. It has to be the best mission out of all of Campaign 2. A multi-player form of this, would indeed be fantastic.Terminator wrote: & I know What make would be nice - Its Urban 9 (last mission in 2nd Campain) =)
Regards, Freddie.
- Rman Virgil
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Re: A new game mode?
Chojun on September 08, 2007, 04:46:03 pm
In essence, to create a custom map community.
In about 8 years of warzone, people have got to be at least slightly bored of normal gameplay.
* Nice to see evolution in action. One goal doesn't preclude another in tandem.Troman wrote:
After releasing "WarGods" I'm not so sure about that anymore.
I think what people really want is the good old WZ, but with balancing issues fixed, with a working multiplayer and all bugs fixed.
They want a fully working game.
* Kinda like the title to that Bond movie - "Never Say Never"
* Kwel. ;D
- Regards, RV
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: A new game mode?
I was a bit in a hurry yesterday...

Rman Virgil: sorry to disappoint you, no evolution here, James Bold will have to wait a little bit longer
. I think what you said here:
I spent about 3 weeks collecting data about all weapons, calculating the resulting firepower with and without upgrades and documenting everything. And I have a feeling balancing the weapons will take much longer.
I made a screenshot for you, it shows one of the excel sheets with weapon firepower after all weapon upgrades applied.
Never knew Scourge was that powerful btw...
Back to the original topic.
One thing I forgot to add yesterday: those units don't belong to the ordinary AI, it's just an 'extra feature'. That map has a landing zone in the center and once in a while a transporter comes and drops some AI units (red ones, I call them 'Police' for lack of a better name) that start patrolling the map. It's a 5th player, it doesn't build or research anything, I just though it would be fun to have something like this on that map.RBL-4NiK8r wrote: Also keep in mind one of the main problems the first version of this had was that on T1 you were getting hammered soon after your start with much higher lvl T1 units from the AI and a few T2 units also.
I think I know what turret defense is, what what the heck is Fuza's Teamsurvival?DevUrandom wrote: Fuza's Teamsurvival for WZ, sounds like a nice idea.
Towerdefense anyone?![]()
I think we could use Turtle AI for this, one of my early AIs, it walls inself in and builds a lot of fortresses and other defenses, it'S real hard to crack its base.Angron wrote: I think the concept of fighting difficult bases is a good 'un. The AI can sometimes build a tricky base to attack, but it isn't proper siege, and it's nothing compared to the player's defences. A turtle map where not only are you building walls and fortresses and buttresses and whatnot, but also the AI is; you have to siege them as much as they you.
This shouldn't be too hard. I had an utility that would convert maps compiled by EditWorld back into LNDs, although it didn't convert all information and only supported the Arizona tileset, but now that we have source code for wz and EditWorld this is not much of a problem anymore.EvilGuru wrote: That is exactly the kind of thing I like. It has to be the best mission out of all of Campaign 2. A multi-player form of this, would indeed be fantastic.
Rman Virgil: sorry to disappoint you, no evolution here, James Bold will have to wait a little bit longer
holds more truth than the text in bold in your reply, not that it is completely wrong. And personally I would rather finish and fix the "unfinished" and "broken" game first, but time doesn't permit currently.Rman Virgil wrote: ------------>
* Wz is an unfinished game. Even if Pumpkin had been able to properly finish what they started they still intended it to be unfinished in other ways.
* One particular area that is so unfinished it really is more aptly called "broken" is T3 balance or rather lack there of.
I spent about 3 weeks collecting data about all weapons, calculating the resulting firepower with and without upgrades and documenting everything. And I have a feeling balancing the weapons will take much longer.
I made a screenshot for you, it shows one of the excel sheets with weapon firepower after all weapon upgrades applied.
Never knew Scourge was that powerful btw...
Back to the original topic.
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- DevUrandom
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Re: A new game mode?
Teamsurvival is the most fun gametype in WC3.Troman wrote: I think I know what turret defense is, what what the heck is Fuza's Teamsurvival?![]()
The inventor, Enfo (Enfo's Teamsurvival), has set his name in the WC3 community.
But Fuza became also popular, probably because of his teasing preview images.
See http://209.85.135.104/search?q=cache:C- ... cd=7&gl=de for a description.
PS: LoLzer: This thread already ranks on position 7 of the google search for "fuza teamsurvival".
Last edited by DevUrandom on 07 Dec 2007, 01:57, edited 1 time in total.