- Jul 23, 2008
- 391
- 104
When seeing THIS the other day, I got an idea for a new gamemode! Or not so new really, mainly it's a variation on the good ol' CP gamemode. What it tries to do is add some flexibility to the A/D gamemode without removing its focus on certain important control points.
The idea is basically like this. There are two control points held by RED with a capture time somewhere between gravelpit a/b and gravelpit c. In addition to these there is also a number of small capture points with zero capture time (the switches), held by red. BLU can capture these, but RED can also cap them back by touching them.
To win, BLU must either capture the both main control points or capture all the small ones at the same time!
Image to clarify. Paint ftw ^_^
When thinking about this and planning, I've realied there are quite some good things about the gamemode, but also a lot of problems.
Pros:
-Everybody will like the map. There is a job for everyone. Scouts and spies will need to sneak in and capture small points while the heavy classes focus on breaking through on the main points.
-It will offer a much more flexible gameplay than for example dustbowl, which focuses on chokepoints and often reaches a point of stalemate where RED turtles behind sentries and BLU runs into an almost impenetrable defense.
-Offers multiple options of tactics for the attackers. Will they make an assault for the main points or focus on capping the small ones? Teamplay will be required for RED to be able to defend.
-Short, fast-paced rounds.
Cons:
-The map will need to be pretty complex. Steel is not so popular on servers due to being so hard to learn (eh not, but some people are dumb).
-Scouts will be overpowered. As there are many capture points with many reroutes scouts will always have an advantage.
-Hard-balanced. How can you make the small points as attractive as the main ones.
-How will the HUD work?
-Custom gamemodes tend to be frowned at by most players.
-RED will be confused with too many points to defend.
This is what I've thought of this far. Any thoughts on the gamemode? Will it work? Has it even been done before with what result?
The idea is basically like this. There are two control points held by RED with a capture time somewhere between gravelpit a/b and gravelpit c. In addition to these there is also a number of small capture points with zero capture time (the switches), held by red. BLU can capture these, but RED can also cap them back by touching them.
To win, BLU must either capture the both main control points or capture all the small ones at the same time!
Image to clarify. Paint ftw ^_^
When thinking about this and planning, I've realied there are quite some good things about the gamemode, but also a lot of problems.
Pros:
-Everybody will like the map. There is a job for everyone. Scouts and spies will need to sneak in and capture small points while the heavy classes focus on breaking through on the main points.
-It will offer a much more flexible gameplay than for example dustbowl, which focuses on chokepoints and often reaches a point of stalemate where RED turtles behind sentries and BLU runs into an almost impenetrable defense.
-Offers multiple options of tactics for the attackers. Will they make an assault for the main points or focus on capping the small ones? Teamplay will be required for RED to be able to defend.
-Short, fast-paced rounds.
Cons:
-The map will need to be pretty complex. Steel is not so popular on servers due to being so hard to learn (eh not, but some people are dumb).
-Scouts will be overpowered. As there are many capture points with many reroutes scouts will always have an advantage.
-Hard-balanced. How can you make the small points as attractive as the main ones.
-How will the HUD work?
-Custom gamemodes tend to be frowned at by most players.
-RED will be confused with too many points to defend.
This is what I've thought of this far. Any thoughts on the gamemode? Will it work? Has it even been done before with what result?
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