I have a good map idea, but no brains to do so.

HQDefault

...what
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Aug 6, 2014
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Gentlemen: I present to you the idea of: Ex_Nightvision... Ex meaning explosions.
Think MvM combined with attack defend. Not Manhattan, that's different. Basically, Blu has to carry their bomb to drop zone a, b, etc. Red, assentially does what they do with every attack/defend map. Defend.

Why I can't do this:

This plan would require custom map mechanics, and a brand-new design theory.

It would also require the coding to allow regular classes to pick up a bomb, and drop it into a zone. I could use the CTF system, but I would have to figure out how to make a b and c zones for the intel, a custom HUD, and figure out how red would just be defending, and not trying to get it to be a stalemate.

And finally, I would need to find a person with a good administrator impersonation to say the custom voice lines. For example, on defense she would say: "The enemy has picked up the bomb" "The enemy has deployed the first bomb!" "The bomb has returned to the enemy's base" On offense she would say: "We have retreived the bomb!" "We have deployed the first bomb!" "The bomb has been reset to our base"

WHAT I ASK:
This is an idea that I spent a long time coming up with (and by that, I mean I came up with it in the shower) and I would highly appreciate it if someone who knew what they were doing, and were capable of doing any of these things, to at least TRY an make my idea come to life. I think it would work well in TF2, and I'd love to see it happen. If no one steps up, I understand.
 

ibex

aa
Sep 1, 2013
308
528
I think this is something similar in the koth_defusal setup by Rolfman
http://forums.tf2maps.net/showthread.php?t=23079
So you can try and work with the entities that roflman created to get your idea going. He has apparently even included mvm voicelines, which will probably work better with an a/d set up instead of the sd ones I was thinking of.
And you can do what I've been doing and kind of half-ass the voicelines---there is a voiceline for sd that says something similar to "they have the device" instead of the australium, in the sd voicelines
 
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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
If your happy to give a free gamemode idea here, then that's fine. It would be pretty easy to make, say, mvm_gorge that had robots take a bomb and blow up A, then take a bomb and blow up B on the map Gorge. Just change the logic, add the important mvm stuff, make an accompanying mission and you're done. The rest of what you suggested is unnecessary fluff. HUD's are pretty easy to mess with, and most announcer lines are vague enough that no new ones would be needed (e.g. "The bomb is approaching the bombsite!" is good for any point).

The problem is why. See, Mannhatten works by splitting the attention of the defenders between the point and the objective. Here, you've just lumped those things together - so why not forget about all the points before the last completely? It makes little more than an aesthetic difference.

In traditional A/D, the point is there to highlight where the players should be fighting, and to stop "back-capping" players sneaking to the final objective where no defenders are present and abruptly bringing the round to a close. But in MvM, the player knows where the bomb is at all times, and the fight is supposed to be centered around the bomb.

Put it another way. Consider a ctf map with a similar mechanic, where you had to take the flag to a succession of places in your own base. Such a feature would be pointless semantics - either the defenders are near the flag and can stop it, or they aren't and the flag carrier has to work out where he's supposed to go to win.

What could work is a feature that A/D maps rarely address - defending 2 points simultaneously. That would at least split the defenders to some extent, as they don't know where the bomb(s) are going to. Gravelpit is always a fun map, after all. But alas, a similar concept has already been picked up by Alias with mvm_intercept.

Also, obligatory comment saying that it's never too late to start making your dreams a reality. :p Oh, and I'm thinking an admin should move this to the requests section, since that's basically what this is?
 
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HQDefault

...what
aa
Aug 6, 2014
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535
If your happy to give a free gamemode idea here, then that's fine. It would be pretty easy to make, say, mvm_gorge that had robots take a bomb and blow up A, then take a bomb and blow up B on the map Gorge. Just change the logic, add the important mvm stuff, make an accompanying mission and you're done. The rest of what you suggested is unnecessary fluff. HUD's are pretty easy to mess with, and most announcer lines are vague enough that no new ones would be needed (e.g. "The bomb is approaching the bombsite!" is good for any point).

The problem is why. See, Mannhatten works by splitting the attention of the defenders between the point and the objective. Here, you've just lumped those things together - so why not forget about all the points before the last completely? It makes little more than an aesthetic difference.

In traditional A/D, the point is there to highlight where the players should be fighting, and to stop "back-capping" players sneaking to the final objective where no defenders are present and abruptly bringing the round to a close. But in MvM, the player knows where the bomb is at all times, and the fight is supposed to be centered around the bomb.

Put it another way. Consider a ctf map with a similar mechanic, where you had to take the flag to a succession of places in your own base. Such a feature would be pointless semantics - either the defenders are near the flag and can stop it, or they aren't and the flag carrier has to work out where he's supposed to go to win.

What could work is a feature that A/D maps rarely address - defending 2 points simultaneously. That would at least split the defenders to some extent, as they don't know where the bomb(s) are going to. Gravelpit is always a fun map, after all. But alas, a similar concept has already been picked up by Alias with mvm_intercept.

Also, obligatory comment saying that it's never too late to start making your dreams a reality. :p Oh, and I'm thinking an admin should move this to the requests section, since that's basically what this is?

OK, you've got the idea that I want to make a straight up MVM map. Also, I did have the idea that the points shouldn't be locked, heck, I had the idea that you had to bring A to A and B to B, but I thought that one ruined the flow. I just wanted to stick with the A/D map basic formula, because I knew it worked. But when you put it this way, splitting up the points sounds good.

Also, I was thinking the design theory would make this different from MVM, because in mvm, there are so many robots, you don't have to think of their needs as much as you think of the defenders. When you think of them both as equal teams, it should change the design.
 

HQDefault

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Aug 6, 2014
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OKAY! After some tinkering around, I realized something. This concept is actually incredibly easy to do :) Just make a CTF map with 1 intel, and make the timer so that instead of a stalemate at the end, RED wins :D Making the models and HUD is probably gonna be the hardest part, and the only part I'm gonna need help with. But I should be able to do everything else myself :3 One problem though: I am going to have to figure out how to make 2 separate capture zones that BOTH need to be capped. But that shouldn't be too hard, and if worst comes to worst, I'll ask for help.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Good for you for actually trying it out! It appears I was confused, because I thought you were suggesting an MvM mission with robots. If simply you're looking for "BLU takes intel to defending Red team" then all you've done is reinvented the excellent 3-stage ctf_haarp.

I'm afraid new gamemodes are few and far between these days. :D
 

HQDefault

...what
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Aug 6, 2014
1,056
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Good for you for actually trying it out! It appears I was confused, because I thought you were suggesting an MvM mission with robots. If simply you're looking for "BLU takes intel to defending Red team" then all you've done is reinvented the excellent 3-stage ctf_haarp.

I'm afraid new gamemodes are few and far between these days. :D

:O ... *dies*

I was over half way done with a1 already :(
 

wareya

L420: High Member
Jun 17, 2012
493
191
haarp doesn't play well enough anyway, maybe you'll make something better?
 

HQDefault

...what
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Aug 6, 2014
1,056
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haarp doesn't play well enough anyway, maybe you'll make something better?

What part of: "I don't have the brains to do so" are you not getting here? I can make the gamemode, but design is another thing.

Besides, I have a better plan :/
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Because everyone has the brains for mapping. We all started at nothing. The only difference is we didn't give up immediately, and learned to do it. And here we are. It might be more difficult to think in 3d space for some people, but it's far from impossible.