11-21-2011, 06:20 AM | #1 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Game modes.
I wanna take a second to talk about other game modes here.
I understand that some of you think game modes besides ctf don't utilize a lot of the maneuverability this game has to offer. But I think that's kind of silly. In any game mode you can use your maneuverability to your advantage if you're creative enough. I mean if you can't think of at least a couple of ways to put lightning fast explosive propelled flight to good use I think that says a little more about your creativity than a game modes restrictions. But you deffinately can't play other game modes like ctf. You have to tweak your strategy a little. I think you guys would find 5pc maps to be pretty rewarding if you put some thought and effort into it. Instead of maneuvering purely for speed you could use it to gain an advantageous spot for a battle. Scouts could, actually scout. Use their great speed advantage to zip around the map and call out positions and taking pot shots along the way. One thing I can see being detrimental to such a game mode is instant respawn. I can see where it'd be hard to make progress either way in a map with spawns being instant. But then I haven't got a chance to play 5pc in FF yet, so I don't really know. I have taken a run around of warpath.( I think that's the one.) And it looks like a pretty good FF map. Nice geometry and what not. What do you guys think? Why do you guys only play ctf? |
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11-21-2011, 01:23 PM | #2 |
Posts: 1 bajillion
D&A Member
Wiki Team |
Certain game modes would definitely be interesting. I think a different dynamic would be game modes that play more on the changing purpose of classes. In king of the hill for example, defensive classes would be forced to play offensively, in order to attack, and then defend the hill.
This might be a fun way to get players to try new classes. |
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11-21-2011, 03:00 PM | #3 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Free for all mode would be nice.
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11-21-2011, 05:14 PM | #4 |
NeoNL
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Beta Tester Join Date: Oct 2008
Location: Boston, Mass
Class/Position: Soldier, Medic Gametype: AvD Affiliations: +M|M+ -RS Posts Rated Helpful 170 Times
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I'm working on a prototype map, random (rotating) objective map. Pretty small with dm, 1 flag ctf and koth
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11-21-2011, 06:04 PM | #5 |
Beta Tester
Join Date: Nov 2011
Gametype: Capture the Flag Posts Rated Helpful 293 Times
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Sounds interesting and confusing.
I think free for all is a very necessary part of any healthy FPS if you can balance it right. Team death match is good to. It's just very helpful to be able to jump in a game and just start killing stuff if there's nothing else going on. |
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11-21-2011, 08:20 PM | #6 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 45 Times
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I agree 99%.
The difference is that in FF (compared to say, TF2 for example), light classes have much diminished power to kill. For example, the scout would be completely useless in any game mode that requires you to kill the enemy. In TF2 the scout can rack up quite a few frags. This means the requirement on the game mode is the ability to make progress via movement skill alone, and is why CTF is popular. 5cp like warpath can definitely fit into this model, although there needs to be (IMO) more definition about which team is attacking and which team is defending. I had an idea a while back about warpath only having 1 point attackable at a time, for a time window, then if the team don't capture it in time, it gets locked and the other contested point is unlocked, etc, so teams basically switch between attacking and defending every 2 mins or so. (But the whole team doesnt need to switch classes all the time) One of the problems I'd like to address is that only 1 person can really interact with the objective at once. The gamemode also needs to be playable in both competitive scene and pub scene, and ideally the skills from both should carry over. DM should also be a fallback solution, and teams need to have a clear objective rather than being split. Actually the closest we had to a successful new gamemode was similar to payload. Where scouts could use movement skill to get close to the payload and score points, and the rest of the team can still use DM to push the defending team back. We had some good early prototypes but it didn't go further than that. |
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11-21-2011, 08:55 PM | #7 | ||
Heartless Threadkiller
Beta Tester
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Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Quote:
Someone mentioned a "2 minute timed cap point capture" mode on a map like Warpath. That would be freaking awesome! You have 2 minutes to capture each point, in succession, and then it gets locked. If you capture it before the 2 minutes is up, your team scores, the timer resets and the next point opens. If you fail to capture a point in 2 minutes, it closes and the next one opens. Basicly, each team gets 10 minutes total to capture all the points. Whichever team has the most points(point captures) at the end of the round, wins. At least, if I'm understanding that suggestion correctly. I really like that concept.
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11-21-2011, 10:17 PM | #8 |
007
Beta Tester
Join Date: Dec 2008
Class/Position: Spy/Engy Gametype: Capture the Flag Posts Rated Helpful 6 Times
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Some people, myself included mainly enjoy CTF. That's really the bread and butter and main reason to play fortress type games is for the CTF.
But I'm just the minority on that thinking I'm sure |
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11-22-2011, 12:23 AM | #9 |
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I totally understand that ctf is the bread and butter here. I get how it really is currently the best setting for the fast paced maneuverability. But like I said, I think with a little tweaking and strategizing that other modes could still be pretty rewarding.
If you take a 5cp map with plenty of routes and good geometry for concs, you could make scouts and medics very viable. Only difference is you have to step away from directly playing objectives. But that doesn't mean being less useful. If you've got a couple scouts zipping around the map you can see where the enemy is pushing, call out positions, and set up ambushes. Idk, I guess that's setting the bar a little high. Requiring a lot of coordination and pidgeon holing classes into specific roles. Maybe making the lighter classes more viable for dm could go a long ways for other game modes. |
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11-22-2011, 12:59 AM | #10 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I personally enjoy AvD/ID (dustbowl/ksour/etc) infinitely more than CTF in a public setting. It's very hard/impossible for me to enjoy unstructured CTF.
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12-01-2011, 10:38 AM | #11 | |
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Class/Position: Soldier Gametype: Capture the Flag is there any other Posts Rated Helpful 26 Times
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12-01-2011, 04:02 PM | #12 |
sKeeD
D&A Member
Beta Tester |
squeek, seriously consider releasing conc_freezetag as an official map. It may not be detailed or have a theme, but its REAL fun to play. especially with 4+ people..hell... even 1 v 1 is entertainment. Its also nothing like ive played before.
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12-01-2011, 07:55 PM | #13 |
Join Date: Jan 2010
Location: Switzerland
Posts Rated Helpful 20 Times
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would love a couple of DM and Team-DM modes and maps.
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12-01-2011, 09:04 PM | #14 |
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Join Date: Dec 2010
Posts Rated Helpful 34 Times
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FREEZETAG!!!!
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12-01-2011, 09:34 PM | #15 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
I need to make sure freezetag is bug free. I've completely forgotten the status of it.
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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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12-02-2011, 09:34 PM | #16 | |
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Class/Position: D Eng Gametype: CTF 9v9 Affiliations: .gr , smr Posts Rated Helpful 46 Times
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You would also need to release it with a really SEXY Map.
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