03-06-2012, 06:53 AM | #1 |
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Warpath type maps.
Bored, inc text wall.
I've been thinking alot about warpath lately. And while I don't think there's any reason warpath couldn't be really fun if played in a large setting. I decided to think about what might be wrong with one. One of the conclusions I came to was the timed capture. CTF and AvD both work really well in FF and make a lot of sense. I think that a timed objective in an instant spawn game is kind of doomed to not reach it's potential. One of my earlier solutions for this was respawn times. But that's lame as hell. So why not play warpath with flags, to make it and instant capture like avd and ctf. It'd essentially be like a 2 way avd match. When you capture a point, your flag spawns at that point, while the enemy flag spawns at the next sequential point you're trying to cap. And it's your job to get your flag to their base. That way you can pretty much keep all the classes in their same roles. You can have the engy, solly, hw, and demo defend. While you're medics and scouts try to conc the flag into the next point. But idk, maybe that'd be to easy to cap. The next problem I ran into was the small capture points. I think maybe if points for this game mode were designed more like mid sized flag rooms, it'd be easier to set up a defense. set the entrances up with good ramps for sliding, leading to chokes for the defense to set up at. Idk, maybe that'd be to easy to cap. But I'd like to see it where concing is still really useful. And not soley dependant on DM, so that scouts are still viable. What do you think? |
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03-06-2012, 02:33 PM | #2 |
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One of the good things about warpath compared to AvD and CTF is that every member of the team can capture a point - it's not limited to 1 particular player who has the flag. This means 10 people can capture a point or 1 person can.
Can you expand on why you think timed objectives in an instant spawn game are doomed? |
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03-06-2012, 07:11 PM | #3 | |
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I'll admit that I'm pulling some of my conclusion from the way 5pc works in tf2. In tf2 they have timed objectives with timed spawns. And so 5pc as a game mode works out really well in tf2. But when you get into instant spawn servers, the last point is almost uncappable. This goes for AvD as well as 5pc game modes in tf2. Because going in and killing the entire defense doesn't mean shit when they can get back before the objective is complete. |
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03-07-2012, 04:51 AM | #4 |
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Imagine Casbah if it were setup like Warpath. Of course the spawns would probably need adjusting, but that'd be a pretty interesting gametype. What about a Domination-type map where you can capture up to 3 areas at a time, and the more areas you hold, the more points your team gets.
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03-07-2012, 05:02 AM | #5 |
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03-07-2012, 05:25 AM | #6 |
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Wouldn't that basically be cz2 without the all-cap bonus/reset?
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03-07-2012, 04:58 PM | #7 |
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I think that's more like tiger, to be honest.
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03-07-2012, 06:35 PM | #8 |
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We've pretty much decided internally that having too many objectives spread out is a bad thing in terms of having a coherent, fun game that doesn't clear out the server. In a non-sequential domination-style map, I'd say 3 cap points is about the maximum.
On FDA's point about instant spawns: that's why the spawn points on warpath are farther back than they would be on a TF2 CP map. The distance you have to traverse is, in effect, a respawn delay. |
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03-07-2012, 10:44 PM | #9 |
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03-07-2012, 11:09 PM | #10 |
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Tiger and cz2 use the exact same Lua.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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03-10-2012, 02:45 AM | #11 |
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dawg that is the joke
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03-10-2012, 03:28 AM | #12 |
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Great joke.
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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03-13-2012, 10:40 PM | #13 |
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I chuckled at everything about that exchange.
Hey, have you tried talking to Valve? If you make a hat for TF2 for anyone who downloads and plays FF, we'll have thousands of players for one day. If we have a good plan and server, maybe a few would stick around. : D Last edited by XPelargos; 03-13-2012 at 10:40 PM. |
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03-14-2012, 12:23 AM | #14 | |
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Quote:
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03-14-2012, 12:25 AM | #15 |
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Something tells me that Valve isn't really on board with helping us out (or, for that matter, any other mods, either).
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#FF.Pickup ¤ Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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03-14-2012, 06:44 AM | #16 |
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03-15-2012, 12:28 PM | #17 |
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If only. I've lost all respect I once had for valve as of a few years ago.
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03-16-2012, 04:15 AM | #18 | |
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Now I heard talk of getting FF on steam. What are the hurdles necessary for that? It can't be "Get it on the Orange Box Engine" because Synergy is HL2 based. Are they actually frightened of FF taking away some of the TF2 playerbase? |
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03-16-2012, 05:11 AM | #19 | |
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Valve will want some return on the investment, so to speak: if Valve could make some money off of each FF download, I'm sure the chances of it getting onto Steam would be much, much higher, and it could actually make it onto the platform. I'm all for FF becoming very popular and "taking down" the almighty TF2, but for that to happen, I have a feeling Valve will want a tangible reward (read: some money) from putting FF onto the Steam marketplace. Just my two cents. |
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03-16-2012, 05:22 AM | #20 |
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The hurdle is whether Valve are interested, and by all accounts they aren't interested.
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