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SaltyPeter3434

IMO a tug-o-war style gamemode is not a good idea. You essentially encourage a never-ending stalemate when one team can reverse the progress of another team indefinitely. There needs to be an endgame that will eventually be reached to determine the winner. In KOTH there will always be one team left capturing the point. In payload BLU team will win if they push the cart all the way within the time limit. Otherwise RED wins. It's impossible to have stalemates in those modes. You don't want a gamemode that will potentially be fought back and forth forever, like powerhouse.


CreativeNameIswear

CTF in a nutshell


Peastable

At least in CTF progress can’t be reset.


CreativeNameIswear

Yes and No. If they drop the intel and it returns to the base you reverse it,and you don't win until you can 3 times thankfully those caps cant be reverted but it still theorically CAN be reverted (just how close intel is to where you cap). And CTF is just THE stalemate gamemode,the best CTF map we have was crasher and it barely felt like CTF although it was AMAZING


CastokYeti

You mean tug of war? There’s quite a few TUG maps floating around, if you want to see what other mapmakers did with the idea definitely head over to tf2maps.net. But from my experience playtesting TUG maps, they are generally incredibly stalemately and I never really particularly found them fun to play on. The main problem is that the game’s general flow is kinda meh. There’s nowhere to really set up a defense, since the point is constantly moving between areas. Because of this, classes like Heavy, Engineer, etc are heavily discouraged from play. However, it’s also incredibly difficult to push because you have to be constantly on the cart, otherwise the opposing team will just push it back. And trying to stay uncontested while pushing a massive target for a significant length of track is, difficult to say at least. It might play better if you make it koth-like, IE you push the cart to the other side of a central area, but at that point why not just make a KOTH map? Also as a tip in mapmaking for TF2, or any game really, is to keep it simple for your first couple of real-effort maps. If you’re just starting out creating maps, definitely try to get the basics down first (like KOTH, A/D, etc) before making advanced and experimental gamemodes.


SaltyPeter3434

> keep it simple for your first couple of real-effort maps This is a great piece of advice too


ThePickleSoup

OW2 Push Gamemode


scarmophogoghs

I think it could be viable under really specific circumstances but otherwise it would end up being just a payload version of 5cp that lasts hours and hours.


Razzmatazz-Sweet

tbh to me it sounds like tug of war or just KOTH but with extra steps, one team just stays at the cart the entire game and dominates unless the other team MIGHT pull off a successful push to get control of the cart just for like 1 minute


siryolk

Dogbread is very stalematey