You are here

The Giant Gamemode Topic [Suggestions]

Before posting make sure you are aquainted with our forum rules.

117 posts / 0 new
Last post
Offline
Clan: sk4f
The Giant Gamemode Topic [Suggestions]

The Giant Gamemode Topic

Welcome to The Giant Gamemode Topic

As of the positive reactions by Brouns, Geert to make it sticky and others on The Great Powerup Topic, I decided to make an equal topic for Gamemodes. A second reason is that I found the previous topic to be very productive. Forgive me the lazyness of using exactly the same sentences in this topic :D

The goal of this topic is to list all the current and coming ideas about gamemodes in one, clear thread. This will make it easier for the programmers to see what players find interesting regarding gamemodes and saves you and me the hussle of commenting on all threads about gamemodes.

This post is solely meant for gamemodes, excluding ideas about powerups, perks or achievements that may or may not come in the future. Ofcourse, the gamemodes can be used as a base for any of the previously mentioned.
I will try to keep this initial post up-to-date with ideas that will come. To do this, all gamemodes will have an according number, e.g. “3” and all variations of the basic gamemode will have a subnumber, e.g. “3.3”. Please post according to this system, this will make it easier for me to update this topic.

Gamemodes can be classified in the future. I am not yet sure how to do this. Maybe classifications as No-Items, or Normal would do. Please come with ideas on this matter.

1. Fun Mode   by CEM_Krass and others
1.1 A gamemode which does not affect your ranking. Useful in combination with other gamemodes.

2. Moving Boundaries    by floa   (originally intended as a powerup, I decided it would be more fitting as a gamemode)
2.1 Boundaries move slowly to the inside. This gamemode requires a bigger square than normal.
2.2 Boundaries move slowly to the inside untill a certain point and then move back to the outside.
2.3 Boundaries move slowly to the inside, removing all lines and powerups, untill a certain point and then move back to the outside. It will cleanse the field a bit every time.

3. Boundary Gaps    by floa
3.1 In this gamemode there are gaps in the boundary that will let the player pass through it and emerge out of the opposite side of boundary.
3.2 In this gamemode there are gaps in the boundary that will let the player pass through it and emerge randomly out of another gap in the boundary.

4. Racemode!   by Mangolo post #14
4.1 Each player has it's own path seperated with small lines. The screen moves to the right and obstacles will be equally spawned for every player. The survivor is the winner. If you are really luck you can get in anothers path with a hole in your line or possibly with items.
4.2 Each player has it's own path seperated with small lines. The screen moves to the right and obstacles will be randomly spawned for every player. The survivor is the winner. If you are really luck you can get in anothers path with a hole in your line or possibly with items.
4.3 Each player has it's own path seperated with big lines impossible to cross, maybe an item would do the trick. The screen moves to the right and obstacles will be randomly spawned for every player. The survivor is the winner.
4.4 Each player has it's own path not seperated with lines. The screen moves to the right and obstacles will be randomly spawned for every player. The survivor is the winner.
Note: Difficulties Easy, Medium and Hard could be added. Determing the amount and maybe even the shape of obstacles.
4.5 Keep Up!    by Nibri post #27
Players have to keep up with the scrolling screen. Hitting the wall will not result in dying, instead, the player is bounced backed according to angle of incidence = angle of response. Obstacles will come time after time to slow players down. Opponents lines are not solid, so players can move through these. The Green Speed Powerups and the Red Slow Poweups are very useful, as they allow you to get into the Fast Forward Zone before anyone else, where, if one should get there, will make the screen scroll at 1.5 times the current speed! As the game goes on, the speed slowly increases. Also, the screen will show an icon showing an arrow at times and flash every second. After three flashes, the screen will scroll in the direction of that arrow, at the opposite direction is the redwall. Should a player touch the redwall, he/she will lose. At the start of the game, the redwall is at the left.The last player standing wins.

5. Big, Bigger, Biggest!    by me ;)
5.1 Players will grow in thickness lineary, becoming fatter and fatter. This gamemode requires a bigger screen than normal.
5.2 Big to Small: Players start Really big and will decrease in size. This will result in longer games.

6. Mountain Mode    by mue
6.1 A height map added to the normal square map in wich players speed will be affected when going down or up, accordingly, the speed will increase and decrease. (A bit hard to implement I guess)

7. Boost Paths    by Brouns
7.1 Randomly placed boost paths will increase the players speed when crossing it.
7.2 Randomly placed boost paths will increase the players speed when crossing it. Slow paths will decrease player speed when crossed.

8. Instant Respawn    by iain17 It exists and is fun! http://cdn.fupa.com/swf/achtung-die-kurve-flash/liten.SWF
8.1 When a player dies, he instantly respawns on the field. His old line will be erased. The other players will get a point.

9. Obstacles    by Mangolo and others
9.1 Obstacles that are randomly placed on a field, to increase difficulty.

10. Tron    not to be claimed by anyone ;)
10.1 Based on the Tron game, in wich players can only make 90 degree turns and start to move vertically or horizontally.
10.2 Players can only make 90 degree turns, but do not necessarilly start moving vertical or horizontal.
Note: In this gamemode a powerup to the 'normal' moving mode could be interesting.

11. Timer and Points by salietje http://curvefever.com/content/more-gamemodes
11.1 The game always lasts a certain amount of minutes (5 min), whoever is first then, wins. Rules of respawn apply.
11.2 All players get a timer, when you die the your timer stops the time. You need to wait till 1 player survives the game (just like the games of nowadays) and then in next game the timer continues and stops again when you die. The player with the largest amount of time collected after 10 rounds, wins the match. The winner of a game gets an extra second of bonus time, expressed in a little victory round, like it is nowadays.

12. Powerup Specific    by i Skillsz
12.1 Each powerup has its own color equal to one of the players in a match. This powerup will affect the player with the same color as the specific powerup. e.g. A yellow slow powerup will make the yellow player slow.

