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Serious Sam Revolution An updated and streamlined version of Serious Sam Classic featuring a combined campaign, new multiplayer features, Steamworks, VAC, and a lot more.

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Old 11-09-2013, 08:46 PM   #1   Add To Ignore List  
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Default [NEWS] Developer Blog 1: Multiplayer Gamemodes

(Originally posted at http://samrev.com/?p=5)

Could it be? Can it truly be? Is it really is?! Yes! We're posting our first DEVBLOG!

Take that, everyone who thought that Rev is dead just because it's dead..~;I mean, alive! ..great second paragraph and this thing is already in the toilet, anyhow yes Rev is alive, and this will be the first post in our weekly annual postage of Devblogs! Every weekend we will post a newspost describing in vague detail all of the amazing things we are doing with the thing. So without further ado;

http://samrev.com/files/v8450g01.png

Let's be honest that Versus games don't have that large of an interesting mod selection, I mean ever wanted to play a casual game of Spleen-ball with your friends, just to discover that no game, be it COD or BF would hear of it? Well that was our reasoning too, so we're adding all the things to Rev now. Such as!

Standard Modes
Cooperative (omg, never seen before!)
Well no, this is the classic cooperative. Not much to say about it... except that you'll be able to play with 42 people now. It just made sense, what with all of you having so many wonderful friends that you could, possibly, force Sam Rev onto to play with...

Deathmatch (OMG, NEVER...)
OK this is a classic mod too, why am I even listing these...
But, we do plan to have ultra large maps for 42 player versus matches, we'll talk about those in a later blog though.

Scorematch
You know, we can say this is a new mode, because no one remembers this thing from the Classics, it's a game where you don't run around with frags, but with a score count. Technically the longer you stay alive, the more SCORE the others will get upon your death. So the longer you live, the more people will want you dead, ah, and they said our game had no relation with real life. Preferably played with more than 2 people camping in the 2 opposite sides of the map.

Newer Modes
Team Deathmatch
It's deathmatch but with teams, it's like, when for some reason you don't want to shoot at all the things, but rather have half of them get in the way of shooting at the other half.

Capture The Flag
Team A wants Team B's Flag, Team B doesn't want Team A to have their flag, it's a whole flag thing really. (yes, 21 people per team)

Instant Kill
As seen on Serious Sam HD! Everybody has a Sniper and you can kill people in 1 shot. This is a crazy and super fast-paced gamemode, trust me.

Control Zone
There's a control zone in the map, and you have to dominate the control zone with your team to gather points. The first team to reaches the score limit wins!

And O'course;

Survival
MONSTERS, MONSTERS EVERYWHERE, And there is no hope to ever live through it, honestly I think this is an incredibly depressing mode, where you're fighting a fight you know you have absolutely no chance of winning because it was designed so by a malevolent and unforgiving god that you had the unfortunate luck of being the peon of, but people keep playing this so we added it anyway. *Gets the scotch*

Next Mode Ideas

We have some ideas with what to add other than Spleen-Ball, here's one~

Attack (Name being argued over)
So like, team A has to capture sequential control points, while team B has to prevent them from doing so.

There is only one CP (control point) active at a time, and if Team A fails to capture it within a given time or frag period, Team B advances to "push back" team A, and if Team A managed to capture the CP within the time, by either standing around in it for 30 seconds or something else, then the CP becomes theirs, and they can advance to the next CP, it's like how Team Fortress Classic did it, I think it's a fun mode, and I hope to see it in Rev.

We have more ideas /lie but we'd love to hear from you, what mods would you want us to make? 4 team deathmatches and flag matches? Circlejerk? Spleen-ball?

Post your ideas in the comments, and if you're lucky, we might steal them for our game.
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Old 11-09-2013, 09:08 PM   #2   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Last man standing should be included as a new mode also

Infection mode:
Kinda like in MW3, just that the infected can do everything with doubled stats like Jumping and such stuff except Running Speed and Damage. The infected ones have the mission to infect everyone (obvious), while the human team needs to survive (also obvious)
I think here should be classes to make everyone for an use and not just everyone blast the damn things with OP stuff

Enemy Players vs Player:
Simple, the Human team tries to finish the campaign while the other team plays special enemies like Biomechanoid(Minor,Major), Werebull, Zumbull etc.
Every player has 6 or more lives while the enemy team has infinite because of obvious reasons.
This mode needs a lot of team work and skill, else Mentals minions will always win
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Old 11-10-2013, 12:31 AM   #3   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

how about a version of capture the flag where there is only one flag in the center of the map, and both teams are trying to take it back to their bases

or something where each team already has the enemy flag and the capture zone is in the enemy base
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Old 11-10-2013, 02:03 AM   #4   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Too many versus modes, add another cooperative-type mode as well, please?
I'd like one that's more challenging, for example, when you die, you can't respawn until your team has cleared the area and moved to the next area. If everyone dies - game over! This should force some teamwork down these pesky speedrunner's throats It will work best with lower amount of players, like, say 8?

