New Game Mode: Flow

Discussion in 'Mapping Questions & Discussion' started by Pyroguy, Jun 9, 2009.

  1. Pyroguy

    Pyroguy L1: Registered

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    I've been carrying around this idea for a while, but I am not a big TF2 mapper. I decided to register to read some of the content on this forum, and figured I would throw my idea up to see what you guys think.

    The game mode is called flow. I originally conceived it as an offshoot of CP, and believe it could be completed with a little bit of entity work on top of the existing CP system.

    Each stage is meant to have a number of "objects", this could be anything from carts filled with gold to pipes containing some kind of fluid to radioactive barrels. When game play begins, both Red and Blue have the same number of objects, and are fighting to get all the objects to their side.

    However, instead of picking up the objects, the teams must control capture zones on the map to force a mechanical system to work and move the objects from one end to the other. In order to operate this system, there are a number of capture zones in the center of the map that function like normal CP areas, and flip switches.

    Each team also has a special capture point at their base. Once a team controls all the switches, they must stand on the other team's special capture point for a determined period of time. If they can do this, one object will flow to their side of the map. When one team manages to get all the objects to flow to their side of the map, they win.

    Special variations could include multiple stages; once a team makes every object flow to their side, they must move other objects to complete an assembly line (for instance, bomb carts and the bombs themselves). They could also include a varied switch layout, like a gravelpit style with two switches that can both be captures simultaneously. Or, one-way flow, like dustbowl.

    I originally conceived this while playing gold rush, and thinking of mine-themed roller coasters, and how neat it would be to have players controls chain lifts and let the carts just move on a track instead of having to be "pushed".
     
  2. TracerDX

    TracerDX L3: Member

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    Just trying to get some clarification on this idea:

    1. The center switches ALL need to be switched to your team to move 1 object (after capping the "special" point), or does each center switch control a particular object?:confused:
    2. Do the "objects" move instantly, or does the special point need to be held for a period of time?

    I find this to be an interesting idea.
     
  3. Pyroguy

    Pyroguy L1: Registered

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    You must capture all of the switches before you can trigger the final control point and start objects flowing.

    The "switches" are intended to break whatever track you decide to use, be it valves on a pipe, a switchtable for train track, or an obstacle on a slide.

    The final control points get "captured" a number of times over. Each time it is captured, one object moves from one side of the map to the other. As far as logic is concerned, objects move instantly, so as soon as the last objects starts to move, one team wins, and it finishes moving during the victory time.
     
  4. TracerDX

    TracerDX L3: Member

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    Ah ok, I get it now. I didn't get the distinction between "switches" and "center CPs".
     
  5. A Noobcake

    A Noobcake L1: Registered

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    So it will be 3-5 CPs. One at each of the the bases and 1-3 in the middle, set so that the one at the enemy base will be "opened" when all of the middle points are owned by one team, and when the one at the base is capped it will activate a trigger moving objects from one side to another and resetting the last point? Or did i misunderstand it?
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Sounds like a dynamic TC without rounds. One problem with having multiple active CP's is that teams get split up and gameplay becomes eratic. Teams are more distinctively stacked when placing players in 1 vs 1 scenario's and it ruins gameflow. You also run the chance of players scout rushing points as they have a major advantage in capturing cp's in 1 vs 1, especially if uncontended. Any map that favours one class over another is not well balanced and inherently broken.

    cp_steel just about manages it with several linear cp's and the final objective. Having 2 objectives at once is probably the most a mapper would want if they intend to produce a map that compliments TF2 gameplay mechanics.

    The concept is sound if you could funnel players to particular objectives and focus gameplay, but i fear the only way would be to reduce the number of active control points at anyone time (making it simply TC or a bastardised version of standard CP) or produce areas that contain several cp's (say two on different levels) allowing you to have reduced and defined chokepoints that can concentrate combat whilst still allowing for several active CP's, and further not allow players to flank the spawns.

    It would require a skilled mapper to pull this off, paying particular attention to the engineer as a key part of defending the objectives for a team so that they could progress to win the map. As an issue is, that completion of the map by a team may suffer repeated interruption from captures around the map at random locations that the team simply cannot defend against.
     
    Last edited: Jun 10, 2009