I’ll get right into it.
Game modes
Overall features.
- Enable player weapon dropping this encourages teamplay and tactics. (I just hate it when I gathered weapons to only find a teamate coming in looking for a few I can’t drop)
- Reward team assist frags. (this rewards a team effort & brings different skill levels together)
- Remember someones score incase a player has dropped from the server and returns in time.
- At the top right of the hud called the death message area, enable a team color code of a player(s) name.
i.e. [color=green]Hgrunt Jackson killed [color=orange]HEV Freeman with mp5 nade. (display the mp5 grenade)
This is handy to keep an easier track of what is happening to your team mates in the match.
especially when randomly teaming up, I can’t remember all of their names ^^
Classic
Could call this Free For all / Death Match
- 15min per map
- 50 frags limit
Casual
- Could call this Team DeathMatch
- Basically the way it is now works 15mins per map, a quick map cycle perhaps increase the frag limit to 75.
Because It happens often that the frag limit is reached with plenty of time remaining, resulting in maps ending rather quickly.
I wanted to suggest 100 as frag limit however when the server isn’t as crowded I think that could take too long for a map to complete.
Competitive (basically is what I think the competitive scene needs)
This mode can be used for 1v1s and 5v5 team matches.
- Team DeathMatch
- 20mins per map.
- No frag limit
- Enable Bunnyhop
- Introduce a voting system for players to self manage a match. (vote for a map/start & pause a match/kick player)
- When a match has started newly entered players should be redirected to a HLTV.
if there isn’t a spectate proxy inside the server they can’t enter for ghosting reasons.
A match can only be started if there are equal amount of players.
Study Material
youtube.com/watch?v=G8JWezF … RBnqVUmylE
That is it really, the rest below is for extra flavours.
Perhaps at a later update when the movement is set to what the community loves.
When that happens people previously would start building trickjump maps setting challenges in them to express their movement skill.
hence the following suggestion for a gamemode.
Training
Cycle between Trickjump maps and Target practise maps with bots.
Could set achievements for that.
Trickjump map
- Time limit 15mins
- Can’t damage other players
- Enable bunnyhop and other movement aspects which would otherwise be disabled.
Target practise map
- Time limit 15mins
- Players can deal damage
- Add bots (Bots are also good for when the player activity is low)
In general I don’t expect anything from the following.
it is theoretically base idea giving my impression & insight from years of playing, organizing and developing on the side.
Correct me if I am wrong but from what I’ve experienced CTF never really worked for hldm.
Mainly because it was quite easy to tau jump away with the flag. that was the sole issue.
In the past I have been thinking about a class character based CTF like Team fortress for half-life.
Seeing that popular appeal is there for it and it could be a lot of fun.
I think it would have the same “tau capture the flag issue”.
Unless something can be thought about that, I wouldn’t waste any time on it.
i.e. "as soon as you got the flag you can\t tau jump "
From the other gamemode suggestions I’ve read I think instagib is one of those old gamemodes that lost its popularity.
One that did stick around through the test of time has been some form of “quick action packed mode”
Call it like servians mod, Call it Ujjl, call it bow & shotgun or the AG Arcade where players spawned with LJ module, full armor and weapons It doesn’t matter.
In conclusion this means good news as it leaves room for something new to develop with the crowds feedback.
Seeing there have been plenty of variants.
The reason it was popular was for its fast paced appeal, easy gamemode to step in while being free to leave at any time.
This could be used as warm up before a match or to roam hours on end inside a server.
It was recongized as a class of its own, a game within a game.
There is more good news, something like that with feedback is fairly easy to make. Id recommend working on a gamemode like that.
The variants from this gamemode did all involve bunnyhop if I am not mistaken.
Co-op Mode
I’ve read somewhere that the dev team is not interested in creating a co-op mode.
It probably is a lot of work.
some form of single player co-op missions or sven coop was very popular as well.
maybe that is worth looking into at a later stadium.
I’ve listed it for completion sake to keep in the back of ours heads incase BM gets there.
In general I think it is worth while to have a few good game modes and thats it.
Not too many just a few essential ones.
gamemodes which are worthwhile to create and help the game increase in popularity.
I do believe it is good to have something new along side of it.
Just to give that little mixture, that sponk in one gamble investment.
Upon reading Edsantos suggestions I felt good about it.
There might be something there.
See the quote below:
Bug report
- Teleporting and spawning while someone is standing on spawn point sometimes causes the one standing to suicide.
Suggestion respawn the player a few units to the side. - Name character lenght can be made too long. It will mess up the death message.
- Sometimes the bounce jump pads don’t show but they still work.
- When you have committed suicide it doesn’t subtract the point from your team.
- Occasionally in the middle of a map my weapon isn’t visually drawn anymore, this happens on a fresh spawn and stays that way for I think the rest of the map.
Final word.
The game is already great in my opinion.
It gave me that feeling when I first started playing half-life online with fricken modems
Not sure if that is a good thing haha.
Eitherway this post is meant as a summery sheet & to be practical in feedback.
Anything I left unsaid means that I think it is done good.
Nor do I expect much from this.
Best regards,
Vamp
https://steamcommunity.com/groups/EHLL