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Multiplayer Powerups Proposals

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +100
Topic Starter
peppy
Okay, time to jump ahead of myself.

Multiplayer isn't up yet, but I figure this will keep you guys occupied in a very productive way. I know how full of ideas you all are for mods, so this should be a piece of cake. The idea is that you specify a powerup for multiplayer mode in this thread. More details on the powerup system will follow, but I'm sure you get the idea. Here are the guidelines:

  1. No comments on other people's powerups.
  2. No non-proposal replies.
  3. You may post as many proposals as you want, but keep them in a single thread as long as there are no other new threads in front of your's.
  4. Read all other proposals first and don't post a duplicate.
Here is the format for a proposal. Follow this religiously (copy and paste this bbcode and replace parts in <<>>s with your own text:
[b]Name[/b]: <<Your powerup name>>
[b]Icon Design[/b]: <<A brief description of your powerup's icon image>>
[b]Type[/b]: <<Either friendly or aggressive (do you target yourself/teammates or enemies?)>>
[b]Suggested Level[/b]: <<A powerup can be of level 1-3 depending on its power. 3 is most powerful and requires most charging.>>
[b]Description[/b]:
<<What will your powerup do? Include all details necessary to get a clear picture of exactly how it will operate.>>

Here is an example:

Name: Earthquake
Icon Design: Earthquake vibration lines around a hitcircle.
Type: Aggressive
Suggested Level: 2
Description:
When activated, the targetted player's hitobjects will shake for around 4 seconds, gradually decreasing in magnitude from an initial peak.

---

Name: Heal
Icon Design: A medical cross in a circle.
Type: Friendly
Suggested Level: 1
Description:
When activated, the targetted player's health is 50% regenerated.

---

I have a lot of ideas of my own, but it'll be more fun to get you guys on the job :). Your imagination is the limit. GO!
Neogetz_old
Name: Uncertainty
Icon Design: A generic beat with question marks instead of a number.
Type: Aggressive
Suggested Level: 1
Description: All beats whether hits or misses show a single generic beat with a ? mark in instead of the normal beat marker (or no marker at all) so they player temporarily doesn't know how they are playing. Lasts maybe 20 seconds.

Name: Shrink
Icon Design: a series of tiny beats.
Type: Aggressive
Suggested Level: 3
Description: Turns the opponants beats tiny for a period of time making play harder.
Kharl
Name: Faster Drain
Icon Design: A large arrow pointing down, with letters "HP" in the front
Type: Aggressive
Suggested Level: 1
Description:
When activated, the targetted player's health will drain a lot more faster for around 7 seconds. Its effect can be replaced by "No Drain" powerup.

---

Name: No Drain
Icon Design: A large pause symbol, with letters "HP" in the front
Type: Supportive
Suggested Level: 1
Description:
When activated, the targetted player's health will stop draining for around 7 seconds. Missing note will still reduce the player's HP. Its effect can be replaced by "Faster Drain" powerup.

---

Name: Bomb
Icon Design: A bomb with lighted fuse
Type: Aggressive
Suggested Level: 3
Description:
The targetted player's hit circles will randomly be replaced by a bomb. Sliders and spinners will never be replaced. The bomb will first appear as a normal hit circle, but will reveal itself at 0.5 second before the time it is supposed to be "defused". Player needs to hover his/her cursor over the bomb to properly defuse it. Clicking or ignoring the bomb will count as a "miss". Lasts 15 seconds.

---

Name: Nullify
Icon Design: A large "X"
Type: Supportive/Aggressive
Suggested Level: 1
Description:
Nullify all powerups, both aggressive and supportive, on the targetted player.

---

Name: Shield
Icon Design: A large shield
Type: Supportive
Suggested Level: 2
Description:
When activated, the targetted player will be protected from any incoming powerups, both aggressive and supportive, for 15 seconds. It will not nullify any prior powerups on the targetted player.

---

Name: Mirror
Icon Design: A large mirror, with an arrow being reflected by it.
Type: Supportive
Suggested Level: 3
Description:
When activated, any incoming powerups, both aggressive and supportive, toward the targetted player will be reflected to another random player, regardless of his/her team. Lasts 10 seconds. It will not nullify any prior powerups on the targetted player.

---

Name: peppyhare :)
Icon Design: A peppyhare.
Type: Aggressive
Suggested Level: 3
Description:
A swarm of peppyhare (like the one that appears during breaks in peppy's Make Up! Make Up! beatmap) will run across the targetted player's playing field, obstructing player's view. Lasts 3 seconds.

