User:Baliame/TF2 Gamemode Theories
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Baliame's Gamemode TheoriesNote that this is a design theory page, it does not explain how exactly to set up these gamemodes. Later, I will write a tutorial for each of these gamemodes. Feel free to create maps of any of these gamemodes.
Control Point GamemodesKing of the HillComplexity: Easy (2/4) DescriptionThe King of the Hill gamemode consists of a Hill which teams must hold for a set amount of time in order to achieve victory. This is either done by displaying a timer of the remaining time until victory (the easy way) or having a score limit, awarding score to the holding team every few seconds (the hard way). CreationA control point is required in the role of the "Hill" with instant capture time. Another, unreachable, control point is required, as a workaround to automatic capture victory. The Easy WayTwo team_round_timer entities are used, each activated when the corresponding team captures the point. When a timer hits zero, the team owning it wins. Timer HUD is usable. The Hard WayCounters are used to store the score, increased by ticks of timer entities set to a few seconds. Score is displayed using scoreboard brushes. VariationsZone ControlComplexity: Easy (2/4) DescriptionThe Zone Control gamemode consists of several control points, and while it's somewhat similar to linear progress control (such as granary), it deserves a mention as a unique gamemode. Zone Control itself may be considered a variation of King of the Hill, with multiple, yet instant capture point, and no scoring. The gamemode bears with quite a few variations, described below. CreationPlace control points around the map, neither of them requiring "previous points". Set capture time to 0. Variations
Capture the Flag GamemodesDefend the FlagComplexity: Very Easy (1/4) DescriptionOne sided CTF, blue team attempts to retrieve the red intelligence, the only goal for red is to keep the blues from taking it. CreationSeal off the blue flag somewhere unreachable, add a reasonable timer, extend it on each capture of the flag. Elimination GamemodesStandard EliminationComplexity: Very Easy (1/4) DescriptionA more tactical TF2 - everyone has one life. A map played with Sudden Death on all the way. CreationFire a Sudden Death event on round start. JailbreakComplexity: Average (3/4) DescriptionThis game is similar to Standard Elimination, however players who get killed do respawn, however in jail, which is near the spawnroom of the opposing team. If all players of a team are in jail, the team is executed and the opposing team wins. However, if someone can press the release button, which is near the corresponding jail, the whole team is released. CreationThis is a little tricky. The way to do this is through manipulation of respawn entities: the jails start off with a set of disabled respawn entities, while the spawnrooms have these enabled. After the setup timer expires, the state of this switches; the jail respawns become enabled, and the standard respawns become disabled. To check if there are no players of a team "alive", use a trigger entity with team filter and the EndTouchAll output. Finally, "jailbreak" is handled by a jail-wide teleport entity. |