New gamemode idea - King of the Castle

Discussion in 'Contests' started by Ultimate Potato, Dec 6, 2009.

  1. Ultimate Potato

    Ultimate Potato L1: Registered

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    I hope I'm posting in the right section here :)
    I had an interesting idea for a new contest, so I thought I might aswell register and post it here.


    King of the Castle

    Similair to "King of the hill". Similair size, same 1 capture point only the team that currently owns the point will have their spawnroom inside the "castle". This way we get a dynamically changing attack->capture->defend & hold map.


    Simple example:
    A map with a castle in the middle and default spawns around the castle.
    The objective is to capture the castle and then defend it. It could also force some anti air defense for the defenders, which will be attacked from all sides.

    Example: The regular main door, back entrance, one way passage and walls for rocketjumpers.
    To make it more interesting, you could also throw in a tug of war item such a bomb for a wall, or a siege tower. It would break the wall or give you faster access, but would not end the game. Also, once you break the wall / place a siege tower, you'll want to get rid of it when you capture.

    __________________________




    What do you guys think of this?
     
  2. tovilovan

    tovilovan L6: Sharp Member

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    How would this improve KoTH? As it is, it's a spamfest where defenders tend to win in most cases. A forward spawn would only make it easier to defend, unless attackers get more routes to the cap, which I think is a great idea. Maps that change with what happens in them are great!
     
  3. Ultimate Potato

    Ultimate Potato L1: Registered

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    The general idea is to use a tug of war item that would give you extra access routes, also having a big main entrance, a few smalelr ones and being able to rocketjump from whatever side you want. Another thing is the spam, which would be difficult to do for the defenders (spamming a huge plain), and the attackers (can only spam windows and doors).
    In a nutshell: hard to attack, hard to defend.
     
  4. Shmitz

    aa Shmitz Old Hat

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    Something can't really be hard to attack and hard to defend. As a general tactical rule, the harder something is to attack, the easier it is to defend, and vice versa. The only time both tasks might be difficult is if you had some impartial environmental hazard interfering with both sides.
     
  5. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    It can be if the spawns change!

    and, ohai, potato :p
     
  6. Ultimate Potato

    Ultimate Potato L1: Registered

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    Maybie you can call it unusual type of defense and a difficult attack?
    Erm... You get the idea right? :)
     
  7. Ultimate Potato

    Ultimate Potato L1: Registered

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    I might try to make a crappy beta with dev textures during the christmas break, but I'm not much of an experienced mapper, nor do I have too much free time.
    Perhaps one of you good mappers might want to try make a quick, dev textured, crappy, ugly undetailed and unplayable version? :)
     
  8. lana

    aa lana Currently On: ?????

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    Or have two points that are controlled by each team.