I spent probly 4-5 hours playing Murder, its name is kinda random but its a lot of fun. rules are 12 minet time limit 2 teams, one team is the seeker and the others are the hiders. there is no radar and the seeker has to play music so you can hear him comming, when your the hider your not allowed to kill him alll you have is your best hiding spots and being able to run like hell.
my friends and i made another game called Prison Break
its still being "developed" if you want to call it that, but so far this is the settings: Prison Break
Assualt
Match Options:
Score to win round: 1
Rounds: First to 3
Round time limit: 10:00
Round reset map: on
Resolve ties: on
Player Options:
Max active players: 16
Lives per round: unlimited
Shields: none
Suicide penalty: none
Motion sensor: off
Active camo: off
Extra damage: off
Damage resistance: on
Team Options
Team changing: on
Friendly Fire: on
Respawn time modifier: none
Betrayal penalty: none
Force even teams: off
Bomb Options
Bomb type: neutral
Enemy bomb indicator: when dropped
Sudden death: on
Bomb touch return: off
Reset time: 30 seconds
Arm time: 5 seconds
Sticky arming: on
Slow with bomb: off
Bomb hit damage: normal
Damage resistance: off
Active camo: off
Vehicle operation: off
Equipment Options
Starting weapon: Battle rifle
Secondary weapon: energy sword
Starting grenades: off
Weapons on map: human
Weapon respawn time: half
Grenades on map: on
Overshields: off
Active camo: on
Rules
1. the team who starts in the base can only use energy swords while the people starting on the beach can only use the br and the weapons on map
2. the base team can only use the sword to assasinate the beach team
3. once a player from the base team reachs the water, they CANNOT be killed
4. the beach team must stay above ground level (that means no camping in the water!) and cannot go past the sea wall
5. when all of the base team reach the ater, the team gets to plant the bomb so they win the round, THE BEACH TEAM CANNOT PLANT THE BOMB
Extra
the following game options were put under my preferences, you can change them if you want
1. suicide penatly
2. betrayal penalty
3. starting grenades
you can change other parts, but i wouldnt recomend it
(if your wondering, i had nothing else to do because im sick, and this took me about 40 minutes to post)
Another one thats getting more and more popular is:
Hide and Seek
-Juggernaut rules
JUGGERNAUT SETTINGS
-no cloak
-damage resistance and extra damage
-overshields
-movement: fast
-motion sensor
Pretty much everything is on exept cloak...
PLAYER SETTINGS
-no shields
-invisible
-motion sensor optional
-1 life
-no vehicles
-no grenades
-starting weapon optional, but your only going to use the melee, anything but the sword
RULES
The Juggernaut is the seeker and the rest of the people are the hiders, the hiders hide obviously and the seeker runs around trying to find them, none of the people can shoot, unless you want to and you get out by the seeker finding you and hitting you over the head. Hiders may run if found but since the juggernaut is faster there is no real point. Best maps for this is Lockout, Ascension, Midship*, Headlong, and Zanzibar.
Description: You have to 'dribble' the ball over to the gravity lift, then get
blasted, and you have to 'dunk' or 'shoot' the oddball into the top of the
structure thing. And if your the defender, you must try to steal the ball
from the offender, and dribble the ball back to the middle circle part in the
middle, for take-back
Rules:
-Oddball must go through the middle of the structure to score
-no traveling(must keep tapping |R|)
-no meleeing/killing
-Description: At the red base, (the one on the beach) shoot off the
coconuts on the trees, and use them as the ball. use the sword and
melee the coconut into either inbetween the opening that lead to the
sea wall, or inbetween the rock/structure, wjhatever it is, and the
wall, where the flag is.
Rules:
-No Killing(on purpose)
Other Modes: Hockey (blow up the warthog and use a tire as the puck)
jks wrote:Another one thats getting more and more popular is:
Hide and Seek
-Juggernaut rules
JUGGERNAUT SETTINGS
-no cloak
-damage resistance and extra damage
-overshields
-movement: fast
-motion sensor
Pretty much everything is on exept cloak...
PLAYER SETTINGS
-no shields
-invisible
-motion sensor optional
-1 life
-no vehicles
-no grenades
-starting weapon optional, but your only going to use the melee, anything but the sword
RULES
The Juggernaut is the seeker and the rest of the people are the hiders, the hiders hide obviously and the seeker runs around trying to find them, none of the people can shoot, unless you want to and you get out by the seeker finding you and hitting you over the head. Hiders may run if found but since the juggernaut is faster there is no real point. Best maps for this is Lockout, Ascension, Midship*, Headlong, and Zanzibar.
