Pinned Multiplayer Discussion Thread - Screenshots and Discussion

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    • My favorite ideas are as follows:

      Capture the Flag: Pretty self-explanatory.

      King of the Hill: Like Team Fortress 2 King of the Hill, one central point to capture.

      Control Points: Again, like the Team Fortress 2 CP mode.

      I think a CS-type Defuse mode could be fun. It'd be like playing classic Counter-Strike defuse with more movement options.

      Co-Op: Self-explanatory as well. Maybe have a co-op wave-based zombie mode.

      Gun Game: Counter-Strike's infamous Gun Game/Arms Race, new weapon every two or three kills due to the smaller amount of weapons in Half-Life than CS:GO and then a final kill with a golden crowbar.

      MP5 < SPAS-12 < Hivehand < Snarks < Frags < Tripmine < Satchel < RPG < Python < Crossbow < Gluon Gun < Tau Cannon < Glock 17 < Crowbar, maybe.

      Instagib: Tau Cannon only, traditional Quake-style free for all deathmatch. Maybe an instant charge Tau Cannon with infinite ammo?

      That's all I can come up with at the moment.

      The post was edited 1 time, last by Mr. Sir Shpee: Added Gun Game order idea. ().

    • KyuuGryphon wrote:

      When it comes to gamemodes, what about King of the Hill or Control Point-style modes, à la TF2? Obviously, they wouldn't work the exact same way, what with TF2 being a class-based game, but they could prove to be interesting.
      Do non-competitive players have interests in Symmertical maps? Asymetrical maps?
      Do competitive players have interests in symmetrical or asymetrical maps?
      The Snark King. Ruler of all Snarks.
    • Here's my suggestion - a mode where:
      • A team of Black Mesa Security Guards survive against Xen aliens.
      • The aliens spawn around the map via teleportation
        • They have to plan their attack and work together, since these are guys who know how to use guns well.
        • The headcrabs may only hump guards without helmets or scientists.
      • The guards start off with a standard issue sidearm.
        • They have to scavenge firearms (shotguns,Pythons) and bullet-resistant vests/helmets (since some start out with both of these, one of these or none).
        • They'd probably have an objective like protecting the personnel.


      It'd be similar to Left 4 Dead Versus, but obviously less forgiving to the humans.

      PS: I know I posted this on Facepunch already, but now I know this is a more appropriate place for this idea.

      The post was edited 6 times, last by Max23 ().

    • Fr0z3n wrote:

      Do non-competitive players have interests in Symmertical maps? Asymetrical maps?Do competitive players have interests in symmetrical or asymetrical maps?
      As a noncompetitive player, asymmetrical is a lot more fun!

      Mr. Sir Shpee wrote:

      My favorite ideas are as follows:

      Gun Game: Counter-Strike's infamous Gun Game/Arms Race, new weapon every two or three kills due to the smaller amount of weapons in Half-Life than CS:GO and then a final kill with a golden crowbar.

      MP5 < SPAS-12 < Hivehand < Snarks < Frags < Tripmine < Satchel < RPG < Python < Crossbow < Gluon Gun < Tau Cannon < Glock 17 < Crowbar, maybe.

      That's all I can come up with at the moment.
      It'd be really silly and probably a bad idea, but imagine if everyone started with snarks. As for the golden crowbar, I kind of feel like making the weapon golden, while it is traditional for the game mode, might be too tacky for Blackmesa's theme.
    • Fr0z3n wrote:

      KyuuGryphon wrote:

      When it comes to gamemodes, what about King of the Hill or Control Point-style modes, à la TF2? Obviously, they wouldn't work the exact same way, what with TF2 being a class-based game, but they could prove to be interesting.
      Do non-competitive players have interests in Symmertical maps? Asymetrical maps?Do competitive players have interests in symmetrical or asymetrical maps?
      (I posted this in a different topic... But since you asked:)

