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- 3ad
- In which the teams fight about who gets to be the attacker
- Control Point based mode with 2 phases
- Each team starts with a control point, and a third cp is neutral in the middle.
- 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.
- If they fail, the defending team wins.
- Maps should be built similar to 3cp maps or 5cp with their lasts cut off.
- Attacking the last point should always be easier than defending it.
- 8pl
- In which the teams push a payload cart along a circular track
- Payload+Points based mode with 2 phases
- 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.
- 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.
- After a timer has run out, RED now pushes the cart.
- Once the timer has run out again, the game ends, and the team with more points, wins.
- 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.
- RED should be able to slow or stop the cart even when it is in front of the BLU base, and vice versa.
- b05
- In which we have 5 mid fights
- Control Point based mode
- There are 5 neutral control points on the map, but only one initially unlocked.
- Once a cp has been capped, another will unlock, which one depends on which team capped.
- The team that last capped will also activate their forward spawn.
- The team that caps the third time, wins.
- The first neutral point should be in the middle of the map, and have the same distance to both team spawns.
- Each team has 2 cps that are closer to them than to the other team, these are activated when the other team caps.
- cpl
- In which there is a payload on my 5cp
- Control point based mode
- Almost identical to 5cp, the teams will be greeted by a payload sitting on or near mid.
- Should a team cap, the point will lock, and the payload moves on its own towards the enemy base.
- Once it comes across the next control point, said point will unlock for BOTH teams.
- The payload will heal the team that last capped.
- A cpl map should look very similar to 5cp, however the cps are connected with a payload track.
- 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.
- ctcp
- In which we mix ctf with cp
- Control point based mode
- Each team has their own control point, and aims to capture the CP from the other team.
- Once one team does so, they will switch ownership of cps, and now have to assault their old one.
- Should no team manage to capture a point for 4 minutes, the cps will switch on their own.
- Each team has a different spawn, depending on which cp they currently own (you can change this, if you wish).
- My initial vision was a layout similar to ctf, but with a capture point instead of a flag.
- However, different layouts may be better choices.
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