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New Game Mode Idea!

Alex-Ario

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Border Patrol
Border Patrol is a game mode where you run towards enemy snipers with pistols and try to kill them!

Okay, I didn't really come up with this game mode, but when I was a shity COD kid, I watched this guy on YouTube called swifter. swifter would play these fun games he'll make up and play with his subscribers. He made a fun little game called Border Patrol and oh boy, it looked fun! So I bring to you...Border Patrol!


Questions you may have...

How do you play?
There can only be 2 to 3 Blu snipers and they're aiming for you! If you're not Blu, you're on Red as scout, and your job is to go to a certain point on the map and shot at the snipers with pistols only! You can't get heath, but if there is a plugin for it, you can have unlimited ammo.
This video should explain it better.

What are the stats as sniper/scout?
Sniper:
+ 100% Crits
+ Scouts can't get to your spot
- Machina Only
- You leave a trail
- You have 100 hp

Scouts:
+ You're fast
+ You get over heal if you make it to a certain point on the map
- You can't double jump
- You only have a pistol
- You can't get to snipers spot

What are the rules?
- No friendlies
- No favoritism
- No ghosting
- No blocking (When someone is in your face and they're basically being a troll)
- No being AFK
- No stalling


What maps can you play this on?
I'm not sure, but when I have time I'll play some and see what maps can support this game mode. Oh, and I'm making 1 or 2.

That's all I have to say for now, but you any questions or just want to give you thought on this, go right ahead.
 
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General Zimmer

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strange? I think I've seen this on tf2 before, or it might've been a dream in some way, but it certainly looks interesting! :D
 

Vick30

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This brings back memories from when I was younger and did sports. The ones who were in the middle threw balls at us and if we got hit, we joined them till there was one left. Holy shit i want this to be added.
 

2010wolf | Blw.tf

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Holaaaaaa dis idea is gud
i mek mep for dis geam mude
k kool


Nah but srsly, i like this idea, and i think it's worth a try.
All that @Benedevil has to do is the following:
1- A class restriction.
2- A Red:Blue ratio, so that there isn't too many reds or blues.
3- Some way to forcefully give players their class specified weapons.
Blues: Forcefully give them the machina primary weapon.
Reds: Forcefully give them the force-a-nature primary weapon.​

For the ammo problem, we as mappers can simply fix that, without troubling bene.
 
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Dell

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Yeah this is a neat idea, I like it too. :LOL:

It's something different and creative. I'd definitely play that. Not sure how much distance you should put between the scouts and snipers, as snipers can kill from super far but scouts do less damage and have bullet spread from long distances.
 

2010wolf | Blw.tf

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Yeah this is a neat idea, I like it too. :LOL:

It's something different and creative. I'd definitely play that. Not sure how much distance you should put between the scouts and snipers, as snipers can kill from super far but scouts do less damage and have bullet spread from long distances.
We will balance it out...
An idea in progress right now is that blue team has 10 HP, red team will die from two bodyshots OR one headshot.
Red team's pistol always does 1 damage from any distance, thus you need to hit a sniper 10 times in order to kill him.

This is an idea in progress, the numbers are only there as an example, we might end up with 10 times or less, depending on the discussion we will have.

The distance will be reasonable enough for how many players are alive, OR simply for the beta version of this gamemode, make a static distance good enough for 15 players in red team.

Of course there will be a LOTS of gameplay testing that is needed to make sure things are balanced right.


Edit: At the end of the run way for the runners (scouts) they will be directly infront of where the snipers are at, infront of the "building" or place they are at, and they simply have to kill them with the pistols.

in order to URGE the snipers to kill the scouts and NOT keep hiding, there could be a control point that if it is capped red team wins, OR quite possibly that the "building" that the blue team is in is actually breakable, thus uncovering piece by piece the hideout for the blue team, making them exposed to the red team, whilst giving the blue team a chance to out-gun the red team while they are distracted with destroying (uncovering) the building.

holy shit that was a lot of typing, but ya i think this is an interestin concept.
#hyped
 
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Shadow Mario | blw.tf

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3- Some way to forcefully give players their class specified weapons.
Blues: Forcefully give them the machina primary weapon.
Reds: Forcefully give them the force-a-nature primary weapon.
Well, that's not impossible, plugins like Freak Fortress give custom weapons to a specified player on Blue team (Example: Seeman gets a Bottle and Seeldier gets a Shovel), it could be similar.
 

O C E A N M A N

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This brings back memories of watching Swifter (holy balls, that was a long time ago) but I loved watching this gamemode and thought it would’ve been the shit. I love the idea and definitely would play (it helps that I’m a sniper main (edge intensifies))
 

2010wolf | Blw.tf

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Updated version...
This one is around 90% of what's the map is suppose to be... the other 10% are a few extra stuff to be added, and maybe 1 or 2 obstacles to add later, and i assume retexturing might take place, tho not sure what exactly.

You could consider this the properly working test version of the map.



 

2010wolf | Blw.tf

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How many scouts are there??
Probably gonna be 1 sniper for every 5 scouts... we still don't know for sure since this needs to be actually tested with a full server to see the win-loss ratio for both teams, we might even end up making it 1 sniper for every 4 scouts, again depending on how the gameplay turns out.
 

Mars?

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A crit can 1 shot a scout... so it seems pretty balanced. But if all 15 scouts target 1 sniper with the pistol it will annihilate that one sniper... maybe tweaks that scout damage or add more health??
 

2010wolf | Blw.tf

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A crit can 1 shot a scout... so it seems pretty balanced. But if all 15 scouts target 1 sniper with the pistol it will annihilate that one sniper... maybe tweaks that scout damage or add more health??
The sniper can also take advantage of hiding behind a wall, and peak out to shoot any wandering scout...
Then again... this needs testing to figure out if what you said is true or not, will it be a big deal or not :b

So far i'm done with the map, there is only one texture of my sexy face that is missing, i don't know why tho, but i'm too lazy to fix it.
Anyhow, i guess i'm just waiting for bene to have time to do the things i mentioned that he should do.

and i need to figure out a way to not make the sniper's shots charge.... i'll see what i can do.
 
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Mars?

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The sniper can also take advantage of hiding behind a wall, and peak out to shoot any wandering scout...
Then again... this needs testing to figure out if what you said is true or not, will it be a big deal or not :b

So far i'm done with the map, there is only one texture of my sexy face that is missing, i don't know why tho, but i'm too lazy to fix it.
Anyhow, i guess i'm just waiting for bene to have time to do the things i mentioned that he should do.

and i need to figure out a way to not make the sniper's shots charge.... i'll see what i can do.
I think you need to fix all the faces by removing them.
 

Mars?

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Actually I just realised. You said crits, and that can 1 shot a scout plus u added something for scouts to gain more health and I’m curious for where the health is actually lost from. How about this. Allow double jump, but each time they jump -20 hp like the atomizer but instead of -10 its -20
 
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