Gametype. Forces migratory behavior, or rather large amounts of base building and defense.
Requires:
[*:2tw91qb3]The ability for the engine to shift difficulty levels.
[*:2tw91qb3]The ability for the engine to apply shifting difficulty to areas, which change dynamically.
[*:2tw91qb3]More monsters, some of which are outright deadly and are not meant to be fought.
How this would work:
Game starts normally. Players are always spawned in (relatively) safe areas.
At a certain, server-defined point of time, an area starts shifting to "hell" difficulty. This spreads through the area, then eventually fades back to "normal" difficulty, for rebuilding. Not all of the map is hell-ish, and not all is normal, enough for people to build up a base, and either move on or bunker up. Or build an airship or something, I dunno. Even a 2x1x1 coffin underground would NOT save you from this effect...
One way this could be done: Finite map- A very long area of land is laid out in a strip- long enough that you cannot see the other end, and it will take a while to reach the other end. Ideally, the ends are somehow connected so that if you walk along the strip, you eventually reach your start location.
Another way: Infinite map- The effect simply starts in the center, and players are spawned in a circle behind a.. uhm.. apocalypse zone.
Apocalypse:
[*:2tw91qb3]Finite Strip Model
At a start point, the land starts basically shifting from normal, to "hell" mode. As the land changes, the sky darkens, and nastier and nastier monsters spawn, until all natural water (not inside bases and near wheat/whatever) is replaced by lava. As time progresses, one end of the hell zone expands until the zone is a certain width (server variable), and once it's that certain width, the other side fades to "normal" at the same rate. This area "moves" by shifting normal areas into "apocalypse" areas on one side, and slowly shifting back on the other.
In effect, players would have 1-2 hours to prepare, and then be inside the apocalypse zone for about an hour or so. Modifiable by server variables, but it has to be gradual, as it's a lot of block updates- some servers could have longer periods. If a player does not have a fairly bulletproof base, they'll likely be killed, and re-spawn on the "safe" fading edge of the zone in normal areas, to try again. At the center of the zone, there would be nasty stuff- monsters with direct line-of-sight attacks (far nastier than arrows) and others that could even dig through walls. Perhaps others that can climb walls. Others would actually dig tunnels to subterranean bases.
The zone would gradually remove all illumination, crops would need to be grown by light sources, and there would be no sun available to grow trees, etc. Trees would lose leaves, grass would disappear, and at the end of the zone, trees would be re-grown, and grass would reappear. Maybe even flaming lava or "something" could randomly fall from the sky during peak danger.
So, areas would alternate between normal and apocalypse/hell/whatever. There is no permanent safe zone, and no permanent hell/apocalypse zone, the areas are constantly switching.
[*:2tw91qb3]Infinite Model
Largely identical to finite, except the zone would be ripples, expanding from the center.
In both cases, speed would be set by server variables. It could be used to replace day/night cycles, or simply ignore day/night. So apocalypse zones during the day would be brighter, but still barren, and spawn monsters even during the day. Normal zones would be... well, normal.
Storing hell/normal status for an infinite map would be unnecessary- the server would only have to keep track of distance from center, and using that could pretty easily determine what the status of chunks should be, as they are loaded for players, on the fly. As the effect is a perfectly regular ripple, the server only needs the width of one hell/normal "ring." Then it divides the chunks distance from center by that distance, and uses the remainder for maths.
What would be nice (wishlist):
[*:2tw91qb3]Automated defenses- as normal defenses would not be effective against nasties. (Most likely because "normal" defenses consist of making a 2-block-high dirt wall, which is pretty lame, IMO.)
[*:2tw91qb3]Effective transportation- ways of moving between bases. Most likely in a "run like hell, they breached the walls and killed the turrets!" kind of way. (This post, and most of my other spam in the thread.)