*best map for this in my opinion
Tell me if Ive left anything out.
That's one of my favorite gametypes but what I've been seeing a lot of people doing is...
- Time limit: 6:00
-No Juggernaut or "hiders" motion sensor
-Pistols for everyone (including Juggernaut)
Rules: The reason the time limit is 6:00 is so that everyone has a minute to hide...I mean let's face it, who likes spawning right next to the juggernaut??? Then once the "voice of god" says, " FIVE MINUTES REMAINING" Then the Juggernaut can go and look for everyone...
Also sort of a "tradition"...If you're in a simple spot when it says 30 seconds remaining, start running around and messing with the juggernaut....
Yea, but the way I play it is with 30 seconds to hide. Then in the last minute we all rush the Juggernaut, a couple from the front and one in back to melee and kill him.
equipment options:
starting weapon: Carbine
second weapon: Magnum
on map: Shotguns & Grenades, no camo or shields
weapon respawn: Half-time
vehicle options:
primary light: Warthog
primary/secondary turrets: Large machine gun
all others: None/off
vehicle respawn: Half-time
player options:
radar: Off
everything else: Normal
team/match options: You decide
Description
I call it "trigger happy" because there are no automatic hand-held weapons. You're trigger finger will get lots of excersize playing this game.
This is a fun game type that I created, not really thinking that it would be any good, but it's a lot of fun in many ways. It's very balanced, and playable for long periods without getting frustrated. There are so many ways to play it; you can just run-and-gun your way around, but employing strategy is also very rewarding.
Now let me describe the weapon balance. There are basically three weapons, the Carbine, Magnum, and Shotgun.
The Carbine is good for long range, as it's the only weapon capable of zoomed fire. The drawback is that it will instantly give away your location, as the green tracer will be a dead giveaway. Also, you'll have to recoup your ammo from fallen foes, as there is no other way of stocking up.
The Shotgun is excellent for close range, but it is pretty much useless otherwise. Still, in a tight stairwell or when turning a corner, it will trump any other weapon an opponent might be carrying. Other nice features are that it rarely suffers from ammunition shortage, and is easily found anywhere on a map.
The Magnum is the mid-range weapon. It's good as a backup if your Carbine runs out of ammo, but the real advantage is when you dual-wield. You can make short work of either a shotgun or carbine-carrying foe with these, and are key to winning at this gametype. The only caveat is that in order to get the second Magnum, you'll have to find a dead opponent. Oh, and again you'll have to recover ammunition from dead foes.
The task of recovering ammunition plays an important role in the weapon balance. It almost entirely eliminates the tactic of cheap sniper camping, and forces Magnum dual-wielders to frequently put themselves into harm's way.
Strategy
Like I was saying, there's a lot of room for strategy in this gametype. I've hosted this game for long periods, and it never gets old. Part of the reason for this is the excellent balance, and the fact that nobody has to agree on any rules. Just play with what you have, the best way you can.
The best two levels for this game are Headlong and Waterworks. Play on Headlong for some fun urban warfare. The level just seems made for games of this type, with lots of places to use as cover, or as a mini-base. Waterworks is also a great place to play. The darkness makes for great battlefield strategies, but also forces you to plan coordinated attacks, as your position is easily betrayed by green tracer when using Carbines.
When you throw warthogs and turrets into the mix, you have some problems to face as a foot-soldier. You will be at an obvious disadvantage, which is what I was trying to go for, to force people to think strategically. In a normal game, you just fire off a rocket and the fun is over. In trigger happy, however, you have to use cover and concealment to position yourself or your team, and use coordinated attacks or well-thrown grenades to even the odds. Flanking tactics work beautifully here, as one team member can keep a turret occupied with his or her bright-green rifle fire, while another sneaks up a second avenue of approach.
This game is insanely fun and addictive. There is practically no cheapness other than getting killed right after you spawn by someone dual-wielding (happens from time-to-time in 16-player matches on Headlong). You can play 2-on-2 on an enormous level like Waterworks and still have fun, if you're into guerilla tactics and subversive warfare. There's also lots of fast-paced action to be found. You can just as easily rack up long kill streaks as you can get owned quickly. Also, there is a lot of room for customization in the team and match options, to add variety to the game.
