Most likely, these weren't implemented due to the severe time restraints MJ had getting out the game. I'll tell you though, I would have loved to see what Grinder would have been about.Assault
One team defends the flag, the other assaults. The sides switch after the first round. The assaulting team wins if they touch the flag before the time limit expires. The defending team wins if they have prevented the enemy from touching the flag. Ties are decided by which team successfully defended or by which team was the quickest to capture the flag. Player ranking is based on the number of wins, the speed the flag was taken, and how long their flag was defended.
Grinder
Limitless monsters spawn about the map. The team who has slaughtered the most 'points' of monsters when the time limit expires is the winner. Player ranking is based on how many points scored and the number of units lost.
Two hidden M3 gametypes never implemented
Two hidden M3 gametypes never implemented
While continuing my search in the M3 tags for all things cool and interesting, I came upon the 'multiplayer game descriptions' text file. Included were all the usual ones we've come to know and love, but to my surprise were two at the bottom:
Re: Two hidden M3 gametypes never implemented
I want to try assault.
A lot.
A lot.
PSN: Jon_God
XBL: J0N GOD
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Re: Two hidden M3 gametypes never implemented
Quite like the sound of that actually.
http://theramblingelf.tumblr.com/ - my blog
Re: Two hidden M3 gametypes never implemented
Hmm grinder would be easy to implement.
- DarthRevan555
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Re: Two hidden M3 gametypes never implemented
Grinder sounds like Hunting but the creatures respond.
What would really be neat is Hunting where the hunted fights back! O_O
lulz you wudn't want to hunt a Trow knowing it would fight back wud ya?
Assault would be weird cuz knowing a lot of current players it wud turn into a camp fest, but if it cud be pulled off it would be awesome
What would really be neat is Hunting where the hunted fights back! O_O
lulz you wudn't want to hunt a Trow knowing it would fight back wud ya?
Assault would be weird cuz knowing a lot of current players it wud turn into a camp fest, but if it cud be pulled off it would be awesome
Insert text here.
Divine entity of map making.
Undefeated god of 1v1 map making contests that have yet to happen.
Insert massive ego here
Someone tell this guy to stop having so many signatures
Divine entity of map making.
Undefeated god of 1v1 map making contests that have yet to happen.
Insert massive ego here
Someone tell this guy to stop having so many signatures
- iron
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Re: Two hidden M3 gametypes never implemented
Try doing some Hunting on the TFL Multipack dorf/ghol riot maps. Unbelievable funWhat would really be neat is Hunting where the hunted fights back
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Re: Two hidden M3 gametypes never implemented
Maybe one day Rugby and Token will see the light
Re: Two hidden M3 gametypes never implemented
There's a map called "Castle Defence" which sounds like the basic idea for "Assault" - CTF where one team defends castle, the other has to take it. I think there were two meshes - one with defending team light and assault team dark, the other switched them.
Ooh used to play a poor man's bacon variation of Assault back in the day - it was called "Grab & Defend Bacon". Two teams, bacon, one team got 3 minutes to take bacon and set up a defense wherever they wanted on map. Then it was assault and defend. Not exactly the same thing but basic idea is similar.
Ooh used to play a poor man's bacon variation of Assault back in the day - it was called "Grab & Defend Bacon". Two teams, bacon, one team got 3 minutes to take bacon and set up a defense wherever they wanted on map. Then it was assault and defend. Not exactly the same thing but basic idea is similar.
Re: Two hidden M3 gametypes never implemented
What is Token?
Re: Two hidden M3 gametypes never implemented
I put an Assault-like mesh in Sleepy Hollow Redux called Siege where one team defends the flag and the other must capture before end of game or lose.
Someday(tm) I plan to revisit the mesh since the attackers have a handful too many units -- close but slightly imbalanced.
I did another map long ago which never made it into prime time where a LMOTH flag was randomly captured at game start by one team and could not be reached by units. This forced the other team to kill ALL enemy units or lose.
Someday(tm) I plan to revisit the mesh since the attackers have a handful too many units -- close but slightly imbalanced.
I did another map long ago which never made it into prime time where a LMOTH flag was randomly captured at game start by one team and could not be reached by units. This forced the other team to kill ALL enemy units or lose.
- iron
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Re: Two hidden M3 gametypes never implemented
that last one sounds really interesting Baak, though it'd be pretty hard to balance I imagine
While on the subject of never-release multi variants, Shadow 3 originally had a 2-team multiplayer mesh, where one team had the Legion forces on the hill and the other was given the successive waves of bad guys (they'd appear when scripted to do so, but instead of moving/attacking they'd be the players to control).
The Legion standard on the hill was a CTF flag that the dark had to capture. It was a lot of fun in our testing - marching those waves of thrall up the hill to their doom while trying to circle & harrass with dark duffs or myrmidons was quite a challenge
We dropped it back then because there were playmyth rules against unbalanced plugins that could have seen it banned. I'd like to see a plugin with multiple maps like this (not just Shadow, but Library, the Dam, Twice Born ...)
While on the subject of never-release multi variants, Shadow 3 originally had a 2-team multiplayer mesh, where one team had the Legion forces on the hill and the other was given the successive waves of bad guys (they'd appear when scripted to do so, but instead of moving/attacking they'd be the players to control).
The Legion standard on the hill was a CTF flag that the dark had to capture. It was a lot of fun in our testing - marching those waves of thrall up the hill to their doom while trying to circle & harrass with dark duffs or myrmidons was quite a challenge
We dropped it back then because there were playmyth rules against unbalanced plugins that could have seen it banned. I'd like to see a plugin with multiple maps like this (not just Shadow, but Library, the Dam, Twice Born ...)
- Baron LeDant
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Re: Two hidden M3 gametypes never implemented
umm read the TFL (small chance its m2) manual on gametypes, assault is listed there and was the basis for the TFL demo where 5 AI's fight on grave.
I loved watching the AI play myth
I loved watching the AI play myth
I wear a plastic ass on my bag ~ Da Cheeze
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Re: Two hidden M3 gametypes never implemented
Token is a gametype mentioned in the Myth II sound tags.
Re: Two hidden M3 gametypes never implemented
A long time ago...
...I was working on a big plugin full of new multi gametypes. One was an Assault gametype based on the idea of the 'Assault' team game in the original Unreal Tournament. Was among many other ideas I had and started working on. I had also stole the 'Domination' idea from UT. I hadn't perfected it, but I got it to work with some trickery and MAs. I remember doing some very early tests with people a long time ago.
I did all the research needed and found out a lot of my ideas were possible. I even remember UnTagging various kickass plugins to see how certain features were made possible. With some MAs, fear tricks and messing with models in Vegas, I came up with some pretty cool stuff.
Maybe one day I'll finish it and be able to share with everyone.
...I was working on a big plugin full of new multi gametypes. One was an Assault gametype based on the idea of the 'Assault' team game in the original Unreal Tournament. Was among many other ideas I had and started working on. I had also stole the 'Domination' idea from UT. I hadn't perfected it, but I got it to work with some trickery and MAs. I remember doing some very early tests with people a long time ago.
I did all the research needed and found out a lot of my ideas were possible. I even remember UnTagging various kickass plugins to see how certain features were made possible. With some MAs, fear tricks and messing with models in Vegas, I came up with some pretty cool stuff.
Maybe one day I'll finish it and be able to share with everyone.