BTW, 42 players, awesome! I hope the netcode can handle them, though, the old netcode had lag troubles with more than 10 players...

Now if only you'd allow mods and release an SDK, there will be no reason to keep the old games anymore
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Old 11-10-2013, 03:31 AM   #5   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

It's the answer of life and everything.
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Old 11-10-2013, 04:08 AM   #6   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Gauntlet

All maps are styled after an arena, and played like a deathmatch mode. However, monsters spawn in, and players must competitively kill as much of the monsters as they can, while evading opponent players shooting at you, and gunning down opponent players. The scoring system is similar to Beast Hunt, and is in fact, almost identical to Beast Hunt, but with a few key differences :
  • There is no goal to get to the end of the level. Instead, there is a time and score limit, and the one with the highest score at the end of it is the winner.
  • Your score tics up at a rate of 10/second while you're alive, and picking up weapons and ammo packs will bump up your score, but be careful, your bounty also increases with your score, 30%-35% of your score will be awarded to opponents if they frag you, and you will lose 3000 points every time you die.
  • All players start off with either an infinite number of licenses to kill, or a configurable starting amount with a configurable score milestone to get points with.
  • Dying to an opponent will grant you one extra license. (Gotta love vengeance.)
  • There is no difficulty setting, instead, it follows the Survival format for spawning enemies.

Last edited by Valerie Valens; 11-10-2013 at 04:15 AM.
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Old 11-10-2013, 05:29 AM   #7   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

42 ppl hmmmm.......finnaly we are getting rid of this small 16 players co-op,I think this will be Sam invasion than mental invasion gonna outnumber him so hard.It will be pure luck to find enemy to kill,with 16 ppl is already hard to find one there should be massive enemy count rise for more players cuz this now is not enough.

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Old 11-10-2013, 06:27 AM   #8   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Here's my thoughts, and I love the selection so far...

Attack - name it Assault. It's a staple name and there's nothing wrong with using what everyone else does.

Reverse CTF: Take your flag into THEIR base. A classic mode that isn't done enough.
One Flag CTF: Flag spawns in a set location, take it and bring it to your own base to win. Only one in the field, or several if you wanna mix it up.

Infection: One player is infected and gains increased movement and increased health but may only use melee weapons. Players must out manouver them and not be killed. When killed they are infected themselves. The last man not infected wins.
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Old 11-10-2013, 07:44 AM   #9   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

No new ideas from games like MW3 and no Modes with Zombies for Sam, just stay at original as you can.

Blogpost - Next Mode Ideas.

Survival is for me personal nothing. But only for me.

I even selled my Gamepad.

Last edited by Gnaarwarian; 11-10-2013 at 07:47 AM.
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Old 11-10-2013, 08:49 AM   #10   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Quote:
Originally Posted by Devostator View Post
Enemy Players vs Player:
Simple, the Human team tries to finish the campaign while the other team plays special enemies like Biomechanoid(Minor,Major), Werebull, Zumbull etc.
Every player has 6 or more lives while the enemy team has infinite because of obvious reasons.
This mode needs a lot of team work and skill, else Mentals minions will always win
yes. yes. YES. YEEAAHHAH

dont really have any mode idea,cant wait for it!
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Old 11-10-2013, 11:02 AM   #11   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Just a note about 1-flag-CTF: Anyone seen this gamemode in Quake Live? I find their version to be extremely clever and fun; 1 flag in the center of the map, and you have to bring it back to THEIR base. That's right, not your base, but the enemy's base.
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Old 11-10-2013, 11:17 AM   #12   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

What a twist!
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Old 11-10-2013, 01:03 PM   #13   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

1 Flag CTF in quake was awesome. well actually all the gamemodes in quake were awesome ._.
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Old 11-10-2013, 03:20 PM   #14   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Quake World Team Fortress was awesome, could also make a Serious Sam Classic version of Team Fortress.

