TimeSplitters 4/Gamemodes

### Objective

* 2 teams of zombies competing over body parts which must be brought back to the lab to assemble into an unstoppable Frankenstein’s Monster. Once built the monster rampages to the opposing lab and destroys their monster control unit, winning the game for its team.

### Special Rules

* The Monster consists of 2 legs, 2 arms and a head
* The Monster cannot be disassembled by the opposing team
* HUD icons will display the progress of both Monster’s construction
* One member of each team is selected at random and one of their limbs begins to glow.  This is the limb the other team must separate from its owner and carry back to their lab.
* A part can be destroyed by throwing into special areas of the level e.g acid vats
* Players run up to a part and press a button to pick it up.  The part replaces their weapon so they cannot shoot.  They cannot store the part in their inventory but it can be used as a melee weapon or thrown.
* If the part is burnt for too long it is destroyed.  If the part is frozen it must thaw before being attached.  Electrocution has no effect on the part.  Could polarity turn the part into a different part?  Acid destroys the part as does explosive force. Water, steam and gas have no effect
* Once the monster is complete it is struck by lightning from the apparatus above it and lurches to its feet. It is under AI control, ostensibly being controlled from a massive “control unit” within the lab.  It smashes out of the lab and heads for the opposing lab, it would be nice if it could smash through certain walls on its way
* The monster is invulnerable, fire, acid, explosive, lightning, gas, steam and freezing all have no effects
* Shooting the monster in the head slows it down briefly
* Any obstacles (large props) placed in the monster’s way cause it to stop and smash them
* Ice on the floor causes the monster to fall on its arse
* Any enemy player in melee range of the monster can be punched or kicked for an instant kill and their corpse flies across the room.  Even better if they are picked up and slammed against the floor or used as a club against other people
* Ultimately the monster will smash into the opposing lab and destroy the opposing team’s control unit. This ends the game regardless of whether they have completed their monster or not.  If completed the defeated monster clutches its head in agony then collapses into its constituent parts
* It is possible for both monsters to be active simultaneously, however they will be on different paths and so will never meet.
* Audio messages will inform the players when a part has spawned, been picked up by either team and been attached by either team.  A further message will announce when a monster IS ALIVE!

## Zombie Wheelchair Racing

### Objective

* Zombies in rocket powered wheelchairs (fire extinguisher power) race around a multi-story car park avoiding obstacles, making jumps and picking up weapons.  Third person viewpoint.  There is a battle mode similar to Mario Cart where it’s a race over a set number of laps with fighting and a time trial mode complete with ghost and splits.

### Special Rules

* To brake or turn the zombie must grab one or both wheels.  This causes friction, brake too much and the hand catches fire and the arm burns off with disastrous consequences.
* Power-ups can be collected, these are:
	+ Speed Boost – use at the wrong time and it’s counter-productive
	+ Oil slick – actually the zombie vomits a slick, causes opponent to slide uncontrollably
	+ Lob explosive – a comic bomb that can be thrown ahead to topple opponent or to ignite his extinguishers causing a permanent and almost inevitably fatal speed boost.
	+ Shrink – miniaturises your opponent slowing him down and making him vulnerable to being squashed.
* Melee attack – if side by side zombies can pull out a weapon and try to beat each other with it causing erratic steering or even a complete 720 spin of an opponent.  However arms can be knocked off during this causing reduced braking and turning in the direction of the missing arm.
* Bumping – this can knock an opponent onto two wheels making steering impossible for a vital second.
* Obstacles – both stationary and moving
* Ramps – some will be paths to power-ups or shorter routes.  Beware though taking a ramp while speed boosted could see your head scraped off on the ceiling.

## Behead the Undead

### Objective

* The player finds himself in a small sealed environment being beset by wave after wave of zombies intent on eating his brain.  Armed only with a shotgun (or other powerful but slow rate of fire weapon) or a chainsaw he must survive for as long as possible against more and more of the undead. In certain scenarios it is possible to use some of the 9 elements to the player’s advantage, for instance freezing a group of zombies.  Points are awarded for each zombie killed, for combo kills and a bonus is awarded at the end of each wave depending on the number of headshots and the amount of damage suffered.  Perhaps also a hidden value of time taken.

### Special Rules

* Zombies come in waves, with more spawning with each successive wave
* Spawns are dependent on the level but may be as simple as coming out of the ground, albeit masked in some way.
* Points are awarded during the wave for each headshot, multiple headshots with 1 shot provides a big combo bonus.
* At the end of the round the points garnered are multiplied by a factor dependent on number of clean headshots and damaged taken.  100% headshots and 0% damage = the maximum points multiplier.  The multiplier decreases as these percentages change.

