[CGI] Crazy Gamemode Initiative

Discussion in 'Tutorials & Resources' started by zahndah, Sep 22, 2015.

  1. zahndah

    aa zahndah professional letter

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    This is a thread where you can post your crazy game-mode ideas that you don't want to make or any reason, then someone else can come along and think 'hey, that's a neat idea. I am going to try make that'. They can just drop a post here saying they are going to make it, then it's theirs to use.

    I am going to start this off:

    A Halloween koth map where you are in bumper carts the whole time, and there are deathpits which are the only way to kill people (by knocking them in).
     
  2. Turnip

    aa Turnip The 80s Vegetable

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    I will continue what you started:
    A ctf style map, but REVERSED. Kind if like 2 way mvm, you deliver intel to the enemies base to score. Intel instantly resets upon death. The lore i guess would be fake intel?
     
  3. ibex

    aa ibex

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    Someone has tried this and it just wasn't that fun after 2 mins.

    This is called invade ctf, it's actually relatively common. Killohurtz made one for the summer 72hr, and there have been some popular ones of which the names escape me.
     
  4. hutty

    aa hutty

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    tcsd
    territory control mode (hydro) where each sector is an instance of a special delivery gamemode (special delivery).

    fc
    fort control ... works like standin, except the capture areas are expanded to cover an entire fort structure (complete with spawns)
     
  5. Hotel Detective

    Hotel Detective L4: Comfortable Member

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    I normally hate SD but that sounds pretty neato
     
  6. hutty

    aa hutty

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    I'm slowly working on a prefab for it, but doomsday has a hella complicated entity setup in its own right, setting up 6 of them + 12 spawns + whatever the hell I need to do to get TC working ...

    its going to take a while
     
  7. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

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    A special delivey map where you have to deliver pizzas to many different places before the other team does
     
  8. Digaag Wa Riz

    Digaag Wa Riz L3: Member

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    I'm actually working on one right now. One-sided ctf. One team defends for a time limit and the other tries to capture like normal ctf. However, if the attacking team captures they don't win, instead they become the defenders, and the attackers time limit is equal to double the time it took the now-defending team to capture. Double because if the attacking team captured in the fastest time possible (whatever that is), the other team still has a chance even if they aren't perfect.
     
  9. henke37

    aa henke37

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    I want to see what can be done using preset sequences from I/O. Like minute long sequences. Preferably programically generated. I tried this with a midi controlled piano (nice piano, worthless gameplay) and a disco floor (nice lights, no gameplay at all), but it never ended up with any gameplay benefit.
     
  10. Muddy

    aa Muddy Muddy

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    I once tried making a hybrid of Arena and Territorial Control. Then I settled for multi-stage Arena. Then I lost all my files. :(
     
  11. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Fully underwater 3D maze like map with lots of crawlspaces.
     
  12. takabuschik

    aa takabuschik

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    A Standin plr map, where both carts go round and round a figure 8, capping 3 points (one in the middle, 2 on each edge of the tracks). I actually tried working on this, but failed due to the cart logic not accepting paths without an end.
     
  13. 14bit

    aa 14bit L14: Bit Member

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    What do you mean paths without ends? Like, in the team_train_watchers? Why do you need to leave that empty? I assume you wanted to do something similar to plr_orbit, but with capture points that mattered. I solved this by having a path_track that was set as the end for both carts, but connected them to the path_track that was set as the first one. I have the logic for plr_orbit somewhere, but I haven't ported it to the new forums yet.

    Speaking of plr_orbit, it's a crazy game mode! Granted, I actually made it and it's not that crazy, but it still sort of is. If you haven't played it, both teams have a cart on the same track that you have to push around and around until one team pushes it into the back of the other's.
     
  14. tyler

    aa tyler snail prince, master of a ruined tower

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  15. Osspial

    Osspial L2: Junior Member

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    plt
    Payload theft - try to take the enemy payload from their base to a center structure.
     
  16. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    kotplr

    King of the Payload Race - A center capture point, when owned by a team, makes their cart move. First one to make their bomb go 'boom' wins.
     
  17. tyler

    aa tyler snail prince, master of a ruined tower

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    So it's KOTH?
     
    • Thanks Thanks x 1
  18. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Yes.
     
  19. Cartfridge

    Cartfridge L2: Junior Member

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    I was thinking about a koth map where you can see how close you are to winning, not only because of the hud, but also through evironmental changes.
    For examply, my idea is that while your team controls the point, a payload cart outside of the playing area gets slowly pulled up a slope via rope.
    Or while controlling the point, a huge laser slowly starts building up its energy until eventually, when a team wins, the energy is released and destroys an enemy's base in the background.
     
  20. PaperPlayerX

    PaperPlayerX L3: Member

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    I was actually thinking of making this idea myself, once I gain WAY more mapping experience:

    Basically, it's like 5CP, except when one team caps mid, mid is captured by that team permanently. From then on it basically turns into a round of attack and defense, with whatever team that didn't cap being the defense. Mid would take much longer to cap than a normal 5CP for this reason.
    When a team captures the point, the main mid area becomes the attacking team's base as well, with resupply lockers in locked rooms being unlocked and spawns being enabled.

    Also, the second-to-last points on each side wouldn't be permanently capped. What would happen is that, if the attacking team caps, they add time to the clock and unlock the defensive team's final cap, but the defensive team can try to recap the point to subtract time and lock their cap.

    Any balance suggestions?