13. One Finger    by 2fast4u (I think I understood this gamemode differently then it was intended)
13.1 You are only able to make your turn to the left OR to the right. Depending on which button is hit first.

14. Capture the Flag    by me ;) (I already forgot about it xd)
14.1 Each player starts at a fixed position in a larger circular map. The flag is in the middle, but is protected by randomly spawned objects that will form some kind of maze. The player who reaches the flag first wins.
14.2 Each player starts at a fixed position in a larger circular map. The flag is in the middle and is NOT protected by randomly spawned objects. The player who holds the flag will gain time in seconds. When a player dies, he will be respawned after 3 seconds and his line will be erased. If a player dies while holding the flag, the flag will be dropped and spawned at a random position. The player who holds the flag for a total of 30 to 90 seconds wins the game.
Note: This gamemode will be perfectly playable in teams.
14.3 by Viigoo post #38
Team Hot starts at the right side of the map, Team C.ool at the left side (same as team game). Two Flags are placed in the very edge of the map, opposite to your team's spawn location. Death players' lines will be erased. The team which conquers the other team's flag first wins.
And most important, what will force you to use your brain while fighting, the end of your snake will erase just like in old snake games. (This will make the game more strategic at this point - you cannot rush all and... oh just use your imagination).
14.4 Team Hot starts at the right side of the map, Team C.ool at the left side (same as team game). One Flag is placed in the center of the map. Death players' lines will be erased. The player who holds the flag will gain time in seconds for his team. If a player dies while holding the flag, the flag will be dropped and spawned at a random position. The team which holds the flag for a total of 90 seconds wins the game. If you are in any zone for more than 5 seconds, you will automatically die, to prevent circling around the flag.
And most important, what will force you to use your brain while fighting, the end of your snake will erase just like in old snake games.

15. Differently Shaped Maps    by <someone I forgot the name of>
15.1 The previously mentioned Circular map.
15.2 Triangular map
15.3 Rectangular maps
Note: This could become an unending list of possible geometric figures. So let's stop here.
Inspiration: http://en.wikipedia.org/wiki/List_of_geometric_shapes

16. Equal Squares    by me ;) post #2
16.1 Each player will get it's own little square to play in. The goal is to survive and the challenge is to use your space most effectively. Note: Items could best be disabled, as the playfield for each player is already very small.

17. Super Steering    by me ;) post #4
17.1 In this gamemode players can steer very precise, making very small turns. Space can be used even more effective and games are intended to last longer. Maybe a slight decrease in speed would add even more precision.

18. Power Teams    by konecHarry post #7-10
18.1 Team mode where the teams have different types of snakes with each team it's own power. E.g. Team Hot will have snakes which can make better turns, Team Cool will have snakes that move a bit faster. After 5 games, powers will change. (discussing about types or random powerups)
Possible type combinations will be:
  a. Positive Effect
  b. Negative Effect
  c. Combination of two 'Slightly Less Better' Positive Effects
  d. Combination of two 'Slightly Worse' Negative Effects
  e. Combination of one 'Slightly Less Better' Positive Effect + one 'Slightly Worse' Negative Effect (a Combination of both Counterparts is not possible)

List of Positive Effects:
  1. Steering Improvement
  2. Speed Improvement
  3. Decrease Line Width
  4. Larger Holes

List of Negative Effects:
  1. Steering Decreament
  2. Speed Decreament
  3. Increase Line Width
  4. Smaller Holes

As an example, a possible type: ['Slight Speed Improvement' + 'Slight Steering Decreament']

18.2 Team mode where each team has a random powerup active during an entire game for 3 games.
18.3 Power Team    by Viigoo post #40
One member of each team has special effect (for 1 round/whole game for example). This speciall effect would be let's say... - slow 50%.
The point is that you will have to protect the slow one from being destroyed by (faster) opponents. The key to win (but not necessery!) is either to kill the opposite "snail" or make as much space for your own "snail" so he can "camp" longer.

19. Collector    by me ;) post #13
19.1 Players need to collect randomly spawned items in the shape of little diamonds () to gain +5 points. A new diamond appears when the last one is collected. Rules of instant-respawn apply to this gamemode, but a death will cost you -1 point, your line will be erased and you will spawn at a random location after 1 second. The player who collects (NumberOfPlayers*10 - 10) points as first will win.
19.2 Players need to collect randomly spawned items in the shape of little diamonds to gain points. Green diamonds () are worth +1 point, Blue diamonds () +2 and Red diamonds () +3. All three diamonds are simultaneous on the screen. A new colored diamond appears when the last one of the same color is collected. Rules of instant-respawn apply to this gamemode, but a death will cost you -1 point, your line will be erased and you will spawn at a random location after 1 second. The player who collects (NumberOfPlayers*10 - 10) points as first will win.

20. Ninja Mode    by Mangolo post #14
20.1 You can't see whenever a powerups ends, all players are the same color and only certain powerups that are 'Ninja' enough will be spawned ('Ninja'-powerups to be defined). This mode is for every game mode, you can activate this in the gameroom just like fitting.

21. Get Him!    by Mangolo post #16 
21.1 All player are after 1 player, the one player is slightly faster, steers beter and is thinner than all the other players. Its like team mode except 1 team has only 1 player. The score is the same as teammode.
21.2 Team-Tag    by Brouns post #46
One player is 'it' and when he's killed by someone, that someone is 'it'. Whoever has managed to be 'it' and stayed alive the longest after 10 minutes, wins! Players respawn of course.
21.3  The Survivor    by Quixy post #47
When the game begins, 7 players have the goal to kill 1 player. The player who is alone is the survivor has the goal to stay alive as long as possible. When he dies, his survived time will be notated. After 24 games everyone was 3 times the survivor. The total survived time will be count and the player with the most survived time wins!
 

