- Nov 2, 2007
- 409
- 117
My first online FPS game that I really enjoyed playing was Return to Castle Wolfenstein.
In it, my favorite map was mp_beach, and I think an adaptation (not a port, but adaptation) of this could fit into the TF2 play style very easily.
The basic idea is this:
There are two teams (obviously) one is always on the offensive, one is always on the defensive. There is one intel that the defending team is obviously defending. In mp_beach the attacking team needed to breach the defense, reach the intelligence, then take it to a radio to win the game. This could be replaced by the standard TF2 take it back to your spawn.
The other part that was cool about the mp_beach was how it was layed out.
The attackers start off outside a fortress (on a beach), first however they need to breach the fortress, this could be done two ways. Blow out a bunker door, or destroy a section of the wall. This made it kind of like a CP / CTF map, the attackers needed to secure an entrance into the base.
An idea I had two different ideas on how this might be done.
Detailed play guide for MP_Beach: http://everything2.com/index.pl?node_id=1265563
Someone made a port to Counter Strike (just to give you an idea what it looked like, not what I think it should look like in TF2):
http://www.dimensionstudios.org/view_map.php?id=18
In it, my favorite map was mp_beach, and I think an adaptation (not a port, but adaptation) of this could fit into the TF2 play style very easily.
The basic idea is this:
There are two teams (obviously) one is always on the offensive, one is always on the defensive. There is one intel that the defending team is obviously defending. In mp_beach the attacking team needed to breach the defense, reach the intelligence, then take it to a radio to win the game. This could be replaced by the standard TF2 take it back to your spawn.
The other part that was cool about the mp_beach was how it was layed out.
The attackers start off outside a fortress (on a beach), first however they need to breach the fortress, this could be done two ways. Blow out a bunker door, or destroy a section of the wall. This made it kind of like a CP / CTF map, the attackers needed to secure an entrance into the base.
An idea I had two different ideas on how this might be done.
- As was mentioned on the forums by someone, make a destructible wall that can only be destroyed by a demoman (make the wall heal itself really fast)
- Something like gravelpit, 2 CP's and then the final area with the flag. When you capture a CP it opens a door to the final area. Get both doors open, and you now have two access routes to the intel.
- To allow defenders out to defend the CP areas, one way side coded exits could be used.
Detailed play guide for MP_Beach: http://everything2.com/index.pl?node_id=1265563
Someone made a port to Counter Strike (just to give you an idea what it looked like, not what I think it should look like in TF2):
http://www.dimensionstudios.org/view_map.php?id=18