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Ten_Tacles

Ten's TF2 Gamemode ideas

Nov 26th, 2016
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  1. 3ad
  2. In which the teams fight about who gets to be the attacker
  3. Control Point based mode with 2 phases
  4.  
  5. Each team starts with a control point, and a third cp is neutral in the middle.
  6. Once the neutral point is captured, a timer will start and the team that capped will be the attacking team and has to cap the opposite teams cp before a timer runs out.
  7. If they fail, the defending team wins.
  8.  
  9.  
  10. Maps should be built similar to 3cp maps or 5cp with their lasts cut off.
  11. Attacking the last point should always be easier than defending it.
  12.  
  13.  
  14.  
  15. 8pl
  16. In which the teams push a payload cart along a circular track
  17. Payload+Points based mode with 2 phases
  18.  
  19. The map is taken up by a large circular payload track, that has no definite beginning and end, but spawns with 2 points and a payload cart on one point.
  20. BLU now has time to push the payload as many times across the track as they can, for every crossed point they will get a point.
  21. After a timer has run out, RED now pushes the cart.
  22. Once the timer has run out again, the game ends, and the team with more points, wins.
  23.  
  24. The payload track should have many areas where red and blu can stop the payload from, but it should be harder to defend than in a normal pl_ or plr_ map.
  25. RED should be able to slow or stop the cart even when it is in front of the BLU base, and vice versa.
  26.  
  27.  
  28.  
  29. b05
  30. In which we have 5 mid fights
  31. Control Point based mode
  32.  
  33. There are 5 neutral control points on the map, but only one initially unlocked.
  34. Once a cp has been capped, another will unlock, which one depends on which team capped.
  35. The team that last capped will also activate their forward spawn.
  36. The team that caps the third time, wins.
  37.  
  38. The first neutral point should be in the middle of the map, and have the same distance to both team spawns.
  39. Each team has 2 cps that are closer to them than to the other team, these are activated when the other team caps.
  40.  
  41.  
  42.  
  43.  
  44. cpl
  45. In which there is a payload on my 5cp
  46. Control point based mode
  47.  
  48. Almost identical to 5cp, the teams will be greeted by a payload sitting on or near mid.
  49. Should a team cap, the point will lock, and the payload moves on its own towards the enemy base.
  50. Once it comes across the next control point, said point will unlock for BOTH teams.
  51. The payload will heal the team that last capped.
  52.  
  53. A cpl map should look very similar to 5cp, however the cps are connected with a payload track.
  54. Another large difference is that the team defending their last has to cap it too once the payload arrives, so moving the team spawn further from last might be a good idea.
  55.  
  56.  
  57.  
  58. ctcp
  59. In which we mix ctf with cp
  60. Control point based mode
  61.  
  62. Each team has their own control point, and aims to capture the CP from the other team.
  63. Once one team does so, they will switch ownership of cps, and now have to assault their old one.
  64. Should no team manage to capture a point for 4 minutes, the cps will switch on their own.
  65. Each team has a different spawn, depending on which cp they currently own (you can change this, if you wish).
  66.  
  67. My initial vision was a layout similar to ctf, but with a capture point instead of a flag.
  68. However, different layouts may be better choices.
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