Mannpower Mappers?

Good Idea


  • Total voters
    20

Consistent

L1: Registered
Jan 30, 2016
8
3
Looking to find and make a group of mannpower mappers
I have a very active clan on mannpower mode but there are only 3 maps!
Well I am creating one along with recreating old ones but I need help!


We want to do a Mannpower Custom Map Rotation
32 Player Instant Respawn so it will be chaos
Custom as in created by you ;)
 

Consistent

L1: Registered
Jan 30, 2016
8
3
Are you forming a team? Might want to create some incentive for people to want to work on your project, seeing as though its just for your small community.

I have just community but none of them want to make map or learn valve hammer
I figured that you would just make your own map completely or just add powerup things in your currently made map?

Here is the server http://survivetogame.gameme.com/
 

Consistent

L1: Registered
Jan 30, 2016
8
3
I made a few maps just using valves default maps and put powerups in so far ive done turbine and double cross
landfall glitched
 

Egan

aa
Feb 14, 2010
1,378
1,724
it sounds like you want us to make a map for you for free?
I think Consistent is just looking for like-minded mappers who enjoy mannpower rather than propositioning us to make maps for him.

I've only played a little bit of mannpower, I don't quite want to make maps for it at the moment - it isn't quite Team Fortress 2 combat gameplay. It seems having an interesting combat space feels less like it's going to be used by a team and more by chasing down your intelligence after it was taken, taking the side path that is more dangerous to cut the carrier off.. which is kinda interesting, but it's pretty different, and it feels like it's cutting out a lot of potential teamplay. I kinda recognize that that's what old-ctf is, and probably there was some Valve dev who was nostalgic of old ctf, and maybe this helps rekindle that.

I kinda wonder if you could limit how often the grapple gets used then - limit the distance of the space and let regular combat happen sometimes. Like having a delay before reuse on the grapple of at least 10 seconds - so you can still chase after the flag carrier and you can still use it's advantages. Or if you can only grapple if your flag is taken. Or there were 'no grapple zones' in the center chokes of the map (I wonder if you can force that with the 'remove condition' trigger for grapple conditions).

I will say it was super interesting that you could actually chase after the intelligence if it was being taken - especially if you were holding any of the offensive powerups. Was cool that the powerups were like mini-objectives on their own - that in order to take 'potential map control' you needed to own the powerups! Also cool that you had to avoid swinging to your death on hellfire - playing to the strengths of the gamemode (that grappling is skillful).

With the skill of the grapple in mind, things that are anti-skill are less fun: seemingly being unable to shrug off opponents who grapple and hook onto you, I can't seem to not die when that happens to me.

So I guess that's it - it introduces some neato mechanics - grappling is fun and speedy, but it is also very combat-breaking. The powerups introduce ways to combat the carriers mid-flight, but this also pushes regular tf2 combat further away, which is proven to have lots of depth.
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
Why is everyone being so hostile about this? Why do you have to be compensated for everything you do?
 

hutty

aa
Mar 30, 2014
547
446
I actually like mannpower quite a bit and have an idea for a map I've had baking but have held off for a couple reasons, mainly how to get it tested on our servers. However, if there really is a community looking for new mannpower maps, you could call me interested.

On a side note, what would we need to do to test a mannpower map, and is there any harm in using a point_server_command.