Halflife 2 Mod Ideas!
<div class="IPBDescription">Pyshics and believable naked chicks!</div> With all the cool now shi-stuff that will be in HL2 the mod possibilitys are endless. Now I am not just talking sequels to mods already out but entirely new mods. Hell, you wouldnt even need a to create new models or edit any game properties to create some fun and interesting single and multiplayer situations. Post your useless idiotic ideas here and let everybody else laugh their pants off at you! (untill they post something that is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> ) only rules being:
1.) No Sequels! (CS2, DoD2 ect)
2.) Can be single or multi or even just a map, but it must differ from the expected DM or Multi features of HL2 in some way.
3.) ..... something... (eh whatever)
Heres mine - First off, its not DM or team, its a more like cooperative. The setting would be a large city scape. The players would start at a central area and would be given the bare minimum of weapons (A pistol and a melee weapon) and there would be a few weapons scattered around the map, but very little ammo. The players would then split up and be given about 5 minutes before the 'invasion' occurs. At this point the players *should* be in a defensible position of some kind and the whole point would be to stay alive for about 30 minutes during this 'invasion'. This would preferably be mostly human since it wold appear the humans would have better AI overall. The 'invasion' would start off as a few squads of grunts moving around the city streets and checking for signs of resistance. As the game progressed the enemy numbers would mount and they would become more aggressive. The enemies would start searching the city trying to find the humans, also greater enemies would arrive (striders, helicopters, ect) to make leaving your hiding spot all but impossible. Eventually the AI would have checked every area on the map and in the last few minutes they would just come in waves to known hiding places to waste your ammo. Oh and weapon depots that would be gaurded at start.
wow... that was longer then I thought it would be <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> . Anyways thats my idea for a mod, albiet a crappy one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> but thats just mine, post yours! (or I might have to hunt you down and then make you watch all 9 LBT movies!) <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
1.) No Sequels! (CS2, DoD2 ect)
2.) Can be single or multi or even just a map, but it must differ from the expected DM or Multi features of HL2 in some way.
3.) ..... something... (eh whatever)
Heres mine - First off, its not DM or team, its a more like cooperative. The setting would be a large city scape. The players would start at a central area and would be given the bare minimum of weapons (A pistol and a melee weapon) and there would be a few weapons scattered around the map, but very little ammo. The players would then split up and be given about 5 minutes before the 'invasion' occurs. At this point the players *should* be in a defensible position of some kind and the whole point would be to stay alive for about 30 minutes during this 'invasion'. This would preferably be mostly human since it wold appear the humans would have better AI overall. The 'invasion' would start off as a few squads of grunts moving around the city streets and checking for signs of resistance. As the game progressed the enemy numbers would mount and they would become more aggressive. The enemies would start searching the city trying to find the humans, also greater enemies would arrive (striders, helicopters, ect) to make leaving your hiding spot all but impossible. Eventually the AI would have checked every area on the map and in the last few minutes they would just come in waves to known hiding places to waste your ammo. Oh and weapon depots that would be gaurded at start.
wow... that was longer then I thought it would be <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> . Anyways thats my idea for a mod, albiet a crappy one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> but thats just mine, post yours! (or I might have to hunt you down and then make you watch all 9 LBT movies!) <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Comments
I'm doing it someday, I just don't know the engine. HL2/Source is a possibility. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Basically, the majority of the game is played zoomed out, like a Black Isle RPG, or like The Sims. Combat would occur similarly to the Final Fantasy series. You're wandering around, minding your own business, and you didn't bring your Moogle Charm either. All of a sudden, BAM! You're in attack mode; and the gameplay now takes place as an FPS. Each "fight zone" would be an area with a fair spread of structures/obstacles.
I'm guessing this is completely impossible, but to keep things interesting, there would be some sort of map randomizer, (that building that WAS to the left of you is now moved to a completely different area, and I don't mean that you simply spawned from a new location).
Someone told me that something along this line has been done before, and failed miserably, but I'd still like to see it. I see it well working in a Fallout atmosphere.
Rambo players would have a "Scent of Fear" gradually become visible to any alien with the proper upgrade if they travel alone, after all, wouldn't you be afraid if you were all alone with bloodthirsty Aliens running around?
Imagine a 30ft Khaara chasing after you and your squad, then your commander calls in an airstrike on it and it goes tumbling down, with rubble flying everywhere when it hits the asphalt.
Commanders could call in parachute drops, which pretty much means the next batch of spawning will take place in that designated area. Of course, he needs a spotter in the area when he makes the drop.
It would pretty much call for an overhaul of the current NS gameplay, but I can already imagine it, and im drooling madly.
