[QUOTE=Guillebon;30391288]Make a CTF gamemode where you get points when you're holding the enemy flag intead of bringing it to your base.[/QUOTE]
How's this:
A flag will drop in a random location on a relatively large obstacle map.
The flag has a timer, and whoever holds it when the timer runs out, gets a point. A new flag will then drop. Only a certain amount of flags will drop per round (maybe 5 or 10).
The person with most points in the end wins.
You can snag the flag from a person simply by hitting him once, at which he/she dies.
It's pretty basic and encourages environment exploration in order to escape and chase.
We need, like, fully animated Fortress' Edge. Y'know, Faith-like hands, legs and stuff movement.
O SPANKWIER WHERE ARE THOU
[QUOTE=MechaBowser;30391987]How's this:
A flag will drop in a random location on a relatively large obstacle map.
The flag has a timer, and whoever holds it when the timer runs out, gets a point. A new flag will then drop. Only a certain amount of flags will drop per round (maybe 5 or 10).
The person with most points in the end wins.
You can snag the flag from a person simply by hitting him once, at which he/she dies.
It's pretty basic and encourages environment exploration in order to escape and chase.[/QUOTE]
If and only if it's melee only. And a class restriction on Scout.
[QUOTE=MechaBowser;30391987]How's this:
A flag will drop in a random location on a relatively large obstacle map.
The flag has a timer, and whoever holds it when the timer runs out, gets a point. A new flag will then drop. Only a certain amount of flags will drop per round (maybe 5 or 10).
The person with most points in the end wins.
You can snag the flag from a person simply by hitting him once, at which he/she dies.
It's pretty basic and encourages environment exploration in order to escape and chase.[/QUOTE]
as long as the fan's banned. Everyone chasing down one scout seems like fun :D
Mecha put on his robe and wizard hat...
[QUOTE=Zadrave;30392181]If and only if it's melee only. And a class restriction on Scout.[/QUOTE]
Yeah that's pretty much a given. And no sandman.
[QUOTE=MechaBowser;30392279]Yeah that's pretty much a given. And no sandman.[/QUOTE]
what about the boston basher with the ability to boost your jumps?
[QUOTE=themooselord;30392395]what about the boston basher with the ability to boost your jumps?[/QUOTE]
I'd say that's allowed, I mean you lose half your health easily by doing that.
I fucking hate you, Mecha.
You make the rest of us look like nothing.
I don't know about anyone else, but I'm thinking this might work well in FortWars. Iunno, maybe it's just the Mirror's Edge FortWars map, but it's definitely worth a shot if you ask me.
[QUOTE=MechaBowser;30391987]How's this:
A flag will drop in a random location on a relatively large obstacle map.
The flag has a timer, and whoever holds it when the timer runs out, gets a point. A new flag will then drop. Only a certain amount of flags will drop per round (maybe 5 or 10).
The person with most points in the end wins.
You can snag the flag from a person simply by hitting him once, at which he/she dies.
It's pretty basic and encourages environment exploration in order to escape and chase.[/QUOTE]
Reminds me of Oddball from the first Halo game.
Would it be Team based or with Friendly Fire on? If it's Teams, I'd imagine one-hit kills would become a little too tiresome. I'd say stick with normal damage to make it more of a team effort to get the flag back.
[QUOTE=MechaBowser;30391987]How's this:
A flag will drop in a random location on a relatively large obstacle map.
The flag has a timer, and whoever holds it when the timer runs out, gets a point. A new flag will then drop. Only a certain amount of flags will drop per round (maybe 5 or 10).
The person with most points in the end wins.
You can snag the flag from a person simply by hitting him once, at which he/she dies.
It's pretty basic and encourages environment exploration in order to escape and chase.[/QUOTE]
You could also try giving you a point if you hold onto the flag for 20 seconds or something, so it's less of a hot potato, and everyone will be actively chasing it (to avoid the carrier from scoring)
It could get endless and repetitive, though, hence "try".
how about giving ability for pyro to sorta fly around "with some limit" by shooting fire throught his gastank (I've seen that sorta mod somewhere) and giving him not too long range weapon to compensate for him being slower than scout.
Basically have like 3 or 4 classes cause having only scouts would get quite boring fast
[QUOTE='[Z];30396400']how about giving ability for pyro to sorta fly around "with some limit" by shooting fire throught his gastank (I've seen that sorta mod somewhere) and giving him not too long range weapon to compensate for him being slower than scout.
Basically have like 3 or 4 classes cause having only scouts would get quite boring fast[/QUOTE]
I've played in servers where if you point your flamethrower to the ground and shoot, it acts as a jetpack.
mecha, will you ever stop being so amazing?
You could make it simple like a TrackMania style time trial sort of thing.
[QUOTE=Digivee;30397705]mecha, will you ever stop being so amazing?[/QUOTE]
Don't give him any ideas!
So basically you made everything have a ladder entity on it?
I would honestly try this out. Also, does anyone know what remix of Still Alive that is?
