Demigod Gamemode Idea Collection

A collection of the suggested gamemodes found around the forums

Hi everybody!

This is what I really see as an incredible asset to Demigod: the vast possibilities of game modes!

THESE ARE NOT ALL MY IDEAS! Only Hunted/Assassination was my idea. There're so many of these floating around, and it's hard to keep track of them all. This is meant to give an overview of the ideas presented around the forum, with convenient lnks to the respected threads.

 

Capture the Flag Thread Link

A very simple mode, which will lead to fast paced games in which team strategies will reign supreme.

Gameplay: In this mode, a flag would be located in the center of the map and must be retrieved by a Demigod and brought back to their citadel in order to score a point. The flag bearer would spend 5 seconds picking up the flag, leaving him vulnerable to stuns etc. that could interupt the capture).

Once succesfully retrieved, the bearer would suffer a 25% speed drop as well as disabling his weapons, items and abilities

Win conditions: A certain number of captures. 3-5 I suppose

Special map layouts: Also many possibilities here. Maybe even a 5v5 map with 2 flags.

 

King of the Hill Thread Link

Gameplay: This would be a variant of dominate. Just a single flag instead of the usual 8+ flags of the dominate maps. Placed in the center of the map, the flag would be host to epic battles, for only holding this flag will yield the winning points.

Win conditions: There should be a counter like in Domination, but maybe only to around 1000 points.

Special map layouts: Any mirrored map would work, really. Just one flag in the dead center. The Hill itself has an aura, like a drain mana, attack speed, whatever, that henders players inside to discourage camping right next to the flag.

 

Assassination / Hunted Thread Link

I was thinking, now that we have assassins, why not have an assassination gamemode (maybe even make it optional to include only the assassin heroes in this gamemode)?

Gameplay: Two teams battling it out like normal, only there's no gold awarded for kills. At the beginning each team gets assigned one enemy player as assassination-target. Only killing this enemy will yield gold. When this enemy has been killed, a new random enemy will be the new assassination-target. Minion gold/exp awards could be optional.

Of course the players do not know who in their team have been targetted to be assassinated by the other team, so you can "fake out" people, by going all out on your target's teammate, making them think he's the target, urging him to flee to safety. And then pummel the real target when the opposing team thinks they've figured out who of them is targetted.

Win conditions: A specific amount of assassinations. Like 20 or so. Maybe a scalable number considering how many are in the game.

Special map layouts: None in particular, though I see potential to make new maps even more suited and fun for this gamemode.

 

Mutiny / Ambush / ENFOs (WC3 map) Thread Link

Gameplay: Waves of creeps fight against the demigods. The waves grow in size and difficulty, and your only goal is to survive.. You could either be awarded potions at the end of each wave, or you could be allowed to shop a limited amount of potions. Or we could go all ENFO and keep all the weapons also. Difficulty increases with the number of players on each team.

Win conditions:  The game will end after a certain amount of waves, or when one team dies.

Special map layouts: I don't think I have to tell you how many different maps you could make for this game mode

 

Assault Thread Link

I see this mode happening because of the various towers (light/dark/archer).

Win conditions: The attackers have to destroy the enemy citadel, while the defending team has to last a certain amount of time.

Special map layouts:  In this mode, one side (the assault side) of the map would be void of anything except mines (special use...see below) and a "recruitment center" (The portals). while the other side (the defenders side) will contain a vast assortment of defenses such as  and INDESTRUCTABLE FORTRESSES at each "opening" (see below).

The defenders side BUNKERED with multiples defenses, like 40+ towers of light/darkness and 20+ archers towers (I'm talking dead Demigod instagib, if the conditions are not met), but NO PORTALS (so no reinforcements on the defending team, just Demigods) and 3 openings to its inner core (the Citadel) each defended by an invulnerable fortress.

Gameplay: The assaulting team would receive their reinforcements as bait and must capture AND MAINTAIN the mines in order to produce a unique item (The Doomparst) which upon use (5 sec triggering/ 1 minute cooldown) would unleash a massive AoE damage which would bypass the fortresses invulnerability (thus the way o bring them down (not to mention the overabused towers). Once a way has been breached, the attackers may swarm in and attempt to destroy the core (citadel) using either their brute strenght, or the DoomParst method).

