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Tien tellen in de rumbu met veranderernde map per round (NC/C for seeker, OVA, P)

Suggested players: 4-10. A room full of obsticals, along with a button in the center. one seeker, and the rest hiders. everyone starts next to the button in the center and with only like 10 seconds have to run into a hiding place. the seeker can only step outside there play area for 1 meter. then the seeker has something like a paintball where he has to shoot the players he has a visable line of site to. and that player is emiminated. now the fun part. whenever the seeker decites no players can be seen he presses the button in the center. then everyone has to come out of there hiding spot and get to the center. when everyone is ready, the new map is revealed and everyone now has 9 seconds to hide. after another round, seeker presses button. 8 seconds. and every second the player looses he gets an extra meter or so of moving area, indecated by a circle on the ground. the points go to the seeker for the amount of players shot * how many seocnds were left that round. and for all the players with more going to the longer survivers per round

Paintball but you change to other team. (C, TVT, P)

Suggested players: 2-20. everyone has a paintball gun but when you get shot you switch sides. this would be like dogeballs. but now with obsticles and hiding. a slight gun spread/inacratsie for dificouly

Annemaria Koekoek (Wall to Wall Red Light) (NC, FFA, P)

Suggested players: 4-20. Classic red light/green light from one wall to the other: players start at one wall, advance on green, and must freeze on red. Anyone moving on red is eliminated; format is free-for-all or team relay, including 2v2v2v2.

Hole in the Wall (C, FFA, NP)

Suggested players: 4-16. Players must match a body pose to pass through a moving cutout in a wall; failing to fit eliminates. Format is free-for-all survival or team survival, including 2v2v2v2.

Swinging Ball Obstacle Path (Spinning Obstacle Ring) (NC, FFA+TVT, NP)

Suggested players: 4-16. Players stand on fixed spots in a circle, facing inward, while a spinning arm or obstacle sweeps around from the center, forcing timed jumps and ducks. Speed ramps up over time; missing a dodge eliminates. Format is free-for-all survival or team points, including 2v2v2v2.

Sound-Based Seeker Game (One Seeker) (NC, OVA, P)

Suggested players: 4-16. One seeker hunts all hiders by sound while hiders are invisible to the seeker, so movement and noise control matter. Tagged players are out and the last hider wins; format is 1vAll or team hiders.

Catch the Falling Objects (C, FFA, P)

Suggested players: 4-20. Fruit Ninja vibes but catch instead of slice: players hold a two-handed basket and build the biggest pile from falling items. This is usually score-based (no elimination).

Thief with the Key (NC, OVA, P)

Suggested players: 4-20. One cop tags all thieves. Tagged thieves must hold the elimination wall. One thief has a key and can tag eliminated players to free them, creating a cycle of rescues. Thieves score by surviving the timer.

Cat and Tail (NC, OVA+FFA, P)

Suggested players: 4-20. Two variations: 1vAll or 40% vs 60%. Players with tails try to keep them, and cats try to steal them. In 1vAll, stealing a tail converts the victim into a cat.

Hide and Seek (NC/Controller for seeker, FFA, NP)

Suggested players: 4-16. One person counts in an isolated dark room. Others hide in a map with obstacles. When the countdown ends, the seeker starts searching and can shoot visible players. The last player standing gets the most points, with descending points for earlier finds.

Paintball (C, TVT, NP)

Suggested players: 4-24. Both teams build a fortress and then try to eliminate the other team. There is no line dividing the fortresses. Last team standing wins points; remaining players on the winning team get bonus points.

Capture the Flag (C, TVT, P)

Suggested players: 4-24. Each team has a flag in opposite corners. Players must steal the other team's flag or eliminate all opponents. Each player has three balloons; losing all balloons eliminates them. Winning team gets points, and remaining players get bonus points.

Wave Run (Floor Waves) (NC, FFA, P)

Suggested players: 4-20. Players must cross the room from one side to the other while luminous floor waves sweep across the play area. If a player's body intersects a wave as it passes, they are eliminated. Waves move at rhythmic intervals and require players to time their movement, duck, or hesitate to survive. No jump detection is required; survival is based on body position and timing. Last player to reach the far side or survive the timer wins.

Laser Maze (Mission Run) (NC, FFA, P)

Suggested players: 4-16. Players must cross the room while avoiding a grid of virtual laser beams at varying heights and angles. Lasers require players to duck, crawl, step over, or carefully maneuver through gaps. Touching any laser instantly eliminates the player. The goal is to reach the opposite side without contact. The game emphasizes physical body control, slow deliberate movement, and clear spectator readability.

Target Range (C, FFA, P)

There are 3 tagets in the distance, 3 different distnaces and everyone has a bow. there is a timer and you have to shoot as fast as posible to get the most points. more distnace = more points

Bow Ball (C, TVT, P)

2 teams go face to face with everyone a bow but only 2 arrows. (more players = more arrows). on 1 hit elimination insta kill. last team standing wins. we can also expand on this by making it a variant where 2 teams face off with 4 players max. so like its a big faceoff. with alot of spectators