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TF2 "Retakes"
1
#1
0 Frags +

Now that retakes are in CS:GO officially I was thinking about if something like this would be a cool plugin or something for TF2. If you do not know what the retake gamemode is for CS:GO is a quick rundown. here
What I was thinking for TF2 is that it could be a 6v6 or below and have one team trying to push onto a point with a small time limit, say 1:30. Either team could have uber, and it would be known how much each team has at the start of the round. The defending team wins if the time hits 0 and the pushing team wins if the point is capped. Classes would be randomized each time, that way you can work on different classes in different situations.

Does this sound like something you would play? Why or why not? Anything that you think should be added to this to make it better?

I know nothing about making a plugin so if you think this is a good idea and want to do it, go for it. I think this is something that people could do instead of mge.

Now that retakes are in CS:GO officially I was thinking about if something like this would be a cool plugin or something for TF2. If you do not know what the retake gamemode is for CS:GO is a quick rundown. [url=https://www.talkesport.com/news/valve-officially-adds-retake-mode-to-csgo-with-operation-broken-fang/]here[/url]
What I was thinking for TF2 is that it could be a 6v6 or below and have one team trying to push onto a point with a small time limit, say 1:30. Either team could have uber, and it would be known how much each team has at the start of the round. The defending team wins if the time hits 0 and the pushing team wins if the point is capped. Classes would be randomized each time, that way you can work on different classes in different situations.

Does this sound like something you would play? Why or why not? Anything that you think should be added to this to make it better?

I know nothing about making a plugin so if you think this is a good idea and want to do it, go for it. I think this is something that people could do instead of mge.
2
#2
2 Frags +

I would be very interested. You could also randomize stuff like offclasses so one round you're pushing a heavy and the next you're pushing a pyro/engi

I would be very interested. You could also randomize stuff like offclasses so one round you're pushing a heavy and the next you're pushing a pyro/engi
3
#3
0 Frags +
det-I would be very interested. You could also randomize stuff like offclasses so one round you're pushing a heavy and the next you're pushing a pyro/engi

Yeah I was thinking something like that.

[quote=det-]I would be very interested. You could also randomize stuff like offclasses so one round you're pushing a heavy and the next you're pushing a pyro/engi[/quote]
Yeah I was thinking something like that.
4
#4
13 Frags +

nah no chance ur gonna get 12 ppl playing dis shit imagine playing med for a bunch of randoms or just in general w ppl significantly better/worse than u its not worhth shit. at least in cs u can 1vx in retakes but no chance in tf2

nah no chance ur gonna get 12 ppl playing dis shit imagine playing med for a bunch of randoms or just in general w ppl significantly better/worse than u its not worhth shit. at least in cs u can 1vx in retakes but no chance in tf2
5
#5
0 Frags +

I like the idea but 6v6 is certainly a lofty goal.
4v4 might be more achievable. Assume each time has lost two people, but still decided to push - that would definitely not be a realistic situation in most 6s games in my experience. Probably better the attacking team always has the uber ad, as you're not going to be pushing otherwise.

I dont know too much about advanced hammer but does this even need to be a plugin? If you modify the spawn points and game logic that chooses where your spawn is (and spawn times), and ditch the randomized classes idea, you might be able to do 90-100% of this in hammer. I guess it depends on the expertise of anyone who decides to take on the idea. - then again you can't spawn people with uber levels in hammer. sourcemod probably wins here.

I like the idea but 6v6 is certainly a lofty goal.
4v4 might be more achievable. Assume each time has lost two people, but still decided to push - that would definitely not be a realistic situation in most 6s games in my experience. Probably better the attacking team always has the uber ad, as you're not going to be pushing otherwise.

