New Game Mode Ideas (for everyone)

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
For shits and giggles. I know we get these threads all the time and everybody has an idea so lets try and condense them to this thread. Most have been done before so sometimes it seems like a bit of a waste to start a new thread for an old idea.

Right, to start the ball rolling:

....

Idea 1 - Score Attack

Lot's of short timed CP zones (say 10 for example) and a timer which goes off every three minutes; totting up the difference in score between the two teams, which-ever team has the most will have the difference added onto their total until they reach a certain score.

I imagine a basic level to be made up of a gathering of central points where most of the action would take place (example 4 CPs together or perhaps a one bigger CP worth 4 points) and far away offshoots which individuals could battle over.

If one team gets the middle CP by concentrating all their people on it then they could still lose if they haven't captured any of the smaller points.

....

Edit: Wrong forum, damn multiple tabs... Could a mod delete/move this pretty please?!
 
Last edited:

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Vip Mode, like Halo, where one person is randomly selected and almost like a PL_ map they have to be escorted to safety
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
Vip Mode, like Halo, where one person is randomly selected and almost like a PL_ map they have to be escorted to safety

Problem with VIP mode is that it's too similar to PL and it relies heavily that the one VIP isn't a total ass or incredibly amazing; it would be too hard to ballance and with the amount of players TF2 has is it would become increadibly frustrating.

I think it was originally penned into the game at some point but instead was replaced by PL.
 
Last edited:

NanoSquid

L3: Member
May 6, 2010
138
38
Boss fight.

Everyone is on red except for one BLU engineer. He gets to pilot a battle mech comparable in size to the Avatar exo-suits. It's designed by him, built by him, and you best hope not stepping on you.

He has 1000 health, fast health regeneration, miniguns, and guided missles on his side.

What he doesn't have on his side are the 23 other players.

It's like a PL map where one guy is the entire BLU team and payload at the same time.


Whoever gets to be the engineer next is determined by who on RED got the most points (you get a point for every 100 damage or so).

Spies can't backstab him but they can sap his suit from behind, slowing him down.


If the engy loses, he ejects before the mech explodes and can run away with the classic lose animations.



EDIT: SUB-GAMEMODE IDEA! Mech duel, max of 8 players, arena rules. Everyone's a mech engy. Hilarity ensues.
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
Dreams people, dreams... And it's hardly a new game mode - more like a new game!

Also Engineer's hat looks like the tip of a penis...
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I thought about a game mode where there's some machines scattered around a map that both teams' engies are trying to repair so they can take control of it. They would repair it by using metal to give it back hit points (some kind of uber-sentry or something.) The rest of the team could either try to reinforce and defend the engies while they bang away, or they could go find scrap deposits which they could pick up to bring to the engies but would slow them down, or they could go and try to stop the enemy engies, leaving their own unprotected. The engies themselves could try to set up defenses or just go and rush to repair the objective.

It works in my head, but it would be too complicated/unclear I think, and I'm not sure I like forcing a team to have at least one of a class. In short, there were a lot of problems with it, and I'm not sure it can even be done with the current triggers and whatnot.
 

Retroid

L5: Dapper Member
Aug 25, 2009
206
22
Hmm..Creating teamwork based around a sentry... You'd need a secondary objective which having a Sentry would be a necessity for.

The only way I can think of getting the whole team to help would be to have it on a PL cart, but I'm stumped on what could be the main objective without it being just PL + Sentry.

Edit: 2 carts in the middle - Sentry diactivated until you push them back to a certain point and then they can help defend the CP?

I don't know.
 
Last edited:

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
RPG style fight Mode. Would require alot of modding but it might be quite cool.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Hmm..Creating teamwork based around a sentry... You'd need a secondary objective which having a Sentry would be a necessity for.

Well it doesn't have to be a sentry, it could be that the engies have to go around repairing pipe leaks in the pipe system around their base or something similar. First to completely repair their base or the one with the most repaired at the end of the time wins? Possible to go around and blow up the pipes and cause them to leak again?