Purely for the fun of it!
Instead of hitting balls you hit gernades and other explosives.
..... ++
++
Cell Wars
What makes this unique is probably how out of it the idea is. There are 4 teams. The first are the good guys, the human immune cells! Defend vital parts of the body as you swim through the 3 dimensional waters of the human body! The second team are the bad guys, good old viruses! Invade and destroy the pesky human cells so that your progeny can multiply! The third team are ordinary bacteria, breed multiply and expand in a vast medium and attack your enemies! The fourth and final team are the nanites, hardy, slow spawning but powerful, go forth and destroy those that would stand in your way!
What makes the mod unique amongst most is that it would be done completely in 3d equilibrium. Forces can be hidden behind natural phenomena such as blood vessels or other organs and called for, defenses will have to be thought of both 2 dimensionally and three dimensionally. Moving around as a cell, it should be hard to convince yourself if your swimming or flying.
Gameplay modes:
When it's human cells vs virus, the human cells have to protect a vital organ (liver, heart, etc) from invading virus cells. If the human cells can hold out until immunity is reached (say 15 minutes for arguments sake) the virus loses. If the virii can "infect" greater then 50% of the target, the virii win.
When human cells take on bacteria, it's different. Essentially, the human cells have to destroy the bacterial "culture" whilst the bacteria must hold off until "critical mass" is achieved. The harder the human cells hit the culture, the longer it will take to reach critical mass.
When it is human cells vs Nanites, the weak human cells have to team up and destroy the powerful nanites. In addition to protecting a vital organ, the human cells must also destroy the nanite "factory" to win, whilst the nanites must destroy the vital organ.
When it's virii vs bacteria, the bacteria are on the defensive. The virii have to infect a predetermined number of bacteria, whilst the bacteria must do their utmost to stop this from happening until the colony can evolve a resistance against the virii.
When it's bacteria vs nanites, only mutual annihilation will do. Bacteria must destroy nanite factory, whilst nanites must destroy the bacterial colony.
Virii vs Nanites would be absurd in my opinon, I just cant see a piece of RNA with a protein coating taking on a metallic monster with claws.
Anyway, for the defending team, resources come in at a set rate. Resources are used to spawn and develop the cell so that it can upgrade to become faster, deadlier, more infectious (if your a disease <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->), more potent, etc. The attacking team will need to dredge up resources from nutrient "hotspots" (nanites would suck iron from the blood stream). In the case of bacteria, their base would be on a hotspot, while secondary colonies could be setup on others (secondary colonies do not function like a main colony, but serve as a backup in case the main colony is destroyed). Virii would infect an individual cell, allowing the entire team to spawn after a brief gestation period, one virus remains behind while the entire team kamikazes the defenses. If the team fails, the one virus can infect another free floating cell to renew the virii assualt on the vital organ.
Thats a LOT more then I originally intended to write, better get started on a full design <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
:edit!: Oh, and try and find a way to utilize the pyshics in your ideas. (yes I know I didnt... shudup.)
*cough*+*cough*
yes..this would own. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Basically, there would be free floating cells everywhere. Depending on where you are fighting, the "scenery" will be different. In the human body, there would be a pink Fog of war, with distant blood vessels and other bodily systems serving as the "skybox". In the outside world, it could be any manner, but a general green or bluish haze would work best.
Since the maps would be 3D, there would be little if any restrictions on movement. To solve this, an invisible clipping brush (for want of a better phrase) would repel players from areas they dont want them to go (the edge of the map for example) and may use them to force the player through treacherous "terrain", such as a madly beating blood vessel.
It would require extensive modelling and animating to get the blood vessels to pulsate in just the right way and for certain cells to deform, reshape and to a degree even be seethrough.
The only problem I see is that maps will be more entity then they will be architecture, but hopefully the HL2 engine will be able to handle that...
I have a really good idea for a mod or a new game someday, so no telling either. It has a very simple yet revolutionary idea behind it, and I'm not giving it up.
could probably fit in the zergs, protoss and marines.
siege tanks, airplanes and hoverbikes.
with marines, flamethrowers, utralisks, mutalisks and what have you.
Large open battlefield..
or a nice compaque ns sorta atmosphere
Hours of fun.
I have a really good idea for a mod or a new game someday, so no telling either. It has a very simple yet revolutionary idea behind it, and I'm not giving it up. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Let me give you two (and anybody who listens) some advice, advice that was first given to me by Flay
"...Do you think your idea is so special that you
can't tell anyone? That's a common thought in the game industry, but
I'll tell you, it won't get you anywhere. Ideas are cheap.
Implementation and execution is the hard part..."
