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Stopwatch?
Created 9th January 2013 @ 20:33
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I got nostalgic. Watched Fragarea3 for the n-th time in my life and remembered those countless rounds I’ve practiced through on radar and braundorf, and that got me thinking: would stopwatch mode work in TF2? It’s hard to implement any kinds of objectives in the game without a third-party modification, besides flags (quick caps and moving spawn points) and capturable objectives (pretty sure you can spawn multiple intel cases?), but those two mechanisms by themselves could constitute a pretty neat way of playing things out.
For those who know what I’m talking about, what do you think of it as a concept, maybe a replacement for the standard A/D?
I lack knowledge of Enemy Territory gamemodes, but I have to ask:
Did you ever play a competitive match on Gravelpit, or any A/D or Payload map in Highlander?
I fail to see the big difference to those, but please do explain.
Last edited by Selek,
6v6 dustbowl, hell yeah!
http://etf2l.org/matches/18130/ One of the most fun matches I ever played…and I played a few.
Last edited by Monkeh,
It would require modification but I suppose it would likely be quite similar to watching various different ways of playing GPit like someone else said. I loved ET but I don’t know I don’t see the game mode translating particularly well, unless my memory is lying to me.
Quoted from Selek
I fail to see the big difference to those, but please do explain.
Besides the pacing, the difference is not that big. I find the reason for which Gravelpit has been hated by many is its turtlish nature of gameplay, but that was because of the map itself, not the mode. And surely, combining cap points’ mechanics with flag capturing adds a little bit of variety to the mix. Where the difference lies is in the map size and game pacing and that got me thinking, why have we, as the 6v6 community, not tried any other A/D maps yet?
Quoted from Henghast
I loved ET but I don’t know I don’t see the game mode translating particularly well, unless my memory is lying to me.
Can’t be copy pasted, that’s for sure. Still, wondering what would make it viable here.
There’s a map called avanti http://gamebanana.com/maps/52688 . It’s pretty much what you are talking about (I think): theres one flag and 3 (???) cap points. The attacking team has to take the flag to the cap points. If the flag is not touched in 30 seconds or so it gets returned to the last “capped” point. The concept is very fun to play even though the map it self is terrible.
Off-topic: why isn’t ctf_mach4 not played anymore? It was pretty enjoyable fast-pased ctf map.
Last edited by exm,
exm:
That mode sounds quite like ctf_haarp, which actually is a decent map:
Quoted from freshmeatt
I find the reason for which Gravelpit has been hated by many is its turtlish nature of gameplay, but that was because of the map itself, not the mode.
How can you make an a/d map which isn’t turtlish? You don’t need to attack, so obviously it’s a turtlefest. GPit is one of the most unturtlish of a/d maps.
Quoted from freshmeatt
[…]
Besides the pacing, the difference is not that big. I find the reason for which Gravelpit has been hated by many is its turtlish nature of gameplay, but that was because of the map itself, not the mode.
I don’t understand – how can a turtlefest NOT be blamed on the fact that it’s an AD map. There’s literally no other option but to turtle?
Quoted from MEGAMIDDIE
I don’t understand – how can a turtlefest NOT be blamed on the fact that it’s an AD map. There’s literally no other option but to turtle?
There could be some kind of incentive to push forwards (for a better hold or something, maybe holding near the point is a nightmare) but the enemy team spawns close and fast enough to the forward hold that it’s very difficult to get heavy engie pyro etc. up to defend it.
A/D map without a setup, perhaps?
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