Create the most confusing TF2 map/game mode

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Mar 15, 2008
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You know, TF2 is an awesome game that has potential for many new game modes, so I have decided to make a thread where we post ideas about confusing/new/remade game modes.
Who knows, some mapper might see this and think: "That is a good idea".

Also, I do not care if the game mode is impossible. Just use this thread to think of new or remade ideas.


Map 1a: cp_ctf_pl_supermap
There is 3 separate victory conditions
  • CP victory: Taking a long and confusing map of CP points until all 5 points are capped. You can capture these 5 points in any order, but each one takes a long time to capture
  • CTF victory: Multiple short paths between the two bases. One of them a sewer.
  • PL victory involves two carts, one for each team. This cart will weave in and out, but stays near the bases the whole way. The carts will have 1 mid point location.
(PS: I would include TC in it, but that would be messed up)

Map 1b: cp_ctf_supermap
Same as above, except no payload cart.

Map 2: tc_capmap
Make a tc map, but instead of capturing control points, we capture the flag instead. On the final point, all you have to do is bring the flag into the enemy spawn.

Map 3: pl_twocarts
Payload map, except each team will have a separate cart to push. This map will be one zone only.

Map 4: pl_doublecarts
Payload map, except there is one cart which BOTH teams can push in either direction. This map is 3 zones long. The game (by default) starts in the middle. When one team pushes the cart to one side, the game moves one zone in that direction.

Map 5: pl_cp_powerplay Personal favorite idea
In this game mode, the cart is put on a long path with no mid points. At the beginning, no team can push the cart. There is 1 or 3 capture points. The team who currently owns the middle cp will be able to push the cart. The middle cp should take 10 seconds to switch with 1x people.
This is called power play, because one team can sit back and let the other team do all the work. When the cart is near the end, the other team can switch the cp and then rush the cart for the victory.

Map 6: cp_pl_fortress
In this map the payload is not a victory, but a tool. You are assaulting a building which has 3 points (A, B, and C; C is locked until A and B are capped by the attacking team). The assaulting team has a payload which they are pushing. When the payload reaches the fortress, the entire fortress blows up. When the fortress blows up, there is extremely open paths towards A, B and C. Plus the attacking team is given a forwards spawn.
The defending team can go sniper heavy and defend the payload, but then the attacking team can ignore the payload and attack the fortress only through the paths/doors already opened in the fortress.

Map 7: dm_maze
In the center of this deathmatch map is a control panel. There is 5 buttons. Each button will change the layout of the maze. This is a deathmatch map, but if you needed to it can be changed into a cp or ctf map.

Map 8: pl_multiple_paths Warning: most confusing one I thought of
Change the standard one path payload map. At each location that saves the cart from going back any further, add a button. To make this less confusing, I will describe it as Part {A,B,C}-(path or point)#.
  • In Part A, there is one starting location. When the cart reaches Part A - point 1, the map gives two locations to move the cart. When the cart reaches Part A - point 2, part A is over. Part A has two possible exits.
  • In Part B, there is two starting locations. Each location corresponds to the location that was made in Part A - path 1 or 2. When you reach Part B - point 1, the paths change into 2 each. Part B has only 3 exits. This happens because Part B - point 1 has a path from the other Part B - point 1 that meet. On Part B - point 2, the map ends. (with only 3 exits)
  • In Part C, there is 3 spawn points. However, there is only 3 paths the whole way. There is 4 points. At each location, there is a button to switch paths. When you are on the left path, you press the button to move the cart into the middle path. When you are in the middle path, you can go straight, to the left path, or to the middle path. When you are on the right path, the button takes you to the middle path. Each path goes to a different target. However, when you reach the Part C - point 4, you can not switch paths any more. The cart is now on a one way to the goal. (Note: this requires the team to decide which location they are attacking at Part C - point 3)

Map 9: ctf_dustbowl (*note: does not have to be dustbowl)
Dustbowl style CTF. There is one flag which the attacking team must cap. This map will play similar to dustbowl in that there is 3 locations (two points at each location| to which capping the flag will become increasingly difficult. Note: to cap they must run to the flag, and then run back to spawn.
 
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sf_prison (sf means Stage Fight)
Victory Conditions 2
1st-When Prisoners takeover the prison
2nd-When the Guards holds on the attacks

Map
The prisoners (red or blu) stars from a Cellblock (that is theyr spawn) the guards start from the guard barracks one Player in the guards team will be the Warden and the map is going to be on 4 Stages.


1st Stage "Cellblock Escpae" -The guard's deffence is automated sentry placements and they have 3 charges of Toxic gas.If the prisoners didn't get theyr masks in time ( they will be a Gas Mask dispenser in the center of the Cellblock) they will slowly start to die ( the time to die is gona be 15 sec.)If the prisoners manage to cap the cp its next stage.


2nd Stage "The laser corridors" -This stage is going to have 5 Lassers corridors (each one with diffrent maping) each LC (lasser corridor ) is equipted that can cut trought the players they stop and start in a interval of 10 sec (so if the lassers stop you have 10 sec to move before you die)and there is going to be a Vent System that only spies can enter ( the point if the vents is to dissable the Guards deffences on all stages) trought the vents you get into the Wardens office.


3rd Stage "The Yard" - in the 3rd stage there is going to be an Electric fence that you will have to cap the CP do dissable.The guards have 4 Prison Towers that are going to be a Perfect sniping position for snipers also there are going to be some Barricades to stop the Prisoners from leaving (every barricade must be destroyed before the CP CAP each barricade has 5,000 Helth that Engies CAN'T repair)


4th Stage "The path to freedom"-This stage is going to be the last one.Its going to be a Highway.This is the las chance of the guards to stop the prisoners.The prisoners will have no weapon and if someone reaches the End of the highway ( it is going to be a short run like 2 2fort bridges) but the guards CAN'T go outside the prison.


The end :)
 
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