22. Teammode Suggestion: 2v2v2v2    by Mangolo post #16
22.1 Four/three teams so it is 2v2v2v2, or 2v2v2.
22.2 by Geert post #39
I was actually thinking for team play to alternate every round where you start. So first round left right, second round 1 quadrant versus another quadrant (very localized) 3rd round random (as in FFA)  and then back to left right again.

23. Dodgemode    explaining picture: http://i47.tinypic.com/paohc.jpg    all by Mangolo post #16-23
23.1 Players need to survive in an arena where 'dodgelines' come straight out of the left wall, moving to the right. These dodgelines grow in thickness where they emerge from the wall, so that the head will be small and the tail thick. They will have holes like playerlines and their maximum length is the width of the playfield. The dodgelines will disappear in the right wall. New dodgelines keep emerging from the left wall during the entire game. The moving dodgelines erase playerlines when crossed. Player lines have a maximum length of 1/4 of the playfield.
Note: Easy mode explained above, Hard mode: Dodgelines also appear from the right wall, moving into the left wall.

24. Lowest powerup mode    by salietje post #25
24.1 Only the lowest player of the game can get powerups. e.g. 5th place player of 5 player game. Player who left don't count.

25. Disorientation Mode    by Nibri post #27-30 [Unfinished!]
25.1 After 30 seconds, 2 randomly chosen effects will be activated. After every passing 30 secs, another randomly chosen effect will be activated. This is designed to make more players crash if the game continues for too long. 

The current effects are: (reply to add more, make clear it's about powerup 25)
1. Spinning Arena: the arena spins around it's centerpoint, so that the boundaries will move clockwise
2. MEGA Rainbow colors: snakes change color with a frequency of 2 seconds, until the end of the game
3. Color scramble: Players original color is switched
4. SUPER Rainbow colors: improves MEGA Rainbow, snakes change color with a frequency of 1 seconds
5. Screen stretch: increament of the playfield's width
6. Random Troll face appearing on screen for 1 second (Problem?)
7. ULTRA Rainbow colors: improves SUPER Rainbow, snakes change color with a frequency of 0.3 seconds
8. Screen flip horizontal
9. Screen flip vertical
10. Random Troll face appearing on screen for 5 seconds, with the text "Problem, [playername]?"
11. Forever Alone Face appearing for 10 seconds, covering all opponent lines, but not your own

26. Practicing Map    by Viigoo post #37
26.1 You could use your own "practicing map" - with many obstacles so you could practice your skills. For example driving through narrow passage, or with many holes. The map is for 1 player, or with friends (map divided into parts).

27. Fixed starting positions    by Viigoo post #37
27.1 All players start at the center of the map.

28. More Holes    by Viigoo post #37
28.1 Gamemode with increased appearances of holes in player lines.

29. Kill the enemy    by Quixy post #45
29.1 In Kill the enemy you must ensure that your enemy dies as fast as possible. If your enemy dies as first, you will get 7 points. But watch out! Someone else has also the mission to kill you! So, everybody will have an enemy! Each round your enemy will change, so you always must murder someone else!
Why this gamemode? I often hear that people who play Achtung die Kurve are complaining that people always camp! In this gamemode is camping not clever, because you have to kill your enemy! This makes the game more exciting and your skills are put to the test.
How do I exactly know what enemy I have to kill and which player has to kill me? Below the scoreboard you can see a clear schedule which says who you have to kill and who must kill you. You also can see how other people have to endure. Picture: http://i47.tinypic.com/fksmfp.png
29.2 Same as 29.1, except you don't know who wants to kill you and everybody is the same colour except for you and your target. When the game ends, original colours fade back for several seconds, to observe gameplay.
29.3 Team version, kill the king    by ADKPro post #78
A random player of team hot and a random player of team cool are the kings. Kill the king of the enemy team to win.

30. Kill Frenzy    by Brouns post #46
30.1 Points are counted depending on how many people you kill.

31. Collect: 'Curve Fever'    by Pandemic post #55
31.1 Each team has to collect the words 'Curve Fever' (so 1C, 1U, 2R, 2V, 3E, 1F) by collecting these randomly spawned (blue) letters. If you already have the maximum number of letters, you can still take it to prevent the other team of getting it. A round continues untill either all players are dead (then the next round starts) or the word is collected by one team and the game ends. The team who wins a round gets a missing letter as a bonus, so staying alive as long as possible is as important as in a regular team-game!
So it is a normal team-game, but this collecting-objective replaces the 'First to reach 10' game end.
In addition to make this game more fun, 3 sorts of powerups should be made soley for this game:

  • Green X : Get a missing letter for your team.
  • Red X : Remove a letter from other team.
  • Blue X : Both teams get a missing letter. (This one is to be used carefull: wise if your team is up front, but to be avoided if your team is behind, like the blue eraser: also to be used with care.)

32. Turn Gamemode    by benniegek post #62
32.1 In this gamemode you play with 90° corners instead of the normal round curve.
Powerups like Sharp Corners are disabled, instead this gamemode adds 4 extra powerups that manipulate rotation:

  • +10° (red): adds 10° to the rotation of other players.
  • -10° (red): substracts 10° from the rotation of other players.
  • +10° (green): adds 10° to your own rotation.
  • -10° (green): substracts 10° from your own rotation.

If your rotation gets higher than 150°, it turns around to 30°. The same counts if you get lower than 30°, it turns around to 150°.
At the head of your curve are two subtile indicators that tell you what kind of turn you will make when your press left or right.

33. Gamelength Slider    by benniegek post #67
33.1 An extra slider option to increase or decrease the amount of points to win a game. (Or another victory condition)

34. Snake mode by benniegek and Pandemic post #69,71
34.1 When you pick up a diamond/blue circle you grow 1 in size, but the amount of points you get is your length +1.

