Grifball for TF2

Joined
Mar 15, 2008
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117
For those that don't know what GrifBall is, see the following website: http://www.grifball.com/howto.php
Also go to their videos section in order to see some videos of grifball in play.

Here is a simple run down of the rules:
1) There is one flag
2) 4 people to a team
3) You must advance the flag to the enemy spawn
4) The person with the flag can now be targeted by BOTH teams
5) The person with the flag switches to a yellow model (to make him easier to target)
6) When the player caps the flag, the flag area blows up
7) The person with the flag can only use melee beatdowns
8) If the flag is down for a period of time, the flag blows up and resets

These rules are good for a game mode that I am working on a Source Mod plugin for. I have an idea about what I want to do, but lets customize the rules for TF2.

Switching to a yellow model?
I am thinking that we block off a single class instead. This class will be for the person carrying the Grifball only (so no one can choose it). The classes I am thinking of blocking off are Scout, Engineer, or Heavy. (you decide)

Targetable by both teams
I am thinking that he will be able to receive boosts from his teammates (demoman, soldier, and hopefully pyro), but I don't want damage to be 100%. Closer to 20%-40% damage will be fine.

Spawning
Instant spawn for team of 4-6 players, any more and a spawn time will be proper for balance purposes.

The map
The map is set in a killbox. A killbox is just a huge box room with all 4 walls, a roof, a floor, and a cap at both sides. I would prefer a larger map with a few buildings and some cover. However, the entrances to the flag room will have to have some entrances (about 2 or 3 entrances plus an open roof; one of those entrances will have to be a large entrance).

Engineer's buildings *the turret specifically
I am debating on weather the engineer's buildings will be allowed at all. The game involves 4-6 guys on each team in a killbox type room. I may allow grifball league specific maps to have buildings a set distance from the flag, but I still wonder if allowing the turret is a good idea.





If you guys have any ideas about the above or some balance issues that might pop up, please feel free to drop a message in this thread. I believe that I can make grifball work for TF2, and it will be a welcome game mode.
 
Well you asked for advice so I'll give it. You said you were considering saving scout, heavy, and engineer for the flag carrier. You then go on to say later on that you're worried about the engineer's buildings, which I would too in a game like Grifball. So, why not just go ahead and make engineer flag carrier? No worries about engi buildings if the engineer can only use the wrench.
 
I don't know the person with the ball has to have some kind of advantage... maybe just block engi alltogether and go scout as carrier
 
i used to play this type of game back on TF:C and it was a lot of fun! I believe engies were just limited to 1 per team though, along with 1 demo and 1 heavy; that would be fair i think
 
Can this be done, though? I mean, can one actually script a map for TF2 that will do all the crazy stuff required?
 
Can this be done, though? I mean, can one actually script a map for TF2 that will do all the crazy stuff required?

Potentially, a map with one flag can be done http://www.fpsbanana.com/mips/37
you can have when someone caps cause a explosion trigger after capping.
how to restrict weapons can also be done, after seeing the boxing map for the event yesterday.
4 though I'm not sure about, unless you have ff on. But that could cause more problems with bullets and rockets flying everywhere in the same room.
 
Red vs Blue is awesome

Grifball just doesn't fit into TF2. If you want to play Grifball, get a 360 and Halo, a few friends and let the fun begin! :)
Trust me, I played it. It's awesome it's just not fitting into TF2, sorry.

-Calle
 
but how about when some1 gets the ball or flag, make their skin turn into a spy?

every1 knows wut a spy looks like!
 
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