I've been carrying around this idea for a while, but I am not a big TF2 mapper. I decided to register to read some of the content on this forum, and figured I would throw my idea up to see what you guys think.
The game mode is called flow. I originally conceived it as an offshoot of CP, and believe it could be completed with a little bit of entity work on top of the existing CP system.
Each stage is meant to have a number of "objects", this could be anything from carts filled with gold to pipes containing some kind of fluid to radioactive barrels. When game play begins, both Red and Blue have the same number of objects, and are fighting to get all the objects to their side.
However, instead of picking up the objects, the teams must control capture zones on the map to force a mechanical system to work and move the objects from one end to the other. In order to operate this system, there are a number of capture zones in the center of the map that function like normal CP areas, and flip switches.
Each team also has a special capture point at their base. Once a team controls all the switches, they must stand on the other team's special capture point for a determined period of time. If they can do this, one object will flow to their side of the map. When one team manages to get all the objects to flow to their side of the map, they win.
Special variations could include multiple stages; once a team makes every object flow to their side, they must move other objects to complete an assembly line (for instance, bomb carts and the bombs themselves). They could also include a varied switch layout, like a gravelpit style with two switches that can both be captures simultaneously. Or, one-way flow, like dustbowl.
I originally conceived this while playing gold rush, and thinking of mine-themed roller coasters, and how neat it would be to have players controls chain lifts and let the carts just move on a track instead of having to be "pushed".
The game mode is called flow. I originally conceived it as an offshoot of CP, and believe it could be completed with a little bit of entity work on top of the existing CP system.
Each stage is meant to have a number of "objects", this could be anything from carts filled with gold to pipes containing some kind of fluid to radioactive barrels. When game play begins, both Red and Blue have the same number of objects, and are fighting to get all the objects to their side.
However, instead of picking up the objects, the teams must control capture zones on the map to force a mechanical system to work and move the objects from one end to the other. In order to operate this system, there are a number of capture zones in the center of the map that function like normal CP areas, and flip switches.
Each team also has a special capture point at their base. Once a team controls all the switches, they must stand on the other team's special capture point for a determined period of time. If they can do this, one object will flow to their side of the map. When one team manages to get all the objects to flow to their side of the map, they win.
Special variations could include multiple stages; once a team makes every object flow to their side, they must move other objects to complete an assembly line (for instance, bomb carts and the bombs themselves). They could also include a varied switch layout, like a gravelpit style with two switches that can both be captures simultaneously. Or, one-way flow, like dustbowl.
I originally conceived this while playing gold rush, and thinking of mine-themed roller coasters, and how neat it would be to have players controls chain lifts and let the carts just move on a track instead of having to be "pushed".