Infiltration: Garry’s Mod Gamemode Idea
Let me begin by first saying that I have no idea how limited the modding of Gmod can be, and if any of this could even be possible. It will probably be difficult to pull off and will need maps specifically designed for this gamemode in mind.
Basic Premise:
On one team is a team of up to eight soldiers (Possibly Combine Soldier or Metro Cop model) and on the other is solely a single human rebel. (Possibly Rebel, Alyx, or Barney model) The soldiers are very well armed and slow moving. They have a first person view model and limited acrobatic abilities. The rebel, who is highly outnumbered, has a third person view, suppressed 9mm pistol, one frag grenade and one flash bang and he can run quickly. While the rebel may seem at a gigantic disadvantage, he has an array of acrobatic abilities that make him quite a threat to the combine soldiers when used in the right hands. The rebel must either kill every combine until their reinforcements are completely depleted, or the much easier option, complete all the objectives randomly given to him, which are explained later. The combine’s goal is simply to eliminate the rebel.
Objectives:
The rebel must complete one of two objectives to win the round. One of which is to deplete all Combine reinforcements. Combine reinforcements vary depending on how many combine players are currently in the game. For example, if there are eight combine players, they would start off with 8 reinforcements. A reinforcement is used every time a combine dies. More may be acquired, but this will be explained later. Alternatively, the rebel could complete all random objectives given to him at the beginning of the round. Some of these objectives could include as follows:
Uploading encrypted Combine files – Walking up to a laptop randomly placed in the map and holding down E on it for several seconds.
Acquiring Combine technology – Can be completed by grabbing the certain weapon asked for by the objective. (AR2, SMG, Shotgun etc.) This objective may wish to be done last, because the player must hold onto this weapon for the rest of the round. If the weapon is dropped because the rebel wishes to replace it with another, the objective will show as incomplete once more.
Destroying Combine technology – Destroying a machine or something that has a large portion of health. Using a larger, combine weapon could do the job much more quickly, but will give away your position. The machine will be randomly placed in the map to avoid combine camping a known machine position.
Killing specified Combine target – A target will be placed over the combine’s head and he must be murdered in order to complete the objective.
These are only a few examples. I will probably think of many more and any ideas from any of you readers would be greatly appreciated. To keep the game fresh and fair, it will require many different objectives, so the combine will never be able to predict what set of objectives the rebel was given. They will have to break up into groups and search the area, leaving them vulnerable to a rebel attack.
The Combine:
The combine will be slow moving and highly dangerous. The combine, unlike the Rebel, have a first person view and limited acrobatic ability. They spawn with 200, non-regenerating HP, and a deagle inside of the combine HQ, an area the rebel cannot access. There in the combine HQ are a wide variety of weapons such as SMGs and Shotguns that the combine may take to aid them in killing the rebel. If a combine spots the rebel, he may hold down Q while the rebel is still in his line of sight, which will make a bar appear over the screen that will take several seconds to fill as the combine chats over the radio. If the bar fills and the combine is not killed, they will be rewarded an additional 6 reinforcements.
The Rebel:
The rebel is fast, acrobatic and poorly armed, only bearing a suppressed 9mm pistol, a frag grenade, and a flashbang. He only has 125 hp, but, if he can make a quick getaway, his health will regenerate when out of fire. Now this is the part that I do not know if it can work, or will probably be extremely difficult on the source engine. The rebel will be in third person and will have to have some nice third person animations made for him. He can take cover behind objects and blind fire while behind them. In addition, he can sprint quickly as well as sneak quietly, masking the sound of his footsteps. In dark areas of the map, the rebel will appear invisible to combine players unless a flashlight is shone on them. Lights around the maps can be turned on and off by both combine and rebel players. As a rebel, stealth and quick execution is key. When a combine player spots you, he may call for reinforcements. If this happens, a large outline of an exclamation mark will appear over his head and will begin to fill up. If you kill him before it fills up, you the radio order will be canceled. Sticking behind cover and constantly turning off lights are key to avoid detection. The rebel may also engage in hand to hand combat with a combine. Upon approaching a combine, the Rebel may hit the flashlight bound key (usually F) to quickly display an animation of him silently taking the combine out. Melee killing is risky because the combine usually stick to groups and can easily take you out before you get close enough. However, a successful hand to hand kill will give the rebel an outline view of every combine in the map for a few minutes, giving a rebel an incentive to get up close. The rebel may carry and use one combine weapon, and while they are much more efficient, they will easily give away your position. Upon firing an unsuppressed weapon, an arrow will appear on the combine’s hud pointing to where the sound came from.
Combine HQ:
The combine HQ will be located outside of the map. It will be a small room for all the combine to discuss tactics without the rebel hearing and it is loaded with many different weapons for the combine to use. Some weapons may include AR2s, shotguns, SMGs, rocket launchers and radar detectors. The radar detector will replace the Combine’s primary weapon. The combine, and any other surrounding combine will hear a small beep every few seconds. The rate of the beeps will increase or decrease depending on how far away the rebel is. It may be smart for a group of combine to travel together with at least one player carrying a radar. At the end of the HQ are several group teleporters the combine use to randomly spawn far away from the rebel in the map. Up to three combine can use one teleporter at once.
Ending thoughts:
Thank you very much for taking the time to read my idea. Any comments or suggestions would be greatly appreciated, as I’d really love to see this idea become a reality. Below are some images I created to get a general idea of what the gamemode will be like. No it isn't exactly how I envision it and it is missing some stuff.
Hiding behind cover:
[url]http://i50.tinypic.com/v6ript.jpg[/url]
Hand to hand kill from behind and getting spotted by a player calling for backup:
[url]http://i47.tinypic.com/xdwlet.jpg[/url]
Destroying a marked machine with an unsuppressed weapon:
[url]http://i46.tinypic.com/2hgybev.jpg[/url]
Hmmm. I can imagine since there's 1 rebel, the player count should be, 9 max? But I like this idea a lot, it's like a The Hidden and Splinter Cell mashup.
this would be an amazing gamemode
Pretty cool, but maybe lower the number of combine from 8 to 6 because even though the rebel is very agilic doesnt mean he can take out 8 head on, nor 6. But 6 seems to be fair.
Also two rebels might be fun. A pair that uses teamwork to win might be cool.
bumpin dis
this sounds like a multiplayer mode in splinter cell double agent. been awhile since i played double agent though so i don't remember exactly.
Sounds great, I'd love to see this made. It'd be sort of like stalker, except a rebel ninja instead of a stalker. 'Twould be fun.
I agree with the above this gamemode sounds really fun! I just
wish I had the coding/artistic skills to help contribute :frown:.
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