As I said, I've been playing this gametype a lot on Xlink lately, and it seems to be a lot of fun for everyone. If you have any comments or suggestions, please reply as I'd like to hear your impressions on "trigger happy".
one of my favorites is king of the hill on midship FFA shotguns and swords, moving hill 1 minute, 5 minutes to win.
i played this with 10 peopel one time, i had 290 somthing kills and 342 medals, 6 killtaculars and a kill frenzy
Alright, im going to post more later, but here is two that i had pre-typed (There was a contest for gametypes in the OXM.....)
ok, this first game is similar to Hide and Seek (setting the game up, that is) but not exactly the same.
Ninjas VS Naut
how to make it:
Players: 3-16 (3-12 recommended)
Game Type: Juggernaut
Match Options: 25 kills
Player Options: Suicide Penalty- none, Active Camoflage- on.
Team Options: Betrayal Penalty- 5 seconds
Juggernaut Options: Motion Sensor- off
Vehicle Options: Primary light vehicle- Warthog, Secondary light vehicle- none,
Primary heavy vehicle- none, Banshee- off (or on if you really want it),
Primary Turret- off, Secondary Turret- off
Equipment Options: Primary Weapon- magnum, Secondary Weapon- energy sword,
Starting Grenades- on, Grenades on Map- on, Active Camouflage- off
Overshields- off
Basic Gameplay- The main idea is that everyone is a ninja except for the person who is it, or the juggernaut. Ninjas get an Energy Sword (Represents a ninja's katana), and a Magnum (my best substitute for throwing stars or darts). The Juggernaut is beefed up, of course, and can take ninjas down easily... but there's a problem. Ninjas are sneaky, so they have Active Camouflage, and the Juggernaut does not. On top of that, the Juggernaut has no motion sensor, making it easy for the ninjas to put their stealth skills to work. Of course, attacking one by one will most likely mean immediate death, as the Juggernaut is also equipped with an Energy Sword and Magnum. But no fear, ninjas! it is possible to take down your powerful foe and can be made simple by attacking in groups. Also, make use of the other available weapons; the weapon set is map default, But beware, the Juggernaut can snatch powerful weapons to make your chances of victory slimmer.
Recommended Maps- I liked Ascension the best for this variant, but also try: Foundation and Zanzibar
Variables- try putting a banshee on the map, or to make it harder for the ninjas, make the weapons on map Human.
Why i think this gametype is great: The fact that it is hard to take on the Juggernaut by yourself in this specific gametype calls for teamwork, but of course, you're alliances will change when the Juggernaut changes, so you are tempted to go take the Juggernauts position by yourself. The idea of being allies one second, then opening fire on your former friend the next second is a blast. plus, the "ninja" qualities of the non-juggernauts make for a well rounded game. if i had to rate it with all honesty, i would give it a 9.6/10.
this second one is crazy, intense, and fun at the same time:
Carnage
how to make it:
players: 2-16 (the more the better!)
Game Type: Slayer
Match Options: Default
Player Options: Respawn time- 5 seconds, Suicide Penatly- none, Shield Type- no shields
Team Options: No Teamplay
Slayer Options: Suicide Point Loss- off,
Vehicle Options: Primary light vehicle- Warthog, Secondary light vehicle- none,
Primary heavy vehicle- none, Banshee- off (or on if you really want it),
Primary Turret- off, Secondary Turret- off
Equipment Options: Primary Weapon- Shotgun, Secondary Weapon- None, Starting Grenades- off,
Weapons on Map- Shotguns, Grenades on Map- On, Active Camoflage- off,
Overshields- off.
Basic Gameplay- To keep it Simple, it is a no shields, all shotguns game. This is extremely fun and intense. I custiomized the options to make the game as fun as possible, and I am proud of this Variant because of its simple play and high fun factor.
Recommended Maps- Small maps such as Beaver Creek, Midship, and Lockout
Variables- there are two variants for Carnage that are worth playing:
1.) Turn Team Play on. Turn off betrayal penalty and Friendly Fire, Though.
2.) My personal favorite way to play: Phantom Carnage. Just switch active camoflage on under Player Options, and your good to go. Team Phantom Carnage is a possibility too...
Why i think this gametype is so great: its simple. its fast paced. its fun.
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Please rate both of my game types ( x/10 ), feedback is appreciated.
BTW, I read the Prison Break and Trigger Happy gametypes, good job with those! they sound fun