Forward
This concept is in the *very* early stages of development, so much so that this write-up (and the image attached) is the only work I've done on it. The purpose of this thread is to open up a discussion on this concept, to get feedback on how it could be improved, and to gauge the mapping community's opinion on the gamemode as a whole.
Gamemode Concept
Keep Away (shortened to 'ka' or 'kapl') is a variant of Payload Tug-of-War, wherein a Player/Robot Destruction-style point system is used instead of the standard cap-based system.
As with a standard Tug-of-War map, both teams fight over a single, neutral payload cart in the center of the map. Unlike other Payload-based gamemodes however, they must bring it back to their own base, opposed to pushing it to the enemy team's base, in order to gain points. This mechanic gives the gamemode it's namesake.
Once the cart has left the starting area, it will begin generating points for the team pushing it at a rate of 1/s. As a reward for pushing further into their base, the team will gain "multipliers" that increase the number of points generated per second, reaching a maximum of 4/s when the cart has reached the end of the track.
The HUD
The HUD has been heavily modified to better fit the gamemode. The track's position has been raised, and the scoring zones are implemented directly into the track's progress bar. The flipped PD/RD HUD shows each team's point total, as well as their current point multiplier.
Round Length
Rounds will have a timer length of 20 minutes, although most matches should end before then. Given the logic in place, rounds have a shorter "effective timer" based on the number of points generated per second and how evenly matched the teams are. The following are round length estimates for a 500-point game, if one team remains uncontested. Expect double these times when teams are evenly matched, excluding the time it takes for the cart to move between bases.
~ If only one team gets the cart, and reaches the x3 multiplier, the round will last roughly 2:45
~ If only one team gets the cart, and reaches the x4 multiplier, the round will last roughly 2:00
This concept is in the *very* early stages of development, so much so that this write-up (and the image attached) is the only work I've done on it. The purpose of this thread is to open up a discussion on this concept, to get feedback on how it could be improved, and to gauge the mapping community's opinion on the gamemode as a whole.
Gamemode Concept
Keep Away (shortened to 'ka' or 'kapl') is a variant of Payload Tug-of-War, wherein a Player/Robot Destruction-style point system is used instead of the standard cap-based system.
As with a standard Tug-of-War map, both teams fight over a single, neutral payload cart in the center of the map. Unlike other Payload-based gamemodes however, they must bring it back to their own base, opposed to pushing it to the enemy team's base, in order to gain points. This mechanic gives the gamemode it's namesake.
Once the cart has left the starting area, it will begin generating points for the team pushing it at a rate of 1/s. As a reward for pushing further into their base, the team will gain "multipliers" that increase the number of points generated per second, reaching a maximum of 4/s when the cart has reached the end of the track.
The HUD
The HUD has been heavily modified to better fit the gamemode. The track's position has been raised, and the scoring zones are implemented directly into the track's progress bar. The flipped PD/RD HUD shows each team's point total, as well as their current point multiplier.
Round Length
Rounds will have a timer length of 20 minutes, although most matches should end before then. Given the logic in place, rounds have a shorter "effective timer" based on the number of points generated per second and how evenly matched the teams are. The following are round length estimates for a 500-point game, if one team remains uncontested. Expect double these times when teams are evenly matched, excluding the time it takes for the cart to move between bases.
~ If only one team gets the cart, and stays at the initial x1 multiplier, the round will last roughly 8:20
~ If only one team gets the cart, and reaches the x2 multiplier, the round will last roughly 4:00~ If only one team gets the cart, and reaches the x3 multiplier, the round will last roughly 2:45
~ If only one team gets the cart, and reaches the x4 multiplier, the round will last roughly 2:00