I dont know too much about advanced hammer but does this even need to be a plugin? If you modify the spawn points and game logic that chooses where your spawn is (and spawn times), and ditch the randomized classes idea, you might be able to do 90-100% of this in hammer. I guess it depends on the expertise of anyone who decides to take on the idea. - then again you can't spawn people with uber levels in hammer. sourcemod probably wins here.
6
#6
payload.tf
0 Frags +
CaptainZidgelI like the idea but 6v6 is certainly a lofty goal.
4v4 might be more achievable. Assume each time has lost two people, but still decided to push - that would definitely not be a realistic situation in most 6s games in my experience. Probably better the attacking team always has the uber ad, as you're not going to be pushing otherwise.

I dont know too much about advanced hammer but does this even need to be a plugin? If you modify the spawn points and game logic that chooses where your spawn is (and spawn times), and ditch the randomized classes idea, you might be able to do 90-100% of this in hammer. I guess it depends on the expertise of anyone who decides to take on the idea. - then again you can't spawn people with uber levels in hammer. sourcemod probably wins here.

Combine the hammer idea with sourcepawn and then you have the best of both worlds.

We already have arenas set up for MGE, so wondering how hard could it be to take some popular 6s maps and transform them into these "retake" maps?

[quote=CaptainZidgel]I like the idea but 6v6 is certainly a lofty goal.
4v4 might be more achievable. Assume each time has lost two people, but still decided to push - that would definitely not be a realistic situation in most 6s games in my experience. Probably better the attacking team always has the uber ad, as you're not going to be pushing otherwise.

I dont know too much about advanced hammer but does this even need to be a plugin? If you modify the spawn points and game logic that chooses where your spawn is (and spawn times), and ditch the randomized classes idea, you might be able to do 90-100% of this in hammer. I guess it depends on the expertise of anyone who decides to take on the idea. - then again you can't spawn people with uber levels in hammer. sourcemod probably wins here.[/quote]
Combine the hammer idea with sourcepawn and then you have the best of both worlds.

We already have arenas set up for MGE, so wondering how hard could it be to take some popular 6s maps and transform them into these "retake" maps?
7
#7
-1 Frags +
24CaptainZidgelCombine the hammer idea with sourcepawn and then you have the best of both worlds.

We already have arenas set up for MGE, so wondering how hard could it be to take some popular 6s maps and transform them into these "retake" maps?

Depending on how you want to structure your retake map it could be simple or difficult (captain obvious lol)
but basically if you wanted to do a tug of war between 2 teams (not like a bunch of mini arenas) on a normal map, you could practically throw down a bunch of new spawns, some brushes to stop you from leaving crucial areas, and just activate/deactivate them from SP - disclaimer, ive only tinkered with SP in CS:GO. TF2 could have wrinkles in its spawning mechanisms.

[quote=24][quote=CaptainZidgel][/quote]
Combine the hammer idea with sourcepawn and then you have the best of both worlds.

We already have arenas set up for MGE, so wondering how hard could it be to take some popular 6s maps and transform them into these "retake" maps?[/quote]
Depending on how you want to structure your retake map it could be simple or difficult (captain obvious lol)
but basically if you wanted to do a tug of war between 2 teams (not like a bunch of mini arenas) on a normal map, you could practically throw down a bunch of new spawns, some brushes to stop you from leaving crucial areas, and just activate/deactivate them from SP - disclaimer, ive only tinkered with SP in CS:GO. TF2 could have wrinkles in its spawning mechanisms.
8
#8
3 Frags +

https://www.teamfortress.tv/55351/genius-idea-alert

https://www.teamfortress.tv/55351/genius-idea-alert
9
#9
0 Frags +
CaptainZidgelI like the idea but 6v6 is certainly a lofty goal.
4v4 might be more achievable. Assume each time has lost two people, but still decided to push - that would definitely not be a realistic situation in most 6s games in my experience. Probably better the attacking team always has the uber ad, as you're not going to be pushing otherwise.

