7cp game mode idea.

Discussion in 'Mapping Questions & Discussion' started by ComradeDispense, Jul 1, 2012.

  1. ComradeDispense

    ComradeDispense L1: Registered

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    I was thinking about this for a while, now what if there was a game mode featuring 7 control points?

    It would work kind of like there's a central point like the central point in 5cp, initialy unowned, then 3 points on each side locked and belonging to the repsective teams.

    After the mid point, each team has their own "mini-gravelpit" of sorts, consisting of 2 points that can be capped at the same time and a third final point that is locked until the two preceding points are held, basicaly gravel pit on a smaller scale, only the team can still fight back and recap their lost points in a 5cp fashion as opposed to Attack/Defend style.

    This is just an idea at the moment, I would like some feedback before actualy trying to make this a reality.
     
  2. LMFAO

    LMFAO Banned

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    Looks very complicated. You should write a guide how to play this using custom... stuff on the second HUD before selecting screen, or map information.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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    I can tell you right now that players will find it too complicated or hard to understand, and even if they don't, balancing it and making it fun will be very difficult. Try making a 5cp map that is balanced for all classes and actually fun before you do this. Then decide if you still want to do it.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The scale of the map would be pretty cumbersome. Hydro already exceeds the reduced engine limitations as a TF2 map and would be difficult to recreate. Certain aspects of the engine limits for maps were reduced making large maps difficult to make with decent/respectable levels of detail. Hell, even before the limits introduced a lot of hydro was bare.

    What i will say for gameplay though is this is combining too many nice ideas into a single execution. Thinking of "KISS" (Keep It Simple Stupid) is the best way to approach a TF2 map. 5cp-7cp-gpit... there's nothing stopping you from doing it but along with the capacity to re-take the map it could stalemate and certainly could last way longer than the default 30 minute map timer limit server operators tend to implement (you might need map dedicated servers like "2fort 24/7", but for your map). Frankly the response from players would be "why not just play 5cp or gpit" which is easier to conclude rounds for.

    Stick with something more consolidated.
     
  5. Pocket

    aa Pocket func_croc

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    I don't think it can be done on the HUD. People have tried making maps where there were two control point icons on top of each other in an otherwise horizontal progression and it didn't work.
     
  6. Headhunter09

    Headhunter09 L1: Registered

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    This could be split into 3 rounds, where the "middle" round is a KOTH and each "side" round is like gpit. It would be a TC-A/D mashup.
     
  7. ComradeDispense

    ComradeDispense L1: Registered

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    Is it possible to make the rounds in a TC map diferent game modes?
     
  8. tyler

    aa tyler snail prince, master of a ruined tower

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  9. Idolon

    aa Idolon the worst admin

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    Actually, Fubar did tug-of-war tc for the 72h contest.

    EDIT: Disregard this post, misread stuff.
     
  10. ComradeDispense

    ComradeDispense L1: Registered

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    I supose a well designed map for this wouldnt be confusing to play at all, gravel pit is easy to grasp 5cp is easy to grasp, how just combining the two posibly be hard to understand?
     
  11. theharribokid

    aa theharribokid

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    I would say it would stalemate a lot too being that 5cp can already have this problem, adding another control point to capture in order to win is only going to make it worse
     
  12. tyler

    aa tyler snail prince, master of a ruined tower

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  13. Headhunter09

    Headhunter09 L1: Registered

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    The enemy team couldn't possibly defend both second points AND attack the mid, so all you would have to do is push heavily on one point after capping the mid.
     
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  14. The_Virgo

    The_Virgo L1: Registered

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    So, to put it in basic, visual terms:

    __________| 7 |
    Red 1, 2, | 3, 6 |, 5, 4 Blu

    Eh, it could work, but the main problem that could arise is not being able to understand it, but it being simply too long and stalemate prone. It seems, in my mind, that this could easily lead to long, drawn-out tug-of-wars with both sides pushing back and forth on the three mid points. Also, considering the probable size of this, travel times could be unbearable, especially if you don't have a good engie on your team ... and let's face it, on a standard, public TF2 server, how many good, reliable engies are there? I rest my case. As it is, running to the frontlines on Granary is a pain, so imagine Granary with Gravel Pit in the middle? Again, I rest my case.

    Now, this may easily work as an "Attack/Defend mixed with basic TC" gamemode. Whoever wins the mid round (3, 6, and 7) attacks the other team's two control points. If the defenders hold out for the allotted time, it goes to the mid round again. There would still be the danger of stalemates and mindless back-and-forth rounds, but there would less travel times and at least the shift between CP and "Gravel-Pit-style CP" could keep things interesting.

    Just my two cents.