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Deathmatch Map: Totally Jurassic

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It has become quite clear that friendly-fire is a menace to all video-gaming, even though gamers of the past have enjoyed free for all death matches in various games, where the presence of friendly fire is emulated, or pseudo-existent: FFA Tribes, Quake death match, Half-Life death match. Golden Eye 64 generic multiplayer is a death match. Some of the most fun games in StarCraft: Brood War, among luxurious weeks provided by parents, reluctantly and luckily involved Free For All: 8 man FFA! In StarCraft 2, it will be years until I ever have a computer and even more years to wait for one day where a 12-man FFA is legit among a very proletarian-effed society. Since it's so difficult to renew a once-legitimized vice among the general vice of video gaming, why not try to be PG about it and introduce it in one map? The following will describe to you how such a map will be fun to all company of No More Room in Hell.

Ghetto-friendly city

This location brings the term ghetto to an all-new meaning, when the entire city becomes a ghetto itself. Any floor of any building has an escape route: blown walls, zip-line escapes from bathrooms or bedrooms. Hell, there's even a stock-pile of trash stacked to the third and fourth floor; easily destructible with the right caliber of weapon or fire! Just let it burn furiously for a few seconds before breakable items that make the trash fall and dissipate onto the ground. Then boom, you have one way players can modify the map by using fire. Allow more ways of doing this so some people have fun by bringing order with abridging sources of entry. It's one of many ways people can enjoy getting through a map's race to the end.

Why have such a map with so many entries and exits? Well, what's left there to do when there's no order, law, or the good-graces of people you once may call the saviors of our territory of today? The answer is post-prejudice. When, there's no more luxury for choice and change, people will only remember their last thought in hope against all odds and to possibly "resort to killing if the suspect gets mad enough (at my treatments specified by the rest of the group combined)." In this map, players fight for themselves like in the ring of WWE wrestling. Mommy and daddy aren't just rooting for you in heaven, but merely waiting. However, there's not much fun in this reality without chance. The following list will sum up what a friendly-fire based map needs:

I. Many ways to escape. If all players start in one room, they will rush for a weapon to defend themselves. This in repetition gives nobody the chance to collaborate via digital appliances and freedoms, such as remote exits and the justice of running into zombies in corroboration for choice in war raw as fuck.

While this entire topic sounds dreadful and calls for all churches to collaborate, the goal is making this idea fun.

a. Let someone have a neutral fair vs. unfair adventure by starting in the same spot beginning the game Resident Evil 2: fire, zombies, and moving forward.

b. Let someone spawn in an apartment, hotel, etc. being overrun with zombies, forcing you to use a zip-line high above the ground.

1. If you can, let there be a balance system. If you sway too far, the line breaks and you fall to your death. This can also be emulated with stamina.

2. Hit space bar to clinch your grip, which uses stamina, but the stamina bar might shrink or increase; thus, forcing you to be wary about when you hit space-bar.

3. Let some start in luxury and with weapons. This person can be good or bad, but general must leave for food. That's the idea, but not the goal. The goal is freedom for all based on NMRiH's gameplay goal: based on you.

II. Disabled global-communication on the microphones. Have you ever felt jealous of someone on the phone while in the visual company of you? While you may feel hung and happy by now, the truth is your body thanks you for YOU surviving in spite of life, and it WILL thank you for going back in time in due thanks for a map like this keeping people from communicating from radios or cell phones that wouldn't exist in a power-outage.

III. Provide people with means of exiting the server instead of their own choices.

a. Send out an S.O.S on an activated radio and find flares throughout the map to carry to a top of a building to shoot for helicopter support. Not everyone has to escape, but the person chooses.

1. The helicopter can provide weapons for cleansing the area as an incentive to keep going instead of leaving with it.

2. The helicopter gives you the choice. If you leave with it without leaving the server, you re-enter the map in a Humvee with the military waiting.

b. Fix up a car and leave.

1. Successful player(s) get to come back into a different part of the city with guns, or choose to leave before offered the choice is offered.

IV. Give enough activities to provide any player who has accomplished all mini-missions without leaving a chance to play part in VIP opportunities.

a. This is an idea not created. It's just an idea in regards to a map like the Resident Evil 2 police station map invented by mappers of No More Room in Hell. Players who try hard enough get noticed and get a chance to play the next-playing of VIP-opportunity maps within a specific game.

1. Kind of like the opportunity to play the old Zombie Panic once given to the Zombie Panic community, cool opportunities are given to those active on the internet and in video games about opportunities like these, or respond to people on microphones who can help bring these opportunities to people while gaming.

V. Sweeten and spice up the touches of hell

a. In as many ways possible, bring interesting sounds of atmosphere assumed to be coming from bugs, creatures, or even aliens! Sources as examples: Various video games like Eternal Darkness menu sounds, boss variations, etc. Great music featuring ambience-like instruments. Even songs coming from great artists like Eminem can help you think about "realities" music brings while using special styles that might not be musical.

b. Give 3 different spawn-styles which are ultimately random.

1. Spawn in the same spot twice for two rounds. This allows players to anticipate what they want to do by remembering their mistakes.

2. Each player spawns in a different spot every time.

3. Completely random.

4. So there's numbers 1 and 2. Then, random under a system totally randomizing the 3 to avoid expectations.

VI. Since mappers spend so much time mapping, I suggest mappers have meetings over what they do from now on to help forge better thinking-processing among themselves, instead of working like a running-dog who never will stop to think patiently for the rest of its life.

With maps as variant as this one, we can say "ouch," like Zimmerman on black people, in a video game without actually hurting someone in real-life. Only the best techniques acquire sanctum like movies from Universal Studios; hence the word Universal.

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It's just an idea based on all my experiences and wanting to be involved with making game ideas.

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Has anyone really been far even as decided to use even go want to do look more like?

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what are you doing? why me?

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