Most complicated gamemode

Discussion in 'Mapping Questions & Discussion' started by henke37, Jul 3, 2012.

  1. henke37

    aa henke37

    Messages:
    1,832
    Positive Ratings:
    420
    We were playing an odd map the other day and the discussion eventually lead to us discussing convoluted game modes.

    What is the most complex one you have tought of?
     
  2. Micnax

    aa Micnax I maek map

    Messages:
    2,018
    Positive Ratings:
    1,338
    TC

    It's very hard to get right, especially because of balance, and making sure you don't hit the entity limit while mapping it.
     
    • Thanks Thanks x 1
  3. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    TC followed by Steel-type CP followed by PL, I'd say.

    I do have a gametype I "invented" over a year ago that is intensely complicated. Called it Tug of War. I still plan on making a map for it, but that's a bit down the road I think. It's kind of a mixture between TC and multi-stage CP. Sorta.
     
  4. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,769
    Positive Ratings:
    1,517
    i think he meant like custom gamemodes. csf can be confusing cause of the numerous intel locations. if you want to add complexity to any of your modes, intels are the way to go.
     
    • Thanks Thanks x 1
  5. Bloodhound

    Bloodhound L6: Sharp Member

    Messages:
    316
    Positive Ratings:
    239
    If you view this from the layout perspective, I wouldn't say that PL is hard.
    You can have some design flaws and it still can be a good map.
    While in game modes like CP5 one design flaw can make the whole map bad.
    Also CP Attack/Defend is hard to balance, but it's easier as CP5.
     
  6. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    Eh, I disagree with that. A flawed PL map is still a flawed map.
     
  7. fubarFX

    aa fubarFX The "raw" in "nodraw"

    Messages:
    1,597
    Positive Ratings:
    1,677
    payload fixes many pacing issues but I do agree
     
  8. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,739
    I want to see someone do a TC where the rounds are all on the inside (or outside) of a cube and the WHOLE MAP rotates between rounds.
     
  9. deadsource

    deadsource L3: Member

    Messages:
    121
    Positive Ratings:
    21
    Well I think it's just me, but Payload is the easiest game mode to balance. And soon I shall know whether this is true IF I'll finish my map...
     
  10. ForbiddenDonut

    aa ForbiddenDonut

    Messages:
    391
    Positive Ratings:
    338
    And the win condition is you have to solve the map, which is coincidentally shaped like a rubix cube.
    Personally, I don't agree with this assessment. I believe it's much harder to balance an asymmetrical map than it is a symmetrical (CP/Koth/CTF) one. You'd have to strike gold for competitive players to even look at an asymmetrical map.
     
    Last edited: Jul 3, 2012
  11. zpqrei

    aa zpqrei Theme Changer Extraordinaire

    Messages:
    1,066
    Positive Ratings:
    1,122
    Hoodoo.
     
    • Thanks Thanks x 1
  12. Micnax

    aa Micnax I maek map

    Messages:
    2,018
    Positive Ratings:
    1,338
    Too soon bro, too soon
     
  13. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    Coming from someone who's been working on a payload map for over a year:

    No. No it is not.
     
  14. phi

    aa phi For Whom The Sorrows Sing

    Messages:
    786
    Positive Ratings:
    1,479
    [​IMG]

    Aanyways.
    For balance it would certainly be something such as a TC map or an assymetrical A/D map. Those buggars are the worst to make just right.
    Construction wise, a 5cp map might be easy to balance but can become somewhat "cliché" since a lot of great construction methods are already used. AKA, making something unique in a 5cp map tends to be more difficult than doing so in a PL map etc.
     
  15. Leminnes

    aa Leminnes

    Messages:
    1,317
    Positive Ratings:
    801
    So I mentioned that tug-of-war gamemode sort of thing earier. Here's a diagram I made AGES ago describing it. Makes little sense.

    [​IMG]

    And here's the text describing the mode:

    I actually have a premade setup for it for future use. I THINK it might make more sense in an actual map. But yeah. Dis shit is complicated.

    Edit: Son of a bitch, that logic text is annoying to edit. :|
     
    Last edited: Jul 3, 2012
  16. Rexy

    aa Rexy The Kwisatz Haderach

    Messages:
    1,795
    Positive Ratings:
    2,366
    finalway_boss
     
    • Thanks Thanks x 3
  17. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

    Messages:
    679
    Positive Ratings:
    192
  18. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,901
    King of the hill.

    How hard is it to make an original koth map, that doesnt get pegged as a lviaduct or lakeside clone? And then, compete in popularity over the long run? Look at the most popular koth maps, all you see is lakeside and viaduct, yet there are thousands of koth maps floating around.

    Build me a better viaduct or lakeside, that is unique and can maintain popularity at the levels of viaduct or lakeside for a year, and you have my respect.
     
  19. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,767
    Positive Ratings:
    5,508
    Be careful what you say around these parts...
     
    • Thanks Thanks x 1
  20. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,031
    Positive Ratings:
    3,975