Of course, the defenders will have a chance to retaliate by capturing the mines (that means sending some rogue agents away). By doing so, they will be able to retrieve the DoomParst for THEMSELVES in order to HEAL THEIR FORTRESSES AND STRUCTURES (sort of like the die of chance item! Either it heals you or does damage to enemy! Same principle but applied to structures).

 

Time Trial RPG Thread Link

Gameplay: The basic idea is that everyone picks their favorite demigod(maybe just from the assasian option) and you go through a large fairly linear map with several flags.  The flags are outposts that once captured act as healing/shopping locations.  There would be creeps/Demigods(AI) at the flags that you must kill in order to cap the flag.  The challenge would be in working together as a group to take out these things.

Win conditions: The basic goal would to be to clear the stage as fast as possible.

Special map layouts: Any map will do, as long as it has 4+ flags.

 

Dreadful Domination Thread Link

Gameplay: Just like Domination you have to capture flags to win. However, instead of the flags bestowing bonuses, perks, and buffs... they do the opposite. They hinder you... cause a universal slowed move speed, long cooldownds, less exp, slower health regen, etc etc ...whatever. Only way to win is to muscle through.

Win conditions: A certain amount of domination-points

Special map layouts: Any map will do, as long as it has 2+ flags.

14,639 views 10 replies
Reply #1 Top

ctf and king of the hill are more of a fps game gametype but i like some of this like assault that could be some fun

Reply #2 Top

True. But with a few minor gameplay changes I think they could work.

Keep in mind, these are only overviews of the ideas. To get the full description and see what others have been discussing about the game mode, check out the thread links and give your 2 cents

Reply #5 Top

really great ideas! i love em all :)

Reply #6 Top

Here are some of mine, maybe we should add the ideas to the Master List Thread...:

Portal Running

Gameplay: You choose a demigod and you have to fight against one demigod on each map and his minions. When you win the battle on the map you have to go through a portal and then come immediately to the next map to fight another demigod. Every victory gives you access to new abilities (depends on beaten demigod).

Win conditions: You have to beat all demigods and their minions until you reach the last map through the portal.

Special map layouts: All maps are linked together with the demigod portals.

 

Nostalgia

Gameplay: The map, the items, structures and almost everything turns into nostalgic black-white or into sepia.

Win conditions: None, it's just an atmospheric mode.

Special map layouts: When it's not possible/worth there could be also a nostalgic map with the black-white atmosphere.


Catch the Murderer  [Thread Link]

Gameplay: One demigod is the murderer, what the other players don't know. The other opponents have to find out, who is the murderer and have to choose in the end of the round. 

Win conditions: The murderer has to kill the other demigods unseen and the other demigods have to find out, who the murderer is.

Special map layouts: Some hidings and traps should be on the map. The traps aren't traps until the murderer makes one out of them ;)

Reply #7 Top

Nostalgia isn't really a game mode. More of a skin for the game.

Portal Running could be fun singleplayer, but lacks structure. How would it work in multiplayer? Sort of like Neverwinter Nights?

I don't understand Catch the Murderer. How will he do it unseen? What does he do to kill them? Just arm traps and hope they run into them? Could you define these more precisely?

Reply #8 Top

Well, there is more to it in the thread.

I think the murderer should be invisible, but can turn into visible. There is also a duplicate of the murderer as demigod bot, so that the other players don't pick out the missing demigod. The murderer can turn into the normal demigod mode (or maybe has to) and when there are two of the same demigods or a demigod appears from the nirvana, the player can spot the murderer.

Reply #9 Top

People like rook would just tower camp the hill. However there could be some fixes to this. like the Hill itself has an aura, like a drain mana, attack speed, whatever, that henders players inside to discourage camping right next to the flag.  This way, players could at least get around the towers or other defensive formations.

Otherwise, good suggestions so far.

Reply #10 Top

That's a great idea for king of the hill, Thrandiul. I'll add that to the description