New gametype: Hysteria

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BioHazardX
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Hello there,
I want to suggest to the developers to create this new gametype inspired by Worms, called Hysteria, where you have to kill your enemies having only 1 second to shoot.
It's funny and frustrating in the same time, and you learn be very fast!

The rules are:
- All Hedges have got 80 HP;
- only 11 boundless weapons and utilities for 11 keys, here's the scheme:
F1=BAZOOKA,
F2=GRENADES,
F3=SHOTGUN,
F4=SHORYUKEN,
F5=MINES,
F6=TORCH,
F7=TELEPORTER,
F8=FLAMETROWER,
F9=MOLOTOV,
F10=1 CAKE (available after 2 turns, but maybe no cakes is better),
F11=SURRENDER.
- NO health, weapons, utilities crates;
- 8 mines, included 3 fakes. Timer: 3 seconds;
- 10 seconds to think, before moving;
- 5 seconds to escape;
- 1 second to shoot.

I also tried to import this gametype just editing the schemes, but I've found some issues to make it more playable: Sad Smiley
- you have only 5 seconds and NOT 10 to think, and YOU CAN'T EDIT this on the menu!
- time to thinking is resetted after you OPEN THE WEAPONS MENU; it'll should be resetted after SELECTING A WEAPON (I know you can select them by using F1-F10, but for new players or for who doesn't know the numbers of the weapon will be very hard and embarassing).

so, what you think? Isn't a good idea?

"When there is no more room in hell, the dead will walk the earth"

CheezeMonkey
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Posts: 117

...
when you played it with me you said you dislike it on hedgewars and left and now you come up with the "idea" for the game type?... :/

BioHazardX
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CheezeMonkey allegedly wrote:

...
when you played it with me you said you dislike it on hedgewars and left and now you come up with the "idea" for the game type?... :/

You don't remember very well...I entered as spectator after see the name "hysteria" in the lobby and said that I've already tested myself just creating a personal scheme copying from Worms (like you did) a few times ago and, when I start to played, I've just realized they were some issues that make the whole game almost unplayable. I left 'cause I was busy.

"When there is no more room in hell, the dead will walk the earth"

CheezeMonkey
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BioHazardX allegedly wrote:

I've just realized they were some issues that make the whole game almost unplayable.

IMO, the mode is perfectly playable as is. I've played plenty of games of this with others who would agree with me. Sure it takes a bit of getting used to, but after 1-2 games, it's fine. Just ask claymore, he loves this mode.

claymore
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BioHazardX allegedly wrote:
F11=SURRENDER.

Would be nice I agree, but no such ability exists and it isn't especially relevant to this mode.

Otherwise, I agree with Cheeze,.. it's definitely playable the way it is. That said, there is room for improvement. It would be nice to be able to customise the hotseat time, and have one weapon for each function key, as you suggested.

Joey Morin
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Posts: 7

What about a Pinball Mode?

All hogs have invulnerability shields on them, making them 'balls'...
The map is a 'pinball table' theme which is indestructible...
All types of bumpers in the centre with Mines galore exploding on impact (sending the 'balls' everywhere)...
Obviously the bottom is water...
Crates for weapons... Unlimited flying, me-lee and rope items and Low gravity...
In the middle of the bottom - if it's possible to program this - have the 'flippers' pre-loaded with orange teleport holes sending you back to the top (but only on the tip, so if you luckily roll/bounce to the tip of the flippers, you are saved)

The strategy will be 'how to send opposing hogs down through the pinball map to the water'...

The crates could have high probability of crazy explosives - to make it fun...

Just a suggestion Smile

CheezeMonkey
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claymore allegedly wrote:

Would be nice I agree, but no such ability exists and it isn't especially relevant to this mode.

Otherwise, I agree with Cheeze,.. it's definitely playable the way it is. That said, there is room for improvement. It would be nice to be able to customise the hotseat time, and have one weapon for each function key, as you suggested.

Well yes sure, I wouldn't mind any one scripting it like that, that's even how it was in w****. I just wanted say that it's perfectly playable, even if it can be improved.

