All the above answers are good.
In my offhand summary (Key points)
- #4 (Seinfeld)
- This is the 6s Community Decision & There is history (See Discussion - Incentive & Choice)
- #7 (Brody)
- Asymmetric Gamemodes don’t suit 6s (See Discussion - Incentive & Choice)
- Map Variants (See Discussion - 6s Map Variants)
- #13 (Mak)
- Stopwatch Incentive (See Discussion - Incentive & Choice)
- Are “Dynamic” Rotations Really Special? (See Discussion - 6s Map Variants)
General Reference: https://forums.rgl.gg/topic/1853/what-do-you-think-a-6v6-payload-map-would-look-like
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From an analytical perspective, 6s and HL have developed into two distinct dichotomies, and I believe looking deeper into this difference should form the basis of what differs map-wise (and thus what differs design wise) between the two game modes.
To save out on some time I’ll outright say the simple conclusion:
- 6s has a focus on mobility that emphasizes a push/pull
- In 6s your team switches from defending to attacking on a dime while…
- HL has a focus on holding, emphasizing “waves” of attack
- One team often is (inherently by the gamemode) the aggressor, conversely one the defender.
What this means physically is that in payload [applying to other Asym modes]: the defending team often has no incentive to push/move/advance off successfully winning a teamfight - and as there is no need for mobility [with respect to the] 6s format … no reason to not run the defensive offclasses for basically every point (Engie, Heavy, etc).
What does payload add to 6s? When I spoke to fossil he indicated to me that he thought to add the ferocious excitement of stopwatch to 6s, but I knew with him saying that he’s never seen (or rather never played) 6s where
- A won mid fight can turn into a scramble for last, where a full advantage is desperately pushed on
- Someone calling that they are dying seconds before they do makes the difference in decision making to save a situation
- Where teams use as soon as they get Uber because they already are on a much shorter more aggressive timer already: the enemy medic’s Uber.
Simply put, payload for 6s would add a more visible timer, but would remove many aspects of decision making complexity that is essential to the “feel” of 6s. (See Discussion - Incentive)
- Discussion - Incentive & Choice
KevinIsPwn’s summary of competitive Tf2 (Summarized) is the identification of advantages. The reason I bring this up is because Mak brought up the point of Stopwatch being “dumbed down” - this is a consequence of the roles created. Regardless of the situation the “attacking team” will always want to attack, there isn’t much consideration as to the current game state beyond the next respawn wave.
I think a seldom acknowledged point here is the recognition that this is by choice - I don’t think any 6s player will say their favorite part of the game is sac-to-countersac, but I think every player has an appreciation for the idea that a CORE part of 6s is the recognition of the gamestate. Making crucial decisions in chaotic situations is a core part of 6s, this isn’t to say that HL doesn’t have the same chaotic scrambles, but potentially due the scale the significance of those decisions are often lost in the wash.
In short - at some point the 6s community chose the complexity of recognizing the gamestate of 5cp as a core value.
“6s players are taught to recognize and utilize team advantages in order to understand when to agress/retreat, an aspect of gameplay largely lost in explicit A/D modes and general pub play.”
- Discussion - Map Variants
I did the thing where I opened the thread expecting to cringe, but I ended up being pleasantly surprised by a lot of the answers.
One of the main reasons I’m writing a reply is because this is a topic I’m generally invested into (Map Design in 6s), and I have experienced the difficulty in both testing and mapmaking for competitive. I also figure that I can throw insight into why there hasn’t been more experimental maps/gamemodes/ideas for 6s:
- Short answer - There has been various experimental mode attempts, but there never is any support/interest for them
pl_drylands: <https://tf2maps.net/downloads/drylands.11068/>
Mapmaker: Fossil
Drylands is a payload map explicitly designed for 6s. Fossil (aka d3adfin) designed it hoping to bring the excitement of stopwatch to 6s.
- The core element (besides literally being targeted for 6s) is that you “tap” the payload cart both ways to start stop it.
The question is… what does the existence of the PL cart add to the mode? It’s already asymmetric, even in 5CP control points are only ever a delayed recognition of the territory/space that a team actually owns - representing it through a slower, gradual, and even more delayed mechanic seemed unintuitive in a gamemode focused on mobility. Ultimately, I gave harsh feedback on the attempt as I believe it went against a lot of the “Core of 6s” (See RGL Forums Link), and even when I attempted to get more serious playtesting for the map the majority of players rejected the map on basically the above premise which I agreed with.
“What’s the point of testing a mode that already has clear flaws” was the dominating attitude, and ultimately fossil moved on (I think he’s making open fortress maps and doing pretty well for himself)
seige_grove: <https://tf2maps.net/downloads/siege_grove.10552/>
Mapmaker: Zeus
Its the game mode from paladins:
1) Fight over a central Control Point
2) Capture of CP gets 1 point
3) Payload Cart spawns on CP ⇒ push to enemy spawn for extra point (Conversion)
I like this concept, I got an ~advanced + randoms test on it which gave some layout changes and I think the timers/scoring could definitely be revisited.
Ultimately Zeus is pretty busy and did this as more of a proof-of-concept, I think the gamemode might be even easier to execute now that we have Vscript but don’t quote me on that.
3CP A/D Maps (A + B ⇒ C)
The core question when throwing a mechanic in should be: “Why?”
What does having 3CP A/D (Gravelpit style) add to specifically the 6s dynamic.
IF the answer is rotations… do we not have those already?
If the combo begins to pressure big door on Gullywash when you’re defending 2nd, doesn’t your combo rotate over? If you already hold that way and they do the opposite don’t pieces move to plug the holes and relieve pressure? 6s obviously has rotations already, and - in line with the fast-paced nature of the gamemode - they are done quickly, not through corridors spanning the entirety of a map.
IF the answer is strategy… the asymmetric nature of the game mode removes complexity, theory forces single-tactics.
Also theory aside I think a 4zae event had invite 6s players doing a show match on it, I remember casting that but tbh I have no recollection of the tactics or even the score result.