- Aug 8, 2008
- 51
- 0
Here's a couple spawn-related ideas I came up with for maps. I'd like to see them implemented somewhere, I don't think I can do them all on my own. :unsure:
-Spawn rising from the ground. For an A/D control point map, the offensive team's spawn is sort of buried underground. When setup time ends, it rises up out of the ground like magic!
-Spawn-grounded. Imagine a payload map where the offensive team's role goes down normally, but defense cannot get out of their spawn. Instead, their spawn building extends the entire map. They have several places where they can point their guns out the windows, raised up above the ground and others nearer the ground. Also, buttons scattered around the spawn would activate traps and whatnot. Like moving floors, trapdoors, stuff that changes the map's layout a bit... this could work for a A/D CTF thing too.
-Orderless CP's. There's not any particular order you'll need to capture the enemy's control points in. They're not in a line or order or anything, just scattered about a map. Each is associated with a spawn; capture the control point, your team can use the spawn. Not sure if this is possible with TF2's limitations.
Thoughts?
-Spawn rising from the ground. For an A/D control point map, the offensive team's spawn is sort of buried underground. When setup time ends, it rises up out of the ground like magic!
-Spawn-grounded. Imagine a payload map where the offensive team's role goes down normally, but defense cannot get out of their spawn. Instead, their spawn building extends the entire map. They have several places where they can point their guns out the windows, raised up above the ground and others nearer the ground. Also, buttons scattered around the spawn would activate traps and whatnot. Like moving floors, trapdoors, stuff that changes the map's layout a bit... this could work for a A/D CTF thing too.
-Orderless CP's. There's not any particular order you'll need to capture the enemy's control points in. They're not in a line or order or anything, just scattered about a map. Each is associated with a spawn; capture the control point, your team can use the spawn. Not sure if this is possible with TF2's limitations.
Thoughts?