[QUOTE='[GRiM];30401077']So basically you made everything have a ladder entity on it?[/QUOTE]
Fairly sure TF2 doesn't have ladders. That's why the use ramps on all the official maps.
Phenomenal work, mate.
PS: Mirror's Edge would have been way easier with double jump :p
Quick question: Does this work on all maps, or do they need to have special entities?
[QUOTE=Totenkreuz;30396911]I've played in servers where if you point your flamethrower to the ground and shoot, it acts as a jetpack.[/QUOTE]
But there is other type... you just hold jump and fire comes from the gastank on pyros back... sort of like boba fett :D though it uses lot of flamethrower ammo :(
[QUOTE=PSI Guy;30401135]Fairly sure TF2 doesn't have ladders. That's why the use ramps on all the official maps.[/QUOTE]
I'm pretty sure there's a ladder in the manor map.
[QUOTE=Erfly;30405695]I'm pretty sure there's a ladder in the manor map.[/QUOTE]
There's no ladder entity in TF2. If there is a ladder in Mann Manor, it's cosmetic and unusable. Just like all other ladders in official TF2 maps.
[QUOTE=ProffesorAssHat;30401086]I would honestly try this out. Also, does anyone know what remix of Still Alive that is?[/QUOTE]
It's called MirroRearrange by Max.
[QUOTE='[GRiM];30401077']So basically you made everything have a ladder entity on it?[/QUOTE]
i don't even know how to make ladders in tf2 so :v:
but I'll make a new video showcasing something that can't be done with ladders!
[QUOTE=9600bauds;30402550]Quick question: Does this work on all maps, or do they need to have special entities?[/QUOTE]
This works on all maps with straight surfaces.
[QUOTE=MechaBowser;30391987]How's this:
A flag will drop in a random location on a relatively large obstacle map.
The flag has a timer, and whoever holds it when the timer runs out, gets a point. A new flag will then drop. Only a certain amount of flags will drop per round (maybe 5 or 10).
The person with most points in the end wins.
You can snag the flag from a person simply by hitting him once, at which he/she dies.
It's pretty basic and encourages environment exploration in order to escape and chase.[/QUOTE]
Just had a little idea for map VISUALS:
Maybe there could not only be a mirrors edge themed map, but also a "four corners" map!
The map is divided into four "corners" (they don't have to be square, just a 1/4 of the map) and each corner has a different theme, such as one corner having a snowy theme, one a jungle theme, one desert, etc.
Then the center is where the flag spawns, and the only way out of the center is through one of the corners!
RED and BLUE each spawn in between the bottom two corners.
Also, the theme for where the four corners meet would be volcanic, like the center of the earth.
Lastly, each corner has a visual theme, bur also a parkor theme! For example, snowy is lots of crevices and narrow walkways, and desert is many hills and canyons.
Thats my big idea for the day...
BATMAN
[QUOTE=Erfly;30405695]I'm pretty sure there's a ladder in the manor map.[/QUOTE]
It's not a real working ladder, you need to jump to use it. It's more like multiple invisible platforms on each step of the ladder, which makes it slow to get up.
[editline]12th June 2011[/editline]
[QUOTE=IM BATMAN;30408810]Just had a little idea for map VISUALS:
Maybe there could not only be a mirrors edge themed map, but also a "four corners" map!
The map is divided into four "corners" (they don't have to be square, just a 1/4 of the map) and each corner has a different theme, such as one corner having a snowy theme, one a jungle theme, one desert, etc.
Then the center is where the flag spawns, and the only way out of the center is through one of the corners!
RED and BLUE each spawn in between the bottom two corners.
Also, the theme for where the four corners meet would be volcanic, like the center of the earth.
Lastly, each corner has a visual theme, bur also a parkor theme! For example, snowy is lots of crevices and narrow walkways, and desert is many hills and canyons.
Thats my big idea for the day...
BATMAN[/QUOTE]
:frog:
Yes, because batman was known for sticking to walls and jumping around, right? If only there was another superhero who actually did do that...hmmm.....
[img]http://moviesmedia.ign.com/movies/image/object/041/041073/spider-man2_pole_468.jpg[/img]
Hey Peter Parker, do you know any superheroes like that?
Couldn't you use this to replace the Kopesh Climber?
I love this a lot. I think you shouldn't just have an infinite amount of climbing though. Maybe have it proportionate to movement speed and angle. Like in mirrors edge, you could not only just run up the wall, but run along it. You also needed to build momentum, so giving a slight charge would give it a more realistic feel. So, with that, have the most you could climb/run 4ish at full speed, 2 just walking up to it.
Maybe squeeze an extra if you jump from wall to wall.
Having this as an unlock would be cool/perfect too! A secondary replacement for spy/scout (revolver and pistol) (or maybe have it replace sapper for spy). For spy it would increase his speed to scout, but give him 110 health. Giving up a weapon for more mobility is a great trade off imo. Imagine the new kills spy could get on badwater! Parkour up the tube so he is upside down, drop, stab stab stab. Great, now you have me thinking.
I love you mecha <3
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