Old Maps, New Gamemodes!

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Mazata

L3: Member
Sep 26, 2014
110
35
Have you ever thinked about something like cp_2fort, ctf_process or something like that?

Well, I'm going to make it!

I'm going to make a pack of old maps with new gamemodes!

Tell me down below if you have an idea!

The pack will be out soon!
 
Last edited:

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Because a) a map is designed to be its gamemode, b) a map belongs to its author and needs to be asked about to edit, c) it's been done and hasn't proven to be any good idea
 

Mazata

L3: Member
Sep 26, 2014
110
35
Because a) a map is designed to be its gamemode, b) a map belongs to its author and needs to be asked about to edit, c) it's been done and hasn't proven to be any good idea
Ok,a) the maps are going to be very serious, b) im going to give vredit to the original creators, c) i can at least try
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
TF2Maps promotes creativity and originality, and people aren't too positive about old maps being modifyed into new variations or different game modes (unless it's for the April Fools events), but rather see new content and fresh maps either from original ideas or inspired by those old maps.

I mean, you're happy to do it, but just be wary that a lot of people here won't be encouraging it much (especially since most of them have been done over 9000 times on FPSB already ie. koth_2fort)
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
it's been done and hasn't proven to be any good idea
I disagree, there are a few Valve maps with multiple gamemodes that work perfectly well. koth_sawmill, koth/arena_badlands and ctf_well for instance (imo)

You do have to think carefully about your choices though, and what makes a map work with its specific gamemode. For example, where would the control points go in cp_2fort?

(Also: Process isn't a Valve map.)
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
most multi-gamemode maps still have some large-ish modifications made to make them appropriate and were made just to test things out without making a larger map
(ie the koth/arena edits were made to pad out the koth/arena pool, sawmill seems to have been made to test a smaller scale of ctf)

(also i think the numerous cp_2forts seem in agreement of where the points are - bridge, courtyard, intel)
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
I disagree, there are a few Valve maps with multiple gamemodes that work perfectly well. koth_sawmill, koth/arena_badlands and ctf_well for instance (imo)

You do have to think carefully about your choices though, and what makes a map work with its specific gamemode. For example, where would the control points go in cp_2fort?

(Also: Process isn't a Valve map.)
Yes, but ctf_well has changed a lot for it, as well as badlands. And, these were Valve editing their own maps.
 

Billo

aa
Feb 8, 2016
920
397
to be honest i would love to see that new type of gamemode on a normal tf2 map.
lets say the 2fort would be much more different.
dont throw your idea use it in one point like the april fools maps.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
I would rather see you put your time and effort towards original maps than Valve map edits simply because you'll learn more as a mapper that way. You can only go so far by working backwards from finished products.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The fact that you didn't know people had already done your idea should give you a good idea of how hard it failed.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
For the record, I have nothing against experimenting with converting official maps to other gamemodes - there are a few I'd like to try - but I'd recommend against doing so until you have a firm understanding of game theory and, more specifically, what makes a map serve its gamemode well.