What would be cool:
[*:2tw91qb3]It would provide a fairly explicit win/lose scenario. [*:2tw91qb3]Also, you would be fairly likely to run into old bases after a while of server up-time, which you could repair and re-use. [*:2tw91qb3]It provides a clear incentive to work together, as speed would be essential in quickly building a base that can withstand the inevitable onslaught.
And hey, it's optional. If you don't like it, I'm sure more than a couple servers won't use it.
Interesting. One thing I'm unclear about is, does the hell-zone move towards the players, or do the players just move deeper into the hell-zone? I think it'd be neat if the safe area had limited resources, perhaps, giving players a reason to venture out, and not huddle in their safe circle.
Interesting. One thing I'm unclear about is, does the hell-zone move towards the players, or do the players just move deeper into the hell-zone? I think it'd be neat if the safe area had limited resources, perhaps, giving players a reason to venture out, and not huddle in their safe circle.
There is no permanent safe zone. The effect very slowly ripples across the map, either in a line or expanding circle. Eventually every temporarily safe zone is engulfed in apocalypse zone, and eventually the hell-type apocalypse stuff vanishes and areas return to normal.
Speed is likely dependent on a server variable. Players just aren't dumped back into (currently) apocalypse zones to die to uber-monsters.
Probly should edit OP to make that clear, huh? ...The nerve of you people, not reading my mind. :tongue.gif:
Eh, I tried, I thought that's what you were talking about at first! but then I wasn't sure, and thought I'd clear it up for the non-mind-reading-people.
could there be a uber-apocalypse at the end. nothing good will come from it. ores turn to lava and grassand trees sets on fire. the lava sea level rises to a considerable amount forcing you up a hill or your tower. everything turns dark and creepers,spiders and zombies come in umimaginable numbers. Basically your going to die.
Unless this is a multiplayer mode, then, with a capable group, one could survive.
could there be a uber-apocalypse at the end. nothing good will come from it. ores turn to lava and grassand trees sets on fire. the lava sea level rises to a considerable amount forcing you up a hill or your tower. everything turns dark and creepers,spiders and zombies come in umimaginable numbers. Basically your going to die.
I actually thought of that already. But I discarded it, because it's needlessly stupid just not a good idea. Good to see you're ever consistent though.
It's far from impossible though, it would be relatively CPU-cheap to simply convert map to lava pool on one end, and simply generate new terrain on the other.
But what would be the point? It would only force players to be nomadic, instead of providing the option to TRY and hold out for an eventual let-up in the assault, your base would just sink into lava. Any bases would be inevitably lost, instead of potentially being found later in a ruined state (or near-intact, if players evacuate and the land is inactive during the hell period).
And there's no point in just killing the players off without any chance of survival. Well, as long as it's automated, at least. I've been in FPS games where the admin has issued "kill all" commands, and it's KIND of funny, but only if it's very occasional. And they mostly do it after the map ends anyway.
Point is, it's more fun to build and find ruins, than to constantly have to move. Players could leave chests full of stuff in bases that would remain to be later re-found, and re-used. If you have a favorite base, you could note the coordinates and attempt to re-settle, knowing later what managed to break through the first round, and compensating. Without having to rebuild the ENTIRE thing each round.
The thing I like about this is that it cycles, provides challenge, and could easily be beatable.
A person staying in one location on the map (strip or infinite) sees the cycle normal -> hell -> normal, etc. It repeats regularly, offers the chance of finding ruins, making new ones, or building a base that can actually survive. Players are rewarded for cooperation simply by improving their chances of not dying horribly. And even if you do die, you respawn on the tail end of a hell cycle, in normal area, with time to build back up and try again.
Basically, a day/night cycle, but with difficulty and gameplay, rather than just spawning a bunch of idiot monsters at night who can be utterly stopped by some torches and dinky walls.
Nope.
Sounds neato though
I would really love this
It..its sort of reminds me of Nazi zombies :3
:? Nazi zombies?
