1. If you create a rollermine npc in OW allow a engineer class to change rollermines to friendlies like alyx does in HL2 EP1 and be able to turn turrets to friendlies like in HL2 Nova Prospekt.
2. Create the zombine npc.
3. Create a OW training map that shows the rebel how to play each map and stuff, like TF2's training map (just putting that out there, you maybe can setup a contest to pick the best training map?)
4. Maybe create a zombie commander that controls zombie npcs? that'd be cool for some maps
5. (Complicated one)
Classes
Basic rebel = 100% speed, 100 HP, 0 Armor, weapons: all (not medic pack/defender shield/engineer gun)
Medic = 125% speed, 75 HP, 50 Armor, weapons: medic pack, crowbar, pistol, smg
Defender 75% speed, 100 HP, 100 Armor, weapons: defender shield, crowbar, pistol, grenade(s)
Engineer 100% speed, 100 HP, 0 Armor, weapons: engineer weapon, crowbar, pistol, shotgun
(You can change the weapon list around, its just an example)
The way this would work is when you pick up the defender shield/medic,etc pack you get those attributes and if your a basic rebel you stay exactly the same as it is now.
If you dropped a medpack/defender shield you get that attributes of a basic rebel but lose 25 hp so you cant get a free 100% hp by dropping it then picking it back up.
If you already have a special weapon (medpack/defender shield,etc) you can't pick up any weapon besides those in the list but if you drop it you can.
0
Suggestions
Started by C.D.G., Mar 26 2011 02:02 PM
3 replies to this topic
#1
Posted 26 March 2011 - 02:02 PM
#2
Posted 26 March 2011 - 03:44 PM
1. Without the gravity gun, messing with friendly turrets and rollermines would be difficult. Plus, it probably wouldn't be as fun as it sounds. Also, there is a new map with rollermines in the dev version .
2. Zombine are from episode one, so they can't put them in without requiring people to own it.
3. It's not really that hard to figure out, especially since it's so easy to become Overwatch.
4. http://www.zombiemaster.org/
5. I don't really know how well this would work, although I'd rather keep it simple if possible.
2. Zombine are from episode one, so they can't put them in without requiring people to own it.
3. It's not really that hard to figure out, especially since it's so easy to become Overwatch.
4. http://www.zombiemaster.org/
5. I don't really know how well this would work, although I'd rather keep it simple if possible.
#3
Posted 26 March 2011 - 06:25 PM
C.D.G., on 26 March 2011 - 02:02 PM, said:
1. If you create a rollermine npc in OW allow a engineer class to change rollermines to friendlies like alyx does in HL2 EP1 and be able to turn turrets to friendlies like in HL2 Nova Prospekt. There IS a Rollermine NPC, it just isn't implemented in any of the maps as of now. However, if you go into the dev build there are maps with rollermines in them being readied for implementation. The "Engineer tool" you appear to be speaking of is called the "Hack Tool" and is an HL2:EP1 asset. The Devs have already specified they will not be including assets from EP1&2.
2. Create the zombine npc. Again, EP1 asset.
3. Create a OW training map that shows the rebel how to play each map and stuff, like TF2's training map (just putting that out there, you maybe can setup a contest to pick the best training map?) Good idea, we've been talking about maps like that already. But I forget if the devs are considering it or not.
4. Maybe create a zombie commander that controls zombie npcs? that'd be cool for some maps The mapper controls which NPCs are controlled by the Overwatch, which ones are allied with him, and which ones are not allied with him. In fact, there is an upcoming map in which shotgun soldiers are replaced by Antlions.
5. (Complicated one)
Classes
Basic rebel = 100% speed, 100 HP, 0 Armor, weapons: all (not medic pack/defender shield/engineer gun)
Medic = 125% speed, 75 HP, 50 Armor, weapons: medic pack, crowbar, pistol, smg
Defender 75% speed, 100 HP, 100 Armor, weapons: defender shield, crowbar, pistol, grenade(s)
Engineer 100% speed, 100 HP, 0 Armor, weapons: engineer weapon, crowbar, pistol, shotgun
(You can change the weapon list around, its just an example)
The way this would work is when you pick up the defender shield/medic,etc pack you get those attributes and if your a basic rebel you stay exactly the same as it is now.
If you dropped a medpack/defender shield you get that attributes of a basic rebel but lose 25 hp so you cant get a free 100% hp by dropping it then picking it back up.
