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Talenheim

Comp TF2 metagames, for mapmaking

Aug 8th, 2015
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  1. Use 6v6 for: 5 cp, ctf, 3 cp, MAYBE koth. MOSTLY 5CP.
  2. Use HL for: A/D cp, pl, ctf, koth. USUALLY NOT CTF.
  3.  
  4. 6v6:
  5. Prepare for, well, six players per team, with no more than 2 of each type of class on the same team at once, excluding Medic, Demo, and Engie.
  6.  
  7. Standard lineup:
  8. 1 medic |
  9. 1 soldier to protect the medic | <-- referred to as "The Combo"
  10. 1 demo, also usually with the medic |
  11. 1 soldier to pick off opponents, usually the medic (most expendable member)
  12. 1 scout to play (defend/push) the flank and get picks
  13. 1 scout to clean up after the combo, or to otherwise defend it. Sometimes takes Uber.
  14.  
  15. Possible offclasses:
  16. Sniper
  17. Pyro (only at last)
  18. Heavy (only at last)
  19. Engie (only at last)
  20.  
  21. -Generally slow-paced, focused around the Medic + Uber. Uber advantage and team position usually dictates whether to hold, retreat, or push.
  22. -Give defendable chokes, at least 1 minor flank, and 1 major flank in between each point.
  23. ex: Badlands. Spire has 1 defendable choke (the turn right out of middle), 1 minor flank (the doorway to its right), and 1 major flank (completely behind, ends up at the bridge). Last has 1 defendable choke (the tunnel right before the big room), 1 minor flank (the top floor with two doors), and 1 major flank (the door/hallway at the very left).
  24. -Be nice to the power classes, give them rollouts! Give Demomen and Soldiers fast routes to the center point. They should arrive a tad before scouts - about a second.
  25. -Give balanced sniping areas, i.e. no long lines of sight within partially or completely enclosed areas.
  26. ex: 2fort sewers. Only reason they're balanced is because it's usually unrewarding. Would otherwise be horribly unbalanced. None of that.
  27. ex: turbine. Lots of long corridors but none are big/long enough to give snipers dominating positions.
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  39. HL:
  40. 9v9, one of every class. Don't prepare for multiple of any class.
  41.  
  42. Standard lineup:
  43. 1 medic |
  44. 1 heavy to protect the medic | <--referred to as the "Combo"
  45. 1 demo, also usually with the medic |
  46. 1 pyro to protect the combo + engie nest |
  47. 1 engie to hold the line
  48. 1 scout to play (defend/push) the flank and get picks
  49. 1 soldier to play the flank and get picks (or simply supply extra splash damage). Also bombs the combo a lot.
  50. 1 sniper to get picks, usually the medic/heavy
  51. 1 spy to deal with the engie, pick combo members, and make the opposing team constantly paranoid
  52.  
  53. Possible Offclasses:
  54. LOL
  55.  
  56. -Momentum of game is slower but more fluid than 6v6. In A/D CP or PL, BLU must break both the engie nest and the combo to advance. BLU almost never gets to the last point.
  57. -Balanced sentry spots and focal points should be dominating features. Make sure no area is blatantly unconquerable if the opposing combo in on it (medic/demo/heavy/pyro).
  58. -Be nice to pyros, they need to travel between both the combo and the nest, needs to protect the combo from bombing soldiers, everyone from the spy, engie from explosives, and they need to neuter Ubers by suiciding in + airblasting them. Make his job easier, and also give him offensive opportunities, to flank and whatnot.
  59. -Be nice to spies too, maps can't blatantly make the spy overpowered even if you wanted to. Give lots of flanks safe to mainly only cloaked spies (multiple so the pyro doesn't camp it make make it useless), lots of good hiding spots.
  60. -Give balanced sniping areas, i.e. no long lines of sight within partially or completely enclosed areas.
  61. ex: 2fort sewers. Only reason they're balanced is because it's usually unrewarding. Would otherwise be horribly unbalanced. None of that.
  62. ex: turbine. Lots of long corridors but none are big/long enough to give snipers dominating positions.
  63. -Give heavy sandvich spots and spies hiding spots.
  64. -PLEASE NO ENGIE + WRANGLER = WIN SCENARIOS
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