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New game mode ideas MP and Zombies


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This new game mode I'm bringing to the table is called psycho: 

 

 

How this works in Multiplayer is: One person out of a 12 person lobby is chosen to be the psycho. 

The psycho looks just like everyone else, with the same issue: Only one clip of amo in their revolver. 

 

That's not enough to kill all 11 players. 

 

So once the psyco has used his 6 shots, he must resort to knifing. The other players can't knife. Meaning he has to be even more stealthy. The 11 others win if the psycho is killed or the 6 minute time limit is reached, the psycho wins if the other players are killed. 

 

Oh and I should mention, if you're killed by the psycho, your dropped from the communication system. Meaning once you're dead, you're muted and can't be unmuted. Likewise, the killer has a 30 second recharge on his 10 second communication barrier, that turns off player' ability to hear each other.

 

 

 

 

In zombies this works a bit differently and it's called "Flesh". 

Here you are an average person. You survive against the hordes as usual. The only difference is, ONE of your 7 companions want's your flesh. 

 

Take cell block grief for an example. You come in with average weapons chosen before hand (each player takes a specific weapon: Crossbow, 5-7, S-12, executioner, kap 40, ray gun, DSR, or ballistics knife. 

 

The zombies don't' stop coming in and can range anywhere in difficulty from round 1-10. 

 

The zombies can get the average player down, and leaving them to be revived. The same can happen to the killer. Only, the killer, while being revived has the opportunity to "Takedown" their reviver. The downed killer still gets up, but this is taken at risk of other players knowing the killer's identity. 

 

To kill a player the psycho needs to either get behind another's back and hold X or get them from beneath with takedown. 

 

As well, like in multiplayer, the killer has a "silence" ability that turns off all communication systems for 10 seconds, during which time the killer will take down who he can and in any order without anyone's knowledge. 

 

 

 

 

 

 

 

It would be a game of cunning and skill against a murderer or perhaps just your friends.  

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-Tower Teams-

A peculiar spin off of grief places you in a tower split down the middle. One team spawns on the right, one on the left. There are ten floors, followed by the roof. Each floor contains two of the following at random: Perk machine, wall-buy, mystery box spawn, buildable table. As you climb the tower, Many floors will have air vents open, exposing the opponents side of the tower. Rain grenades to steal points, or get a train together and throw a monkey through the vent to swarm the enemy. At the top of the tower is the roof, a large open area good for training that contains the pack a punch... However both sides are allowed to freely go up to the roof and interact while up there. (Attempting to use the opposite sides elevator just ends in rejection) The hacker makes a return and can be used on glowing panels that randomly spawn to cause trouble for the team on the other side. Fill a random floor with fire, lock a random door, break the elevator, spawn a ton of zombies, ect. Whoever survives longer wins.

-Zombie Hunt-

Among the hordes of the undead lies a player character posing as a zombie. Its essentially 3v1+zombies. The zombie player can choose to hide, blend in with the crowd, or attack straight on. Either way if the zombie survives a round he gains 1 point. Each human kill is worth an additional point. At the end of the round another player becomes "it" and the previous zombie returns to being human. Games over when someone reaches 5 points.

-Survival: Endless-

The round never ends, and your score is how long you last. Intended to be played on areas like Groom Lake, Golden Gate Bridge, The crazy place, ect.

Multiplayer:

-Zombie Deathmatch-

Not exactly an original idea but very good regardless! Team deathmatch rules but with zombies spawning in and attacking regardless of teams. Zombie kills are worth 10 points, player kills worth 100 points. First team to 10,000 points wins.

-Guard Dog-

One player on each team is selected as the target and the rest of the team must do everything they can to prevent them from dying. Killing the target nets you 1 point, 10 points to win.

-Mecha Derby-

A 4 v 12 game, the mech side are in powerful mechs obviously, and the 12 player team is standard people. Other than that works alot like team deathmatch. Humans are 1 point, mechs are 5 points. First to 50 win.

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-Tower Teams-

A peculiar spin off of grief places you in a tower split down the middle. One team spawns on the right, one on the left. There are ten floors, followed by the roof. Each floor contains two of the following at random: Perk machine, wall-buy, mystery box spawn, buildable table. As you climb the tower, Many floors will have air vents open, exposing the opponents side of the tower. Rain grenades to steal points, or get a train together and throw a monkey through the vent to swarm the enemy. At the top of the tower is the roof, a large open area good for training that contains the pack a punch... However both sides are allowed to freely go up to the roof and interact while up there. (Attempting to use the opposite sides elevator just ends in rejection) The hacker makes a return and can be used on glowing panels that randomly spawn to cause trouble for the team on the other side. Fill a random floor with fire, lock a random door, break the elevator, spawn a ton of zombies, ect. Whoever survives longer wins.