---
awp
Name: Drunken Rhythm
Icon Design: A Stein with a wavy circle inside
Type: Aggressive
Suggested Level: 3
Description:
Targeted player's screen becomes very blurry, and hitcircles and sliders waver back and forth.

Name: Trigger Happy
Icon Design: Either: A pistol, or a mouse with the left mouse button depressed
Type: Aggressive
Suggested Level: 2
Description:
Cursor begins automatically clicking every quarter beat. Players will have to in effect "slash" hitcircles to avoid firing them early.

Name: !summon awp
Icon Design: awp~
Type: Aggressive
Suggested Level: 3
Description:
awp flies around the targeted player's map, attempting to break his or her hitcircles (which will result in an X for that player). By clicking awp, the player can shoo him away briefly and must continue to do so until time runs out and awp crashes.

Name: Double HarmoniZe Shock!
Icon Design: Two intersecting bolts of lightning
Type: Aggressive
Suggested Level: 3
Description:
To activate, both players (as specified by the caster) on one team must begin and end their next combo without missing a note (the combo that must be cleared will glow or something). Should both the players of the casting team succeed in this, the opposing team's cursors will become "numb" and therefore unable to click notes. Numbness wears off after n seconds, but players can reduce the duration of numbness by clicking rapidly.

Name: Cold Shoulder
Icon Design: A note is encased in a block of ice
Type: Aggressive
Suggested Level: 2
Description:
All notes become encased in a block of ice and must be clicked twice to break (the first click removes the ice block).

Name: Molasses
Icon Design: A blob of nasty goop.
Type: Aggressive
Suggested Level: 1
Description:
The targeted player's next spinner will be harder to spin.

Name: White grease
Icon Design: A shiny spinner.
Type: Supportive
Suggested Level: 1
Description:
The targeted player's next spinner will be easier to spin.

Name: Deaf Ears
Icon Design: An ear with an X over it
Type: Aggressive
Suggested Level: 1
Description:
Temporarily mutes the targeted player's volume.

Name: Boost
Icon Design: One stick man passing an orb to another
Type: Supportive
Suggested Level: 1? Maybe 2.
Description:
Increase targeted ally's powerup level by 1.

Name: Taunt Messages
Icon Design: A word bubble
Type: Aggressive
Suggested Level: 1
Description:
A humorously distracting word bubble appears on the opponent's screen, over-top notes but underneath approach circles, taunting them. Dangerous when overlapping sliders.

Name: Sharp-shooter
Icon Design: Bolt-action sniper-rifle.
Type: Aggressive
Suggested Level: 2
Description:
Crank up those difficulty sliders! Approach circles now zoom in much more quickly and appear much later, requiring you to be more accurate.

Name: DoppleGanger
Icon Design: 4 cursors (in square formation)
Type: Aggressive
Suggested Level: 1
Description:
Your cursor splits into four cursors, spaced ~30px apart from each other in a box formation. Only one of these cursors actually triggers when you click.

Name: AMP OVERLOAD
Icon Design: An amp with a lightning bolt on it.
Type: Aggressive
Suggested Level: 1
Description:
Targeted player's hitcircles/sliderballs/approach circles etc will blink for a period of time.
Neo@lex
Name: Do A Barrel Role!
Icon Design: A Landmaster Tank, doing a Barrel role.
Type: Supportive
Suggested Level: 3
Description: A Landmaster Tank appears from the top, covering the entire screen behind the notes, facing you. You need to spin it similar to a slider, but every time the tank is upright, the entire screen is clicked.

Name
: Use the Boost To Get Through!
Icon Design: An Arwing, Boosting.
Type: Supportive
Suggested Level: 2
Description: When activated, all visible notes are expelled from the screen with a blur, and none come on until the next full beat.

Name: Lies
Icon Design: A cake.
Type: Agressive
Suggested Level: 1
Description: The target player has their notes displayed with small slider trails, and their sliders have invisible ones until they are clicked.

...All I can think of for now...
RemmyX25
Neogetz, why didn't you include this?

Name: Enlarge
Icon Design: A few larger beats (think of Neogetz's idea, only bigger)
Type: Friendly
Suggested Level: 3
Description:
Pretty much the opposite's of Neogetz's "Shrink" idea. The hit circles and sliders will enlarge for easier clicking, lasting 5 seconds.
Kharl
Kharl, why didn't you include this?
Shrink is Neogetz's idea, not mine. ^^"

Name: Life Exchange
Icon Design: Two man symbols and two arrows each pointing to opposite directions, suggesting "an exchange".
Type: Aggressive
Suggested Level: 3
Description:
Exchange user's health and powerup charge level with the target player's. The minimum health for both players after the exchange is 20%.

