I thought about this, and I have come to the conclusion that a DotA styled map might work in TF2. Obviously some elements such as jungling will go lost as there is no gold count, but the idea of three lanes, a river, towers and a main structure seems doable in TF2.
I'm thinking Headless Horseman could be Roshan, even though it's difficult actually giving a team that kills him any kind of bonus for it.
Health and ammo packs could spawn in the river as runes.
The towers could be level 3 sentry guns, that are both invulnerable and have infinite ammo. A func_breakable (a breakable invisible block, bassically) will be enabled once a creep comes around the tower, and once the func_breakable is destroyed, the turret has a fake explosion and disappears. This is due to the fact that the turret's invulnerability can not be removed during the game.
The creeps might be mini-sentries attached to an invisible "train". The problem here is making them stop when they meet an opposing mini sentry, and that they should lose hp by being in range of another one, and a tower.
Once the creeps push up to the main structure, that can be destroyed as well, in the same manner as a tower. When barracks are destroyed, maybe level 1 or 2 sentries could replace the mini-sentries.
I think those are the basic concepts. My mapping skills are limited, so I don't know if I can actually make any results, so if anyone else feels like giving this a shot, I urge them to do so.
So, any thoughts or suggestions on this idea?
I think the ratings answer for you.
So your the ideas guy then?
[QUOTE=LukeyxD;34852907]So your the ideas guy then?[/QUOTE]
Not at all, I do have experience with mapping, but it's been quite a while, I am still going to attempt to make the map. Mostly I was hoping for others to have feedback on the idea.
I was thinking how about programmed bots as creeps?
would be cooler.
[QUOTE=Suttles;34854875]I was thinking how about programmed bots as creeps?
would be cooler.[/QUOTE]
Of course, but would that not require modding as well?
[QUOTE=no-named;34854978]Of course, but would that not require modding as well?[/QUOTE]
True, it would.
Hm. Well, I vouch for this mode. Would be fun.
Sniper confirmed for best last hitter.
Bar none.
[QUOTE=LukeyxD;34852907]So your the ideas guy then?[/QUOTE]
Dat avatar. So much hate. Sorry, I couldn´t resist :v:
[QUOTE=Cajun;34855028]Sniper confirmed for best last hitter.
Bar none.[/QUOTE]
What can a possible reward be, when gold and experience aren't in TF2? Health and ammo are probably not neccesery enough to be dropped at last hits.
Roshan could be Monoculus
Yeah or you guys could just play Dota 2.
It's not like the map is going to be anywhere finished before Dota 2 becomes F2P.
TF2 DotA Most Common Statements.
"Why the hell didn't the Medic buy wards."
"Why is the Soldier using Mantreads over Gunboats."
"Heavy fed too much, GG"
animated bot models that don't target players and have func_breaks and just follow a set path could work.
I like this idea.
If you don't want to program bots and such, you could make it a multiple payload thing.
Like, three lanes, three carts, and when you're at your cart it moves (like it normally would). BUT, when you and the enemy team meet, the carts stop (if teammates are around them). Once one team kills the other, the cart continues to move forward, pushing the enemy cart backwards.
And maybe towers could be respawn points? That's what makes sense to me.
[editline]24th February 2012[/editline]
OOh, and maybe all three carts need to be at the final checkpoint to explode it?
Just my two cents.
[QUOTE=That Ninja;34857912]I like this idea.
If you don't want to program bots and such, you could make it a multiple payload thing.
Like, three lanes, three carts, and when you're at your cart it moves (like it normally would). BUT, when you and the enemy team meet, the carts stop (if teammates are around them). Once one team kills the other, the cart continues to move forward, pushing the enemy cart backwards.
And maybe towers could be respawn points? That's what makes sense to me.
[editline]24th February 2012[/editline]
OOh, and maybe all three carts need to be at the final checkpoint to explode it?
Just my two cents.[/QUOTE]
This idea is really good because it takes an element already in TF2 and applies it to the DotA layout of the map.
I don't know if the idea itself can result in a fun map, but the fact that this map will take VERY much time to do makes the idea a bit unrealistic.
[editline]25th February 2012[/editline]
Also, DotA is a 2D, while TF2 is a 3D game, and the maps for the respective game takes advantage of the available dimensions. This that the DotA map in TF2 will be very flat and there would be little height advantage you can take by rocket jumping etc., and unless you find a way to incorporate altitude, it will automatically be a bad map.
[QUOTE=That Ninja;34857912]I like this idea.
