- Mar 28, 2008
- 158
- 47
Recently I've been thinking of some new gamemode ideas (though they may have been done before in other games). I was wondering what your thoughts were on them, and in the case of the second one how I would do them:
1. Piggy in the middle
A CTF map. Red have two bases, and Blu have one base in between. Red must carry the intell from Base A to Base B, and then back again, before time runs out to win. Blu has to prevent them from doing this. If red has not capped it twice before time runs out, Blu wins the round.
2. Mix of King of the Hill/CTF/Attack Defend
CTF map. Both bases are pretty much symmetrical, though one time is attacking and the other defends. At the start of the main round, each team is given its own 20 minute timer that ticks down when they are attacking. The attackers must cap once to win a stage. Then the teams swap attack/defence roles. Neither team's timer resets to 20 mins during the round, so eventually one team will only have a very short time to cap the intell. First team to reach 0 on the timer loses.
When a team's time gets closer to 0, they could spawn quicker and closer to the intell so they dont lose hope during a 2 minute stage.
Hopefully I explained this well enough...
3. Hunted style attack/defend flagrun
Dustbowl style map. Blu must cap Red's 3 control points by getting the guy with the flag to run over them. If the flagrunner dies, the flag must be picked up by someone else within 5/10 seconds or the most recently capped CP is reverted to Red. Not too good for pubs, as you'd get griefers mindlessly running into sentries when they have the flag.
1. Piggy in the middle
A CTF map. Red have two bases, and Blu have one base in between. Red must carry the intell from Base A to Base B, and then back again, before time runs out to win. Blu has to prevent them from doing this. If red has not capped it twice before time runs out, Blu wins the round.
2. Mix of King of the Hill/CTF/Attack Defend
CTF map. Both bases are pretty much symmetrical, though one time is attacking and the other defends. At the start of the main round, each team is given its own 20 minute timer that ticks down when they are attacking. The attackers must cap once to win a stage. Then the teams swap attack/defence roles. Neither team's timer resets to 20 mins during the round, so eventually one team will only have a very short time to cap the intell. First team to reach 0 on the timer loses.
When a team's time gets closer to 0, they could spawn quicker and closer to the intell so they dont lose hope during a 2 minute stage.
Hopefully I explained this well enough...
3. Hunted style attack/defend flagrun
Dustbowl style map. Blu must cap Red's 3 control points by getting the guy with the flag to run over them. If the flagrunner dies, the flag must be picked up by someone else within 5/10 seconds or the most recently capped CP is reverted to Red. Not too good for pubs, as you'd get griefers mindlessly running into sentries when they have the flag.