---

Name: Jackpot Time
Icon Design: The "lucky sevens" (777) inside an exploding bubble.
Type: Supportive
Suggested Level: 2
Description:
Every successfully hit notes will give a very high health boost, as if they are the combo finishers (Beat!, Elite Beat!, Katsu, Geki). Lasts 5 seconds.

---

Name: Where's The Track!?
Icon Design: A dotted outline of a slider.
Type: Aggressive
Suggested Level: 2
Description:
Makes slider track invisible to the target player. Slider score points (tick circles) are still visible. Lasts 10 seconds

---

Name: Where's The Ball!?
Icon Design: A dotted outline of a slider ball.
Type: Aggressive
Suggested Level: 3
Description:
Makes slider ball and slider follow circle invisible to the target player. Lasts 7 seconds

---

Name: Countdown
Icon Design: Numbers "321" with an arrow placed above, pointing right.
Type: Aggressive
Suggested Level: 1
Description:
Makes numbers on hit objects run from high to low (3 -> 2 -> 1), rather than low to high (1 -> 2 -> 3). Lasts 10 seconds.

---

Name: Chaotic Order
Icon Design: Random numbers and question marks scattering all over.
Type: Aggressive
Suggested Level: 3
Description:
Makes numbers on hit objects run randomly (5 -> 1 -> 2 -> 7 -> 4), rather than from low to high (1 -> 2 -> 3). The target player will need to rely solely on approach circles to determine which note to hit next. Last 7 seconds.

---
Dark Deception_old
I have a powerup idea!

Name: Reverse Drain
Icon Design: An large arrow pointing up with letters HP on the front
Type: Friendly, affect all teammates
Suggested Level: 3
Description:
When activated, the entire team's health gains health overtime instead of draining for 15 seconds
MaybeLater_x
Name: Invisible Pointer.
Icon Design: A mouse pointer with a cross through it, or with the outline dashed.
Type: Aggressive.
Suggested Level: 3
Description: The mouse pointer will temporarily vanish for 5 seconds, making the player have to guess where the pointer is.
RemmyX25

Kharl wrote:

Kharl, why didn't you include this?
Shrink is Neogetz's idea, not mine. ^^"
^_^;; I meant to do that... It's fixed now. (Sorry Neogetz)
Echo
Name: Bonus points
Icon Design: Numbers
Type: Friendly
Suggested Level: 1-3
Description: The player gets a random/predetermined number of bonus points.

Name: Double points
Icon Design: "x2"
Type: Friendly
Suggested Level: 2
Description: The player gets double the score for a period of time.

Name: Triple points
Icon Design: "x3"
Type: Friendly
Suggested Level: 3
Description: The player gets triple the score for a period of time.

Name: Combo boost
Icon Design: combo counter
Type: Friendly
Suggested Level: 3
Description: Your combo increases by a random/predetermined amount.

Name: Double combo
Icon Design: combo counter + "x2"
Type: Friendly
Suggested Level: 3
Description: The player's combo counter increases at double the rate for 5 seconds.

+ the reverse happening to your opponent (ie. lose points, dividing points/combo)

Name: Slide
Icon Design: A slipping mouse icon
Type: Aggressive
Suggested Level: 2
Description: Your opponent's mouse slides around more than usual (ie. less friction) for 5-10 seconds.

Name: Randomize
Icon Design: not sure
Type: Aggressive
Suggested Level: 3
Description: Your opponent's hitcircles appear in random positions for 5-10 seconds.

Name: Double points
Icon Design: "x2"
Type: Friendly
Suggested Level: 2
Description: The player gets double the score for a period of time.

Name: Strobe or Flash
Icon Design: lightning bolt
Type: Aggressive
Suggested Level: 1-3
Description: Your opponent's background flashes a certain number of times depending on the level you've charged up to (lvl 1: 2-3 flashes, lvl 2: 5-10 flashes, lvl 3: 20 flashes)
gotta be careful with people who might epilepsy or some other problem though

Name: Hidden/any other mod
Icon Design: standard icon for the mod
Type: Friendly/Aggressive depending on mod
Suggested Level: 2
Description: Targeted player experiences the mod for 10 seconds. Not sure how speed modifying mods would work though, maybe those will have to be excluded.


I also want to point out that if powerups that intentionally break combos are used, it could lead to an easy victory because of how the scoring system is based on the combo counter.
James
How hp and score is based on who wins or not?