There should definitely be some way to dodge the cycles though. Perhaps players could rush to construct airships in the safe times, and then be in the air and mostly safe during the apocalypse times, and either fly to a safe area, or just wait it out. Though for the servers with longer cycles, waiting it out would be kinda boring.
That, or teleports- a standard cheap teleport that simply acts as a respawn, dropping off a player in a safe area, where they can repeat the process, or do something else. Or let people teleport to other bases (with built teleports), which would be a good method of fleeing a breached base. Because if the gametype is challenging enough, things should go tits-up fairly often.
One thing that I thing would be interesting is having bases with a gadget that projects a beam of light straight up, visible from long ranges. This would allow players to gather and pool resources at say, a fortified mountain, when they're bailing from their own bases.
Quote from nebb »
Whenthey get rain itll rain FIRE!!!!! :twisted:
*patpat* Now you be a good little moron, and don't eat too much paste, ok?
Not a terribly bad idea for an ambient visual effect during apocalypse periods though. nebb, you might almost be starting to lose your edge. :roll:
Also when its on the last wave all wooden blocks will set on fire. including chests and crafting tables.
nebb, you're still a twit. This isn't a discrete game type- there are no "waves." Nothing should just "happen" for no reason. Perhaps embers might fall from the sky and light unprotected combustibles.
Nebb, you realize that twit is a word too, right? On topic: Would there be caves on this little strip of land the mode's based in, or would you simply have to dig the crap out of stone in order to find ore? And if there are, that'd be an interesting concept. You could have parts of caves be untouched by the lava and firestorm above, and other parts would have lava rain from the ceiling and be flooded eventually. :biggrin.gif: I'm getting pumped for this mode, hope it gets implemented somehow.
I REALLY like this idea. I have two, very tiny suggestions, in case you haven't thought of them.
1. The deeper a person digs, the stronger the enemies become. (Some monsters may not even spawn so far up.) However, the deeper they go, the better the minerals become, much like the original game, but drastic. Like, if they hit the bottom of the world, diamond would be VERY abundant, but so would the strongest monsters of the mode.
2. Monsters should be able to put out player-made light sources. Ex. The Player puts a torch on the wall. A Creeper appears and when it puts absolutely no distance between itself and the torch, the torch breaks. (And can be picked up later.) Monsters will be attracted to lights, IF no players are around.
Like I said, great idea. I hope Notch looks at this, I'd really like to see this in-game. :biggrin.gif:
Rollback Post to RevisionRollBack
The most common response I hear to the question "Why haven't you bought Minecraft yet?!?!" is "I don't care that much." To which I usually reply with a firm, "I'm about to stab you."
Sounds alright, but... it needs materials that can only be found in the apocalypse, which would make it easier to kill the apocalypse monsters. As time goes on, more, harder monsters, and more, harder to get minerals.
====SIMPLE VERSION OF WHAT I JUST SAID====
It should be very, very hard to survive, not impossible. And certain blocks should be replaced with others, too. Therefore, you can watch as your creations are turned into apocalypse themed ones.
Requires:
[*:2tw91qb3]The ability for the engine to shift difficulty levels.
[*:2tw91qb3]The ability for the engine to apply shifting difficulty to areas, which change dynamically.
[*:2tw91qb3]More monsters, some of which are outright deadly and are not meant to be fought.
How this would work:
Game starts normally. Players are always spawned in (relatively) safe areas.
At a certain, server-defined point of time, an area starts shifting to "hell" difficulty. This spreads through the area, then eventually fades back to "normal" difficulty, for rebuilding. Not all of the map is hell-ish, and not all is normal, enough for people to build up a base, and either move on or bunker up. Or build an airship or something, I dunno. Even a 2x1x1 coffin underground would NOT save you from this effect...
One way this could be done: Finite map- A very long area of land is laid out in a strip- long enough that you cannot see the other end, and it will take a while to reach the other end. Ideally, the ends are somehow connected so that if you walk along the strip, you eventually reach your start location.