  • So length 0, you pick up 1 is 1 point.
  • Then the next one is worth 2 points, so totalling 3.
  • After 5 diamonds you have 1+2+3+4+5 = 15 points.
  • Then you die for some reason (crashing/getting killed), your length goes back to 0 and the amounts of points you get starts at 1, but your score remains at 15 points.
  • Next 2 diamonds are 1+2 points, plus the 15 adding to 18.

If it goes like that, then first to 50 is possible, as staying alive is still awarded but games will not take forever to finish.

35. Camp Records by Fire and Alfy post #73
35.1 A 1-player gamemode to test your camping skills. Get the highest time by staying alive on a full scaled field without items. Saves your best time ever and compares or updates this with your newest run!
Also see: http://curvefever.com/content/camp-records

36. Training Room by LordEdems post #73
36.1 A singleplayer gamemode to test a range of skills. Including playing under self ingame controlable circumstances, e.g. playing fat or at high speed, and/or random circumstances, e.g. randomly activating powerups to test reflexes. Also includes random dangers that appear on your path, for example obstacles, that can be lines (with holes), or other forms.
Also see: http://curvefever.com/content/training-room

Gamemodes may be even more awesome than powerups! So now it's your turn to come up with some new ideas! Get crazy and post below or comment on the gamemodes above! Just remember to explain clearly what you mean with your gamemode, adding examples will do the job most of the time. If you don't like gamemodes, please post constructive criticism or reïnvent the gamemode to your taste! ;D I'll try to add them to this list!

 

 

Offline
Clan: sk4f

Pff I'm tired of forumming, gonna quit for today :Zzz

Edit: Oops forgot to add a gamemode for different shaped maps, don't remember who came up with the idea. If you feel the need to claim it, post something...

Edit Edit: Not much response on this one Smile some ideas anyone?

Got something: Equal Squares: Each player will get it's own little square to play in. The goal is to survive and the challenge is to use your space most effectively.

PwnYeAll's picture
Offline
Clan: ADK

Great job and i will help you with updating it (if you want)

Offline
Clan: sk4f

Yeah that would be great, the only problem is that there is no big response yet Smile

Ehm what about a mode where you can make really small turns? This will allow the player to steer very precise and will result in much longer games most of the time. Sometimes you get it already in game when you pick up slow and speed, then you can steer like slow, but with normal speed. It would be great if you could steer even better in a special gamemode in my opninion Smile

Offline
Clan: MODS

We will be looking into this topic the day after tomorrow when Geert and I meet again.

And your suggestion on turning, please add it to the top post!

ADMIN
Lead Designer-Programmer for Curve Fever
supportatcurvefever.com

Offline
Clan: sk4f

Good to hear! I would really like to hear which ideas you liked and which you didn't, and why Smile if that is possible, it would be great Biggrin

Offline

suggestion:

Team mode where the teams have different types of snakes.

For example the one team has agile snakes, the other team has a bit faster snakes.

After like 5 rounds (or when half of points that are reachable are distributed) the team types change.

 

You can now think of different "types"....

Offline
Clan: sk4f

Cool going to add that one to the list Smile So do I understand it right that each team has a random powerup to be active every 5 games? Or do you define 'types' as modified powerups, cause than there is a lot of type defining needed for this gamemode Biggrin random activated powerups would be easier

Offline

I thought more abstract without details right now. Good types have to be found I guess, as for example it would not work if the one team has permanent the slow/agile (green turtle) powerup active and the other the green speed powerup active... That would be too much difference.

There should be new types defined... And there could be many (did not thought about it... just had the idea of "different" teams)... now we have to find good types...

Offline
Clan: sk4f

Agree, lets think of some types Wink I will add them to the list with gamemode 18.

I think it will be even better when two types can be combined, but then both as a Slight version. So that it will be like 'Slight Steering Improvement' + 'Slight Decrease Line Width' as one type. The gamemode system could do this itself, so they don't need to be listed in my opinion, that would become a huge list! xd

Also, there could be a list of positive effects and a list of negative effects. The gamemode will then pick one of both lists and give both teams a positive effect or both teams a negative effect, so that the (dis)advantage will always be equal. Like previously mentioned, two 'Slightly Worse' negative types can be combined as one type, the same as two 'Slightly Less Better' positive types can be combined. It will also be possible that the randomly chosen types of both teams consist of one 'Slightly Less Better' type and one 'Slightly Worse' type. Ofcourse, it should not be possible that a type consists of two counterparts. So the possible type combinations will be:
a. Positive Effect
b. Negative Effect
c. Combination of two 'Slightly Less Better' Positive Effects
d. Combination of two 'Slightly Worse' Negative Effects
e. Combination of one 'Slightly Less Better' Positive Effect + one 'Slightly Worse' Negative Effect (a Combination of both Counterparts is not possible)

List of Positive Effects:
1. Steering Improvement
2. Speed Improvement
3. Decrease Line Width
4. Larger Holes

List of Negative Effects:
1. Steering Decreament
2. Speed Decreament
3. Increase Line Width
4. Smaller Holes

As an example, a possible type: ['Slight Speed Improvement' + 'Slight Steering Decreament']

I'll add this to the list tomorrow Smile maybe someone can think of more kinds of effects? Wink

PwnYeAll's picture
Offline
Clan: ADK

garion992 wrote:

Yeah that would be great, the only problem is that there is no big response yet Smile

Ehm what about a mode where you can make really small turns? This will allow the player to steer very precise and will result in much longer games most of the time. Sometimes you get it already in game when you pick up slow and speed, then you can steer like slow, but with normal speed. It would be great if you could steer even better in a special gamemode in my opninion Smile

Hahaha seriously?!? No joke, but i thought of this too as a powerup.. I forgot to post it, but the idea is simple: fast steering as green powerup and slow steering as red powerup

Offline
Clan: sk4f

Yeah a bit of help would be great. I am online a lot, but sometimes not for a few days and it is fun to do with two people, right? ;p
About the steering powerup, it was already on the powerup topic list, not sure about the red version. Let's take a look ;)
Edit: yup, it's already there, maybe the name is a bit vague:
14. Radius (green and red)    by konecHarry  post #2

Offline
Clan: sk4f

Brouns wrote:

We will be looking into this topic the day after tomorrow when Geert and I meet again.

