Most complicated gamemode

henke37

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Sep 23, 2011
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We were playing an odd map the other day and the discussion eventually lead to us discussing convoluted game modes.

What is the most complex one you have tought of?
 
Jan 20, 2010
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TC followed by Steel-type CP followed by PL, I'd say.

I do have a gametype I "invented" over a year ago that is intensely complicated. Called it Tug of War. I still plan on making a map for it, but that's a bit down the road I think. It's kind of a mixture between TC and multi-stage CP. Sorta.
 
Mar 23, 2010
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i think he meant like custom gamemodes. csf can be confusing cause of the numerous intel locations. if you want to add complexity to any of your modes, intels are the way to go.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
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If you view this from the layout perspective, I wouldn't say that PL is hard.
You can have some design flaws and it still can be a good map.
While in game modes like CP5 one design flaw can make the whole map bad.
Also CP Attack/Defend is hard to balance, but it's easier as CP5.
 
Jan 20, 2010
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902
If you view this from the layout perspective, I wouldn't say that PL is hard.
You can have some design flaws and it still can be a good map.
While in game modes like CP5 one design flaw can make the whole map bad.
Also CP Attack/Defend is hard to balance, but it's easier as CP5.

Eh, I disagree with that. A flawed PL map is still a flawed map.
 

YM

LVL100 YM
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Dec 5, 2007
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I want to see someone do a TC where the rounds are all on the inside (or outside) of a cube and the WHOLE MAP rotates between rounds.
 

deadsource

L3: Member
Jul 11, 2011
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Eh, I disagree with that. A flawed PL map is still a flawed map.

Well I think it's just me, but Payload is the easiest game mode to balance. And soon I shall know whether this is true IF I'll finish my map...
 
Mar 20, 2012
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I want to see someone do a TC where the rounds are all on the inside (or outside) of a cube and the WHOLE MAP rotates between rounds.

And the win condition is you have to solve the map, which is coincidentally shaped like a rubix cube.
Well I think it's just me, but Payload is the easiest game mode to balance. And soon I shall know whether this is true IF I'll finish my map...

Personally, I don't agree with this assessment. I believe it's much harder to balance an asymmetrical map than it is a symmetrical (CP/Koth/CTF) one. You'd have to strike gold for competitive players to even look at an asymmetrical map.
 
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zpqrei

Theme Changer Extraordinaire
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Oct 19, 2008
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If you view this from the layout perspective, I wouldn't say that PL is hard.
You can have some design flaws and it still can be a good map.

While in game modes like CP5 one design flaw can make the whole map bad.
Also CP Attack/Defend is hard to balance, but it's easier as CP5.

Hoodoo.
 
Jan 20, 2010
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Well I think it's just me, but Payload is the easiest game mode to balance. And soon I shall know whether this is true IF I'll finish my map...

Coming from someone who's been working on a payload map for over a year:

No. No it is not.
 

phi

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Nov 6, 2011
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And the win condition is you have to solve the map, which is coincidentally shaped like a rubix cube.
92_P_1338593361478.jpg


Aanyways.
For balance it would certainly be something such as a TC map or an assymetrical A/D map. Those buggars are the worst to make just right.
Construction wise, a 5cp map might be easy to balance but can become somewhat "cliché" since a lot of great construction methods are already used. AKA, making something unique in a 5cp map tends to be more difficult than doing so in a PL map etc.
 
Jan 20, 2010
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So I mentioned that tug-of-war gamemode sort of thing earier. Here's a diagram I made AGES ago describing it. Makes little sense.

cpidea.png


And here's the text describing the mode:

Capture Point Layout:

|A-|B-C|-D|

Case1:
Start on |B-C|
If red wins go to |A-B| with A owned by blu and red owned by B.

Case1a:
Continued from Case 1: If blu wins B back, it goes back to B-C.

Case2:
Start on |B-C|
If blu wins go to |C-D| with C owned by blu and D owned by red.

Case2a:
Continued from Case 2: If red wins C back, it goes back to B-C


CaseA:
Continued on Case 1a: If red wins again it goes to |A-B| with red having an advantage on
A.

CaseB:
Continued on Case 2a: If blu wins again it goes to |C-D| with blu having an advantage on
D.


Case3:
Continues from Case A: If blu wins it goes back to |B-C| no advantage.
-->Continue to Case A or B

Case4:
Continues from Case B: If red wins it goes back to |B-C| no advantage.
-->Continue to Case A or B

Case C:
Continued from Case 1 or Case A: if blu wins A, they win the round.

Case D :
Continued from Case 2 or Case B: if red wins D, they win the round.

Footer: All advantages stack up to 4 advantages on either A (for red) or D (for blu)

Example:

Case 1 -> Case 1a -> Case A (1 advantage for red on A) -> Case 3 -> Case B (1 advantage
for blu on D) -> Case 4 -> Case B (2 advantage for blu on D) -> Case C (blu wins)

I actually have a premade setup for it for future use. I THINK it might make more sense in an actual map. But yeah. Dis shit is complicated.

Edit: Son of a bitch, that logic text is annoying to edit. :|
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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King of the hill.

How hard is it to make an original koth map, that doesnt get pegged as a lviaduct or lakeside clone? And then, compete in popularity over the long run? Look at the most popular koth maps, all you see is lakeside and viaduct, yet there are thousands of koth maps floating around.

Build me a better viaduct or lakeside, that is unique and can maintain popularity at the levels of viaduct or lakeside for a year, and you have my respect.