Just wondering if you guys think it would be feasible porting over a deathmatch gametype from CS / Cod4. I know there is arena mode and dm_ maps as well, but the deathmatch I'm thinking of is just on regular maps, but with random spawnpoints all over the map and maybe a respawn time of a second or two.
I've been banging around a few ideas for deathmatch in TF2...
The biggest problem with arena/dm-in-TF2-in-general, is that you don't want to RJ or take risks because you have default health. Even if your team has a medic, if that medic dies then that's it. It gets irritating and boring, because we're so used to having a medic to keep us healed, to allow us to be more aggressive and sticky/rocket jump around, or whatever.
So you give everyone permanent overheal, like they have a medic on them all the time. You'd start with maxed out health at 150%, and if you take damage then you heal as if you had a medic healing you. The idea being, if you encounter someone on the map and deal a lot of damage to them in a short period of time, then you can kill them, but if you don't finish them off then they can retreat and heal up and fight somewhere else.
Compare this health system to that of CoD or Halo. In those games, you don't have a set amount of health, per se, but a visual notification of your general well-being, and an ability to recover from damage after a short period of time without taking damage.
It's similar to, but also quite different from ammomod, because while you have a lot of health without a medic, you still max out at 150% health, so it wouldn't just be minute-long spam. I don't know if certain classes would be op'd with this kind of permanent overhealing (maybe scout), but you could fiddle around with the settings/healing rates, or keep it restricted to one class at a time.
Anyway, I'm not suggesting we replace the medic with this mod, just create a deathmatch system that's fun like ammomod, but not just dueling.
#2 you're an idiot. why do you think people play duel and stuff, its to get their aim better. a deathmatch gametype would really help out the community, as most players still have pretty poor aim
"And dont act like our internet doesnt have to be checked and processed through customs" - zenru
Using edits of regular maps would work nice for this. Like how ammomod has that map that is composed of sections of badlands, badwater, gravelpit, etc.
Something like half a map, like granary mid plus 2 points. Or half of well. Its useful making shots on a map that is played instead of using one of the deathmatch maps out there.
The 150% health idea is good too...like how qw rocket arena had maxed health, armor, and weapons.
totally agree on the constant healing and overheal idea, it's realistic in many ways and potentially works in both maps with cover (tactical retreating, holding ground, how to advance) and with no cover (straight up dm situations, simulating times when escape is impossible, improve "in the open" dm movement)
someone get on eckm's idea. if it were done, it could become a popular alternative gametype like bball is. while ammomod is great and all, this seems like it would allow for more variability in gameplay.
A free-for-all DM mode would be very interesting, although it would probably require its own maps since the stock ones are so heavily focused around holding a central objective.
This sounds like a lot of fun. Ammomod is good for working on pure rocket aim and movement, but a very good portion of an actual in-game fight between soldiers comes down to positioning and that's something Ammomod doesn't feature.
My only concern would be people rj'ing away every time they got hit by a rocket, since there's no actual Medic to get left behind.
you think he said you needed a mod to improve aim? he never said that.
obviously gametypes where theres 10 times more action in x amount of time may allow you to improve faster than playing a match where the action lasts 1 or 2 mins then its back to building an uber until you do it again.
how can you not see that? would it be rude to ask if you were an idiot?
you think he said you needed a mod or gametype to improve aim? he never said that.
obviously mods and gametypes where theres 10 times more action in x amount of time may allow you to improve faster than playing a match where the action lasts 1 or 2 mins then its back to building an uber until you do it again.
how can you not see that? would it be rude to ask if you were a massive spastic?
n also this severe downer named 'r4z0r' has pretty much proved that deathmatching helps aim as he said "how to improve aim: point, click, repeat." What exactly is DMing 'r4z0r'? would you like to explain to the rest of the tf2 forum or should i?
I'd say it should be a bit different than CONSTANT heals, like if you take damage from an enemy then the healing stops for three seconds or something like that. You could leave it as an option so that self-damage doesn't interrupt rocket jumping. With constant heals on, rocket jumping has even less of a penalty than it does in a real match and that may or may not be a good thing.
Big Thirst: how do you move so fast? notor: u know how u air strafe in tf2 Big Thirst: yes notor: how u dont hold forward during air strafing notor: well in quake u hold forward notor: and u dont have to go left+right+left+right notor: in quake notor: u can just pick a direction notor: so say notor: im going from yellow to red notor: on that map notor: ill jump notor: off the yellow platform notor: holding w+a and moving my mouse very slowly left notor: and then when it turns right notor: i go w+d and start turning my mouse right Big Thirst: yah thats sounds confusing as shit
attention campers, lunch was canceled today due to lack of hustle, deal with it
so would it be possible to put everyone on their own team or would this still be red vs blu? friendly fire would work i guess if you could make it not suck so much. as it is half the weapons wont hurt teammates.