      Some tips about CTF gameplay & map design:
      When designing a CTF map, it's very important to make the map symetric. CTF should be based on Teamwork. That means that there should not be too many powerful weapons/items inside a base. A team should be forced to share their ressources strategicly.
      Each base should have only few entrances (maybe 2 main ones and/or 1 hard to reach / secret one) and the Flag should not be placed too far inside the base.
      Playerspawns should be somewhere behind the flag and they should be behind some kind of gate. Atleast it should not be too easy to farm the enemies spawn for too long. If players spawn in seperate "spawning-rooms" (similar to how it is in Team Fortress), they can get some weaker weapon and/or few armor before they open the gate to enter their own base.
      You should put 50 health near the flag (so some player can defend the flag and recharge after a successful defense).
      You should put 25 hp near the middle of the map (25 hp for each team) to give attackers the possibility to recharge on half the way. Ofc the healthpacks in the middle area should not be placed on the middle of your route, but a bit off (so flagstealers don't get the chance to recharge quickly). I would be rather careful with placing armor, because CTF should be a movement based gamemode and fast killing (I would still like to see bhop in future.. or atleast strafe and circlejumps).
      Fast jumping (Gauss- and Longjumping) is really powerful in CTF gameplay. So I suggest to put only 1 Longjump-pack and 1 gauss with 20 uranium in each base. This would allow some interessting strategy.. The Gauss could be timed by one player of a team (for example the flag defender). He could collect the gauss a few times in a row and afterwards he could attack the enemy flag together with his team. The longjump and the gauss should not be placed in spawn-rooms, but they should not be easy to steal either.
      The Egon is a very powerful weapon. Since it shares ammo with the Gauss, it should not come with too much uranium. I would suggest to place one egon with ~40 uranium and ~30 armor in the middle of a map. This way the middle area would be an important place to control to get your team some important item-advantage.
      I would not place any satchels or trip mines in CTF maps, because these are completely lame in a gamemode full of rushers. If you still want to place any of these inside a CTF map, I would suggest to place 1 on each side, and they should not be available inside your own base. CTF should mainly be played with SMG, Shotgun, Magnum and the RPG (Edit: and crossbow ofc). The Hivehand could also be unbalanced in CTF (imagine 2 or more enemies shooting a flag-carrier with hivehands) so I would not place too many of them.
    • EdSantos wrote:

      Gun Game (a game mode from Counter-Strike):
      In this game mode players spawn with the weapon on their current level and the Crowbar, and will receive a different weapon ("level-up") when they score kills, the Gold Crowbar is the final weapon a player can receive. When a player receives the Gold Crowbar and made a kill with it, the player's team will win the game.
      Arms Race on CS Wiki

      Zombie Mode:
      In this game mode there are two playable teams - Humans and Zombies; Humans must kill the Headcrabs and Zombies avoiding them to throw Headcrabs, if a Headcrab attacks a Human he turns into a Zombie; when a Headcrab is thrown and it dies it regenerates after 15 seconds.

      Survival Co-op (a game mode from Left 4 Dead):
      This game mode throws waves and waves of Xen creatures (including a Gargantua in each 15 minutes) at the Players until they die. There is no way to really win this through surviving, but instead the goal is to survive as long as you can and set new records.
      Survival mode on L4D Wiki

      Capture the Hat (a game mode from Team Fortress 2):
      The goal for both teams is to capture their enemy's Hat (orange for Science team and green for HECU team) continuously whilst preventing their enemy from achieving the same.
      Capture the Flag mode on TF2 Wiki

      Special Delivery (a game mode from Team Fortress 2):
      The objective for both teams is to take a neutral Purple Hat to a specified area of the map, while preventing the other team from doing so.
      Special Delivery mode on TF2 Wiki
      Nice suggestions :)
    • I don't want to see too many gamemodes tbh.
      Important modes: 1v1, TDM, CTF, Arena1v1
      Other cool modes: FFA, Domination, Gungame, ArenaTDM, Arcade, Shotgun&Bow, Coop (maybe just add coop support but let the community build all the maps for you)
      Personally I'm not interessted in Zombie and Survival Mode at all. I think these things shouldn't be official. They could be added later by the community (as servermods for example)..

      Edit: I would also be interessted in some class based CTF mode (similar to Team Fortress). Movement should be the same for all classes but each class could have different amounts of armor. Also the Scout could have a longjump-module. There could be Scout (LJ, shotgun, MP5, 30 armor) Soldier (RPG, MP5, Shotgun, 60 armor), Heavy (Egon, 60 armor), Sniper (Crossbow, Magnum, 15 armor), Demo (MP5+Nades, Shotgun, Handgrenades, Satchels, Tripmines, pistol, 60 armor)... Something like that.