"...My advice? Tell your idea to anyone that will listen. If they
somehow steal it, and execute it, and make money off it, you will
have a great validation. You'll know that your ideas are probably
very good, and you'll gain confidence to go do the next one yourself..." - Flayra
And so I'm not being a hypocrite, here is an idea that I've had for a long time. Not nesessarily for a HL2 mod though.
<b>Bloodlines</b>
Bloodlines is an action orientated RPG set in a medieval world
In Bloodlines, instead of having a big pool of 'mana' you have 5 slots. Initially you can only use one slot, but as your skill increases you can use more slots. When you have just one slot, you can only summon an element to your hand and then throw it. When you have 2 or more slots you can combine different elements (or stack identical elements) for different effects or stronger spells.
Also, the main drawing card is the melee combat. To sum it up, the sword goes where the mouse goes.
Obviously I'm not going to reveal every last detail on how I wish to impliment it, because as the man said:
"...Ideas are cheap. Implementation and execution is the hard part..." <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I have a really good idea for a mod or a new game someday, so no telling either. It has a very simple yet revolutionary idea behind it, and I'm not giving it up. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Let me give you two (and anybody who listens) some advice, advice that was first given to me by Flay
"...Do you think your idea is so special that you
can't tell anyone? That's a common thought in the game industry, but
I'll tell you, it won't get you anywhere. Ideas are cheap.
Implementation and execution is the hard part..."
"...My advice? Tell your idea to anyone that will listen. If they
somehow steal it, and execute it, and make money off it, you will
have a great validation. You'll know that your ideas are probably
very good, and you'll gain confidence to go do the next one yourself..." - Flayra
And so I'm not being a hypocrite, here is an idea that I've had for a long time. Not nesessarily for a HL2 mod though.
<b>Bloodlines</b>
Bloodlines is an action orientated RPG set in a medieval world
In Bloodlines, instead of having a big pool of 'mana' you have 5 slots. Initially you can only use one slot, but as your skill increases you can use more slots. When you have just one slot, you can only summon an element to your hand and then throw it. When you have 2 or more slots you can combine different elements (or stack identical elements) for different effects or stronger spells.
Also, the main drawing card is the melee combat. To sum it up, the sword goes where the mouse goes.
Obviously I'm not going to reveal every last detail on how I wish to impliment it, because as the man said:
"...Ideas are cheap. Implementation and execution is the hard part..." <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ooh, so now it's a Half Life 2 mod, is it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I have a really good idea for a mod or a new game someday, so no telling either. It has a very simple yet revolutionary idea behind it, and I'm not giving it up. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Let me give you two (and anybody who listens) some advice, advice that was first given to me by Flay
"...Do you think your idea is so special that you
can't tell anyone? That's a common thought in the game industry, but
I'll tell you, it won't get you anywhere. Ideas are cheap.
Implementation and execution is the hard part..."
"...My advice? Tell your idea to anyone that will listen. If they
somehow steal it, and execute it, and make money off it, you will
have a great validation. You'll know that your ideas are probably
very good, and you'll gain confidence to go do the next one yourself..." - Flayra
And so I'm not being a hypocrite, here is an idea that I've had for a long time. Not nesessarily for a HL2 mod though.
<b>Bloodlines</b>
Bloodlines is an action orientated RPG set in a medieval world
In Bloodlines, instead of having a big pool of 'mana' you have 5 slots. Initially you can only use one slot, but as your skill increases you can use more slots. When you have just one slot, you can only summon an element to your hand and then throw it. When you have 2 or more slots you can combine different elements (or stack identical elements) for different effects or stronger spells.
Also, the main drawing card is the melee combat. To sum it up, the sword goes where the mouse goes.
Obviously I'm not going to reveal every last detail on how I wish to impliment it, because as the man said:
"...Ideas are cheap. Implementation and execution is the hard part..." <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ooh, so now it's a Half Life 2 mod, is it? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
well you never know, I'd have to look at the features of the engine first. But you have to admit, ragdoll animations and realistic physics does tend to lend itself to beating the shiznit out of someone with a weapon of some sort.
Its still in beta tho so...but yeh it would be cool.
A huge wasteland to wander around in.
A nice story to follow.
Full player construction deal with perks and skills and such.
Lots of NPC's to interact with.
Loads of sub-missions.
A plethora of enemys and other hostile creatures.. and also: Robots!
Wide range of weapons with performances that reflect your skill in the different weapon categorys.
And plenty of other cool mad maxy features that i probably shouldnt go into detail about.
It would probably take longer to make than DukeNukem4ever, but what the heck..
yes..this would own. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Git!!! I was gonna say that!