What TF2 custom gamemodes would you like to see made?
35 replies, posted
With the Valve Hammer Editor and SourceMod, the sky (and the game's own limitations) are simply the limit when it comes to creating new content for Team Fortress 2. However, when someone looks at custom (or at least non-official) gamemodes, it all usually boils down to the same Versus Saxton Hale/Freak Fortress 2 servers, silly/trade maps, so forth and so on. (Nothing against them, of course.)
If it were up to you, what custom gamemode would you like to see made for Team Fortress 2?
Contribution: I'd like to see how a "competitive" CP/Payload gamemode looks like, with the Payload acting as a control point that can be captured once for each speed (x1, x2, x3) by the attackers, and the defenders can be near the payload to temporarily reduce its speed while also being able to cap it back. Capping the payload as a defender would permanently reduce the speed by 1 until it's capped back by an attacker. This means that a defending Scout, were he to be near the payload at x2 speed, for example, he'd stop it completely with his x2 capture rate, and if he caps the payload, its speed level will be reduced to one, meaning that he needs to cap twice to stop the payload completely without having to be near it.
What are your ideas?
Someone here came up with the idea for an infinite payload circle sort of deal. The payload goes around a big loop and each team takes turns seeing how far they can push it with the other team defending.
I've already wanted to see hunted in tf2 but it might need a few changes like no respawn and such.
Can't remember if it's been done already, but a King of the Hill version of Capture the Flag would be great. I think it's been done already though.
Payload was supposed to be its spiritual successor, but I think that would work if it had its own original TF2 twist, I'm just not sure on what that would be.
Shit you not, I really want a Ricochet-type DM mode., or at least a map in the style of Ricochet.
I'd like to see something like Balloon Race go official. I always loved the idea of each team having its own, well, fortress that required teamwork and communication to conquer. You could even throw in some influence from the OG Star Wars Battlefront 2; make it so that you can disable the enemy team's engines or shields or whatever it is powering their balloon ship/truck/whatever it is you're racing on. I dunno, the idea of a fast-paced game mode where half the team is focusing the objective while the other is running defense on the base (only it's all moving) just feels very swashbuckle-y, like it would fit right into the atmosphere of TF2.
I'd also like them to outright steal from Overwatch and maybe implement a few hybrid CP/Payload maps, where the attacking team has to capture the point before they can push it.
You mean FortWars? In order to win, you needed to hold a neutral flag for 3 or more minutes to win, depending on the map. Although I'd like to see a neutral flag map/gamemore that doesn't revolve building your own fort like in FortWars but still keeps the "hold the flag as long as possible/king of the flag" gimmick. I think it'd get a bit chaotic depending on the layout, but it sounds fun.
In my opinion, the problem with Balloon Race-style maps is that they're a chore to make, and the MP Source Engine hates it a lot when people stand on moving things that isn't the Payload, making your aim twitch, sometimes even getting yourself stuck, so forth and so on. They often have spawn-killing issues, the mechanics for first-comers aren't completely clear, and while the giant ships are moving, only the Sniper is useful until the ships get somewhere.
I think that Robot Destruction has a bit of what you want without the moving ships, though: you basically have to raid the enemy's base to be able to destroy all robots, and if things go awry or if you're stomping the enemy team, you can steal their core for extra points. It's the more fortress-like official gamemode we've ever gotten so far and now it's completely ignored.
I think CP/Payload maps are very much possible to do in TF2, but if I recall correctly, the problem with them is that only one type of UI can be at a time (Payload or CP) and one cannot be toggled after the other, which is probably why no map like that has been made yet. But maybe they could be toggled with code magic? Maybe that's something worth looking into.
making arena respawn official would be pretty cool
What Class would be played in this mode? How could it be done so it wasn't just "Ricochet in TF2"? Don't get me wrong, I'd love the type of mode you're talking about, something that relies on physics, predictions, momentum, etc, but I don't see much potential with the weapons in TF2.
That being said, I'd love for a community map maker to find some way to actually make Asymmetrical maps both viable in competitive play and actually fun to watch.
A Halloween mode called Exorcism or Haunt or something.
When you die, instead of waiting to respawn, you become a ghost like in the last part of Helltower. Unlike that, you can be resurrected by going to certain points in the map. These would be small spooky props scattered throughout the map in chosen locations, skulls, gravestones, grandfather clocks, gargoyles, etc. When you get close to one of these as a ghost, you'd respawn with some spooky light/sound effect. You wouldn't be able to use the same one twice in a row, to prevent camping a spot in order to instantly respawn endlessly.
The spooky props would always be in the same places on the map, but only some of them would be functional. These would be randomly assigned each round. Functional props would be specific to each team. So, for example, the map might have 30 props on it, with 10 being respawn points for blue team, 10 for red, and 10 that are just inert decoration. The objective is to destroy all the enemy team's props.
You can't tell which props are functional without being dead or seeing someone respawn on one. Destroying them would take a lot of damage with no feedback, so it could be a waste of time to just fire on whichever one is nearby. While you're a ghost they're revealed, having a team-colored glow. They also glow when someone activates one, just for the duration of the resurrection effect.
