Move or Die

Move or Die

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Pievirus 5 Apr, 2020 @ 6:33am
Idea Overhaul Part 1 - FORMAT WIP
RIght...Ive had these ideas sitting on my sticky notes for years now, SAYING im going to release them and whatnot, but now im fed up waiting, so im just going to let it all out and update the formatting along the way. LES GO!! (My other post is in discussions for reference on what im on about)

NOTE: All of this is from my sticky notes and i havent worked on writing some of them so they might sound kinda bad (to me at least), ill work on them eventually...

ANOTHER NOTE: I have Adobe Animate files for all the Mutator and Gamemode icons, along with characters and the such, but since i dont know how to put them in Steam discussions ill only show the stuff on the MoD Discord, unless i find a way, who knows.


Gamemodes

Burning Sensation (Gamemode) - Each player posesses a hot sauce gun, each shot travels about 2 blocks in an arc and sticks to the floor for 3 seconds (2 second reload time). Touching or getting shot by hot sauce ignites the player, leaving them 3 seconds to run to an ice block to cool off (New block as well. Read Below). Players can shoot ice blocks to melt them permenantly. You can burn from your own sauce.


Earthquake (gamemode/mutator)
Quake (Gamemode) - Each block can take 3 steps before it collapses (collapse time on the 3rd touch would take about half a second). Basically Fizzle Floor, except YOU fizzle it.
Earthquake (Mutator) - Walking rumbles the ground near each player. Walking near other players bumps them up and pushes them away slightly.


Shoop da Whoop (Gamemode) - Beams of energy spawn around the map. Collecting it gives one LAZAR charge. Using the charge fires a horizontal lazer that pierces walls and kills anyone in the path.


Lost your marbles! (Gamemode) - All players have to balance on big rolling marbles to avoid falling into death. The screen will rotate and shake every now and then, with all marbles obeying gravity and moving with the laws of physics.


-Sunburn - Each player must survive for as long as possible by shielding direct linesight of a burning sun. Random blocks will appear and disappear between players and the sun, which they will have to hide under to avoid getting sunburnt. 3 seconds in the sun without shade will kill (and very quick bursts of shade hardly reset the timer.) Touching the sun = instadeath (achievment because it might be hard to?). Last man standing wins. (A BIT CLOSE TO RADIATION BUT I TOTALLY MADE THIS IDEA FIRST SO WHATEVER)


-Turret Tickets - Tickets spawn and relocate around the map. The first player to pick up a ticket gains control of a turret somewhere on the map, which can fire jump shot rounds every 0.6 seconds (Left and Right arrow keys to aim the turret, Down to shoot), which can bounce off a single block. Once a player collects a ticket and enters the turret, all other players are teleported to one side of the map, where they have to run to a certain block somewhere near the turret on the other side of the map. Rinse and repeat until someone either has more tickets than the others (timer runs out), or last man standing.


-Mystery Box - Boxes spawn around the map, each containing a random effect or action once touched. A number of things could happen, such as adorable puppies and kittens that follow players and push them, or an effect to the box opener that has them spawn death blocks with every jump (random deadly mutators/gamemode effects, such as Static Bounce). First person to find and wear two lucky boxes (or last man standing) wins the round.


Flaulty foam - Each player can collect faulty extinguishers that spawn around the map, and can be used to push other players away and into Blaze blocks (New block, read below). The longer players shoot with an extinguisher without stopping, the stronger the whooshing and longer range you fire. However, shooting at a Blaze block or an ignited player will chain back and ignite you as well. Extinguishers can fire for 5 seconds before depleting. Fire can only be extinguished by Ice blocks or Health blocks. Last player standing wins.


Ol' reliable - A golden gun will spawn at a random location for a player to collect. It has one shot that fires a massive medium-slow (just slower than player speed) bullet which causes a big explosion on impact with a player or block. You can kill yourself with your own explosion. Holding the gun for more than 8-10 seconds causes you to be turned to gold (ded lmao). Last player standing wins. (NOTE: ADD MORE HAPPENINGS)


(New stuff onwards)


Katamari Katastrophe (Dead Joe in ball in icon) - Each player is given a small ball above them, with it, they have to catch as many random items that fall above them, onto their balls. Each item slowly makes the ball larger, and slows the player, yet also making the catching range for the ball slightly larger. A player at any point after catching at least one item, can discard their ball and roll it in the direction their facing. A rolling ball goes through blocks and other balls in front of it and kills any player it touches. Players with the biggest ball, or last player standing wins.


