- Joined
- Mar 15, 2008
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- 117
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
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)#.
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.
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.
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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