I’ve been working on this gamemode for about 6 months, and I finally think it’s ready to be released. It’s evolved a long way from what the original idea was. Through many iterations I think I came out with a pretty fun gamemode. Most of the models are placeholder, or random HL2 props; don’t judge the visuals too harshly.
About the game:
At its core, Tactical Tool Game is all about creativity and mind-games. Every round, you get to select 3 tools to carry. Tools are devices you activate which can cause a variety of effects. Some allow you to build deployments, some are weapons, some give you and your allies buffs, some apply nerfs to enemies, etc.
All the tools are designed to interact with each other in interesting/emergent ways to allow players to form creative strategies. It’s your job to come up with the best combinations of tools to use to defeat the enemy team.
The game is asymmetrical, with one team defending a zone, and one team attacking it. The two teams switch roles every round, the game winner is determined best 3 out of 5. Once you die in a round, you’re dead until the next round (like counter-strike).
At the beginning of every round, the enemy team’s tool selections are displayed to you, so you know exactly what you’re going to be up against. It’s always the defending team’s turn to select first, followed by the attackers. This allows attackers to be strategic and try to counter the enemy team’s defenses based on what they select.
Following the tool selection phase, the defending team is given 45 seconds to set up their defenses in the map. During this time, the attacking team is locked in their spawn room.
When the setup time is over, the doors are opened. 2 minutes and 30 seconds are put on the clock, and the attacking team must attempt to either kill the entire enemy team, or capture the zone before time runs out.
The game is meant for pretty low player counts: 1v1, 2v2, 3v3, (ideally 2v2 or 3v3). Anything above that doesn’t play very well; it becomes quite chaotic. Because the game is all about prediction and counter picking, at 4v4+ the game becomes unfun because of teams getting way too many tools to feasibly make generalized judgments about.
The game also has a new kind of melee system. When you primary fire on your melee weapon, you gain a running speed boost for 1.5 seconds, and at the end of that you swing and are slowed for a second. I added this to make the melee combat more depthful.
By the way, it’s a somewhat depthful game, it may take a few rounds to understand how everything works. There are currently over 30 tools in the game, so there’s a bit of a learning curve.
I’ve decided to release the gamemode so you can host your own servers for it.
Here’s the workshop link:
Thanks, robinkooli, for setting up the workshop page.
Here’s the link to the SVN:
If you don’t want to bother with SVN here’s the gamemode in a zip:
I’ve now made a github for the game, here it is:
By the way, if you are hosting the game on a dedicated server, you must merge the gamemode’s materials and models folders into garrysmod/materials/ and garrysmod/models/. Otherwise they will not download to clients correctly. These are located in tacticaltoolgame/content/ in the zip
You can also join my server I’m hosting for the game:
TTG Server A
I’ve now implemented a quick fix for lower resolutions when it comes to the tool selection menu. The team/enemy purchases menus will no longer open for lower resolution players. If you have a lower resolution, you can still look at these menus just by holding tab.
I’ve put together a pack of maps that work with the game. A few were made by me and the rest were made by my friends. Here’s a link to that:
ttg_canyon by heyo
ttg_hole by heyo
ttg_knavey by PhilDude
ttg_foundry by Eekers
ttg_1path by Yongogler
ttg_2path by Yongogler
Create your own maps:
Here’s the vmf of ttg_hole, you can use it as an example if you want to make your own map for ttg.
Possible future plans:
Add a more competitive mode in which both teams have captains. Before players get to select their 3 tools, the captain would select the tools their team gets to choose from: their “toolset”. The captain would get to select 5 tools. Larger player counts would probably be more viable in this mode. Coherent strategies would also be easier to pull off.
Redo tool selection menu, making it have little graphical icons for each tool instead of names. This would be a lot of work.
Implement some kind of upgrading system between rounds, so you can use some kind of currency to upgrade select tools for future rounds. I’m not so sure about adding this.
Add many more tools I have ideas for.