My name is shane-Im a 22 year old living in Florida. I have to make video games for a living, thats just how it has to be. hopefully I will be able to one day, this mod stuff makes me feel one step closer to that goal.

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0 comments by Plinkotink on Jul 22nd, 2008 digg this super bookmark


While I love making Lift i'm always thinking of new ideas and games. One that has been stuck in my head recently is Ghostbusters.

To make a Ghostbusters mod would be suicide, at least right now. If you didnt know there is a new ghostbuster game coming out. However to make a ghostbusting game would be very possible. keep the basic themes of ghostbusters (proton packs-ghosts-traps-4 player co-op) That could be pretty fun.

apply this to the source engine, and you have a mod that would be pretty simple to make. for instance, the game play could roll out like this.
 4 player co-op>>
    Map: Haunted mansion (big haunted house)
Each player is assigned a task which forces them to split up. I can see keys needing to be found(or items to break down doors with), basic switches to be turned- all along the way fighting things like small ghosts that can be taken down by one person. (ghosts have life bars that diminish while being hit by proton beam)
Haunted items could be a constant occurrence, things like flying projectiles that hurt if they hit you.
Pitfalls, swinging traps anything- environment willing.
Either players will be split up, in teams, or all together but ultimately they would all end up together to fight the boss ghost. he could have some different attacks, spawn other ghost throw things etc.
damage cant be done to him unless all 4 beams are concentrated on him-once his health goes down the some one must throw a trap and trap the ghost. trapping could force the trapper to stand still, have to be a correct distance away, rapidly tap a button-anything to make it more interesting.

I find this idea interesting. especially from a mapping perspective. The team responsible could make and code a handful of ghosts, and make them simply placeable and triggerable in maps, making them simple to use for a mapper.
All the effects and most of the models are already in the source engine. All in all it would be a simple task for a small team. even in the simple state its in, this idea is fun, to think if it were developed further.

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Comments  (0 - 10 of 12)
hardhiter61
hardhiter61 Aug 8 2008, 7:50pm says:

hey plinkotink i just emailed you on your help wanted post for your mod if you are still looking for a concept artist just look at your yahoo email

+1 vote     reply to comment
Plinkotink
Plinkotink Aug 10 2008, 4:01pm replied:

I sent ya an e-mail!

+1 vote     reply to comment
Soy5
Soy5 Jul 16 2008, 1:49am says:

Good luck on the Eureka mod, I'd help but than again given my knowledge of programing I'd probably be more likely to accidentally sabotage all of your efforts.

+1 vote     reply to comment
Karuto
Karuto Apr 14 2008, 7:12pm says:

You should attach news for Lift to the anime club! That way, we can help each other out. :D

+1 vote     reply to comment
Plinkotink
Plinkotink Apr 20 2008, 1:36pm replied:

will do! :)

+1 vote     reply to comment
ZEROSIGNA1
ZEROSIGNA1 Mar 6 2008, 1:26pm says:

myspace.com/sense0ffender

+1 vote     reply to comment
Zeltrax
Zeltrax Feb 26 2008, 6:23am says:

Dude whats your website's name? So i can look at it sounds awsome

+1 vote     reply to comment
Plinkotink
Plinkotink Feb 26 2008, 8:59pm replied:

www.liftmod.com

however its under construction, and will prolly kill your ears.

+1 vote     reply to comment
Zeltrax
Zeltrax Feb 27 2008, 9:19am replied:

Lol i hope the 3D max m doqwnloading is proper version ill start to learn how to make models and ill try make some LFO boards & Human boards if its alright with you?

+1 vote     reply to comment
rollsballs
rollsballs Oct 23 2007, 7:18pm says:

I have a large selection of all sorts of music that I have created myself available at Esnips.com

I hope you give it a listen and find something that interests you and perhaps we could do business.

+1 vote     reply to comment
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