If you don't want to program bots and such, you could make it a multiple payload thing.
Like, three lanes, three carts, and when you're at your cart it moves (like it normally would). BUT, when you and the enemy team meet, the carts stop (if teammates are around them). Once one team kills the other, the cart continues to move forward, pushing the enemy cart backwards.
And maybe towers could be respawn points? That's what makes sense to me.
[editline]24th February 2012[/editline]
OOh, and maybe all three carts need to be at the final checkpoint to explode it?
Just my two cents.[/QUOTE]Triple payload rush like thing would be awesome.
Would a tower that has a sentry inside work?
[QUOTE=Ond kaja;34860705]I don't know if the idea itself can result in a fun map, but the fact that this map will take VERY much time to do makes the idea a bit unrealistic.
[editline]25th February 2012[/editline]
Also, DotA is a 2D, while TF2 is a 3D game, and the maps for the respective game takes advantage of the available dimensions. This that the DotA map in TF2 will be very flat and there would be little height advantage you can take by rocket jumping etc., and unless you find a way to incorporate altitude, it will automatically be a bad map.[/QUOTE]
That's true. Perhaps the map should just be less DotA-like, and more triple payload as That Ninja thought. Maybe the only actual elements from DotA should be the 3 lanes, the river and the forest-theme, and then here could be heights, like small hills and such. So, there doesn't have to be sentries as towers, but just a total of 6 trains to fight over.
[QUOTE=Ond kaja;34860705]I don't know if the idea itself can result in a fun map, but the fact that this map will take VERY much time to do makes the idea a bit unrealistic.
[editline]25th February 2012[/editline]
Also, DotA is a 2D, while TF2 is a 3D game, and the maps for the respective game takes advantage of the available dimensions. This that the DotA map in TF2 will be very flat and there would be little height advantage you can take by rocket jumping etc., and unless you find a way to incorporate altitude, it will automatically be a bad map.[/QUOTE]
But the TF2 gameplay already incorporates height advantage, you don't need to make it flat unless we're full on modding the game to look and play exactly like DotA
[QUOTE=Ond kaja;34860705]I don't know if the idea itself can result in a fun map, but the fact that this map will take VERY much time to do makes the idea a bit unrealistic.
[editline]25th February 2012[/editline]
Also, DotA is a 2D, while TF2 is a 3D game, and the maps for the respective game takes advantage of the available dimensions. This that the DotA map in TF2 will be very flat and there would be little height advantage you can take by rocket jumping etc., and unless you find a way to incorporate altitude, it will automatically be a bad map.[/QUOTE]
Have you played ever (Super) Monday Night Combat?
It's a third person MoBA (multiplayer online battle arena. We could just call it an Action RTS like valve is). They essentially made a third person shooter DotA, and it's fucking great.
Shouldn't be too hard to make it work for TF2.
If I could map, I'd totally help out with this.
Also, building on my other idea, I think making it so it only takes TWO carts to explode the payload area thing, this way if one team gets a cart in, the other team can still win if they push REALLY hard.
[QUOTE=Venezuelan;34863025]But the TF2 gameplay already incorporates height advantage, you don't need to make it flat unless we're full on modding the game to look and play exactly like DotA[/QUOTE]
The TF2 gameplay incorporates height advantage with high ground, slopes, perches etc., something that would be absent when porting the DotA map into TF2, unless someone modifies the map and makes those changes.
[QUOTE=Ond kaja;34863305]The TF2 gameplay incorporates height advantage with high ground, slopes, perches etc., something that would be absent when porting the DotA map into TF2, unless someone modifies the map and makes those changes.[/QUOTE]
that's not what they're talking about. They're talking about making a whole new map that incorporates DotA like goals.
I have genuinely already seen this. The only thing the remake lacked was AI bots, really. It had LVL3 Sentry Towers that you could destroy, the Announcer that announced whenever a tower was destroyed, etcetc.
[url=http://tf2stats.net/map/trade_dota2/]It was made by Karen Hyphen or something like that.[/url] Unfortunately, it was a trade-based map/server.
[QUOTE=Elizer;34857258]TF2 DotA Most Common Statements.
"Why the hell didn't the Medic buy wards."
"Why is the Soldier using Mantreads over Gunboats."
"Heavy fed too much, GG"[/QUOTE]
"Spy farmed up his fucking Icicle already god damn it"
"Who fed Scout so much holy shit he does so much damage"
"This is why they need to reduce the duration of ubercharges, holy shit you never take damage"
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