New map types and game mechanics

J

JohnMazz

I'm always fascinated by new map types in tf2 that go beyond the standard CTF and CP maps. Things like Murderball, Gas Kaboom, Maps that have both CTF and CP elements in them, these all seem really cool to me.

What are some maps you've played with strange win conditions, like you have to do weird things to win? Does anyone have any ideas for new map types that they'd like to make?

I played a map over the weekend that was basically a CTF map, but the intel was encased in a glass box that you had to damage to open, alot of damage... Then once you got the intel, you and your whole team had some weird visual effect almost making it look like you were drunk, it was really weird, but alot of fun.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
While it didnt seem to play very well there was a map called ctf_powerhouse that was like an ordinary ctf except there was this powerstation between the two bases. Whoever controlled the station put a forcefield around their flag. Was a bit different but like I said its reception was not great. Mainly I believe because it was not the best looking map in the world.

Oh and while more of a mod than a map I guess there was this concept for a TF2 gungame. The idea was taht everyone would start of as some class, like say a soldier, and they could only use their primary weapon. Then when you died you would switch to another class, and only use their primary weapon, on down the line. Supposedly youd get down to secondary weapons and then melee weapons eventually. I thought it would be a very fun idea but I think it died on the forums. I especially liked the idea of everyone starting as a medic first, giving you incentives to try and keep your medics alive throughout the game. Although I guess medics would have to be able to use more than just their primary!
 
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Logo

L3: Member
Oct 25, 2007
115
26
As there becomes more of a bloat of TF2 maps (not a bad thing) I think we're starting to see a lot of mappers try and branch out to new gametypes.

I know a few people (myself included) are working on CTF/CP hybrids where capturing the CPs do anything from allow access to the intel to give you more points when you capture the flag.
 

Kirko

L2: Junior Member
Jan 16, 2008
58
0
As there becomes more of a bloat of TF2 maps (not a bad thing) I think we're starting to see a lot of mappers try and branch out to new gametypes.

I know a few people (myself included) are working on CTF/CP hybrids where capturing the CPs do anything from allow access to the intel to give you more points when you capture the flag.

i like how openfire is for that.
 

TheFragMan

L1: Registered
Jan 9, 2008
33
1
Not a CTF/CP combo map, but have you played ctf_steamroll? Simple level design, but you only have one life, and when you die you spawn in a cage above some railroad tracks and if your team loses you all get dropped onto the tracks and run over by a train. Rounds go pretty fast since it's small, but you play to 10 points. Pretty fun.
 

MacBeth [O.C.Reg]

L1: Registered
Jan 13, 2008
8
2
I've just built a map that is a minor modification of CP - it's a close-quarters map for 4v4 team play (or similar) and you have to unlock and cap a central control point to win - so far so normal, but the unlocking is separate for each team, based on a timer controlled by how many of the surrounding points are held by your team and by the enemy team, and the central point can become locked again if you don't cap it in time - again the time until re-locking is modified by how many points your team and the enemy team hold.

In theory this makes it very tactical indeed to determine your best next course of action e.g. are you better off trying to force the central point to re-lock for the other team or go for capture yourself. It's just entered beta testing now so if you like the sound of it, let me know and I'll keep you informed where it will be available.

Oh, and it looks good - there's no point making a novel map that's not good-looking or people won't bother to learn your new gameplay mechanic. It's a real struggle sometimes to get people out of their familiar patterns!
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
I've been wanting to make a CTF/CP hybrid, but I really don't want to unless I can have both HUD elements on screen at the same time.

My idea would be to have the cap point also be the capture zone for both intels, but you could only drop off the intel there if your team owned the point. Hacking some sort of indicator in at the cap point may work for some hybrids, but with my plan it would be somewhat critical for gameplay to be aware of both who owns the point from any place in the map and the direction that the flag is.

So unless Valve opens up more gameplay/hud possibilities when they release the new maps, I'm probably going to be sitting on this one for a while.
 

Logo

L3: Member
Oct 25, 2007
115
26
My idea would be to have the cap point also be the capture zone for both intels, but you could only drop off the intel there if your team owned the point. Hacking some sort of indicator in at the cap point may work for some hybrids, but with my plan it would be somewhat critical for gameplay to be aware of both who owns the point from any place in the map and the direction that the flag is.

That's what I've been working on :p.

You can set it up to display the CTF hud and *kind of/sometimes* get it to show HUD elements like capture progress for people on the point. Combine that with some highly visible models indicating the owner of the capture area and you're in business to at least make something playable until Valve puts in better support for this kinda thin.