Btw clay, Mikade said the mode was interesting (he only had time for one game) so maybe there's hope he might write a script... Big Grin

mikade
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CheezeMonkey allegedly wrote:

Btw clay, Mikade said the mode was interesting (he only had time for one game) so maybe there's hope he might write a script... Big Grin

Yea, I can try that (two years later).
Are flamethrower/molotov/cake supposed to be included?

edit: Well, that didn't go very well Big Grin

mikade
Hedgewars Developer

CheezeMonkey
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mikade allegedly wrote:

CheezeMonkey allegedly wrote:

Btw clay, Mikade said the mode was interesting (he only had time for one game) so maybe there's hope he might write a script... Big Grin

Yea, I can try that (two years later).
Are flamethrower/molotov/cake supposed to be included?

edit: Well, that didn't go very well Big Grin

What happened? Big Grin

Also, the current set up is:
F1 - Bazooka
F2 - Grenade
F3 - Shotgun
F4 - Firepunch
F5 - Mine
F6 - ---
F7 - Blow Torch
F8 - Teleport - Flying Saucer
F9 - ---
F10 - Skip - Low Gravity

Flying Saucer and Low Gravity need two key presses, which can be a bit tough, since those are also the only two utilities in the mode, which means you can use something else afterwards too.
Infact, you NEED to use something else after flying saucer, so that you can use the get away time to fly away. Smile
(That being said, I hope you don't script it in such a way that flying saucer directly gives you time without using a weapon, since that would make things pretty easy. But thats just how I feel.)

mikade
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CheezeMonkey allegedly wrote:
What happened? :D

My horrible code happened. Big Grin

Thanks for posting that list.

Unless you have any serious objection I am going to try relegate Teleport to F6, add Molotov to F9, and remove Skip Go (and amNothing) altogether. You only have 1s time so I don't really see a need for skipping your go (seems more of an annoyance than anything else).

I agree wholeheartedly with your saucer comment.

More questions:

Do you really want a whole 10s of ready time, or is 8 sufficient?

How do you feel about mines/explosives? The scheme above says they should be set at 8, but I don't really see anything wrong with using the default values and letting users change them if they want.

On ####base they suggest sudden death after 10 rounds. Does this mode need sudden death, and if so, what settings? They also say 80 health. Presumably that is so that you can kill a hog with an accurate bazooka + fire punch.

I'm also against adding cake/flamethrower, but am asking for a second opinion due to OP.

mikade
Hedgewars Developer

mikade
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Herp. Cool, consider this implemented in the form of "Frenzy".

F1 - Bazooka
F2 - Grenade
F3 - Shotgun
F4 - Shoryuken
F5 - Mine
F6 - Teleport
F7 - Blow Torch
F8 - Flying Saucer
F9 - Molotov
F10 - Low Gravity

Ready Timer is configurable from 1-10 by creating your own scheme settings.

mikade
Hedgewars Developer

CheezeMonkey
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Posts: 117

mikade allegedly wrote:

CheezeMonkey allegedly wrote:
What happened? :D

My horrible code happened. Big Grin

Thanks for posting that list.

Unless you have any serious objection...

No, the remapping is good stuff. Smile
But, about molotov... I can see it being really strong, especially towards end game, which is usually decided by skill shots/ getting lucky. So idk how that'll play out and if I'm for it... but we'll see. Maybe you could just have one molotov? So that you gotta be more careful when using it?

I really don't mind just having 5 seconds of hotseat time, but you already handled that.

About mines and explosives - Yeah, I think I've been using the default settings (maybe 0 explosives, I lost the scheme :P ), and imo leaving little things like that up for the user is always nice.

Health should be 80. It keeps the game fast paced by giving you a small margin for error in how accurate your shots need to be to be effective, which is nice.

IMO cake/flamethrower are unnecessary.

Now about sudden death. IIRC, in **** the sudden death timer is based on time, not rounds. Since turns were always carried out in less than one second (get away time didn't effect the counter), and the timer didn't count fractions, the sudden death timer didn't decrease if the turn was played out. So a match could technically continue indefinetly.
This allowed you to "summon the flood", if your hogs were in a better position, by not attacking on your turn.
If you want to, I think a script should probably be able to replicate the effect, but if not then I think 10 rounds might be a little bit too less.

Also,
claymore's version of the mode had some health crates drop every now and then. It changed things up quite a bit, so maybe you could leave the option open for users to set aswell? Smile

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