## Shootball

### Objectives

* A multiplayer game only, in which 2 3 person teams face off and must throw the ball into the opponents goal or hoop to score.  It uses the generic holding and throwing code for the ball, and generic melee code for the punching.  In one variant players can run with the ball and score into a goal; the other variant the player with the ball must stand still and score into a hoop.

### Special Rules

* Touching the ball is a catch and that player becomes the ball holder.
* The ball explodes if it is held for a certain period of time to encourage fast passing.
* Exploded players are killed (smoking boots) and respawn after the next goal is scored.
* If the ball holder is punched the ball will come loose.  Maybe a percentage chance.
* A punched player is stunned for a brief period and can do nothing.
* In variant A the ballholder can move and the teams score into a goal.
* In variant B the ballholder cannot move and the teams score into a hoop.
* A player with the ball moves slightly slower.

## Add It Up

### Objective

* This is a standard deathmatch but everyone is wearing a hat with a number on it. At the start of the round each player receives a sequence of numbers which is the order they must kill people in. Killing someone out of order resets your progress.  Dying has no negative penalty.  Would suit an explody weapon set for chances of accidental deaths.  Have to get quite close to read the numbers.

### Special Rules

* Each hat has a small number on the front and back.
* Hats don’t come off or catch fire as they normally can.
* If you blow up multiple enemies and all are numbers in your sequence you get credit for all of them as a super bonus.
* The HUD displays your sequence of numbers and shows your progress along the sequence.
* Numbers randomise each round.

## Invisible Men

### Objective

* Everyone is almost totally invisible.  This can apply to a number of game modes.  Players are only revealed by blood trails, footprints, muzzle flash or by making trails through particle clouds.  Modes that encourage movement ie have objectives etc would suit this best.

### Special Rules

* Shot characters leave blood trails, the more they are shot the bigger the trail.
* Characters are armed with dust bombs that create particle clouds. Moving players within the clouds leave trails of particles and make footprints for a period afterwards.
* Water, mud etc cause players to leave footprints for a while.
* Muzzle flashes are visible revealing character’s locations.

## Zombie Medley

### Objective

* This is a zombie melee elimination match.  Last zombie “standing” wins.  All the zombie limb removal and attachment rules apply.  A HUD icon will indicate how many limbs the player has.  A player with no arms cannot pick up limbs as melee weapons, arms will of course be reattached.  Arms and legs are not divided into right and left they can be attached to any side needed.  If the player’s head comes off the view is from the head on the ground and they must try to steer their zombie body over to pick up and reattach the head in a short time limit.  Basically the players will punch each other trying to knock off heads and limbs. Fallen limbs can be picked up and used as more effective melee weapons or thrown.  Zombies that lose their heads and fail to reattach them or lose all their limbs and launch the suicide head rocket are eliminated.  Limbs used as melee weapons can “break” or rather come to pieces and can no longer be wielded or attached.

### Special Rules

* Players can attempt to reattach their heads by trying to guide their bodies over to them
* The Zombie acid vomit spray may be disabled in this mode subject to playtest.
* Would be good to give dead players something to do – controlling a loose arm for instance? Catterpillering around to watch the action or maybe even grabbing players to slow them down…

## CrateMatch

### Objective

* A map filled with identical crates.  All the players are crates.  When still the players are indistinguishable from the background crates.  When the crates move they lift up slightly and scuttle around.  Weapons are picked up as normal but of course are not visible.  Hopefully all the background crates will be physics objects and pushable and destroyable.  The team version of this is crates vs barrels.  Could be setup in any level but most suits specialised arenas with few rooms. Crate conveyor belt connecting rooms. Can climb on top of crates.  NOTE: Check for legal issues with copying Cratemod.

### Special Rules

* All players are identical crates.
* Always spawn out of LOS.
* Sonic bomb – a special thrown weapon that reveals all players within its radius (this must be picked up and respawns randomly).

## Striptease

### Objective

* This operates like an elimination match but instead of lives the players have clothes.  When killed instead of losing a life the character respawns with 1 less item of clothing on.  When they get down to their underwear and are killed they are eliminated. This mode requires a specific character set.  Comedy underwear for the win.

### Special Rules

* Specific character set – the characters in all the stages of undress.
* Carry On sound effects.

## 7 Ages Of Man

### Objective

* This is basically the same as Striptease but each player starts as a baby toddling around and with each death they progress through to old age.

### Special Rules

* Specific character set – baby through to ancient.
* With the final death their soul is dragged down to hell…

## Catch the Soap

### Objective

* This is identical to bagtag except the bag has physics properties.  It is frictionless and so when dropped it slides along floors, up walls etc in an hilarious manner.  Various objects can be used as the bag – a frozen monkey (blue), a brain, a bar of soap etc.  Hold it for a set amount of time or whoever had it the longest at round end.