And your suggestion on turning, please add it to the top post!

Heey Brouns, I am quite curious about the results of your meeting ;p Could you give us an update about what you guys as developers think about the different gamemodes and powerups if possible? Thanks!

2-days-later-to-prevent-triple-post-Edit: Have a new idea for a gamemode in which you need to collect points. 

Collector: Players need to collect randomly spawned items in the shape of little diamonds () to gain +5 points. A new diamond appears when the last one is collected. Rules of instant-respawn apply to this gamemode, but a death will cost you -1 point, your line will be erased and you will spawn at a random location after 1 second. The player who collects (NumberOfPlayers*10 - 10) points as first will win.

-added

New variation:
Collector: Players need to collect randomly spawned items in the shape of little diamonds to gain points. Green diamonds are worth +1 point, Blue diamonds +2 and Red diamonds +3. All three diamonds are simultaneous on the screen. A new colored diamond appears when the last one of the same color is collected. Rules of instant-respawn apply to this gamemode, but a death will cost you -1 point, your line will be erased and you will spawn at a random location after 1 second. The player who collects (NumberOfPlayers*10 - 10) points as first will win.

-added

Mangolo's picture
Offline
Clan: LGS

Suggestion for To The Right (i actually called it racemode): Without split lines Blum 3

NinjaMode: You cant see whenever a powerups ends, and mayby all the same color :P, and only the powerups that are ninja anough. This mode is for everygame mode you can activate this in the gameroom just like fitting.

Quality Filmer Smile

Offline
Clan: sk4f

Ok, gonna change the name Smile and add ninja mode Biggrin

-done Wink

Mangolo's picture
Offline
Clan: LGS

Get Him!

All player are after 1 player the one player is slightly faster steers beter and is thinner then all the other players. its like team mode except 1 team has only 1 player the score is same like teammode.

Dodgemode

Each player has a tail that goes after him. There are lines from the wall slightly thicker and slowly getting fatter and fatter and their tails behind them so that they eventually disappear. But there will always be new lines from the wall. Options: the lines come from 2 sides, difficulty level. this should also be playable in teammode

Suggestion for Teammode

4 teams so its 2 vs 2 vs 2 vs 2

Quality Filmer Smile

Offline
Clan: sk4f

I like the 'Get Him!' gamemode and the Teammode Suggestion, added them to the list.

But I don't yet fully understand what you have in mind for Dodgemode, maybe you could give a more detailed explenation? Is it with AI enemies that follow you?

Mangolo's picture
Offline
Clan: LGS

Dodgemode something like this http://i47.tinypic.com/paohc.jpg

Quality Filmer Smile

Offline
Clan: sk4f

Nice picture, thx! I get it now :D 

But.. Do the player lines also disappear after a certain length? Or do you need to move upwards and the map scrolls down? Or do the grey lines erase player lines? So the mainquestion is, what happens with the player lines in this gamemode??

Mangolo's picture
Offline
Clan: LGS

They just disappear

Quality Filmer Smile

Jonke's picture
Offline

i like 14.2 Biggrin

just for team

Offline
Clan: sk4f

Jonke wrote:

i like 14.2 Biggrin

just for team

Nice Biggrin

Mangolo wrote:

They just disappear

Sorry, but it's still not clear to me what you mean xd For clearity, I was asking about what happens to the playerlines, they just disappear... after you die? Or something else? Or do the tails not become longer than for example this: ----------------------- ;p

I'll try to make a description of what I think what you mean:

Dodgemode    explaining picture: http://i47.tinypic.com/paohc.jpg    all by Mangolo
Players need to survive in an arena where 'dodgelines' come straight out of the left wall, moving to the right. These dodgelines grow in thickness where they emerge from the wall, so that the head will be small and the tail thick. They will have holes like playerlines and their maximum length is the width of the playfield. The dodgelines will disappear in the right wall. New dodgelines keep emerging from the left wall during the entire game. The moving dodgelines erase playerlines when crossed.
Note: Easy mode explained above, Hard mode: Dodgelines also appear from the right wall, moving into the left wall.

Something like this?
 

Mangolo's picture
Offline
Clan: LGS

Sorry foe bad explanation.

Tails do not become longer then: --------------------- or longer.

The grey lines grow in thicknes with each new line that comes out of the wall.

Hope that this info did the trick Smile

Quality Filmer Smile

Offline
Clan: sk4f

Ok thanks Smile going to add this to the list, seems fun to me

Offline
Champion

Lowest powerup mode:

 

Only the lowest of the game ( like place 5th of 5 player game) can get powerups.

Offline
Clan: sk4f

good one, adding it now

Offline

4 Ideas:

1. Disorientation Mode

After a minute or so, weird things happen in the arena. They vary from spinning arena to rainbows. This is designed to make more players crash if the game continues for too long.

The effects are:

1. Spinning Arena

2. MEGA Rainbow colors

3. Color scramble

4. SUPER Rainbow colors

5. Screen stretch

6. Random Troll faic appearing on screen for 1 second (Problem?)

7. ULTRA Rainbow colors

8. Screen flip horizontal

9. Screen flip vertical

10. Random Troll faic appearing on screen for 5 seconds, with the text "Problem, [playername]?"

11. Forever Alone Faic appearing for 10 seconds, covering all opponent lines

(Add more effects via reply to this idea)

I would NOT recommend playing this with teams.