I think this would be a really unstructured mess, but fun for the wacky Halloween times.
Actually, I think it might be possible to switch the UI mid-round. Since only one tf_gamerules proxy entity can exist at a time, spawning a new one will remove the existing one.
I did a quick test on pl_swiftwater and by spawning a second tf_gamerules with hud_type set to 2, I was able to switch the HUD to the CP style.
a vanilla mode would be great, i'd reinstall for that
Thats very easy to do with only a map actually, I'm going to quickt create something like this today
I formulated an idea back when the goldrush update was the new thing of whether the payload could be used to connect the control points of a 5cp map. Of course the map I had in mind was Granary, it being my favorite of the launch maps, but later that year pl_waste became a thing. Unfortunately, waste had issues that the map layout itself couldn't design away, notably the distance that the cart must move and how slowly the cart would move even at maximum speed. This isn't something that could be solved by lopping off the last 2 points because then you'd be stuck with what amounts to a singular mid-fight and then the game is more or less over. Same reason why 3cp doesn't work, except with a payload bomb trucking along instead.
Time passes and I'm focusing on developing Gang Garrison. The Classless update has just come out and introduced a hot new gamemode: KotH. Naturally I ported the mode into GG2 some months later. Playing around with GG2's Generator gamemode got me thinking about how I could make the mode not suck. To put into perspective what that mode was at the time, imagine if both teams had an MvM tank sitting in their base -- first one to destroy the other team's generator wins. The mode was not well-recieved, it was far too easy to throw bodies at it to deal a bit of damage so if you fell behind on damage output you had basically lost already, the objectives were static which meant players wouldn't really flow through maps other than to kill other players. In an attempt to mend the mode I made what was effectively the Halo energy shields but for the generators themselves. Didn't really save the mode but the real meat and potatoes of that patch was me taking king of the hill and taking it to the next logical conclusion: king of the two hills. I had taken a map originally made for Generator and slapped control points onto where the generators were, gave them 2 timers to count down to boot. The mode was well-received enough, but the format of a 2cp map got me thinking about Territory Control and what made people dislike it. The concept was there and solid, but the problem stemmed from how losing a control point would reset the round, so a single failed push meant you'd lose that entire section of the map due to the map logic rather than being able to make a last stand. I mean you technically could make a last stand, but it'd be after a round restart in a different area so ubers are 0%, buildings are gone, everyone lost their prior positioning, etc.
Now we're getting to where I'm actually going with this:
A relatively-small scale push payload (similar to waste with the playspace of hydro's individual stages) where a team's timer begins counting down once a payload actually gets to the opposing endpoints, and then it has to be defended while it's there lest it be pushed back. To keep it from being too easy to uncap once it's there, the payload would need to travel "uphill" to be fully unseated and the timer stopped.
are VMFs available for all the official/community-turned-official maps?
There's a thread for that on TF2Maps.net: https://tf2maps.net/threads/valve-maps-decompiled.5952/
I'd love it if there was a game mode in which theres a single payload in the center of the map and both teams have to try and push it to the enemies base
Waste
something with playable miss pauling
Kind of always wanted to see a type of boss that requires one team to defend it, but the other has to attack it. Not something that moves around randomly like the Halloween bosses, but something more stationary/predictable. I'm imagining control point type of maps, or a payload that moves all on it's own, like the bread monster is being defended at the end of the map, and the opposite team has to push forward and bring it's health down.
a true mvm survival mode would be fun
like "how long can you stay alive in this robotic murder party" kind of survival without defending the bomb and shit
Have you tried any servers running the Custom Weapons plugin?
I've thought about a gamemode a bit like steel, except the non-final CPs just reduce the cap time of the final point, and if the map only has a smaller amount of CPs then allow red to retake them to encourage more dynamic play instead of just normal falling-back A/D gameplay.
But I feel that'd just make things confusing and it'd be a mess in casual so ¯\_(ツ)_/¯
Player Destruction but you can buy MvM upgrades.
Capture the flag with mvm bomb features.
And by that i mean the intel carrier gets slow but buffs those around and has multiple stages with progressively better buffs that get reset when the intel goes back to start.
I had an idea for a kind of "hot potato" mode.
Something like CTF, only there's one flag; after a random amount of time, it blows up, killing the carrier and anyone in close proximity. You can pass the bomb off to the enemy team by way of doing X amount of burst damage within Y amount of time.
Pretty half-baked, I have no idea how points would be scored, but I love the idea of a regular match happening only for one person to become EXTREMELY dangerous without warning. Like, imagine a map like 2Fort, you've got all the engineers down in the basement, when suddenly one of them turns into a living bomb with an indeterminate length of fuse. Or a map with a really tricky choke, only for one of the defenders to have to try and move a ticking time bomb out into the line of fire (or else blow up their own team's defenses).
There's a map that's a little like that, actually.
i want pl_dogbread to be official.
balloon race?
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