Have you played or seen balloon racing maps?

Would you join the contest for this gametype?


  • Total voters
    76
T

The Asylum

Just watching the vid reminds me of Wacky Races.

Any server playing that map does not deserve to exist.
 

Invictus

L1: Registered
Oct 15, 2008
26
1
The concept itself isn't a bad one -- it's like a two-cart payload map. It can work as long the losing team has the hope of a comeback.
 

Laz

L420: High Member
Jul 5, 2008
461
35
it really needs adjusting.

how about a blu towboat, pulling red's boat, and a red towboat pulling blu's boat.

your spawn has 2 teleports, your towboat, or your ship.
if you go to your towboat, you help pulling blu's ship towards some peril (giant waterfall anyone?) if you teleport towards your own ship, you can try and kill the ones on the towboat pulling it.

this could be intresting.

spawning and choosing teleport means choosing, defense, or attack. you can start gaining on the other's boat if you are behind. When ships are in close proximity, the game becomes even more intresting.

and by basing the entire thing in water, you could swim towards the other ship, and sneak on board. Spy gets his use.
 
Last edited:

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
it really needs adjusting.

how about a blu towboat, pulling red's boat, and a red towboat pulling blu's boat.

your spawn has 2 teleports, your towboat, or your ship.
if you go to your towboat, you help pulling blu's ship towards some peril (giant waterfall anyone?) if you teleport towards your own ship, you can try and kill the ones on the towboat pulling it.

this could be intresting.

spawning and choosing teleport means choosing, defense, or attack. you can start gaining on the other's boat if you are behind. When ships are in close proximity, the game becomes even more intresting.

and by basing the entire thing in water, you could swim towards the other ship, and sneak on board. Spy gets his use.

That might actually be fun.


The current version is way to unbalanced and for a decent new TF2 gamestyle you need to include all classes in a usefull way.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
So DRpepper, do we got a sponser or not?
Because i'd like to get a new vid card :)
 

Spartacus

L1: Registered
Dec 19, 2008
12
1
What about two zeppelins flying through a valley doing a bombing run on two cities built side by side - you can either push the balloon through the sky to the point for a insta-cap (animation of dropping a payload bomb on the point, instant surrender to zeppelin), or you could cap the point on ground conventionally. You'd have two/three levels to the map - the ground floor, the zeppelin level that you can sticky/rocket jump up to, and a level above the zeppelin for people to build/attack from. First to cap all points win.

You could implement rolling spawns, interesting map designs and what not while still having the zeppelin and a different way of coming from behind - scout rush the points allows you to cap faster, but you'd have no protection against the zeppelin.
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
There's a map called pl_snaketemple that uses this concept, and does it very well. It's in our downloads section somewhere. The map is 2 carts going in a circle, complete w/ scoreboards placed around the map for easy viewing, and multiple spawn points. I think that if the entity setup is provided, more people would be willing to try this.
 

Master of Spes

L1: Registered
Aug 17, 2008
22
0
I had that idea too (red pulling blu and blu pulling red), except i didn't think of a waterfall, its a good idea. Oh and for the teleports u would need some kind of a fog or smoke room. This is because if u made the spawn room and made it look like the balloon if you look out the door and tele you would see another player just vanish as well if u went through the left of the door you would tele in the middle which doesn't make teleing subtle. If u made a spawn room on the ground and then if u look through the door u see some vents with smoke or something comin up and when u walk through u teleto the balloon and go through another door and bingo seemless teles. It is complicated but its the only way i can think off.
 

Spartacus

L1: Registered
Dec 19, 2008
12
1
Is there a way to increase a sentry gun's range for a single map so it could reach a ship from shore, or does it seem that the engineer will be a completely discarded class?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Not bad, Zeewier, bit it sorta looks like that boat would sink straight to the bottom of the sea if a fly sat on it. In other words, you might want to heighten it a lot, the entrance could be somewhere else, or you could just make a ladder (yeah, yeah, I know, but that's not a sin when you're making a fun-map).
 

Shadow Monkey

Super Monkey
Jun 7, 2008
244
23
I hate the map...there are lots of b ugs and bad balance :(

But the gametype is cool....and a ballon race map by TF2Maps.net can be awesome!

So......I'm not sure.....
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I just played one of these yesterday, it was more fun than I thought. I think we could do this map type some good.:thumbup:
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
This would be the perfect community project.
 