I dont know too much about advanced hammer but does this even need to be a plugin? If you modify the spawn points and game logic that chooses where your spawn is (and spawn times), and ditch the randomized classes idea, you might be able to do 90-100% of this in hammer. I guess it depends on the expertise of anyone who decides to take on the idea. - then again you can't spawn people with uber levels in hammer. sourcemod probably wins here.

In CS Community servers it maxes out to a 5v5 but can go with any amount of people. While TF2 is quite different I would say a minimum would have to be a 3v3, assuming no medics, or else it would just be another mge server.

[quote=CaptainZidgel]I like the idea but 6v6 is certainly a lofty goal.
4v4 might be more achievable. Assume each time has lost two people, but still decided to push - that would definitely not be a realistic situation in most 6s games in my experience. Probably better the attacking team always has the uber ad, as you're not going to be pushing otherwise.

I dont know too much about advanced hammer but does this even need to be a plugin? If you modify the spawn points and game logic that chooses where your spawn is (and spawn times), and ditch the randomized classes idea, you might be able to do 90-100% of this in hammer. I guess it depends on the expertise of anyone who decides to take on the idea. - then again you can't spawn people with uber levels in hammer. sourcemod probably wins here.[/quote]

In CS Community servers it maxes out to a 5v5 but can go with any amount of people. While TF2 is quite different I would say a minimum would have to be a 3v3, assuming no medics, or else it would just be another mge server.
10
#10
8 Frags +

just play dm, 2v2, or pug, the circumstances ur having planned out in these retakes are not gonna happen in a real game, and if they were it'll just be like dm anyway

just play dm, 2v2, or pug, the circumstances ur having planned out in these retakes are not gonna happen in a real game, and if they were it'll just be like dm anyway
11
#11
1 Frags +

I also had an idea for a plugin that would just simulate midfights a while back. I think that'd be an interesting addition. I'd grind this gamemode.

I also had an idea for a plugin that would just simulate midfights a while back. I think that'd be an interesting addition. I'd grind this gamemode.
12
#12
4 Frags +
carnaticumnah no chance ur gonna get 12 ppl playing dis shit imagine playing med for a bunch of randoms or just in general w ppl significantly better/worse than u its not worhth shit. at least in cs u can 1vx in retakes but no chance in tf2

*meanwhile on tf2 center during the multiple daily hl lob's that take place*

[quote=carnaticum]nah [b]no chance ur gonna get 12 ppl playing dis shit imagine playing med for a bunch of randoms or just in general w ppl significantly better/worse than u[/b] its not worhth shit. at least in cs u can 1vx in retakes but no chance in tf2[/quote]

*meanwhile on tf2 center during the multiple daily hl lob's that take place*
13
#13
refresh.tf
6 Frags +

Something that would be significantly easier is changing 5cp maps to suit some sort of more specific practice.

Like just change the 5cp logic on process to koth, but you only need to hold the point for 10 seconds to win a round. Basically for practicing mids only. This could be done with any control point too, and players would spawn in the forward spawn relevant to the control point. Or just make it A/D with a pretty short shot clock or something.

Imo that just sounds better than retakes with randoms as you can at least practice with your own team/friends/dmix .Just throwing the possibility out there.

Something that would be significantly easier is changing 5cp maps to suit some sort of more specific practice.

Like just change the 5cp logic on process to koth, but you only need to hold the point for 10 seconds to win a round. Basically for practicing mids only. This could be done with any control point too, and players would spawn in the forward spawn relevant to the control point. Or just make it A/D with a pretty short shot clock or something.

Imo that just sounds better than retakes with randoms as you can at least practice with your own team/friends/dmix .Just throwing the possibility out there.
14
#14
3 Frags +
reakohttps://www.teamfortress.tv/55351/genius-idea-alert

i was fucking wondering where i had seen this idea before

damn im retarded

[quote=reako]https://www.teamfortress.tv/55351/genius-idea-alert[/quote]
i was fucking wondering where i had seen this idea before

damn im retarded
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