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Lets Make a Sourcemod!
PSI Guy |
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I HAVE HAD THIS AVATAR FOR EONS
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deathmatch seems like a good thing
we should have custom playermodels. Hawt's drawings have some good ideas on them.
WEPONS: Fire Flower: They (the fireballs) should bounce continuously, as opposed to the physics based grenades: they continue up paths and down slopes. They eventually fizzle out mid-burn. There would be 2 in a clip, maybe 20 ammo in total? The Fire Flower would provide you with 50 Armor while equipped. When you lose this armor, the fire flower no longer shoots fire, like how being hit as Fire Mario turns you back to normal Mario.
Hammer: A melee-short range weapon. It is a slow melee weapon that deals a good bit of damage. It would be good for attacking people who haven't noticed you, then switching to a longer range weapon to pick them off. On the other hand, it is a fairly fast and spammable projectile. No clip size, but only 2-3 would be able to be thrown in rapid succession. You could space out a hammer each second or send a barrage of 3, then leave yourself open. The 'cooldown' wouldn't wear down by switching weapons, either. The projectiles would do about 7 damage, and would have a trajectory of going mostly above the person who threw them. They would be quite fast. Left click is melee, right click is throw projectile. After throwing a hammer you can use melee, but if you use too many, you can't use the hammers at all. After using up all the hammers, you can't use melee, and you lose the weapon. The ammo count would show how many spares you have: 1 would mean you have two hammers, and you can throw 1 and still be able to use melee.
Yoshi Eggs: Every kill nets you 3 more ammo. They act like grenades, think the demoman's pipe launcher. The alt attack is using a yoshi tongue as a lassoo and a grappling hook: You can use other players as a post to grapple too, or keep them from running.
Lakitu;s Kit: A Spiny-Deployment-And-Portacloud Establishment kit. This allows you fly temporarily and throw spinies. They head towards players and try to hit them. They can't turn corners quickly and don't do too much but their biggest threat is the space they occupy: a bunch of them following you can mess up jumps and your aim. If they don't get killed, they can stay around for quite a while. A limit of 10 per person. If you don't throw them all during the cloud ride, they fall at the same time and start attacking.
MAP GUNS: Bullet Bill Blaster: A placed-turret put on the map. They fire bullet bills that explode on contact with maps and launch other players up a bit. The contact with the bill does a lot of damage, but the splash damage is the real problem: it does almost-lethal damage and being launched from it will send you flying, and the fall damage will kill you. Thankfully, the fire rate is slow and it only explodes on contact with something, so map design is the blaster's main 'counter'. It fires slowly, but has infinite ammo.
Koopa shells: They bounce around the map and hurt you. You can pick them up and throw them at people. After a while, they become neutral; you can't kick a bunch around and rack up the kills. They are map elements, like the turrets. They regen after falling off a cliff or into a bottom less pit. They could be rendered harmless by standing on them, allowing you to drive them like a shellboard a la SM64 or fire at enemies while moving.
POWAHUPS!: Metal Box: You get full armor, weigh more (so you get knocked back less) and do more damage with your fists. But you count as a solid so shells bounce off you, and bills explode on you. Not to be taken without thinking about what's unfolding. Uncommon. Starman: You take no damage from anything (except map elements) and do 3x more damage. Knockback on you is increased by 200% though, and you use twice as much ammo. You also do damage to people touching you. Somewhat rare. Invisibility Cap: You become hard to see and can pass through people. You take a bit more damage though, (x1.1) you can't attack people straight after passing through them and attacking reveals you a bit. Also, silences weapons? Good for a sneaky kill, but don't pick it up if you want to win wit hsheer man power: you'll reveal yourself making it useless and you'll take more damage too. Not to uncommon. FLUDD Pack: Makes your attacks have more knockback and lets you perform a jet-pack jump. The longer the jump, the longer it takes for it to recharge. Makes your traction dodgy, though. Mario mustache: You take only 80% of all damage. Furthermore, your jumping skills are improved and you have the machismo of the plumber himself. Common.
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