JosephOhSnap

L1: Registered
Jan 6, 2009
36
2
it really needs adjusting.

how about a blu towboat, pulling red's boat, and a red towboat pulling blu's boat.

your spawn has 2 teleports, your towboat, or your ship.
if you go to your towboat, you help pulling blu's ship towards some peril (giant waterfall anyone?) if you teleport towards your own ship, you can try and kill the ones on the towboat pulling it.

this could be intresting.

spawning and choosing teleport means choosing, defense, or attack. you can start gaining on the other's boat if you are behind. When ships are in close proximity, the game becomes even more intresting.

and by basing the entire thing in water, you could swim towards the other ship, and sneak on board. Spy gets his use.

2fort separated offence and deffence. and we all know what happened to that.

i would love to see a variation on this concept though. here is an idea. (though it may not be related to this, i thought i would mention it anyways.) a payload map where both teams could push the cart. i dimly remember hearing something about this, but it might have been in a dream. (due to severe lack of imagination, i dream about video games. :blush: )

i would love to hear more ideas from the local pros though. keep em coming. i am not nearly experienced enough to contribute unfortunatly. :( ill get there eventually.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
id increase the ship size dramatically... make it more like a floating base... like the size of the 2fort building minus the basement... style it like the peter pan pirate ship (several decks) so you can have multiple spawn exits... for the spawnroom, have a hidden spawnroom with a teleporter in it, that insta teleports people aboard the ship, they will never even see the original spawn so it can be tools/black.

then get off the sea/lake idea and move more towards a river just wide enough for both ships... high cliffs on both sides river goes in a circle, allowing players to jump off the boat, climb the cliff real quick and jump on the enemy boat. Sentry spots along the sides as well...

no I won't make one, but those are my thoughts on how to balance it. the ship design should reduce the sniper ownage against targets on the middle deck, the sentry spots give engies something to do. You could even have neutral ships going around that you could ride up alongside the enemy boat and board it...
 

Mashi

A Random Guy........
Mar 8, 2009
9
3
A fun afternoon I once had on a Balloon Race map :p
 

littlewilly91

L1: Registered
Sep 2, 2008
10
0
I have big idea for the main objectives! It'd be hard for either side to actually win and when a side does eventually pull it off it'd be wicked. Basically you don’t spawn on the boats, the boats sail where enemies can board and attack them, and the boats sink if shot enough and respawn so you'd have to start over.

The map follows a wide river running down the middle of a grand forested valley to the sea. Blue spawns on one side of river, red the other, high up on one side of a really big map, in two opposing logging factories. You both have an initial control point to capture in a slightly difficult position, an exposed strip of land outside your base. This lets the boat for your team rise miraculously up from the depths, dwarfing your little conflict. Time for engineers and heavies to rush aboard, whilst the rest of the team defends their pride and glory.

The boats start drifting downstream automatically (faster with people on), and will sink back into non-existence and reset the initial control point if no one of the right team is aboard for more than thirty seconds or so. It has a dispenser on (like in the current balloon race) and a damage limit- masts and bits and bobs can be blown off it until it sinks. So it's important to stop people shooting the big fat hull of your ship. Soldiers etc can only get a clear shot at the escaping ship after it pulls away, by getting into dangerous positions, (blasted trees in the way) or hurrying after it on fast floating logs or their own ship. (Engineers can slowly repair damage however, and there would be a handy health display inside.)

If the boat survives it's wonderfully scenic and long (atleast as long as balloon race) journey down the weaving river, between steep cliffs and scaffold ideal for borders, through rapids and over a big waterfall (it's cue to start flying) whilst enemy scum attack from the sides, then it flies off into the peaceful sky and captures a control point on a hovering barge. This has a few crannies for teleporter exits and the like on). Here it is shown to be picking up bombs for it's run over the enemy base (which ends the game). This control point can be recaptured by the other team if the ship still sinks/plummets. After all, to make it's bombing run it will have to journey back, along the enemy's side of the valley. The first attempts probably won’t make it, so engineers will be able to set up key bases right along the shoreline… Without any immediate teleport access to the boat, being on it takes on a whole new meaning.

I think there should be some play testing of some take on this. Just being banned from teleporting onto boats, and keeping up with them and jumping aboard from the shore, whilst being able to sink the enemy vessel would make for a lot of fun. Maybe they would spiral up a mountain with a game winning control point on top, reversing back down when no one was on them, and carry your intel too. Chaos.

Can water exist if tilted in TF2? And any ideas for CTF?