New gamemode idea - King of the Castle

Ultimate Potato

L1: Registered
Dec 6, 2009
6
0
I hope I'm posting in the right section here :)
I had an interesting idea for a new contest, so I thought I might aswell register and post it here.


King of the Castle

Similair to "King of the hill". Similair size, same 1 capture point only the team that currently owns the point will have their spawnroom inside the "castle". This way we get a dynamically changing attack->capture->defend & hold map.


Simple example:
A map with a castle in the middle and default spawns around the castle.
The objective is to capture the castle and then defend it. It could also force some anti air defense for the defenders, which will be attacked from all sides.

Example: The regular main door, back entrance, one way passage and walls for rocketjumpers.
To make it more interesting, you could also throw in a tug of war item such a bomb for a wall, or a siege tower. It would break the wall or give you faster access, but would not end the game. Also, once you break the wall / place a siege tower, you'll want to get rid of it when you capture.

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What do you guys think of this?
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
How would this improve KoTH? As it is, it's a spamfest where defenders tend to win in most cases. A forward spawn would only make it easier to defend, unless attackers get more routes to the cap, which I think is a great idea. Maps that change with what happens in them are great!
 

Ultimate Potato

L1: Registered
Dec 6, 2009
6
0
How would this improve KoTH? As it is, it's a spamfest where defenders tend to win in most cases. A forward spawn would only make it easier to defend, unless attackers get more routes to the cap, which I think is a great idea. Maps that change with what happens in them are great!

The general idea is to use a tug of war item that would give you extra access routes, also having a big main entrance, a few smalelr ones and being able to rocketjump from whatever side you want. Another thing is the spam, which would be difficult to do for the defenders (spamming a huge plain), and the attackers (can only spam windows and doors).
In a nutshell: hard to attack, hard to defend.
 

Ultimate Potato

L1: Registered
Dec 6, 2009
6
0
Something can't really be hard to attack and hard to defend. As a general tactical rule, the harder something is to attack, the easier it is to defend, and vice versa. The only time both tasks might be difficult is if you had some impartial environmental hazard interfering with both sides.

Maybie you can call it unusual type of defense and a difficult attack?
Erm... You get the idea right? :)
 

Ultimate Potato

L1: Registered
Dec 6, 2009
6
0
I might try to make a crappy beta with dev textures during the christmas break, but I'm not much of an experienced mapper, nor do I have too much free time.
Perhaps one of you good mappers might want to try make a quick, dev textured, crappy, ugly undetailed and unplayable version? :)
 

lana

Currently On: ?????
aa
Sep 28, 2009
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Something can't really be hard to attack and hard to defend. As a general tactical rule, the harder something is to attack, the easier it is to defend, and vice versa. The only time both tasks might be difficult is if you had some impartial environmental hazard interfering with both sides.

Or have two points that are controlled by each team.