New game mode

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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I didn't find a better place to post this thread, so if it doesn't belong here feel free to move it.

I thought it'll be nice if there would have been a game mod where a team (BLU) would have TWO bomb carts and they'll have to explode two different places.
It would have been nice if the whole map was one stage and every cart would have it's own track (going to different locations).
It might sound a bit unfair for team RED because they'll have to diffend a lot more - but I'm sure that with some thought this could be solved. :rolleyes:

If any one would like to colabriate I would love to help build a map like this - just to test if the idea is good...
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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I think it would be possible (and not extremely difficult) to make however you'd have to give red several advantages (height and tunnels). It sounds like a nice idea. :)
 

lana

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Valve: "It splits up the teams too much"
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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There could also be several gameplay thingis to make the team want to stick together... Like making places that require all the team to be present to diffend, or make that both carts cant be pushed at the same time... (if that's possible)
 

lana

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The only thing I can think of is having the two tracks run right next to each other, which defeats the purpose of two tracks.
 

Mr.Blob

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Jun 12, 2009
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Think about Gravelpit. They gameplay will be very similar. But then again the red team will do the same and will be like "just let em' cap A" and then make some seriouse Sentry farm at B.
Therefore splitting up gameplay in maybe a bad way. Which brings me to my conclusion, just stick to normal Payload.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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I thought maybe it could be a "gravelpit style" map - you need to destroy one objective and only then you can start moving cart 2. For example: cart 2 is blocked by a big wall. Team BLU need to destroy the wall with cart 1 so that they can destroy the main objective with cart 2.
It could also work with control points, but that would be a lot easier...

Think about Gravelpit. They gameplay will be very similar. But then again the red team will do the same and will be like "just let em' cap A" and then make some seriouse Sentry farm at B.
Therefore splitting up gameplay in maybe a bad way. Which brings me to my conclusion, just stick to normal Payload.
It could be that, but what if it'll be like Steel - where the red team doesn't want them to capture A, and E. When BLU captures A there will be a few gameplay changes like problem for RED to get to the cart, more spawn time, more ways for BLU to attack RED's deffenses via hidden routs etc.
 
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lana

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Think about Gravelpit. They gameplay will be very similar. But then again the red team will do the same and will be like "just let em' cap A" and then make some seriouse Sentry farm at B.
Therefore splitting up gameplay in maybe a bad way. Which brings me to my conclusion, just stick to normal Payload.

Valve doesn't like Gravelpit.
 
Mar 23, 2010
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sounds like gpit with carts, which nerdboy already said why valve doesn't like that.

i would say to just go with it, but it would be better imo if both carts went to the same place (or at least 2 different CPs in the same place for entities/HUD) I have a
"gpitwithcarts" in development and the hud is broken and impossible to fix. :(
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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i would say to just go with it, but it would be better imo if both carts went to the same place (or at least 2 different CPs in the same place for entities/HUD) I have a
"gpitwithcarts" in development and the hud is broken and impossible to fix.
Why's that?
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I find that with TF2 it's best to keep things simple.

The mode might work, but you'd have to make several unique map design choices and maybe allow the carts to pass in the same area at times, because diluting players between 2 objectives tends to ruin the kind of chaotic fun public players like to have. Atleast with cp, like gravel pit, the objectives are static.

The hardest thing would be time rewards. In PL the extra bomb would either give BLU additional time or be a worthless additional mechanic that gets mostly ignored. It's hard enough to get people to push the cart when there's 1, 2 might just end up distracting players.

But it all depends on your approach.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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I find that with TF2 it's best to keep things simple.

The mode might work, but you'd have to make several unique map design choices and maybe allow the carts to pass in the same area at times, because diluting players between 2 objectives tends to ruin the kind of chaotic fun public players like to have. Atleast with cp, like gravel pit, the objectives are static.

The hardest thing would be time rewards. In PL the extra bomb would either give BLU additional time or be a worthless additional mechanic that gets mostly ignored. It's hard enough to get people to push the cart when there's 1, 2 might just end up distracting players.

But it all depends on your approach.

That's the reason I thought to make it that you have to destroy objective 1 so you can continue and destroy objective 2 - everything in one little map (maybe a bit bigger then hightower, but with the same idea: going around a point)
 

lana

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Think about your idea. Can you explain the objective of the map in at most two sentences to someone who has never played TF2? If you can't, then the idea is too complex.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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Maybe you're right, it's a bit too complex, but if someone else can name the objective it'll be splendid! And maybe I'll start working on it.
Or I can do it really like Steel - you need to push the cart to destroy the objective. Capturing points will make that task easier. Creating more advantages to BLU, like a slope that would increase the cart speed as it goes over it (like in stage 3 at pipeline but helpfull rather then going backwards...)
 
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Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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I thought the idea would be to destroy the objective. control point help do that objective (like steel) I designed really quickly the main idea of how a map CAN be (If I'm going to build one I'm only going to use these as guide lines. The design is rough and it's not very playable...)
 

A Boojum Snark

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Nov 2, 2007
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I'd just like to say your "push cart 1 to blow up the wall and then push cart 2" idea is 100% gimmick. It's just a glorified mid-way capture point and has no bearing on the actual game and will play out the same as one cart.
 

Mr. P. Kiwi

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Nov 22, 2009
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About that, do you think that making the rails cross sometimes will be a good idea?
Or should I do it long track to destroy wall, short to get to objective?
If anyone can help me plan this map out (on paper) I will love to help them build it in hammer!
 
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Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
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I made a really fast scratch of the layout (I didn't think about gameplay)...
What I thought would be nice is that after team BLU ruins objective 1 (a house) they'll have to get back to the beggining and do the whole way to RED's spawn where objective 2 will be, but not on the same way as with cart 1, just passing near, under or in places that were cart's 1 track befor the explosion...
It'll be nice if someone else improved the sketch so that that could turn into an alpha...:)
 
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