The plan right now is to start with arena mode or CTF and get the auto health working. We'll work on healing rates, healing delays, whatever balances well. Custom modes like FFA DM will come later.
TF2 Deathmatch
Just wondering if you guys think it would be feasible porting over a deathmatch gametype from CS / Cod4. I know there is arena mode and dm_ maps as well, but the deathmatch I'm thinking of is just on regular maps, but with random spawnpoints all over the map and maybe a respawn time of a second or two.
Thoughts / opinions?
The biggest problem with arena/dm-in-TF2-in-general, is that you don't want to RJ or take risks because you have default health. Even if your team has a medic, if that medic dies then that's it. It gets irritating and boring, because we're so used to having a medic to keep us healed, to allow us to be more aggressive and sticky/rocket jump around, or whatever.
So you give everyone permanent overheal, like they have a medic on them all the time. You'd start with maxed out health at 150%, and if you take damage then you heal as if you had a medic healing you. The idea being, if you encounter someone on the map and deal a lot of damage to them in a short period of time, then you can kill them, but if you don't finish them off then they can retreat and heal up and fight somewhere else.
Compare this health system to that of CoD or Halo. In those games, you don't have a set amount of health, per se, but a visual notification of your general well-being, and an ability to recover from damage after a short period of time without taking damage.
It's similar to, but also quite different from ammomod, because while you have a lot of health without a medic, you still max out at 150% health, so it wouldn't just be minute-long spam. I don't know if certain classes would be op'd with this kind of permanent overhealing (maybe scout), but you could fiddle around with the settings/healing rates, or keep it restricted to one class at a time.
Anyway, I'm not suggesting we replace the medic with this mod, just create a deathmatch system that's fun like ammomod, but not just dueling.
great idea #3, worth be good to test
imo DM is best with demo / soldier / scout / sniper only.
i support deathmatches.
Something like half a map, like granary mid plus 2 points. Or half of well. Its useful making shots on a map that is played instead of using one of the deathmatch maps out there.
The 150% health idea is good too...like how qw rocket arena had maxed health, armor, and weapons.
A+ for eckm.
but seriously someone who is capable of creating this mod contact me and I'll work with you on the details.
This sounds like a lot of fun. Ammomod is good for working on pure rocket aim and movement, but a very good portion of an actual in-game fight between soldiers comes down to positioning and that's something Ammomod doesn't feature.
My only concern would be people rj'ing away every time they got hit by a rocket, since there's no actual Medic to get left behind.
shrug.
Make it free for all by doing FAKE OUT UBERS.
You spawn, shoot whatever you see, die, rinse and repeat.
Purely to improve aim.
obviously gametypes where theres 10 times more action in x amount of time may allow you to improve faster than playing a match where the action lasts 1 or 2 mins then its back to building an uber until you do it again.
how can you not see that? would it be rude to ask if you were an idiot?
you think he said you needed a mod or gametype to improve aim? he never said that.
obviously mods and gametypes where theres 10 times more action in x amount of time may allow you to improve faster than playing a match where the action lasts 1 or 2 mins then its back to building an uber until you do it again.
how can you not see that? would it be rude to ask if you were a massive spastic?
n also this severe downer named 'r4z0r' has pretty much proved that deathmatching helps aim as he said "how to improve aim: point, click, repeat." What exactly is DMing 'r4z0r'? would you like to explain to the rest of the tf2 forum or should i?
Big Thirst: how do you move so fast?
notor: u know how u air strafe in tf2
Big Thirst: yes
notor: how u dont hold forward during air strafing
notor: well in quake u hold forward
notor: and u dont have to go left+right+left+right
notor: in quake
notor: u can just pick a direction
notor: so say
notor: im going from yellow to red
notor: on that map
notor: ill jump
notor: off the yellow platform
notor: holding w+a and moving my mouse very slowly left
notor: and then when it turns right
notor: i go w+d and start turning my mouse right
Big Thirst: yah thats sounds confusing as shit
dynamic|eckm in #tf2scrim, tf2-invite, tf2.gather.us
Anyway, this is a great idea
http://www.tf2rocketarena.com/forums/inde..
I check it like once every three weeks, which is about as often as anybody posts.
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