Gamemode idea: op

Do you think this would be enjoyable

  • Yes

    Votes: 1 11.1%
  • No

    Votes: 8 88.9%

  • Total voters
    9

John_Galt_1957

L1: Registered
Oct 3, 2020
23
6
op (stands for over powered)
There are many things in tf2 that I love and hate
Mann Power is something that perfectly fits the bill in my case, I absolutely love the changes in gameplay the powerups and the kritz and uber pickups greatly change the flow of gameplay and make repetitive tasks less monotonousness and boring; however having to cap an intel 7 times on a map the size of a 5cp map is tiresome and greatly reduces the best part of the fight over the objective.
The next thing is Halloween maps, I love spells but hate ghosts, and bombs on maps that are not placed by players as it removes the skill aspects that spells can bring to a game.
The last thing is that in tf2 most trade-offs are very minor in how the change the behavior of players.

So... I devised a way to get something closer to what I desired in gameplay the op or overpower gamemode the combination of spells and mannpower causes the variety of combat and tradeoffs I desired.

The op gamemode has some requirements for a maps conversion to it
1. A desired change in Layout or battlements that enhances a feature for a class or classes that lacked or a change that the creator feels enhances flow.
2. A kill pit of some kind.
3. Mannpower powerups in easy to reach locations so those without grapling hooks can still access them
4. Spells where players spawn and accross the map
5. The addition of Mannpower and Halloween Logic
6. map types that do not work well with op are pl, atk/def, ctf, (nonsymetrical maps dont work well)

Here are some example maps that I have made to help showcase my idea:
https://steamcommunity.com/sharedfiles/filedetails/?id=2280829494
https://steamcommunity.com/sharedfiles/filedetails/?id=2263507065
https://steamcommunity.com/sharedfiles/filedetails/?id=2262833970
https://steamcommunity.com/sharedfiles/filedetails/?id=2306038144
 
Last edited:

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
The primary issue players usually have with Mannpower is usually the powerups themselves. Combined with halloween spells, a feature that most people here dislike, is going to create an incredibly chaotic environment that doesn't really have a whole lot of merit within the whole "team based" gameplay TF2 tries to go for.

...the skill aspects that spells can bring to a game.

Spells being inherently random on what you get and being completely unreadable to a player before it's launched towards them is usually what people have the most frustrations with. Easily accessed spells usually results in spamming where one player dominates the other team with magic missiles, arc traps, and minify spells without the enemy even knowing what's going to hit them. Giving everyone that ability just creates chaos, rather than level a playing field.

The Mannpower powerups are also often ill-defined to new players, being incredibly complex at points and hard to predict if you're going up against someone with them. Reflect and Supernova being two notable ones. Throwing a million of them into tightly packed maps also just produces a confusing mess of gameplay.

Applying both of these, and to maps that aren't going to be designed for such a gamemode, is going to create an extremely chaotic and unpredictable environment that most players will get frustrated with. For dumb fun it may have its own merit but I don't believe it would fit into what TF2 "is" at all.
 

John_Galt_1957

L1: Registered
Oct 3, 2020
23
6
I find the powerups bring variety to how counter opponents, due to the mannpower logic preventing spawn camping and that all players can choose between having spells or a grappling hook means that not all players can use the Supernova as you choose either or, reflect can not kill, and players who are on a rampage get marked for death; meaning it is impossible to dominate forever without a penalty
The reason as to why I choose maps not made for not made for mannpower is due to the long breaks in combat that can make it feel dull after a while, this is why I feel that smaller maps may compliment it better. (some problems can be fixed by making some thing be team specific if need be).

Although I do see the merits of your point of view and the valid arguments; I dont know of a way to control the outcomes of what spell you can get as Minimann + Haste is the only combination that friends that have tested them have stated to be unbalanced
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
I don't believe fighting someone with a powerup is interesting to counter at all, I think (and I'm sure others think) it's annoying to try and figure out "well, how do I even damage them" before I get killed by a scout running at mach-5 with a super powered scattergun. Reflect may not be able to kill, but it's annoying to fight against. Supernova also isn't the only powerup I have a problem, I find issues with the majority of them since their mechanics are obtuse and struggling to plink back at. The mark for death on a killing spree is what I would call a bad fix to a flaw in Mannpower's design. I don't know how many players you're testing this, but I can guarantee you that 24 players running around with a mix of spells, powerups, and grappling hooks on a map like Viaduct can be nothing but chaotic. I've seen maps try to edge into that chaos and make it a TDM sort of gamemode, but it's really just that, chaotic. And still mixing that with spells at all gives me the thought that one team could very easily spam a chokehold with both powerups and spells.
 

John_Galt_1957

L1: Registered
Oct 3, 2020
23
6
I was able to test op_viaduct_v1 on a server with 16-24 players for 40 minutes until the map changed, The other 2 i wasn`t able to get more than 16 players on at a time, most players stated when I asked them that they found the map to be fun, the others I think may have been free 2 play as they never said anything in chat at any point in game regardless of map (I am trying to make a fun gamemode not a gamemode with comp in mind). Over the course of the 40 minutes the map was play tested Super Nova was only used twice

I would recommend you try out the map by yourself with bots first as they do not change how they play with these elements (bots are dumb) as not all players changed how they behaved on viaduct and I feel from experience that around 1 out 10 matches wouldn't be too different from 1 match with bots (you may enjoy it like my friends did).
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Why are all the icons a manga panel of someone stabbing themselves?
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Actually, why are all your workshop map icons a manga panel of someone stabbing themselves?
 

Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
518
391
I've read that manga. It's actually quite good.
Essentially, the main character is transported to the world of an exceptionally poorly programmed and obviously never playtested RPG.
He's using a sword which inflicts Dark damage, and wearing 8 rings, each of which increases Light damage dealt by 15% and reduces Dark damage dealt by 80%. This means that the user has a 640% Dark damage penalty. Dark damage starts at an arbitrary damage value of 100%, so the Dark damage dealt by the user is -540% of what it should be. The user can then attempt to deal Dark damage to themself, which heals them for 5.4x the damage the attack should have dealt.
So, the main character can stab himself in order to heal.

Of course, if you haven't read it, it just looks like someone stabbing themself.
 

John_Galt_1957

L1: Registered
Oct 3, 2020
23
6
I choose that image since i use it as my spray and it describes the process of balancing this idea

BREAK IT TILL ITS FIXED