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.