Another way: Infinite map- The effect simply starts in the center, and players are spawned in a circle behind a.. uhm.. apocalypse zone.
Apocalypse:
[*:2tw91qb3]Finite Strip Model
At a start point, the land starts basically shifting from normal, to "hell" mode. As the land changes, the sky darkens, and nastier and nastier monsters spawn, until all natural water (not inside bases and near wheat/whatever) is replaced by lava. As time progresses, one end of the hell zone expands until the zone is a certain width (server variable), and once it's that certain width, the other side fades to "normal" at the same rate. This area "moves" by shifting normal areas into "apocalypse" areas on one side, and slowly shifting back on the other.In effect, players would have 1-2 hours to prepare, and then be inside the apocalypse zone for about an hour or so. Modifiable by server variables, but it has to be gradual, as it's a lot of block updates- some servers could have longer periods. If a player does not have a fairly bulletproof base, they'll likely be killed, and re-spawn on the "safe" fading edge of the zone in normal areas, to try again. At the center of the zone, there would be nasty stuff- monsters with direct line-of-sight attacks (far nastier than arrows) and others that could even dig through walls. Perhaps others that can climb walls. Others would actually dig tunnels to subterranean bases.
The zone would gradually remove all illumination, crops would need to be grown by light sources, and there would be no sun available to grow trees, etc. Trees would lose leaves, grass would disappear, and at the end of the zone, trees would be re-grown, and grass would reappear. Maybe even flaming lava or "something" could randomly fall from the sky during peak danger.
So, areas would alternate between normal and apocalypse/hell/whatever. There is no permanent safe zone, and no permanent hell/apocalypse zone, the areas are constantly switching.
[*:2tw91qb3]Infinite Model
Largely identical to finite, except the zone would be ripples, expanding from the center.In both cases, speed would be set by server variables. It could be used to replace day/night cycles, or simply ignore day/night. So apocalypse zones during the day would be brighter, but still barren, and spawn monsters even during the day. Normal zones would be... well, normal.
Storing hell/normal status for an infinite map would be unnecessary- the server would only have to keep track of distance from center, and using that could pretty easily determine what the status of chunks should be, as they are loaded for players, on the fly. As the effect is a perfectly regular ripple, the server only needs the width of one hell/normal "ring." Then it divides the chunks distance from center by that distance, and uses the remainder for maths.
What would be nice (wishlist):
[*:2tw91qb3]Automated defenses- as normal defenses would not be effective against nasties. (Most likely because "normal" defenses consist of making a 2-block-high dirt wall, which is pretty lame, IMO.)
[*:2tw91qb3]Effective transportation- ways of moving between bases. Most likely in a "run like hell, they breached the walls and killed the turrets!" kind of way. (This post, and most of my other spam in the thread.)
What would be cool:
[*:2tw91qb3]It would provide a fairly explicit win/lose scenario. [*:2tw91qb3]Also, you would be fairly likely to run into old bases after a while of server up-time, which you could repair and re-use. [*:2tw91qb3]It provides a clear incentive to work together, as speed would be essential in quickly building a base that can withstand the inevitable onslaught.
And hey, it's optional. If you don't like it, I'm sure more than a couple servers won't use it.
There is no permanent safe zone. The effect very slowly ripples across the map, either in a line or expanding circle. Eventually every temporarily safe zone is engulfed in apocalypse zone, and eventually the hell-type apocalypse stuff vanishes and areas return to normal.
Speed is likely dependent on a server variable. Players just aren't dumped back into (currently) apocalypse zones to die to uber-monsters.
Probly should edit OP to make that clear, huh? ...The nerve of you people, not reading my mind. :tongue.gif:
Unless this is a multiplayer mode, then, with a capable group, one could survive.