2. 3D Mode

In this mode, you see the game as if you are playing in complete 3d. Opponents appear at the bottom of your screen if they are closing in on you. Also,ever wish you could jump over opponents' lines to avoid crashing? Well, now you can! You can jump a maximum of 2 times in 3D Mode. After that, you can no longer jump without the Spring Powerup (Exclusive to this mode?). The Host can activate 3D Mode while waiting for all players to be ready.

3. Battle Mode

The Dots are solid(meaning they can bump into each other), they can no longer accel unless you press the Up button, and they do not draw lines. Players have to use Items from the ? Powerup to push others off the Arena. Once the player has an item, he/she has to press Space to use it.

Bomb:Once touched, it pushes away everyone within the blast radius. Timed Bombs (Orange) do not explode until 5 seconds have passed or another player has touched it. Purple Bombs pull in everyone within the blast radius.

Rocket:Homes in on the closest player. Green Rockets bounce around until it has hit a wall 10 times or has hit another player. Purple Rockets home in on the farthest player.

Dash:Gives the user a quick burst of speed, allowing him/her to push someone off the Arena.

Shield: Gives the user a shield that protects him/her against one hit.

Shockwave: Same as Bomb, but instant, so there is no timed Shockwave.

There will also be a white version of every item that immobilizes opponents for 4 seconds when hit.

This is going to be crazy with 8 players.

4. Keep Up!

In this mode, players have to, well, keep up wth the scrolling screen. Obstacles will come time after time to slow players down. Don't worry about crashing into opponent lines and walls (except for the redwall). The walls are bouncy and will make you just slow down. Hiiting an opponent lines do nothing to you, and they will not be solid in this gamemode. The Green Speed Powerups and the Red Slow Poweups are very useful, as they allow you to get into the Fast Forward Zone before anyone else, where, if one should get there, will make the screen scroll at 1 and a half times the current speed! As the game goes on, the speed slowly increases. Also, the screen will show an icon showing an arrow at times and flash every second. After three flashes, the screen will scroll in the direction of that arrow. Should a player touch the redwall, he/she will lose. The last player standing wins.

I'm back!

Offline
Clan: sk4f

Hello Nibri,

First of all, sorry for the late reaction on your post. I see you put quite the effort in committing your ideas.
[2. and 3.] I would like to comment on idea 2 and 3, 3D Mode and Battle Mode first. I thought about a 3d mode as wel for ADK, but the problem is that I think it is not possible to implement this as a gamemode, it is something new and, however nice it is, I think it should not be listed here. The Battlemode sounds really nice too, but it is facing the same problem, a great alteration of gameplay, because you will need at least 4 keys instead of 2, and how is this to be implemented with multiple players on 1 keyboard? Of course it is possible, and I must admit that this list contains some ideas which probably will never see daylight in ADK, but I think to alter gameplay with 4 keys is not something put in a gamemode, it belongs somewhere else.
[1.] Your first idea sounds like a good one for this list, I will not add it yet, because I think you should explain more about it. I understand your idea about spinning the arena, but what do you mean with rainbows? And there should be more effects after a minute, so you should think them out too I guess Wink or maybe I will if I feel like it, but it's your idea ;)
[4.] Keep Up! seems like a combination of your Battle Mode (then i mean the bouncing, correct me if I'm wrong) and the alread listed 4. Racemode! by Mangolo. I like the Fast Forward zone idea, seems fun Smile But I need more explenation on the Redwall, what is it? The left side of the wall, where you die if you stay behind? And what do you precisely mean with bouncing, angle of incidince = angle of repose? 

Haha, sorry for asking so much questions and to maybe disappoint you on not adopting 2 and 3, but it would be great if you could answer them all and make a nice gamemode of 1 and 4!

Thank you for the effort

Offline

It's okay, garion. I already knew that some modes may not really be added. The rainbows on idea 1 are like a crazy surmount of flashing colors. It may even confuse players on which snake is which.  It flashes first like BIT. TRIP's Mega mode (if you even know of BIT. TRIP, the story of CommanderVideo), then Super Mode, than Ultra Mode.The Redwall is an area where players can only die from hitting it. It erases lines from all players. The area where it is changes upon scroll direction change. And yes. Angle of Incidence = Angle of Response in Keep Up! Mode.

More details kinds of effects in Idea 1 and more about Idea 4 are added onto my first post, check it.

I'm back!

Offline
Clan: sk4f

Thanks I'll take a look into it Wink few days ago, I read this but then a lot of other things came on my path as always happens xd 

I will describe Rainbow as follows:
Rainbow 1: snakes change color with a frequency of 2 seconds;
Rainbow 2: snakes change color with a frequency of 1 seconds;
Rainbow 3: snakes change color with a frequency of 0.3 seconds;

ok?

And what is color scramble? I assume it will be like the switch item, only not switching position, but color.

Another question ;p Do the powers stack up, increasing chaos. e.g. of chaos: a spinning, stretched arena that flips horizontally? Or does one of the powers get activated for a certain amount of time and after that another power gets activated.

and btw, I think your Keep Up! with the change in direction and the fast forward is really nice, but I will still add it as variation of Racemode(no.4), because the basics are almost the same.

-added!      this list get's quite productive as wel, more then 10 new ideas in total Wink

benniegek's picture
Offline
ffa eu top 4.6%
Clan: FUCK

computer mode?

 

 

Saturday CurveFever!!!!   (saturday night fever)

 

benniegek's picture
Offline
ffa eu top 4.6%
Clan: FUCK

1 vs 7

 

first the 7 players play as normal one game. They try to make the field full as possible. when they all died the 1 player spawns he trys to live as long as possible in the field the 7 players lefted. ok? i dont know how to count the points. Do you understand.

