Sheltr
L3: Member
- Feb 24, 2011
- 107
- 73
That is called tug of war.Make a KOTH\PL hybrid map where the cart moves forward when BLU caps the CP, but moves back when RED has it.
That is called tug of war.Make a KOTH\PL hybrid map where the cart moves forward when BLU caps the CP, but moves back when RED has it.
The first stage can be in a prison maybe...Cops vs Gang, where blu defends and red attacks (don't know if it's possible)
You can make it so the area changes when the a cap point gets captured. With graffiti and stuff...
Role reversal isnt new or fun its just confusing. Though a real prison map sounds cool.The first stage can be in a prison maybe...
So the gang has to escape the prison, by capturing points that opens doors to the next area!
I don't think its confusing if its not a complicated gimmick. Blu being defenders and red being attackers i don't think is confusing in the context of police vs criminalsRole reversal isnt new or fun its just confusing. Though a real prison map sounds cool.
Yes but tf2 is hard coded to have red team defend. The colors just represent A/D. Red is always defending objectibes and its a useless gimmick.I don't think its confusing if its not a complicated gimmick. Blu being defenders and red being attackers i don't think is confusing in the context of police vs criminals
ye, but thats why it would be interesting to switch it...Yes but tf2 is hard coded to have red team defend. The colors just represent A/D. Red is always defending objectibes and its a useless gimmick.
People have done it before its just confusing..ye, but thats why it would be interesting to switch it...
It's perfectly possible for Blu to defend and Red to attack, but why would you do it? What does it add to gameplay? Before putting a gimmick in, ask yourself why you're using it. If there isn't a good reason, stick to the script.
Just something to think about:
Team roles in TF2 follow a standard. Before you switch roles in a map just for the sake of being interesting or different, you have to consider what it would mean to the average player. People join Red with the expectation that they will be defending, and Blu when they want to attack. They might be subconsciously drawn to Red buildings when determining the right way to progress through the map. Red players may expect to be able to leave spawn during the setup phase. Is it really worth going against an established standard for lore/presentation purposes when all it would accomplish is confusing players for a couple of rounds?
Hmmm... Can you get into details, im interested in knowing what happenedIt's a cool idea. It was one of my first ideas when I got into making maps, back in early 2008. Unfortunately I couldn't make it work, and neither could any of the other hundreds of people with the idea that came before and after me.
In fact there was a prison break map where BLU defended and it was incredibly confusing to people EVERY TIME we played it until the author switched it.
This. When I join a server, if I'm not familiar with the map, I tend to pick defensive classes when I'm on RED even if the map turns out to be a symmetrical mode.Just something to think about:
Team roles in TF2 follow a standard. Before you switch roles in a map just for the sake of being interesting or different, you have to consider what it would mean to the average player. People join Red with the expectation that they will be defending, and Blu when they want to attack.
I think it is the latterAre we suggesting maps ades should be doing, or just tossing out the ideas we think are cool but are too lazy to do ourselves?