If you already have a special weapon (medpack/defender shield,etc) you can't pick up any weapon besides those in the list but if you drop it you can. Too complicated. Simplicity is the way to go, especially with such a tough mod. Plus, the mapper decides which weapons the Rebels start with (even though he can't reliably remove the crowbar). Leaving such choices up to the mapper adds flexibility to the game itself, allowing for many more new and interesting maps to be successfully created.
2. Create the zombine npc. Again, EP1 asset.
3. Create a OW training map that shows the rebel how to play each map and stuff, like TF2's training map (just putting that out there, you maybe can setup a contest to pick the best training map?) Good idea, we've been talking about maps like that already. But I forget if the devs are considering it or not.
4. Maybe create a zombie commander that controls zombie npcs? that'd be cool for some maps The mapper controls which NPCs are controlled by the Overwatch, which ones are allied with him, and which ones are not allied with him. In fact, there is an upcoming map in which shotgun soldiers are replaced by Antlions.
5. (Complicated one)
Classes
Basic rebel = 100% speed, 100 HP, 0 Armor, weapons: all (not medic pack/defender shield/engineer gun)
Medic = 125% speed, 75 HP, 50 Armor, weapons: medic pack, crowbar, pistol, smg
Defender 75% speed, 100 HP, 100 Armor, weapons: defender shield, crowbar, pistol, grenade(s)
Engineer 100% speed, 100 HP, 0 Armor, weapons: engineer weapon, crowbar, pistol, shotgun
(You can change the weapon list around, its just an example)
The way this would work is when you pick up the defender shield/medic,etc pack you get those attributes and if your a basic rebel you stay exactly the same as it is now.
If you dropped a medpack/defender shield you get that attributes of a basic rebel but lose 25 hp so you cant get a free 100% hp by dropping it then picking it back up.
If you already have a special weapon (medpack/defender shield,etc) you can't pick up any weapon besides those in the list but if you drop it you can. Too complicated. Simplicity is the way to go, especially with such a tough mod. Plus, the mapper decides which weapons the Rebels start with (even though he can't reliably remove the crowbar). Leaving such choices up to the mapper adds flexibility to the game itself, allowing for many more new and interesting maps to be successfully created.
#4
Posted 27 March 2011 - 11:34 AM
C.D.G., on 26 March 2011 - 02:02 PM, said:
1. If you create a rollermine npc in OW allow a engineer class to change rollermines to friendlies like alyx does in HL2 EP1 and be able to turn turrets to friendlies like in HL2 Nova Prospekt.
2. Create the zombine npc.
2. Create the zombine npc.
Quote
3. Create a OW training map that shows the rebel how to play each map and stuff, like TF2's training map (just putting that out there, you maybe can setup a contest to pick the best training map?)
Quote
4. Maybe create a zombie commander that controls zombie npcs? that'd be cool for some maps
Quote
5. (Complicated one)
Classes
Basic rebel = 100% speed, 100 HP, 0 Armor, weapons: all (not medic pack/defender shield/engineer gun)
Medic = 125% speed, 75 HP, 50 Armor, weapons: medic pack, crowbar, pistol, smg
Defender 75% speed, 100 HP, 100 Armor, weapons: defender shield, crowbar, pistol, grenade(s)
Engineer 100% speed, 100 HP, 0 Armor, weapons: engineer weapon, crowbar, pistol, shotgun
(You can change the weapon list around, its just an example)
The way this would work is when you pick up the defender shield/medic,etc pack you get those attributes and if your a basic rebel you stay exactly the same as it is now.
If you dropped a medpack/defender shield you get that attributes of a basic rebel but lose 25 hp so you cant get a free 100% hp by dropping it then picking it back up.
If you already have a special weapon (medpack/defender shield,etc) you can't pick up any weapon besides those in the list but if you drop it you can.
Classes
Basic rebel = 100% speed, 100 HP, 0 Armor, weapons: all (not medic pack/defender shield/engineer gun)
Medic = 125% speed, 75 HP, 50 Armor, weapons: medic pack, crowbar, pistol, smg
Defender 75% speed, 100 HP, 100 Armor, weapons: defender shield, crowbar, pistol, grenade(s)
Engineer 100% speed, 100 HP, 0 Armor, weapons: engineer weapon, crowbar, pistol, shotgun
(You can change the weapon list around, its just an example)
The way this would work is when you pick up the defender shield/medic,etc pack you get those attributes and if your a basic rebel you stay exactly the same as it is now.
If you dropped a medpack/defender shield you get that attributes of a basic rebel but lose 25 hp so you cant get a free 100% hp by dropping it then picking it back up.
If you already have a special weapon (medpack/defender shield,etc) you can't pick up any weapon besides those in the list but if you drop it you can.
Too complicated for me.
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