[CGI] Crazy Gamemode Initiative

zahndah

professional letter
aa
Jul 4, 2015
721
642
This is a thread where you can post your crazy game-mode ideas that you don't want to make or any reason, then someone else can come along and think 'hey, that's a neat idea. I am going to try make that'. They can just drop a post here saying they are going to make it, then it's theirs to use.

I am going to start this off:

A Halloween koth map where you are in bumper carts the whole time, and there are deathpits which are the only way to kill people (by knocking them in).
 

ibex

aa
Sep 1, 2013
308
528
A Halloween koth map where you are in bumper carts the whole time, and there are deathpits which are the only way to kill people (by knocking them in).

Someone has tried this and it just wasn't that fun after 2 mins.

A ctf style map, but REVERSED. Kind if like 2 way mvm, you deliver intel to the enemies base to score. Intel instantly resets upon death. The lore i guess would be fake intel?

This is called invade ctf, it's actually relatively common. Killohurtz made one for the summer 72hr, and there have been some popular ones of which the names escape me.
 

hutty

aa
Mar 30, 2014
538
444
tcsd
territory control mode (hydro) where each sector is an instance of a special delivery gamemode (special delivery).

fc
fort control ... works like standin, except the capture areas are expanded to cover an entire fort structure (complete with spawns)
 

hutty

aa
Mar 30, 2014
538
444
I'm slowly working on a prefab for it, but doomsday has a hella complicated entity setup in its own right, setting up 6 of them + 12 spawns + whatever the hell I need to do to get TC working ...

its going to take a while
 
D

Digaag Wa Riz

I'm actually working on one right now. One-sided ctf. One team defends for a time limit and the other tries to capture like normal ctf. However, if the attacking team captures they don't win, instead they become the defenders, and the attackers time limit is equal to double the time it took the now-defending team to capture. Double because if the attacking team captured in the fastest time possible (whatever that is), the other team still has a chance even if they aren't perfect.
 

henke37

aa
Sep 23, 2011
2,075
515
I want to see what can be done using preset sequences from I/O. Like minute long sequences. Preferably programically generated. I tried this with a midi controlled piano (nice piano, worthless gameplay) and a disco floor (nice lights, no gameplay at all), but it never ended up with any gameplay benefit.
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,064
I actually tried working on this, but failed due to the cart logic not accepting paths without an end.
What do you mean paths without ends? Like, in the team_train_watchers? Why do you need to leave that empty? I assume you wanted to do something similar to plr_orbit, but with capture points that mattered. I solved this by having a path_track that was set as the end for both carts, but connected them to the path_track that was set as the first one. I have the logic for plr_orbit somewhere, but I haven't ported it to the new forums yet.

Speaking of plr_orbit, it's a crazy game mode! Granted, I actually made it and it's not that crazy, but it still sort of is. If you haven't played it, both teams have a cart on the same track that you have to push around and around until one team pushes it into the back of the other's.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Ardy (who never comes around anymore) made a map like that too. plr_orobouros maybe?
 

Osspial

L2: Junior Member
Jul 21, 2015
66
75
plt
Payload theft - try to take the enemy payload from their base to a center structure.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
kotplr

King of the Payload Race - A center capture point, when owned by a team, makes their cart move. First one to make their bomb go 'boom' wins.
 

Cartfridge

L2: Junior Member
Jul 29, 2015
74
141
I was thinking about a koth map where you can see how close you are to winning, not only because of the hud, but also through evironmental changes.
For examply, my idea is that while your team controls the point, a payload cart outside of the playing area gets slowly pulled up a slope via rope.
Or while controlling the point, a huge laser slowly starts building up its energy until eventually, when a team wins, the energy is released and destroys an enemy's base in the background.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
I was actually thinking of making this idea myself, once I gain WAY more mapping experience:

Basically, it's like 5CP, except when one team caps mid, mid is captured by that team permanently. From then on it basically turns into a round of attack and defense, with whatever team that didn't cap being the defense. Mid would take much longer to cap than a normal 5CP for this reason.
When a team captures the point, the main mid area becomes the attacking team's base as well, with resupply lockers in locked rooms being unlocked and spawns being enabled.

Also, the second-to-last points on each side wouldn't be permanently capped. What would happen is that, if the attacking team caps, they add time to the clock and unlock the defensive team's final cap, but the defensive team can try to recap the point to subtract time and lock their cap.

Any balance suggestions?