PLR / KotH Mix?

Kube

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Aug 31, 2014
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*Sigh*... I wanted to keep this a secret until I created a map with it, but now it's bigger than me.

So, I've been looking into creating a custom-gamemode map. Even if I didn't follow through with it to a full release or the sort, I wanted to take a shot at doing something a bit unique, fun, and ultimately crazy. That's how I ended up with the idea for King of the Carts (KotCs, or kcs, or plr, whatever!).

Concept:

The round starts with one cart per team (similar to normal PLR), but with the carts locked for pushing, and an unclaimed point for capping (similar to normal KotH). I'm pretty much insane. Whatever team successfully captures the point has their cart unlocked for pushing. If the other team captures the point, their cart is unlocked, and the first team's cart is locked. I was hoping this might alleviate some of the ignorance the teams have for the opposing teams' objective (the other cart), if that makes sense.

Here's where the problem(s) come in. As I have discovered by a recent question on the forum, TF2 is quite limited on what the HUD can display, and the PLR and Capture Point elements are unfortunately incompatible. Is there any way I can relay the messages of both objectives to players, whether that may be by a change in the PLR HUD based on capturing the point, or an in-map visual signal, or whatever. Also, if I have any problems with the logic, I might bump this post up and ask about a further problem.

Update: Right now, I'm looking for someone to make a prototype of this gamemode for me (or point me in the right direction towards making one myself), since I'm lazy and need to tell someone else to do it.

To delve even further into this heaping mess, I'm asking for some opinions on the gamemode in general (what it means for gameplay; recommendations for layout; and mostly, why I should just ditch this concept altogether), and that is a big reason why I didn't post this in the Requests section (pls no ban!). However, if anyone with that power feels that this would not be the most appropriate area for this discussion to take place, feel free to move the thread to where you see fit.

Thanks a bunch, I know I'm a complete lunatic for bringing this up as even a possibility, but it's either this or 4CP Australium Push!

-KubeKing4556
 
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Toomai

L3: Member
Apr 14, 2011
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In a typical PLR map, you have a single objective that's constantly moving farther into enemy territory.

In your idea, you have to split your team in two (push cart, depend point) and can only push half the time.

So, rounds in this game mode of yours would take about twice the time to complete. (roughly)

So I guess the first question is: Are your players okay with that?
 

Kube

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In a typical PLR map, you have a single objective that's constantly moving farther into enemy territory.

In your idea, you have to split your team in two (push cart, depend point) and can only push half the time.

So, rounds in this game mode of yours would take about twice the time to complete. (roughly)

So I guess the first question is: Are your players okay with that?

First of all, thanks for the feedback, I really appreciate it.

I guess what I'm trying to accomplish is a subtle reimagining of PLR as a gamemode. Based on your input, I've got a better idea of what a theoretical map might look like:

The layout is similar to many normal KotH maps, with a central point and all. The carts are positioned between the respective teams and the point. Instead of leading into the other team's base and territory, the tracks stay relatively to the side and middle, eventually culminating at the capture point. Add in a quick capture timer, and the central objective become the point, with the carts being relatively easy to push and defend. Flanks would go around the center and focus on stopping the opposing cart, instead of capping.

I hope this idea helps to alleviate some of the problems you mentioned above. Thanks again!
 

Zed

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Aug 7, 2014
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So effectively, a team has to cap the point to be able to push their cart, which they're trying to get to the point. Seems like, while it might fix a few problems with both gamemodes, it might end up leading to a few problems of its own.
 

Kube

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So effectively, a team has to cap the point to be able to push their cart, which they're trying to get to the point. Seems like, while it might fix a few problems with both gamemodes, it might end up leading to a few problems of its own.

Thanks, ZeNewDragon, for utterly simplifying my hot mess of a paragraph!

And yeah, with any new experiment comes barriers in the road, so with some support from the community, I'm hoping to make this crazy dream a digital reality. :thumbup1:

And just a general message, if anyone would be able to make a working version of the gamemode for me, or point me in the right direction towards doing so myself, that would be very, very appreciated.
 
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Kube

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BUMP, bump, bump it up!

No seriously, I'm looking for someone to make a prototype of this gamemode, if possible. Pls help gaben!
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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I just accidentally found your message on my profile when changing my signature... a PM is better because it gives me a popup :p

The HUD may or may not be combinable. I recently discovered RD and CP/KOTH can be combined because of the ways the HUDs are enabled and having the option to move the location of the CP icon.

I'll just echo what the others said about game modes that require the team to split their forces are generally less well met. Though I'd love to see some that do well.
The idea of having the carts move toward the CP is probably a good one. It would mean an increasing pace throughout the match, culminating with both carts and the CP being in a single combat zone. Plus the force-split becomes less of an issue as it progresses.
 

Kube

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I just accidentally found your message on my profile when changing my signature... a PM is better because it gives me a popup :p

Oops, sorry about that. At the time, I was confused about sending out and keeping PMs!

I'll just echo what the others said about game modes that require the team to split their forces are generally less well met. Though I'd love to see some that do well.
The idea of having the carts move toward the CP is probably a good one. It would mean an increasing pace throughout the match, culminating with both carts and the CP being in a single combat zone. Plus the force-split becomes less of an issue as it progresses.

Thanks-a-bunch for the feedback. I think I might start with a project of this gamemode (if I can figure out some weird way to implement it) after I finish up with cp_talon, which could be a while away from happening.