Invasion could work as a variation to Survival, where the goal is to clear out each wave with at least one player alive. All dead players revive at the end of the wave. You could cap it off with a boss wave at the very end, and/or add mid bosses at key wave milestones. You could even add objectives that either override the survival, or add a layer of challenge to it. Something like this :

YouTube Video: Samsara Invasion DTINV09


And an example with objectives :

YouTube Video: Stronghold Tier 6 Mission 4 - Convulsion of Nature
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Old 11-11-2013, 12:27 PM   #15   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Wooooow that great!
How about mode game where in Coop we play separately, I mean f. e. In Sierra Chiapas play 6 players and this guy whos collect the least point - out of the game?
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Old 11-14-2013, 05:50 PM   #16   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

My another sugestions
-Team Scorematch
-T Dm like in CS 1.6
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Old 11-15-2013, 09:53 AM   #17   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Bombing Run.

I await your 'No' to 8 imuntes after you read it.
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Old 11-15-2013, 10:34 AM   #18   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Quote:
Originally Posted by gnaarwarian View Post
Bombing Run.

I await your 'No' to 8 imuntes after you read it.
Why not? After all, the idea is the same as this, as far as I know:

Quote:
Originally Posted by Angelo View Post
Just a note about 1-flag-CTF: Anyone seen this gamemode in Quake Live? I find their version to be extremely clever and fun; 1 flag in the center of the map, and you have to bring it back to THEIR base. That's right, not your base, but the enemy's base.
It could even fit Sam, trying to bring a Serious Bomb to the enemy base.
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Old 11-15-2013, 12:14 PM   #19   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

And what about this idea?
link
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Old 11-15-2013, 12:36 PM   #20   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

I personally think that thing is impossible.
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Old 11-15-2013, 12:43 PM   #21   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Why?
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Old 11-15-2013, 02:17 PM   #22   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Partly because of this
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Old 11-15-2013, 02:29 PM   #23   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Angelo.... what about a prop hunt mode? C'mon, you know you wanna. :3
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Old 11-15-2013, 03:36 PM   #24   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Quote:
Originally Posted by Angelo
Partly because of this
I don't understand one thing if You know that is impossible why do You help him?
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Old 11-16-2013, 12:16 PM   #25   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Quote:
Originally Posted by Solais View Post
Why not? After all, the idea is the same as this, as far as I know:



It could even fit Sam, trying to bring a Serious Bomb to the enemy base.
I doesn't like Quake much, Quake Engine i like more.

I mean the Bombing Run Mode from UT 2004/3.
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Old 11-16-2013, 02:23 PM   #26   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

I just said that the Bombing Run is essentially the same thing as that Quake Live game mode Angelo mentioned, just with a different name.
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Old 12-02-2013, 06:34 AM   #27   Add To Ignore List  
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Question Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

I hope I'm not too late and you will still read this

Quote:
Originally Posted by Angelo View Post
Instant Kill
As seen on Serious Sam HD! Everybody has a Sniper and you can kill people in 1 shot. This is a crazy and super fast-paced gamemode, trust me.
I would like to see option that would allow us to turn off the scope.


Freeze Tag
Famous gamemode from Quake. When you kill a person he is frozen in place where he died. When frozen you can't move or shoot. Teammates can unfreeze you while standing near you for 3 second or so. Round ends when entire enemy team is frozen. Would love to see mixture of Instant Kill and Freeze Tag as well.

More coop options
Coop could use some more options.
- I'd like to see option that would force us to respawn only near our teammates. Respawns would be longer (about 15-20 seconds) and if there is no person to respawn on you start map from beginning or respawn all at the same position but in earlier part of the map. It would prevent rushes and make game a bit more exciting while still being casual.
- Class based coop? We have infinite ammo but each person can use up to 2-3 weapons. Classes proposals: Rocket specialist (rocket launcher, shotgun), Grenadier(Grenade luncher, Tommygun), Sniper (sniper rifle, chanisaw) and so on.
- Option to play maps in random order
- Option to turn on life system form SS2.
- Option to have more high tier enemies as well as high tier weapons in first maps.
- If we find secret which have big fight (for example Second round secret from Tower of Babel level in TSE) or someone went to boss room game will ask if we want to teleport there.
- Game will start boss fight/end map only when 50%-75% of players are near.
- Game will ask us if we want teleport to teammates if we are far away from them.
- If there are any, option to turn off shortcut secrets.
- Option to always play hidden maps form TFE.