Wurm Wrath - Each player goes around the map, planting Wurm seeds in dirt tiles. After a successful placement, a player colored Wurm will either dig its way inside tiles, scouting the map for nearby players, or instantly fly out at a random player, moving through blocks in an arc. Sudden death spawns two Wurms per placement. Wurms cosist of five player sized parts, moving at about 15 blocks per second, and unburrow from a tile within 10 or fewer blocks from a player. (Note: Robot Wurms? c:)


Spam, Spam Revolution - All players have to obey commands that show up on screen, while also keeping themselves alive in their room. Player rooms can change constantly to have different block arrangements, which will add 'Shifty Ground' and 'Fizzle Floor' rules into play temporarily. If a button shows up in front of a player's room, that player must spam that button to keep their health up, as health will drain faster and can only be regained by spamming a certain button. Pressing other buttons while spamming will not affect the player, but may be dangerous depending on how the room is acting. Player rooms can also swap places with one another (along with the player) to disorient players. The button prompt will take a second to ease into visibility before player must spam. Last player standing wins.


Block party - Players can only collect health from one touch health blocks that spawn and despawn around the map, movement slows degeneration but jumping degenerates slightly faster. Players can press the down arrow to drop a death block like in falling blocks (recharge 1 second). Players have slower health degeneration, and health blocks tend to spawn more at the bottom of the map when less players are present on that level (so whoever's at the top has a killing chance). As time goes by, death blocks fall faster and health blocks spawn fewer. Players are also given a mini jump when spawning a death block (to avoid falling on their own block and dying). Last player standing wins.


Bomberjoe - Each player can place a bomb which explodes in cardinal directions. The map will most likely be a maze (like bomberman). Bomb explosion radius will expand every 3 seconds, from one tile onwards. Bombs explode after 2 seconds and players cannot walk through them. Last player standing wins. (ADD MORE TO IT)


Hockey/Pucks - Hit the puck into each player-colored goal. Players can snatch the puck off of other players, while phasing through them, by pressing 'down' while next to a player with a puck. Holding 'down' can charge a high shot and launch the puck into the air once hit (1 second full charge, which launches the puck about 70 degrees from the ground), launching it onto higher platforms for a true platformer experience. Hitting the puck onto another player, can stun them (1 second) until it hits the ground, becoming collectable again. Multiple pucks can spawn over time, but only one puck can be carried at once. Player with the most points wins.


Mini-Speedrun - Players go through small, randomized courses. Last player to each finish line is killed.


Juggler - Players juggle 4-5 colored balls, that you can throw to kill other players, losing all balls kills you. Killing a player grants an extra ball. Players are not killed until their final ball hits a block. Last player standing wins.


Block Chucker - Players can pick up tiles and throw them at players to kill them. Pressing 'down' picks up the block below you, unless next to a wall, therefore picking up the wall next to you instead. Pressing 'down' while at least 3 blocks (or just higher than max jumping height) from the ground, drops the currently held block, killing any player it lands on. Thrown blocks can be blocked with more thrown blocks. Thrown blocks when dropped, stack on and around each other, and can be pushed by throwing blocks at them, and be picked up again. Each map (even currently existing maps) will have a square of death tiles around the outside of the map. Last player standing wins.


Gemeni run - Works like 'Speed run', but with two characters that are controlled identically to any movement you make. Each character twin will have their own speed run chamber, each chamber being different from each other. Players must watch each twin to ensure neither dies, while getting as far as possible.


Dirty Harry - Players must shoot a fast bot character that manoeuvres around the map, with a water pistol (or something rather) as many times as possible. Shooting other players will remove points from them. If you get touched by the bot, it covers you in mud, slowing movement speed by 20-30% and removing a point if not washed off by another players' Water gun at the end of the round. The player with the most points wins.


Bomb Bunkers - Players have to run to a cluster of Bunker Blocks, placed after a small parkour course. Every 10-15 seconds, the screen goes white (kaboom), killing all players outside of a Bunker. Each bunker can hold one player, kicking any other players out once someone is inside. The first wave contains three bunkers (for three players, killing one), the second has two bunkers, and the last has one bunker. Think of this as a mix of 'Speed Run' and 'Sugar rush'.


Nectar Raid - Sacks of Nectar slowly spawn around the map. Picking up a sack gives the player Nectar (Points) over time until the sack is depleted. Other players can leech the Nectar from players' sacks by running next to them, as long as they aren't carrying a sack themselves, leeching nectar at half the rate of the carrier (half the points). Normal sized sacks last for 5 seconds, small sacks for 3 seconds, and large sacks for 7 seconds, with each player leaching increasing the depleting speed by 50%, and the larger the sack the slower the movement of the carrier. The player with the most Nectar (Points) wins.


Extraction Point - Players must run to and stay in player colored mining drill areas, that appear and disappear in random places, to gain points. Rocks (or just death blocks) will fall very fast after a quick red column ping where it is falling, which can fall in line with either individual players/points, all players/points, or in random areas near players (especially while mining a point). To avoid being unfair, random rocks cannot fall in the same player's area more than three times in a row, and at least once every five set of rocks must target all players or their points. The player with the most points, or last player standing wins.




STEAM SAYS MY POST WAS TOO LONG SO IM CUTTING THIS IN HALF
YOULL FIND THE NEXT PART IN THE DISCUSSIONS OBV