 

Computer mode

 

Just vs the computer as in ADK1

 

Saturday CurveFever!!!!   (saturday night fever)

 

Offline

garion992 wrote:

Thanks I'll take a look into it Wink few days ago, I read this but then a lot of other things came on my path as always happens xd 

I will describe Rainbow as follows:
Rainbow 1: snakes change color with a frequency of 2 seconds;
Rainbow 2: snakes change color with a frequency of 1 seconds;
Rainbow 3: snakes change color with a frequency of 0.3 seconds;

ok?

And what is color scramble? I assume it will be like the switch item, only not switching position, but color.

Another question ;p Do the powers stack up, increasing chaos. e.g. of chaos: a spinning, stretched arena that flips horizontally? Or does one of the powers get activated for a certain amount of time and after that another power gets activated.

and btw, I think your Keep Up! with the change in direction and the fast forward is really nice, but I will still add it as variation of Racemode(no.4), because the basics are almost the same.

-added!      this list get's quite productive as wel, more then 10 new ideas in total Wink

Well, neither, actually. 30 seconds after disorientation effects start, 2 effects happen at once. This means that the longer the round takes to finish, the more effects happen at once. If one or more effect(s) still haven't finished before the time that 2 or more effects should happen at once, those effects will immediately stop and 2 or more other effects will take its place. So if 3 minutes have passed(excluding the minute before the Disorientation), 6 effects will occur(number of half minutes=number of effects at once). The host can change when this happens, but he/she can't set the time when more effects occur at once VERY low, like 1-10 seconds, or very high, like 1 and a half minutes. Sorry if this seems confusing to you.

Color scramble will be EXACTLY like you said.

I'm back!

Offline
Clan: sk4f

Don't apologize, I should for asking so many questions and for the late reaction (again), hehe Wink So, thanks for clearing things up! 

Of course, I have some questions ;D 

1. Are the effects chosen randomly from the list?

2. Can the same effect be active twice and what is the use of it?

3. What is the point of  --6. Random Troll face appearing on screen for 1 second (Problem?); 10. Random Troll face appearing on screen for 5 seconds, with the text "Problem, [playername]?"; 11. Forever Alone Face appearing for 10 seconds, covering all opponent lines, but not your own-- being active at the same time?

4. What if the first 2 active powerups are 
    -7. ULTRA Rainbow colors: improves SUPER Rainbow, snakes change color with a frequency of 0.3 seconds
    -4. SUPER Rainbow colors: improves MEGA Rainbow, snakes change color with a frequency of 1 seconds
and the third will be 
    -2. MEGA Rainbow colors: snakes change color with a frequency of 2 seconds, until the end of the game
? SUPER and Mega will be useless.

5. Doesn't this mean that if (1&2&3&4), all powerups can be only picked once from the list in the order they are written down currently to have a game that makes a bit of sense?? ;p

6. And if all powerups can be only picked once from the list in the order they are written down currently, shouldn't we get rid of some powerups on the list or rethink them? And add others?

I hope these aren't too many questions! And I'll add the things you cleared up!!!
Thanks for all the effort I-m so happy

-done Wink +added [Unfinished!]-tag, since we/you/I clearly haven't thought everything out Blum 3

Offline
Champion

[TRAINING]:

Now you have in the game FFA and TEAM mode both ranked. But the mode TRAINING gives you the possibility to train and play without ranks.

In this mode you play against bots/ AI like in ADK 1. For FFA the other lines are AI and for TEAM one team is with the human players and the other team are the AI/CPU.

This is also a good warmup game when you just play after a long time not playing.

Offline
Clan: sk4f

What about this? link to thread: http://achtungdiekurve.net/content/custom-mapschallenges

gandalfx : "What might be funny though would be a game-mode with like a shit load of different power-ups that can change pretty much any parameter of one or all players curves, other power-ups etc. This would of course make the game very random."
Maybe not a new game-mode, but an extra list of unranked rooms with these options, called "custom games" or something. So, that on the top of the rooms list the player can choose between the "ranked games"-tab and the "custom games"-tab. This would also be awesome to implement some game modes that will be unfair when playing ranked. The ranked games-tab, will contain the game modes FFA and Team as they are right now and maybe in the future some new Ranked Gamemodes.

On the AI part of your story, I thought that wasn't going to happen soon, as it takes lots of calculations on the server side.

Viigoo's picture
Offline
Clan: HC

 

I'll put some stuff right from my old post... It's better place Smile

a) You could use your own "practicing map" - with many obstacles so you could practice your skills (for example driving through narrow passage, or with many holes) etc, (of course for 1 player, or with friends (map divided into parts)).

I find this one above most important Smile

d) What about changing your starting point? for example - "everyone starts from the middle and see what happens" gamemode (smiley),

e) I also thought of changing the frequency of making holes - from "no holes at all" to very frequent gapping,

g) Changing the radius of bike's curves.

Viigoo's picture
Offline
Clan: HC

Capture the flag is a very nice idea in my opinion (good job emperor), but i would see it in kinda different way.

14.3

hot starts at the right side of the map, c ool at the left side (same as team game)

flags are placed in the very edge of a map.

And the most important what will force you to use your brain (haha) while fighting, end of your snake will erase just like in old snake games. (This would make game more strategy at this poins - you cannot rush all and... oh just use your imaginary :P)

Hope you like it

Geert's picture
Offline
Developer
Moderator
ffa eu top 43%
Clan: MOD

I was actually thinking for team play to alternate every round where you start. So first round left right, second round 1 quadrant versus another quadrant (very localized) 3rd round random (as in FFA)  and then back to left right again.


 

Viigoo's picture
Offline
Clan: HC

18.3 Power team.

One member of each team has special effect (for 1 round/whole game for example).

This speciall effect would be let's say... - slow 50%.

The point is that you will have to protect the slow one from being destroyed by (faster) opponents.

The key to win (but not necessery!) is either to kill the opposite "snail" or make as much space for your own "snail" so he can "camp" longer.