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
I actually thought of that already. But I discarded it, because it's
needlessly stupidjust not a good idea. Good to see you're ever consistent though.It's far from impossible though, it would be relatively CPU-cheap to simply convert map to lava pool on one end, and simply generate new terrain on the other.
But what would be the point? It would only force players to be nomadic, instead of providing the option to TRY and hold out for an eventual let-up in the assault, your base would just sink into lava. Any bases would be inevitably lost, instead of potentially being found later in a ruined state (or near-intact, if players evacuate and the land is inactive during the hell period).
And there's no point in just killing the players off without any chance of survival. Well, as long as it's automated, at least. I've been in FPS games where the admin has issued "kill all" commands, and it's KIND of funny, but only if it's very occasional. And they mostly do it after the map ends anyway.
Point is, it's more fun to build and find ruins, than to constantly have to move. Players could leave chests full of stuff in bases that would remain to be later re-found, and re-used. If you have a favorite base, you could note the coordinates and attempt to re-settle, knowing later what managed to break through the first round, and compensating. Without having to rebuild the ENTIRE thing each round.
A person staying in one location on the map (strip or infinite) sees the cycle normal -> hell -> normal, etc. It repeats regularly, offers the chance of finding ruins, making new ones, or building a base that can actually survive. Players are rewarded for cooperation simply by improving their chances of not dying horribly. And even if you do die, you respawn on the tail end of a hell cycle, in normal area, with time to build back up and try again.
Basically, a day/night cycle, but with difficulty and gameplay, rather than just spawning a bunch of idiot monsters at night who can be utterly stopped by some torches and dinky walls.
Of course, IMO, the entire sky should be dark red, the moon should just be a glowy red.
That said, does anyone have thoughts on the system itself?
Sounds neato though
I would really love this
It..its sort of reminds me of Nazi zombies :3
:? Nazi zombies?
There should definitely be some way to dodge the cycles though. Perhaps players could rush to construct airships in the safe times, and then be in the air and mostly safe during the apocalypse times, and either fly to a safe area, or just wait it out. Though for the servers with longer cycles, waiting it out would be kinda boring.
That, or teleports- a standard cheap teleport that simply acts as a respawn, dropping off a player in a safe area, where they can repeat the process, or do something else. Or let people teleport to other bases (with built teleports), which would be a good method of fleeing a breached base. Because if the gametype is challenging enough, things should go tits-up fairly often.
One thing that I thing would be interesting is having bases with a gadget that projects a beam of light straight up, visible from long ranges. This would allow players to gather and pool resources at say, a fortified mountain, when they're bailing from their own bases.
*patpat* Now you be a good little moron, and don't eat too much paste, ok?
Not a terribly bad idea for an ambient visual effect during apocalypse periods though. nebb, you might almost be starting to lose your edge. :roll:
nebb, you're still a twit. This isn't a discrete game type- there are no "waves." Nothing should just "happen" for no reason. Perhaps embers might fall from the sky and light unprotected combustibles.
1. The deeper a person digs, the stronger the enemies become. (Some monsters may not even spawn so far up.) However, the deeper they go, the better the minerals become, much like the original game, but drastic. Like, if they hit the bottom of the world, diamond would be VERY abundant, but so would the strongest monsters of the mode.
2. Monsters should be able to put out player-made light sources. Ex. The Player puts a torch on the wall. A Creeper appears and when it puts absolutely no distance between itself and the torch, the torch breaks. (And can be picked up later.) Monsters will be attracted to lights, IF no players are around.
Like I said, great idea. I hope Notch looks at this, I'd really like to see this in-game. :biggrin.gif:
====SIMPLE VERSION OF WHAT I JUST SAID====
It should be very, very hard to survive, not impossible. And certain blocks should be replaced with others, too. Therefore, you can watch as your creations are turned into apocalypse themed ones.
Cobblestone=Netherrack
Water=Lava
Sand=Soulsand
Trees=Huge Mushrooms
Tall grass=burning netherrack
ETC