 

 

THAT would be the greatest game of grief ever, infact one could just do that with a modified die rise,course, whomever had jug would win most of the time. Maybe make only one access point, like a small wooden-plank bridge between the tower and the room above the trample steam room. 

 

 

 

 

Origins greif: 

American soliders spawn near gen. 5, german hazmats spawn in the staff room. Players can access everywhere but the inner church, and the area before the workshop. So… Basically 4-5 and the crazy place. 

 

Here's how this works, each team is given a gramophone. One needs it to open the way to the crypt (where jug. is instead of mule kick)  or to open the way from the wind tunnel or lightning tunnel. The pack a punch is in the crazy place. While it may not be possible to pick up the enemy team's gramophone, one can place theirs and pick it up when most convenient. I should mention one can not get out of the crypt or the crazy place if one is left in there with the gramophone taken away.

 

However there are even more things to do with the gramophone here. Place it on the top of the crypt where PAP was and it can anger the announcer (is it maxis? He sounds like the announcer here…) This causes random things to spawn: Argarthian zombies, or panzer soldats. The panzer will land and be easily leasable into enemy training grounds, where as the argarthian zombies will come in and turn off perks individually. 

 

There are 10 perks on the map: 

Jug. (Crypt) 

Quick revive (Wonder fizz) 

Speed cola (where jug was) 

Double tap (wonder fizz) 

Stamin up (gen. 5) 

PHD (wonder fizz) 

Electric cherry (wonder fizz) 

Deadshot (wonder fizz)

Mule kick (found in loki) 

And wonder fizz. (Obviously) 

 

Also, new robot that walks in place of odin: Loki 

It is possible to get inside the robot, inside one can find the box spawn, and mule kick. 

 

 

On round 8 panzer comes if it's summoned or not. 

 

PAP is in the crazy place in the center, it is possible to lock players in the crazy place or the crypt if they don't have their gramophone. However there is a gramophone drop that allows all players to access everything. 

There's a build able shield in the wind tunnel, pre-made. 

 

The main thing players are looking out for is -being locked in the crypt. Being locked in the crazy place. Loki. Pansers. their perks disappearing. It's generally chaos. AND FUN! Players should love having to breach the robot for the box's spawn and even more so when it goes to a lock-able area. 

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-Tower Teams-

A peculiar spin off of grief places you in a tower split down the middle. One team spawns on the right, one on the left. There are ten floors, followed by the roof. Each floor contains two of the following at random: Perk machine, wall-buy, mystery box spawn, buildable table. As you climb the tower, Many floors will have air vents open, exposing the opponents side of the tower. Rain grenades to steal points, or get a train together and throw a monkey through the vent to swarm the enemy. At the top of the tower is the roof, a large open area good for training that contains the pack a punch... However both sides are allowed to freely go up to the roof and interact while up there. (Attempting to use the opposite sides elevator just ends in rejection) The hacker makes a return and can be used on glowing panels that randomly spawn to cause trouble for the team on the other side. Fill a random floor with fire, lock a random door, break the elevator, spawn a ton of zombies, ect. Whoever survives longer wins.

 

 

THAT would be the greatest game of grief ever, infact one could just do that with a modified die rise,course, whomever had jug would win most of the time. Maybe make only one access point, like a small wooden-plank bridge between the tower and the room above the trample steam room. [/

Well i meant each floor contains those 2 for both teams. So there would be 8 perk machines, 4 mystery box spawns, 6 wall weapons, and 2 buildable tables availavle for each team. Perks would depend on the map but would likely consist of the 8 bo1 perks. Maybe tombstone or whos who instead of quick revive. Also on origins grief heres how i would do it...

No Mans land grief

Americans spawn at generator 4, germans spawn at generator 5.

All generators are permanantly on, Speed cola is where jugg once was, large rocks are placed at all 3 exits of generator 4 for 2000 points.

An stg wall buy is added at generator 5 in the mud area as well as a ballista wall buy in the lightning tunnel. An m14 wall buy is added in the wind tunnel at gen 4. One side gets the box to start, the other side gets wunderfizz. Wunderfizz is vital on this map as it is the only location of juggernog. For 3000 points you can "purchase" the portal at the bottom of the tunnels to get to the crazy place. The pack a punch machine has been relocated there, and the pedastals can be used to upgrade the staves for 5000 points. (Get them from the box, 2 per team)

Church rock is unable to be removed, large debris have been added on the ledge towards gen 2 and gen 3, as well as toward the workshop. A buildable table with the shield is located were the gramaphone was, an extra box and wunderfizz spawn are placed where pack a punch once was. Getting inside the robots head rewards your team with a random power-up ala kino der toten teleporters.

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