### Special Rules

* When the bagholder is killed the bag is given velocity and assigned a direction, preferably away from nearby characters to induce a chase.
* Explosive death gives the bag extreme velocity.
* Whilst the bag is loose and being pursued Benny Hill style music should play.  The bag’s process bouncing off things, shooting up walls etc should be accompanied by comedy sound effects.

## Football Crazy

### Objective

* 2 teams and a massive football plus 2 goals.  No AI. Players have to punch or shoot the ball into the opposition net.  The players cannot be killed.  Need to experiment with weapons – all explosives perhaps?  Possibility of yellow and red cards for shooting opponents but what is the penalty?

### Special Rules

* Invulnerable players
* Massive physics football and goals

## Virus

### Objective

* A group of humans or robots.  If humans 1 person is randomly the zombie and must chase the others.  Touching them means they are bitten and they turn into a zombie and both chase the remaining humans.  This continues until only 1 human is left.  Robots works the same but the virus is electronic.  With humans limited character set as we need a human version and a zombie version.  No weapons. All characters move at the same speed. Tricky to animate a zombie biting a victim but necessary.  Experiment with speeding up the humans when zombies outnumber them.  Points are scored for how many humans you outlast and for catching and infecting humans.

### Special Rules

* Limited character set for the 2 states.
* Zombies are as fast as humans here.
* Zombies cannot be punched and there are no weapons.
* Speed boost power-up.

## Predator

### Objective

* Team based game – 1 player is the Predator and the others are marines hunting/being hunted.  The Predator is tough, can cloak, leap, regenerate, has a guided projectile attack that is very strong but must recharge and a strong melee attack.  May also have vision modes.  The Predator must decloak to shoot but can melee cloaked.  Extra points for uncloaked melee kills.  If Predator is killed the killer becomes the new Predator or else it can be random or weighted to damage done etc.

### Special Rules

* Predator regenerates health.
* Predator unique weapon.
* Spooky sound on a button for use just before you impale someone on your spear.
* Levels need particles, water etc to reveal the cloaked Pred in certain areas.

## Camp Chaos

### Objective

* This can work for any mode.  When the players stand still and don’t fire they cloak.  As soon as they move or shoot they are revealed.

## Food Fight

### Objective

* Basically an elimination match.  All the weapons are foods.  Some are more fattening than others.  Throw food into other player’s mouths to make them get fat.  When too fat a player explodes and dies.  Limited character set.

### Special Rules

* Throwing food to hit the head counts as it being eaten.
* Players get fatter depending on the calories of the food they are hit with.
* The last wafer thin mint causes players to explode spraying vomit everywhere.
* Last man not exploded wins.

## Wife Swap

### Objective

* All the players have a wife complete with wedding dress and veil.  However under those veils only 1 wife is a beautiful woman the others are monkeys.  The wives follow the players about but cannot be killed.  When you kill a player you swap wives with them and get a peek under the veil in a popup window to see if you bagged the woman.  The sight of a monkey gazing lovingly at you and blowing you a kiss should be pretty funny.  If you have the desirable wife and you kill someone you don’t swap wives but if you are killed of course you do.  A HUD icon will also distinguish between monkey wife and beautiful woman wife. Have the real wife at the round end to win.  Round ends on time or kills or else after a timed round the player who had the right wife for the longest time wins.

### Special Rules

* Every player is followed by a wife.
* On killing someone you get their wife and they get yours, unless you have the right one already.
* The round is time based or kill based.
* Possible victory condition is having had the right wife for the longest after the round times out.

## Medusa

### Objective

* Team based elimination.  Everyone has a number of lives as expected however there is also a Medusa mask in the centre of the level.  Whoever picks up the mask puts it on and beams of deadly green light shoot out of the eyes like full beam headlights in mist.  Any player who looks into the light more or less directly (a cone) is turned to stone and instantly eliminated.  The Medusa can be killed as normal and drops the mask which can be picked up by another player.

### Special Rules

* Medusa Mask with beams of green light.
* Petrifaction of characters who look into the light.
* Stone characters must be destructible so they can’t block doorways.  (use the freeze code).
* The Medusa cannot use weapons, only the eye beams.

## Traps

### Objective

* The level is filled with trap props we drop in.  Players can only be killed by knocking them into a trap.  Players are armed with rubber bullets that knock opponents back or rubber grenades that send people flying.  Need a wide variety of humorous traps such as saw blades, iron maidens and of course the deadly spanking machine.  Won’t worry too much about the transitions into the traps.  When knocked into a trap a player’s view changes to third person so they can enjoy the spectacle of their own demise.

### Special Rules

* Various traps plus animations etc.
* Special weapons to knock characters around the place.
* Human characters only.