Some Gamemode Ideas

samn

L4: Comfortable Member
Mar 28, 2008
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Recently I've been thinking of some new gamemode ideas (though they may have been done before in other games). I was wondering what your thoughts were on them, and in the case of the second one how I would do them:

1. Piggy in the middle
A CTF map. Red have two bases, and Blu have one base in between. Red must carry the intell from Base A to Base B, and then back again, before time runs out to win. Blu has to prevent them from doing this. If red has not capped it twice before time runs out, Blu wins the round.

2. Mix of King of the Hill/CTF/Attack Defend
CTF map. Both bases are pretty much symmetrical, though one time is attacking and the other defends. At the start of the main round, each team is given its own 20 minute timer that ticks down when they are attacking. The attackers must cap once to win a stage. Then the teams swap attack/defence roles. Neither team's timer resets to 20 mins during the round, so eventually one team will only have a very short time to cap the intell. First team to reach 0 on the timer loses.
When a team's time gets closer to 0, they could spawn quicker and closer to the intell so they dont lose hope during a 2 minute stage.
Hopefully I explained this well enough...

3. Hunted style attack/defend flagrun
Dustbowl style map. Blu must cap Red's 3 control points by getting the guy with the flag to run over them. If the flagrunner dies, the flag must be picked up by someone else within 5/10 seconds or the most recently capped CP is reverted to Red. Not too good for pubs, as you'd get griefers mindlessly running into sentries when they have the flag.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
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Number one seems interesting...but what would stop blue from just defending one of the sides and not the middle area
Will red team spawn on both sides all the time?
 

samn

L4: Comfortable Member
Mar 28, 2008
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They would spawn on both sides.
Perhaps when Red are returning the flag from B to A, some parts of the map could change to make it more difficult for them - some routes could be blocked off, for example. That would depend on the map itself though.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
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hmm...i think it would be interesting to have intel spawn at both sides of the map at once, then have the red team kind of split with each side heading in the other direction at the same time
 

samn

L4: Comfortable Member
Mar 28, 2008
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That's an interesting idea.
However, how would you distinguish between the two intells and couldn't you end up bringing one to the wrong side?
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
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ah, theres the flaw in that plan...
hmm...doesn't the intel point towards its goal while you are carrying it?
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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With a little I/O work (which I did extensively in DeathMatch), getting the 2 flags would be pretty simple. You would have to create an entity spawner at the second base, I forget the exact name offhand. Flag one gets delivered, then deleted, which spawns flag number 2, and the second capture area is unlocked. Right now the biggest constraint for these kind of mixed game modes is the hud.

I should point out that is one of the main things we requested in our letter to Valve, though such major changes to the SDK are still a ways off. But that's why we have our little community here :)
 

Boosh

L1: Registered
Jul 15, 2008
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The piggyback idea sounds pretty interesting, it reminded me of one of my favorite modes from Halo 2, single flag CTF. Just one flag in the middle of the map and each team has to try and bring it back to their own base. The only problem I see with it would be that the first flag cap would also be from a scout as the rest of your team runs to catch up.
 

samn

L4: Comfortable Member
Mar 28, 2008
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For the HUD I could have some invisible control point entities that don't affect the gameplay, but use custom icons shown on the bottom of the screen. Whenever something in the gameplay changes, the team that owns the controlpoint is changed and so it changes the icon it shows on the HUD. For example, when red has capped its first intell it could change the team owned to Blu, causing it to show '1/3' for example. When it caps again, it would change it to neutral causing it to show '2/3' and so on. Another control point could be used to show the status of the intelligence - whether it has been picked up (shown by an exclamation mark) or whether it is at the base (shown by a house).

Kind of a hacky way of doing it though.
 
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Snipergen

L13: Stunning Member
Nov 16, 2007
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I like your 3rd idea, with some tweaks, and a neat custom model (I'm thinking of a control point sapper the carrier carries on his back or something) you might have a cool thing there. If somebody can make that work you got my attention.
 

samn

L4: Comfortable Member
Mar 28, 2008
158
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Is it possible to have two team_round_timers, and have one enabled when Blu is attacking and the other timer enabled when Red is attacking?

Also, I'm having trouble with the Hunted style gamemode. I have a func_capturezone around the CP that tells the CP to be owned by Blu once a flag comes into the area. That works ok, but when anyone brings the flag into the capturezone it returns the flag to its original position instead of staying with the guy who had it. Is there any way around this?
 
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AWESOME-O

L10: Glamorous Member
Mar 20, 2008
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I think it captures the flag, don't you need a trigger_capture area for a Control Point?
 

samn

L4: Comfortable Member
Mar 28, 2008
158
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For this gamemode I only want the guy with the flag to be able to capture. I don't want the flag to revert to its starting position when it is used to capture the point.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
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than you need outputs, as soon as you capped the flag, destroy it, and recreate it on cap.