Not sure how to design something like this though, maybe 2 main pipes per team, or if it's attack/defend style then maybe 3 main pipes scattered about.
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
Would anyone be interested in a new game mode mini-contest? Basically it would just be you can make any game mode that's NOT standard. Yeah variations of CP/PL/whatever are allowed, but no standard modes. I'd be willing to host it if there's enough interest.
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
One idea I had is a PLR/KOTH hybrid. Both carts go around on the same track like in PLC (payload chase) but a control point will unlock in the middle of the map after a short time. Whichever team owns the control point, their team can push their cart into the enemy base and win the round.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Instagib!!!!

=)
 

radon

L1: Registered
Sep 5, 2009
28
8
Both teams start with infinite fuel canisters in their base.
In the enemy base, there is a huge rocket or some sort of bomb.
Team Blu has to carry their fuel canister into the red's base and fuel up the rocket, team Red has to do this vice-versa.
If the rocket is full, the enemy base gets destroyed and the rocket carrys away their intel or something like that.

Could be easily made off a ctf map with both intels switched and with the model changed to a fuel canister.
 

Fogold

L2: Junior Member
Jan 23, 2009
92
7
A sort of cross between Payload and Steel style gamemode. To win, the blue team have to escort the bomb to the end, but there are also a series of control points that influence the layout (ie, shortening the payload track or closing off a strong flank from the enemy team). They shouldn't be nessecary (like in Steel), but help greatly for the Blue team.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
I played a map a bit like that, it didn't really work... Most likely because it didn't use a custom HUD like steel, and the signs weren't apparent enough, but it did become a bit confusing, especially in terms of HUD.
 

Pilk

L2: Junior Member
Jun 9, 2009
66
4
A bushfire is headed towards secret documents, and BLU and RED want to get their hands on and save them. The map is already partly ablaze, with fire environmental hazards scattered around a long, symmetrical map. The map contains one neutral intel at one end and two capture areas for either team at the other. The map is hazy and the hills glow red as the flames set in.

Kinda like rapid CTF because progress made for one team is also progress made for the other.

I wanted to make this, but I get bored easily. D:
 
Last edited:

slunchy

L1: Registered
Jun 13, 2010
13
8
oh captain, my captain

well, here's my quickly-thought-up idea.
it's called "CAPTAINS!"(please don't stop reading jsut because of the name :s)
ok, much like vip, there's a single player on the opposing team to kill,
but!!
instead of making him super weak, the player chosen cap'n (1 captain per round, points rewarded for killing captains) chooses one from a short(or long, whatever) list of perks to make him stronger than the average bear.

off the top o' me head perks like:
extra health
extra player movement speed
extra fire rate
having dispenser-like qualities, to help the teammies
boosted crit rate
larger range

who knows what the perks may be, d'ohoho.

still, players can go on the offensive or play defensively, choosing their perk to match playstyle.
and
captains could be chosen at random, or score-based.
the details would be hard to lay out, because no one has tested out the game mode, and never will.
but, i've put in my 2 cents.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
CP race
Like PLR, but with CPs instead. Could be lateral but would be better as opposite directions.

Scattered CP
Several capture points scattered around the map, whoever manages to gain control of all of them at once wins.

Juggernaut deathmatch
Simple deathmatch, except that one player is chosen at random to be incredibly powerful (twice health, regenerating, 40% crits) and if you kill the juggernaut you become the juggernaut. Players can still fight amongst themselves

I could go on...
 

AlexCrafter

L1: Registered
Sep 9, 2009
2
0
I have oneidea which is an attack defend koth map where five koth maps are joined together meaning that the game starts at map 3, if red wins they move to map 4 but if blue wins they move to map 2. Map 1 is the red base and map 5 is the blu base and both teams have to progressively win each stage to move to the enemy base. The closer you get to the enemy base the harder it gets for your team and the easier for them to push back to the previous map, only the center map is balanced on its own.