      The post was edited 2 times, last by fury ().

    • Nth-ing the request for a CP-stlye gamemode. You could design both symmetrical and asymmetrical maps for this mode, or the already designed maps with long horizontal distances (such as Undertow). You could do it TF2 style where you need to control one point before moving onto the next one, or CoD style where you just have to hold down as many points as you can to accumulate points.

      I also want a CtF mode, though those maps would need to be symmetrical in order to give everyone an even advantage. You'd probably have to experiment with how you'd like the game to play and build maps around that. For instance: when the flag carrier dies, does the flag instantly return to base, does it need to be touched or carried back by the opposing team, or will it despawn automatically after a set amount of time (like TF2)? Fury's post above seems to have a lot of good points re:CtF.

      KoTH and Gun Game would be pretty fun as well, but probably not worth the devs spending too much time on them. I expect a lot of different gamemodes will be modded in by community members like it was in the original Half-Life.
    • I think for the non competitive gamemodes, our stock maps could work really well with an asymmetrical (one sided) CTF, similar to Halo. 4 rounds, the teams alternate attacking and defending. I'd definitely like to give that a go as a gametype at some point if possible.
      Chon Kemp - Lead Level Designer and Community Manager
      Creator of the Black Mesa "Uncut" Mods - Surface Tension Uncut and On a Rail Uncut
      My dev blog on the development of dm_gasworks
    • How about giving a objective PvP mode

      could be done on stock maps or some of them, scientists vs hecu sort of thing, where either the scientists must complete a set of objectives or the hecu.

      example on one map, the hecu could have to blow open a grate, activate a set of generators then download information to stop a missile launch while the science team tries to prevent this, once each objective is cleared both sides get weapon and spawn armor upgrades.

      example

      objective one

      science team: glocks, revolvers, and grenades
      hecu team: glocks, shotguns, and grenades

      objective two
      science team: ob one+ Mp5 and crossbow
      hecu team: ob one+ Mp5 and RPG

      objective three
      science team: ob two+ gluon gun
      hecu team: ob two + scatchels, trip mines, and the charge laser (I keep forgetting name)
    • I wouldn't like to see round based objective modes tbh (and I don't think these modes would work well with HL1 weapons and movement). There is enaugh of them in other games already.

      But I could imagine some kind of destruction-mode where each team would have a base with multiple defense-lines. Each defense-line should be reachable via teleporters from the main base. Both teams objective is to destroy the enemies defense-lines, teleport-exits and their main base. The first team which destroys the enemies base would win. This mode would be similar to Unreal Tournaments assault-mode, but both teams would be attackers and defenders at the same time.

      Well.. But yea.. Still for me this sounds nice in theory, but in reality these modes need a lot of work which should be spent on other things first (voting-system, good and balanced TDM and CTF maps, netcode, overall game performance and polishing, weapons, movement).
    • Un mode Zombie Infection , se serait vraiment dans le thème de black mesa :

      Une équipe humains (scientifique, militaire, ...) qui devra survire dans un temps impartie (ex :15 min) :
      - Il faudrait moins d'armes et munitions sur la carte et commencer avec les même armes de départs que en deathmatch.

      Une équipe Zombie qui tentera d'infecter tous les humains :
      - Tous les joueurs dans l'équipe zombie commencerait en tant que Headcrab ( même comportement que le monstre ) ,
      il devront soit réduire la vie de l'ennemi -> l'ennemi réapparaitra en Zombie ou soit sauté en pleine tête -> se qui transforme l'ennemie immédiatement en Zombie.

      Cela pourrait un mode de jeu très fun et vraiment dans l'univers de Black Mesa.

      English translate :

      A Zombie Infection mode, would be really in the theme of black mesa:

      A human team (scientific, military, ...) that will oversteer in an allotted time (eg 15 min):
      - There should be fewer weapons and ammunition on the map and start with the same weapons departures than deathmatch.Zombie A team that will attempt to infect all humans:
      - All players start in the zombie team as headcrab (same behavior as the monster)
      it will either reduce the life of the enemy -> the enemy will reappear in Zombie or be skipped in the head -> enemy who is immediately transformed into Zombie.This could fashion a very fun game and really in the Black Mesa universe.

      The post was edited 1 time, last by Simsim764 ().