Quake Live

Quake Live

More Gametypes
 This topic has been pinned, so it's probably important
FlashSoul  [developer] 21 Oct, 2015 @ 11:18am
Suggestions
Suggestions are welcome. Feel free to add yours in this thread. Vague ideas are fine but already defined factories with their cvars set are better.

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Explanations about the factory ID format used here :
A_B_C

A is "mg". It stands for "More Gametypes". I hope other Workshop items with custom gametypes (if others pop up!) will respect a similar notation for this part. QuakeCon's factories start with "qcon", for instance.
B is the gametype to modify. If you are suggesting a twist on FFA, B should be "ffa".
C is a short identifier that should describe as well as possible your gametype.
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If you want to test your factory yourself before posting here, you can go in your Quake Live installation directory and create a "scripts" folder inside "baseq3". It can be the global "baseq3" as well as a user-specific one. Inside "scripts", save the file containing your factory as "*.factories". Replace the * by anything... although you might have to watch out with spaces or special characters. The next time QL boots, it will load the file's content if everything was done correctly. The content should follow the same format as the one seen in QL's "factories.txt". Please be aware that the factories in this workshop item will not include server management cvars (g_teamForceBalance, g_allowVoteMidGame, g_timeoutCount, sv_warmupReadyPercentage, g_allowSpecVote, etc.). Those belong in the server configs, not the factories.

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Showing 1-15 of 44 comments
xLink 27 Oct, 2015 @ 11:10am 
I still need to look into these to figure out how to define custom ones, butttt

CA - no hmg, dmg through floors on, should match it closer to q3
TDM - Rockets only(like the ffa mode), with a 20-30 fraglimit mebe?
FlashSoul  [developer] 27 Oct, 2015 @ 11:53am 
For the first one, mg_ca_ra3 might be what you're looking for. Foir the second one, I'll add it to the list ;). Maybe with a CA version too. Thanks for your input.
Icono^1clast 27 Oct, 2015 @ 1:12pm 
A lot of the "classic" gametypes have pmove_bunnyhop 1. That is the speed boost that was introduced to help noobs who don't know what strafe jumping is. All classic gametypes should have pmove_bunnyhop 0.
Mewtwo 27 Oct, 2015 @ 2:02pm 
Defrag, perhaps?
FlashSoul  [developer] 28 Oct, 2015 @ 2:31am 
Originally posted by SS^1RI:
A lot of the "classic" gametypes have pmove_bunnyhop 1. That is the speed boost that was introduced to help noobs who don't know what strafe jumping is. All classic gametypes should have pmove_bunnyhop 0.

SS1RI : Since pmove_bunnyhop has no impact whatsoever on gameplay for anyone but the complete newbies I'm not gonna bother touching that. Since this is a philosophical issue instead of a gameplay one, I recommend setting your prefered value inside your server.cfg file.

Originally posted by The Lazy Engineer:
Defrag, perhaps?

I can't replicate Defrag any better than Race already does. I do have a race factory already for "VQL" physics though. What's missing is mostly maps. They can't be ported just like that since they'll need QL race checkpoints instead of what Defrag used.
VTU 28 Oct, 2015 @ 6:18am 
Please add rocket ctf:
-Normal ctf rules
-RL and gauntlet only.
-gaunlet with 200dmg
-no spash dmg (for rocket jumps)
-normal physics (no pql/turbo)
-infinite ammo for RL
-12x quad

here is a video of it:
https://www.youtube.com/watch?v=NxNp2-iAPq4
Icono^1clast 28 Oct, 2015 @ 8:40am 
FlashSoul: I think you are confusing what I'm talking about with cg_autohop. cg_autohop is the command that allows you to hold jump to keep jumping continously and it can be turned off in the console.

pmove_bunnyhop is the change in physics that gives additional speed boost so it obvioiusly affects the gameplay and it does so not just for the noobs but for everyone. It cannot be turned off or on on an individual basis because it's a server setting.

Therefore your "Classic FFA" has non-classic physics.
Your "Classic/VQL physics Race" has non-classic, non-VQL physics. (LOL)
Classic TDM is ok.
"Old Weapons Clan Arena" should have old (that is classic) physics as well.
I imagine that an old gametype like "Rocket Arena 3" should have old movement as well if it is to be reconstructed accurately.
Classic CTF is ok.
Ultra Freeze Tag is an old gametype so it should have the old physics as well. None of your freeze tag gametypes have classic movement if fact.

Those are not philosophical issues those are mistakes.

Thank you for your effort to create more gametypes but please fix those.

FlashSoul  [developer] 28 Oct, 2015 @ 12:15pm 
Very nice video, VTU. I'll add CTF-rockets to the list. Oneflag too, since we're getting there :p.

SSRI : This is pretty amusing since I actually thought you were confusing it with autohop yourself, since that one can have a pretty big impact (it can't be turned off server-side though). I'll ask around to see if pmove_bunnyhop makes a significant impact and might change it.
Last edited by FlashSoul; 28 Oct, 2015 @ 7:10pm
VTU 28 Oct, 2015 @ 1:12pm 
thx flashsoul
FlashSoul  [developer] 29 Oct, 2015 @ 11:30pm 
Your suggestions have been included.
VTU 30 Oct, 2015 @ 10:11am 
Exactly what I wanted. THX
Hijynks 31 Oct, 2015 @ 5:24am 
Would it be at all possible to bring back the Overlord gamemode from Quake 3: Team Arena, and its powerups using the Steamworks?
FlashSoul  [developer] 31 Oct, 2015 @ 4:23pm 
No, Jar Jar.
Wojciech_K 1 Nov, 2015 @ 11:36am 
I suggest adding q4-ish modes.
"pmove_CrouchSlide 1" obligatory
"pmove_RampJump 1" don't make sense on Q3/QL maps so it could be off or paired with "pmove_RampJumpScale 0.5f" or other low value. Also, it requires to set "pmove_ChainJump 0" manually because doublejumping enabled itself when i I enabled rampjumping (why is doublejumping called chainjumping?).
Javpeiniger 3 Nov, 2015 @ 8:39am 
pls add infected mastermind <3
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