Anyways,
Name: Random Autoaim (Can't think of a name It was just popped out my head while playing CS using awp and sniping moving opponents whenever I see one)
Icon Design: -;-? (Crosshair with a "?" beside it, looks like an emoticon)
Type: Friendly
Suggested Level: Not sure, see description
Description:
-Randomly get all 300s in a whole combo (one color) for the whole song. It is activated if the player gets all 300 on a combo.
-This activates on a spinner too.
-Skill will only activate up to three times(0-3) throughout the game.
-Too bad if the powerup activates in one note combo...
-This is not like relax mod that you still need to hover the circles.
tetsutaro
This map has been deleted on the request of its creator. It is no longer available.
P-Drogan
Name: Meteor shower
Icon Design: Meteors (fireballs) falling from the sky
Type: Agressive
Suggested Level: 3
Description:
When activated, a dozen meteorites falls on the targeted player, causing the ground (or screen) to shake on impact and sometimes hit the beats
for the player in a bad way (hitting it too early, for example).

Name: "The world is spinning!"
Icon Design: Spinning Earth and spiral in the background
Type: Agressive
Suggested Level: 1-3
Description:
When activated, the targeted player gets their play area rotated either clockwise or counter-clockwise for one full rotation
and it becomes faster when it's a higher level.
Pong_old
I think we should have teams like they do in EBA, but I'm sure you're already looking at that.
Name: Beat Heal
Icon Design: First Aid Sign
Type: Friendly
Suggested Level: 1-3
Description: I doesn't disappear when you click it: Rather it stays for a period of time and if you click it to the beat you can heal: Problem being that it does stay in a spot not occupied by the usual beats of the song and you need to keep up with the song also. Which is why this probably wouldn't be on harder modes.
adam2046
Name: Crash
Icon Design: 2 cars smashing or a mini bluescreen
Type: Agressive
Suggested Level: 2
Description: Randomly places error messages on screen obscuring the other players view, either they go away after time or the player has to click them. It was that or the messages replace the beats and have no approach circle.
Slain087
Name: Auto-Elite
Icon Design: An Elite Beat being hit while the cursor is off to the side.
Type: Friendly (self only)
Suggested Level: 3
Description: The game will automatically fill in the next combo, giving you an Elite Beat, but only the HP bonus associated with the Elite Beat - the individual notes in the combo will not fill the HP bar.

Name: Auto-Beat
Icon Design: A Beat being hit while the cursor is off to the side.
Type: Friendly (self only)
Suggested Level: 2
Description: The game will automatically fill in the next combo, but only giving you all 100s (a Beat). Same conditions as Auto-Elite (HP will not fill with individual notes).

Name: Auto-Combo
Icon Design: A 50 being hit while the cursor is off to the side.
Type: Friendly (self only)
Suggested Level: 1
Description: The game will automatically fill in the next combo, but give random scores per note (never miss).
Sinistro
Name: Art Attack
Icon Design: Splatters of paint
Type: Aggressive
Suggested Level: 1-3, depends on effect eduration and line/splatter size, also whether the paint fades or stays
Description: The opponent's cursor leaves a colourful trail wherever it goes, which could fade after a while (or not). awp added the following: clicking on hitcircles leaves a splatter of paint there, which could fade after a while (or not). Aim is to reduce visibility, of course.
MusicFan
Huh. That gives me an idea.
Name:Flashbang
Icon Design:a thunder cloud
Type:Aggressive
Suggested Level:1-3, higher level increases intensity
Description:Once the player is affected, his/her screen goes white(but not enough
to completely block vision), and this effect would ease back to normal at a rate depending on the level.
Also, the player would hear a thunderclap(not too loud), and the music would become quieter,
going back to normal gradually, its rate depending also on the level.
The effect range would be 5 seconds for level 1, 7.5 for level 2, and 10 for level 3.
GSGold
Name: Subtraction
Icon Design: A subtraction symbol, -, to the left, with 1, 2, and 3, jumbled around to the right.
Type: Aggressive, target one person.
Suggested Level: 1
Description:
When activated, the numbers on the hit circles disappear.


Name: Cookie Cutter
Icon Design: A star, an oval, and a square.
Type: Aggressive, target one person
Suggested Level: 1
Description:
When activated, the hit circles change into shapes that are not circles. Really long ovals, stars, resembling bulls-eyes, squares, diamonds, letters, anything goes. The idea is that they'd be more annoying/difficult to hit than an ordinary circle.
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