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Hourglass Survival Mode [message #389182] Thu, 04 June 2009 15:15 Go to next message
Brandon is currently offline  Brandon
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It's that time again! After some failures in the first survival maps and the lost work on the revamp I have decided to go back to the drawing board. Instead of creating another map I have decided that it'd be best to use an existing one for now, and preferably one that everyone has in order to increase the size of my audience as well as server activity. That's why I have selected C&C_Hourglass to be my next survival mode map.

However, this time I am asking you all for some ideas to incorporate into my modification. So please post your feedback here and I will try to include your suggestion into the modification if I feel it is worthy.

[Updated on: Thu, 04 June 2009 15:15]

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Re: Hourglass Survival Mode [message #389196 is a reply to message #389182] Thu, 04 June 2009 18:10 Go to previous messageGo to next message
MGamer is currently offline  MGamer
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remplace Nod with zombies

rawr.....
Re: Hourglass Survival Mode [message #389200 is a reply to message #389196] Thu, 04 June 2009 19:24 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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You could have GDI and Nod work together to make things less bland. Maybe mutants could be introduced or something. You could also get players to move to different locations on the map due to certain scripted events so that they have a much larger playing area and it also makes people feel less claustrophobia. Of course, proper use of weather and fog will make it more atmospheric.

nopol10=Nopol=nopol(GSA)

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Re: Hourglass Survival Mode [message #389206 is a reply to message #389182] Thu, 04 June 2009 20:53 Go to previous messageGo to next message
slosha is currently offline  slosha
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add obstacles for cover and turrets

The road I cruise is a bitch now, baby.

[Updated on: Thu, 04 June 2009 20:55]

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Re: Hourglass Survival Mode [message #389224 is a reply to message #389182] Fri, 05 June 2009 00:53 Go to previous messageGo to next message
reborn is currently offline  reborn
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Have everyone start as GDI. Nod at the start of the map are all just mutant preset AI bots that come in waves against GDI. No was doing some tiberian experiments and caused them all to turn into mutant zombies...

When a GDI player is killed by a mutant, they switch to the Nod team and spawn as a random mutant preset each time they die.

Expand on the idea.



Re: Hourglass Survival Mode [message #389228 is a reply to message #389224] Fri, 05 June 2009 01:29 Go to previous messageGo to next message
ErroR is currently offline  ErroR
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reborn wrote on Fri, 05 June 2009 10:53

Have everyone start as GDI. Nod at the start of the map are all just mutant preset AI bots that come in waves against GDI. No was doing some tiberian experiments and caused them all to turn into mutant zombies...

When a GDI player is killed by a mutant, they switch to the Nod team and spawn as a random mutant preset each time they die.

Expand on the idea.

sounds like the viceroid tag mini mod i had in plan some time ago Big Grin
Re: Hourglass Survival Mode [message #389264 is a reply to message #389182] Fri, 05 June 2009 09:17 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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Sounds like a real good idea for another modification reborn. I'll try that in the near future for sure. Wink

These ideas are great guys, but also remember that Survival Mode is where you stay in the base (most of the time anyways) and fight off the assault waves. I like it so players can exit and go around the map completing other objectives while others stay and guard the base.

If you have objective ideas let me know. Wink
Re: Hourglass Survival Mode [message #389288 is a reply to message #389200] Fri, 05 June 2009 12:47 Go to previous message
IAmFenix is currently offline  IAmFenix
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nopol10 wrote on Fri, 05 June 2009 03:24

You could have GDI and Nod work together to make things less bland. Maybe mutants could be introduced or something. You could also get players to move to different locations on the map due to certain scripted events so that they have a much larger playing area and it also makes people feel less claustrophobia. Of course, proper use of weather and fog will make it more atmospheric.

I approve this message.
GDI have always been the good guys, fighting Nod.
Nod would fight the mutants and GDI would clean up the aftermath.
GDI+Nod against mutants seems like a better idea.


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