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New Game Mode Idea!

2010wolf | Blw.tf

Wooh, Sick airshot duuuuude!
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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
So after a long time of being lazy and busy with real life shit...
I'v just started working on the weapon status balances right now...

I'm not done yet but it shouldn't take too long.

I like how you mention a jump will cost 20 hp, but then it feels kinda too much, since you always want to stay alive, i think it would be much better if it was a free utility instead of something you risk... After all there are very limited healthkits in the map.

I'm thinking about something like... scouts have 10 HP, a headshot will insta kill (10 dmg), while two bodyshots will be needed to kill. (5 dmg per-bodyshot)

Now we don't need the 100% crit part of we have already decided what we discussed above, because either way we want the same outcome, and both will give the same outcome.


Current weapons status:
Snipers:

Sniper rifles:

  • 0.0001% --> Sniper charge rate.
  • 0.001% --> on bodyshot, increase charge rate
  • 0.0025% --> on scope headshot, increase charge rate
  • cannot fire unless zoomed
  • bullet trace
  • Charged shots penetrate players
  • 0.5% --> Slower movement speed while zoomed-in
  • 0.15% --> Ammo Regen
  • 1.3% --> heal on kill (heal for 30% of your current health on kill)
  • 0.1% --> damage bonus (thus, a normal NOT CHARGED bodyshot will deal 5 damage)
  • -75 --> Less maximum health (additive)
SMGs:
All SMGs are banned

Throwables:
Jarate's recharge rate is decreased by 50%

Wearables:
All wearables are banned.

----------------------------
Scouts:

Force-a-Nature:

  • 1.125% --> Higher jump while holding weapon
  • 1.175% --> Increased Move Speed
  • Cancel falling damage
  • 0.35% --> Weapon deploy time (takes less time to deploy weapons)
  • 1.25% --> Increased air control
  • -115 --> Less maximum health (additive)
The pistols:
  • 1.25% --> Higher jump while holding weapon
  • 1.25% --> Fire rate bonus
  • Cancel falling damage
  • 0.35% --> Weapon deploy time (takes less time to deploy weapons)
Consumables:
Crit-a-Cola:

  • 1.25% --> Higher jump while holding weapon
  • 1.25% --> Fire rate bonus
  • Cancel falling damage
  • 0.35% --> Weapon deploy time (takes less time to deploy weapons)
  • 0.35% --> Decreased consumable recharge time.
----------------------------------------------

Banned weapons:

Sniper rifles:

The Sydney Sleeper
The Bazaar Bargain
The Hitman's Heatmaker
All hunstman-like weapons


Secondary:

All wearables and SMGs are banned


------------
Scouts:
All scatterguns except the Force-a-Nature

Pistols:
Pretty boy's pocket

Consumables:
Bonk! Atomic Punch

Throwables:
The Flying Guillotine
Mad Milk
Mutant Milk

-------------------------------

That's all for now, i'm open for suggestions.
PS: i might have forgotten a thing or two, and so this might be edited later on.
 
Last edited:

Shadow Mario | blw.tf

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I'm currently (Trying to) developing this gamemode, but i must ask, since i'm going to probably use a ratio of how much players must be snipers and how much players must be scout (instead of a set limit), what is the player limit and round time?
 
Last edited:

2010wolf | Blw.tf

Wooh, Sick airshot duuuuude!
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I'm currently (Trying to) developing this gamemode, but i must ask, since i'm going to probably use a ratio of how much players must be snipers and how much players must be scout, what is the player limit and round time?

Uuuuh, there is nothing really to "develop" just a few things that i need bene to do, and a few tests with weapon balanced that i need to take... and that's all.

Thing is i haven't been able to do so cuz i don't know how to enable the server to read the weapon restriction file and weapon status file... cuz im stoopid.

We are so close to figuring this out, i just don't know how to make the server to that ^^^^

And after that i need bene to do the do, and the gamemode is ready.

-------

Either way to answer your question...
I already mentioned the sniper/scout ration somewhere above.


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.
The ratio is unclear for now, since it simply needs active testing, which we haven't done yet.
 

will5023

Can fly, can fight, can crow.
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is this still happening? if it is keep it pending if not can one of you move it to archive <3
 

2010wolf | Blw.tf

Wooh, Sick airshot duuuuude!
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Development on this gamemode has continued after such a long time.
Here is the to-do list:
-For my map (bp_desert_v2)

  • Add arena logic in the map.
  • Add the missing texture.
  • Make the glass easier to break.
  • Block areas that the red team shouldn't be able to go to.
  • Somehow make the map less bright?
Also, please fill this survey to give us your opinion about how the weaponstats should be just for the launch of the gamemode.
https://www.esurveycreator.com/s/f053c18

It would also be fantastic if you made your own map for the soon to be launched new gamemode.
You can try out the gamemode now at: 5.9.74.76:27035
Though it's currently in near finished development, so it is functional as is.
 

Mars?

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Feb 17, 2018
Messages
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i voted for scouts to have 25 hp since it opens more... "ways" of killing them. Such as, 2 headshots, 1 headshot and 2 bodyshots. But since I don't know the objective and how long the game will be you should adjust it in the future.
 

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