Pointless Arena

Pointless Arena v1

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Pointless Arena - Get it. POINTLESS?

Basically arena without a point.
After two minutes health is disabled and all players receive mini-crits.

Possible Questions:
Won't asshole cloak and dagger spies just hide the entire round?
-Yes, but even that gets boring. Teammates will just rat them out after being dead for a while.

What maps would this even be functional on.
-Any koth/arena map probably. Just you know, delete the point.

What does "fttd" even mean?
-Its a WIP name it stands for "fight to the death".


To change the sound played when crits are enabled just go to "fttd_sound_critenabled"
I'm using a thunder sound effect for shipping. By default it uses the noise played during the heavy "boxing taunt".

Since this uses arena logic mission briefing will be that of arena.
Just change the mission briefing if this bothers you.


Have fun!
 
Last edited:

zahndah

professional letter
aa
Jul 4, 2015
764
647
This gamemode seems pretty pointless. Why remove the point from arena? literally all that it does is centralise fighting and mean people can just end the round if someone is hiding. If you dont want the point to centralise fighting block it off with doors or something, removing the point just seems like a horrible idea.
 

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Ever played saxton hale? For like the entire game people are telling whoever is saxton where people are.
And asshole spies are uncommon along with generally getting kicked.
I doubt it will even be an issue any where besides pubs.
When It comes to removing a point, gameplay stays centralized. As long as mid is open with lots of cover and each spawn is an equal distance apart.
Why do people go to mid on arena before the point has been enabled.


At the end of the day I can only guess until a map with this gamemode is made.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,850
thank you for the prefab but I'm pretty sure most people could set this up on their own if they wanted
 

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Maybe you should make all players visible after 2 minutes have passed? I'm not sure if there's a way to force uncloaking, but a tf_glow entity would probably work fine.

However, you would still have the issue of people rocket/sticky jumping onto unreachable spots, and the enemy being unable to reach them, assuming there's no enemy jumper classes left.
 

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Very good point.
I will try using a tf_glow.
Sadly cond 114 only shows both sides when the player is on team 3 (spectator)
 

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Maybe you should make all players visible after 2 minutes have passed? I'm not sure if there's a way to force uncloaking, but a tf_glow entity would probably work fine.

However, you would still have the issue of people rocket/sticky jumping onto unreachable spots, and the enemy being unable to reach them, assuming there's no enemy jumper classes left.
can tf_glow entities reference !player, or is there a different way to make all players become outlined.
 

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Not sure, unfortunately. Looking at the tf_glow wiki article it doesn't seem like there's any obvious way to make all players have a glow outline... Maybe someone more experienced than me will be able to help?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,850
Doing that would make clutches by one good player nearly impossible, which is one of the coolest moments in arena mode imo

In addition, that just solves a problem only created by not having a point - players tend to hide or lose instantly when their team numbers are nearly diminished. At least in those situations, capping gives the disadvantaged team a sliver of hope for winning.
What's the point of removing the cp and replacing it with an alternative that is probably less fun, and less reliant on skill?
 

GooGuGajoob

L12: Pro-crastinator
Mar 28, 2014
175
101
When you don't have a point, you risk players like spies ruining the game and elongating rounds if players don't find the other player. While I agree arena's capture point system is pretty lazy, if fixes this fundamental flaw.

I say, unless you have some sort of area that's available after the 'cap timer' is up that forces players into a showdown sort of space where spies can't hide easily, then it's a really really bad idea to do 'pointless arena.' My map Arena Volcano has no control point, but no way do I want to call it 'Pointless Arena.' It's still Arena as far as I'm concerned, just built to replace the capture point with a better more fun '60 second' moment by pushing players onto a drawbridge to fight it out to the death.

Capture Points work for arena maps that are built purely as Valve designed their Arena maps. Otherwise, I think you need to get creative and very intentional with your maps design, structure and layout with an equally 'Cap Timer' gimmick that ensures rounds don't go on forever.