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OpenArena Contributions => Idea pit => Topic started by: Neon_Knight on March 05, 2014, 10:43:17 AM



Title: Mod Brainstorming: OA JailBreak
Post by: Neon_Knight on March 05, 2014, 10:43:17 AM
This is one of my favourite MP mods EVER. And before starting, I'm aware of Q3 Jailbreak, but after playing the UT versions, it feels... empty. Moreover, the UT versions have more "personallity".

It's a team-based, round-based gametype. Each team has an own base, with a release switch inside of it, and a jail, located either inside of the own base, on the enemy base, or in the middle area.
The players must frag their enemies in order to send them to the jail. Players can escape the jail by way of a teammate using the release switch in order to open the doors/bar/whatever.
Once all the players of a team are jailed, the opposing team scores a point, the jailed team members are executed (there are plenty of ways such as fire, poison, throwing them into void/lava or slime pits, crushing them with walls or spikes, etc), and a new round starts. The game ends either by reaching the capturelimit or having the highest amount of points after reaching the timelimit.

The UT/UT200X/UT3 versions of the mod added more features such as jail cameras (for jailed players to watch selected areas) llama hunt (for players who try to cheat by disconnecting themselves or those who shot just released enemy players) and the radar.

Needed entities... obviously trigger_release, func_button_release, trigger_execute, func_door_execute.

Here's a video: http://www.youtube.com/watch?v=NUAbTSKtuAk

So, what do you think? And what more would you add to it?


Title: Re: Mod Brainstorming: OA JailBreak
Post by: fromhell on March 05, 2014, 10:55:24 AM
Jail cameras should be possible but it shouldn't be done in the lazy portal camera way Reaction quake3 did in the subway level, due to perspective issues.   The engine would need some form of rendertotexture for it though, and it's already doing that for bloom.


Title: Re: Mod Brainstorming: OA JailBreak
Post by: Gig on March 05, 2014, 11:33:20 AM
Are you sure you wish to start yet another project? IIRC, you already scheduled:
- oacmp volume 1 fixed package (v4)
- oacmp volume 2
- oa wiki mapping manual
- work for oa3 (maps, q3 textures/sounds replacements...)

Although OA JB mod may be interesting, a question: do you also have time to create a mod? Who would code it?


Title: Re: Mod Brainstorming: OA JailBreak
Post by: Neon_Knight on March 05, 2014, 11:44:09 AM
This is just brainstorming, like the Assault topic. I don't have coding or modelling skills yet.


Title: Re: Mod Brainstorming: OA JailBreak
Post by: fromhell on March 05, 2014, 02:58:54 PM
I don't even have gametype coding skills yet either, though my hacking up of cgame has been an okay start for learning so far.


Title: Re: Mod Brainstorming: OA JailBreak
Post by: Akom74 on March 05, 2014, 04:15:59 PM
This is just brainstorming, like the Assault topic. I don't have coding or modelling skills yet.

I think Assault was a better idea, i mean: Goals, objectives, team work and maps more elaborated than normal dm or ctf.

;)


Title: Re: Mod Brainstorming: OA JailBreak
Post by: Suicizer on March 06, 2014, 02:51:55 AM
This is just brainstorming, like the Assault topic. I don't have coding or modelling skills yet.

I think Assault was a better idea, i mean: Goals, objectives, team work and maps more elaborated than normal dm or ctf.

;)

I think you shouldn't rely a lot on base objective modes. Keep things simple.


Title: Re: Mod Brainstorming: OA JailBreak
Post by: Akom74 on March 06, 2014, 11:40:43 AM
This is just brainstorming, like the Assault topic. I don't have coding or modelling skills yet.

I think Assault was a better idea, i mean: Goals, objectives, team work and maps more elaborated than normal dm or ctf.

;)

I think you shouldn't rely a lot on base objective modes. Keep things simple.

Of course 3 or 4 objects may be good for each map.

;)


Title: Re: Mod Brainstorming: OA JailBreak
Post by: Akom74 on March 09, 2014, 04:14:16 PM
In Jailbreak we need "only" the red and blue switch for mapping.
We need also the player_dead_respawn for red and blue.
The code will do the rest.
If Fromhell gives me an alpha version, i can make a map to try if all work good.
Just tell me.

(i know it's only brainstorming, but i think it will be awesome to give to the community a "new" gametype for OA)

;)


Title: Re: Mod Brainstorming: OA JailBreak
Post by: Neon_Knight on March 09, 2014, 06:31:26 PM
I guess a simpler gametype such as Possession/Catch the Chicken or Freezetag would be easier to implement and be appreciated than this or Assault. That's why it's called "Mod Brainstorming".

Taking one of the current maps, adding the switch instead of the flags and OFC adding the jail itself with an execution scene might do the trick.