Rambo mode
One person have Cannon or Chainsaw (or other weapon, that need play testing), infinite Serious Damage and Serious Speed power up, huge hp regeneration and get scores for kills. Rest of the players are in one team (so they can't hurt each other) and tries to kill him with rest of the weapons (or only tommy gun and double shotty, need testing). When Rambo dies he drops his weapon and person who pick ups it becomes Rambo. Person with the biggest score wins. Gamemode from Soldat.


Turbo coop mode
Some enemies will have different randomized buffs. For example resistance to explosives, bullets and so on, fast movement speed, double hp, fast hp regen. Or any other one that you will find fun. This could be just another option for coop not entire new gamemode. Making all enemies 4x stronger is just boring and makes them all bullet sponge which is antifun. Different randomized buffs and only occasional bullet sponge is more exiting and fun ihmo.

The hidden
One person have infinite invisibility, knife and Grenade launcher with 2-3 ammo. And have to kill rest of the players. He will die after 1 min if he doesn't kill anyone. Timer resets after each kill or adds some seconds (for example 20). Rest of the players have to kill the hidden to win. No respawn in this game mode.

Battle mode
King of the Hill with monsters. Each side have players and enemies from campaning. Pure chaos. You have to fight players and monsters at the same time. When you capture control point your army gets stronger types of monsters. Perfect map for this gamemode would be last map from TSE. That area before final boss. Center have point to capture and each side of the area is respawn for each team.
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Old 12-02-2013, 12:38 PM   #28   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Wow, all of them are great ideas!
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Old 12-26-2013, 12:04 PM   #29   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Ok I got some additional ideas that I forgot to post before:

Super Crate Box
For those who didn't play that game (you should tho) you have to survive as long as possible but you get points for picking up the crates that spawn in random places on the map. You don't get points for the time you survived only how many crates you have picked up. Each crate contain random weapon with infinite ammo. After picking it you only use this one. In multiplayer when one person picks up the crate everyone gets new weapon. When somebody dies he can't spawn unless someone pickups new crate. You have one weapon at the time. This mode may require only smaller enemies. Maybe only kamikazes but their explosion doesn't kill other kamikazes. With occasional bigger one with more hp. But that need playtesting to tell exactly. The point is you always have 1 weapon and you have to find another one in the crate. So enemies should be killable with each weapon no matter what weapon you have. I like survival but this one we have now in Serious Sam just lacks some more interesting objective.

Gold Rush
Another survival like mode. You have to collect gold and then carry it to certain place on the map. You can carry only one gold pickup at the time. Enemies spawn constantly just like in survival. Gold pickups spawns at 1-4 rate per wave. After you picked it all up next "wave of gold" spawns. Of course it spawns in random places. Some waves could be like one big gold pickup but enemies are strong other could be like: many small gold pickups with small enemies. Again that needs playtesting. You don't get points for the time only for the cash you picked up. Spawning players could be turned off or be like in coin coop. Or everyone have just 3 lives. All weapons could be available from the start but maybe you could get the better ones the more gold you picked up (that way you could make first waves easier and then make it a bit harder with each wave). This mode could have option to play with classes as well (like i said in previous post). Ammo could be either infinite or ammo pack could spawn near collect point with each completed gold wave. Or even enemies could drop ammunition (jeez so many possibilities). As I said, enemies spawn constantly completing the gold wave just makes room for next type of enemies. It could have small pause after you complete one wave of gold so there is time to switch to a new type of enemies (then new gold should spawn after short delay too).

Worms
Everyone played that game. Every player spawns in random place on specific map (it could something mountainous just like in worms, ). There are crates with random weapons that you can pick up. You have some time to do your turn and then enemies do theirs. After you turn is over you can't move or shoot (maybe only look around). It seems crazy but maybe it could work. It could be team based and again maybe class based as well. Some weapons maybe should be banned or be extremely rare in crates. No spawning in this gamemode. Team which kill other team first wins, obviously.
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Old 02-12-2014, 02:28 PM   #30   Add To Ignore List  
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Default Re: [NEWS] Developer Blog 1: Multiplayer Gamemodes

Which gamemodes do You support?
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