idea for a new gamemode (Kill Switch)

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mikeloeven

FNG / Fresh Meat
Jul 5, 2010
97
22
0
This was an idea I had for a endless survival type game mode. I call it kill switch.

This mode is pretty simple, the basis of the game mode is that there is a hidden cloning facility below the map that is spewing forth an endless stream of specimens, no waves just continuous random spawning. Horizon biotech installed a kill switch to the facility in case of emergencies. The terminal is encrypted and there is anywhere from 3 to 5 codes hidden throughout the level depending on difficulty settings. Walking over the code picks it up (it will either be a keycard or a piece of paper they will spawn randomly like the weapons and ammo). The team must fight through the hoards increasing in strength over time until they find all the codes. After all the codes are found they must fight their way back to the terminal and activate it. This will kill all active specimens on the map and spawn the patriarch. Once he is dead the game ends.


When the game starts you have 2-5 minutes of down time and infinite money to buy what you need. The trader will only open once at the beginning of the level but ammo will be more plentiful to compensate for this fact.


i dont have any coding experiance so someone else will have to take this idea and make a mutator out of it if they like it
 
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YFGHNG

FNG / Fresh Meat
Mar 30, 2010
549
4
0
OCD
Isn't this just like that one map, KF-TheHive or something? You still have to solve objectives, only the difference is the trader.
 

mikeloeven

FNG / Fresh Meat
Jul 5, 2010
97
22
0
Isn't this just like that one map, KF-TheHive or something? You still have to solve objectives, only the difference is the trader.

never played that map but i was thinking about a mutator that would work on any map by randomly placing the terminal and codes on start
 

CA_Hiro

FNG / Fresh Meat
Nov 20, 2009
176
23
0
29
Denmark
Sounds cool.

Would totally destroy the idea about camping. I think that this should be a Official mutator.

Having the trader to only spawn once through out the whole game, would be more realistic, than it is right now. And the thing about spawning ammo boxes through out the whole game, there should also be spawning other weapons and such, to make it more fun and maybe even more easy. Depends ofcourse on how big the chances are on the specific weapon actually spawns.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
2,716
0
I really do like this idea :)

It could be made simply in a map, and there will have to be some coding about winning the game when you press this "kill switch" and of course, ZEDs will have to be constantly spawning. How that's done, I don't know but Fel and Dextronaut (worked on candlesmoke) have managed to make constantly spawning ZEDs.

You should check the Candlesmoke map out! :D
 

CandleJack

FNG / Fresh Meat
Dec 2, 2009
3,399
1,059
0
VIC
Just a friendly suggestion, maybe switch the font colour and size to a more easy-to-read colour and size?

But yes, this is a good idea.

It gets my Candlejack's Rope of Approval.
 

mikeloeven

FNG / Fresh Meat
Jul 5, 2010
97
22
0
now all we need to do is find someone who can write the mutator for it. oh and that rope of aproval, it isn't by any chance tied in a noose is it ;)
 

Benjamin

Grizzled Veteran
May 17, 2009
3,631
635
113
France
I've been thinking about this, and I'm not sure whether it'd be best to do it as a mutator or as a completely different game mode (since the former is meant for small game modifications and not creating an entirely new game mode). With the latter you could certainly do more, although I'm not sure it's necessary considering there's not a lot you'd need to do to get this working. I'm really tempted to give this a try.

Rather than having the enemies spawning and coming at you like in the current mode, wouldn't it be pretty cool to have enemies just waiting idle around the map until you get into their line of sight or alert them in some way? :)
 

mikeloeven

FNG / Fresh Meat
Jul 5, 2010
97
22
0
I've been thinking about this, and I'm not sure whether it'd be best to do it as a mutator or as a completely different game mode (since the former is meant for small game modifications and not creating an entirely new game mode). With the latter you could certainly do more, although I'm not sure it's necessary considering there's not a lot you'd need to do to get this working. I'm really tempted to give this a try.

Rather than having the enemies spawning and coming at you like in the current mode, wouldn't it be pretty cool to have enemies just waiting idle around the map until you get into their line of sight or alert them in some way? :)


yeah but last i checked there was a draw distance or somthing for the zeds where if say a crawler gets stuck and you cant find it you just keep walking away and it despawns when you get far enough away and the level ends. how are you going to stop all the idle spawns from going poof
 

Benjamin

Grizzled Veteran
May 17, 2009
3,631
635
113
France
yeah but last i checked there was a draw distance or somthing for the zeds where if say a crawler gets stuck and you cant find it you just keep walking away and it despawns when you get far enough away and the level ends. how are you going to stop all the idle spawns from going poof

Magic.
 

C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,220
2,716
0
yeah but last i checked there was a draw distance or somthing for the zeds where if say a crawler gets stuck and you cant find it you just keep walking away and it despawns when you get far enough away and the level ends. how are you going to stop all the idle spawns from going poof

If this is to be made into a mutator, I imagine the draw distance can be changed. :)
 

mikeloeven

FNG / Fresh Meat
Jul 5, 2010
97
22
0
yeah but the problem with this is there needs to be some way to auto kill the stuck zeds in some maps there is an entire network of tunnels in the ceiling that players cant access and god forbid a crawler gets confused you would never be able to win short of chucking nades into every hole you see and praying