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 Post subject: some rune ideas
PostPosted: Sat Nov 12, 2005 3:51 pm 
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Joined: Mon Sep 20, 2004 4:11 pm
Posts: 24
yeah im back and like...im high


"Short Circuit Rune"

Enables the Lightning Gun to electrocute foes in the water aimlessly, constantly draining their health as long as you aimed and fired into the water with the Lightning Gun.

"Back-To-Square-One Rune"

Just like placing Death-Spots and Ice-Traps, this places Green Spots that when your opponent trips over it, it teleports that person back to the most recent spawn point.

"Proximity Rune"

Enables the Grenade Launcher to spit out proximity mines, like the ones from Armagon.

"Scurry Rune"

Enables grenades to scurry along the floor aimlessly for a set amount of time. If someone happens to trip over it, the grenade explodes.

"Duke-Port Rune"

Enables the holder to shoot projectiles through teleporters, just like the ones in Duke Nukem!

"Attraction Rune"

Just like placing Death Spots and Ice Traps, this places Purple Spots that when your opponent happens to trip over this, objects and opponents that happen to be within the range of the person who tripped over this trap attracts those objects.

"Anti-Gravity Rune"

Become as if your body was on the moon! Just like the Anti-Grav Belt from Dissolution of Eternity.

"Random Shot Rune"

Just like the Weirdness Rune, you spit out Red dots instead of blue ones. If a foe happens to run into it, he/she shoots random things for every shot that he/she fires. It could be enemies, objects or random artillery.

"Ninjitsu Rune"

The holder of this rune doubles the running speed. Also, all shots fired are now silent.


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 Post subject:
PostPosted: Fri Dec 09, 2005 12:12 am 
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zop.runequake.com
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Joined: Fri May 02, 2003 8:46 am
Posts: 343
Location: Palm Desert, CA
I'm thinking Square One should also remove weapons.

Zopmod already allows all projectiles through the teleporters, but there is a problem with aiming into one and expecting an exact angle, due to teleporters not facing you the direction they face. (boring example: on dm6, when you come out of the tele that puts you into the room with stairs, you're at an angle which lets you run into the hall, instead of facing the wall like the tele does.) Hm- I just thought of a fix using a findradius... moving on...

Explain scurry's movements. Something I'd like to see is a grenade that skims along the floor, bouncing off of walls.

Explain attraction again, thanks.

Should random shot shoot shamblers?

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