 

Hope you'll understand what I meant to present Blum 3

Typhlosion's picture
Offline

good idea Viigoo!

Offline
Clan: sk4f

Ok, sorry for the late reaction, going to look into your ideas right now ^^ I really like Power Team, the idea to protect 1 player is very cool.

Questions

Viigoo: Is your 14.3 with two flags? This may be a problem as 1 player can draw a circle around the flag, so enemy players can't acces the flag. With 1 flag, this is not possible, as both teams need to fight for it. With 1 flag, the position should be in te middle, that's most fair. What do you think? :)
Idea g) already existed, it is 17.1 - super steering

I added ideas a), d) and e) as 26, 27 and 28, also added 14.3 and 18.3. Thanks! :D

Geert: Your idea is for the normal Team mode? ;) It's a good idea.

I added it under 22.2 - Teammode suggestions

 

Viigoo's picture
Offline
Clan: HC

Emperor Jay wrote:

Questions

Viigoo: Is your 14.3 with two flags? This may be a problem as 1 player can draw a circle around the flag, so enemy players can't acces the flag. With 1 flag, this is not possible, as both teams need to fight for it. With 1 flag, the position should be in te middle, that's most fair. What do you think? Smile

Well you could be right but you know, it depends on how fast will the snake erase. It's just the matter of testing and choosing the best option, so we could eliminate boring circling as you mentioned.

What about your idea, it's nice too. I would add it as a proposition number 14.4.

Offline
Clan: sk4f

Yeah thats true, but one team could also sacrifice a player around the flag, so then the gamemode should erase players when they die. There wouldn't be a problem then.

I'll add this new information now :)

Offline
Clan: sk4f

Original thread - http://achtungdiekurve.net/content/new-gamemode-suggestion-kill-your-enemy

Quixy wrote:

Hello everybody,

I've tried to think out a new gamemode in a couple of days. Slowly i got an idea for a new gamemode. I've worked it out and I've tried to make the gamemode in balance. Now, I want to show you my idea for a new gamemode.

The gamemode is called: Kill the enemy. In Kill the enemy you must ensure that your enemy dies as fast as possible. If your enemy dies as first, you will get 7 points. But watch out! Someone else has also the mission to kill you! So, everybody will have an enemy! Each round your enemy will change, so you always must murder someone else!

Why this gamemode?

I often hear that people who play Achtung die Kurve are complaining that people always camp! In this gamemode is camping not clever, because you have to kill your enemy! This makes the game more exciting and your skills are put to the test.

How do I exactly know what enemy I have to kill and which player has to kill me?

Below the scoreboard you can see a clear schedule which says who you have to kill and who must kill you. You also can see how other people have to endure. My suggestion is to look it something like this:

Give your opinion and say what you think about this gamemode! Thank you for reading!

Gr. Quixy

Added under 29.1 Kill the enemy

Offline
Clan: MODS

Are these two already in the top list:

- The game always lasts a certain amount of minutes, whoever is first then, wins: Death by Countdown
- Points are counted depending on how many people you kill: Kill Frenzy
- Based on Mangolo's suggestion: Team tag: One player is 'it' and when he's killed by someone, that someone is 'it'. Whoever has managed to be 'it' and stayed alive the longest after 10 minutes, wins! Players respawn of course.

If not, is anyone of the mods responsible for this topic who can add them ?

ADMIN
Lead Designer-Programmer for Curve Fever
supportatcurvefever.com

Quixy's picture
Offline

Brouns, your last idea inspirated me to do this in FFA:

The survivor:

When the game begins, 7 players have the goal to kill 1 player. The player who is alone is the survivor has the goal to stay alive as long as possible. When he dies, his survived time will be notated. After 24 games everyone was 3 times the survivor. The total survived time will be count and the player with the most survived time wins!

 

Offline
Clan: sk4f

I'll look into it Brouns and Quixy ^^

Notes:

- Kill Frenzy requires respawn? Even as Death by countdown (11.1)? 

- Quixy's idea already exists a bit as:
21. Get Him!    by Mangolo post #16
21.1 All player are after 1 player, the one player is slightly faster, steers beter and is thinner than all the other players. Its like team mode except 1 team has only 1 player. The score is the same as teammode.

I'll add your specific idea as 21.3
- Brouns version added under 21.2 - One player is 'it' and when he's killed by someone, that someone is 'it'. Whoever has managed to be 'it' and stayed alive the longest after 10 minutes, wins! Players respawn of course.

-  The game always lasts a certain amount of minutes, whoever is first then, wins: Death by Countdown
I think salietje meant this with 11.1 - Timer and Points, so I'll add it there.

- added Kill Frenzy:
30. Kill Frenzy    by Brouns post #46
30.1 Points are counted depending on how many people you kill.

Offline
Clan: sk4f

Improvement of 29.1 Kill the enemy originally by Quixy

PwnYeAll wrote:

What if you don't know who wants to kill you and what if everybody is the same colour except for you and your target?

This means:

- There's no need to make that thing of yours on the left

- It's a lot more easier to focus your target, since everybody else is the same colour. (white?)

- You have no idea who is who while playing (except for your target), which means that you have no idea who kills who while playing. (Oh and the colours of all the players fade in when a round ends, so you can see everything clear for several seconds)

 

I think it will make the gameplay a lot better, since you only know who's your target

Added as:
29.2 Same as 29.1, except you don't know who wants to kill you and everybody is the same colour except for you and your target. When the game ends, original colours fade back for several seconds, to observe gameplay.

benniegek's picture
Offline
ffa eu top 4.6%
Clan: FUCK

4, 8, 11, 19, 22, 29.2, Are the best ideas

 

Saturday CurveFever!!!!   (saturday night fever)

 

Offline
Clan: sk4f

Yeah I think that's a fine selection too.

Good you like the collector mode :)

Pages