niteno mapper wants to make a competitive exclusive map, and a tiny payload map would be exactly that. it would be unplayable in pubs which means it would be unusable by 90% of a mappers audience, as well as being much less likely to be included in the game by valve. by asking a mapper to make an experimental map that is unplayable for most tf2 players (and very unlikely to be played by the remainder anyway) you are basically asking someone to waste hundreds of hours of their life to do something that no one will ever use.
the reason it's also not be likely to get picked up by the competitive community anyway is not because of a "stubborn" mentality, but because its just not likely that a payload map would be good for a competitive format. 5cp has had nearly a decade of competitive testing. when someone sets out to make a competitive 5cp map there are a series of guidelines that make your map near instantly playable for 6's at at least a basic level. payload has had very little testing (save for highlander, which doesnt apply to 6's anyway) so if someone sets out to make a competitive payload map, like fatherbrandon tried to do recently, there is no way of telling what works and what doesn't other than just by a TON of testing.
realistically, to make a payload map that works well in 6's, we would need at least a handful (3-4, ideally more) of dramatically different test maps, each being balanced with different concepts to try to figure out what works and what doesnt, all being tested consistently and with serious volume over the course of months to even come close to matching the sort of guidelines that 5cp has now. i dont know about you, but having 3-4 high quality, dedicated competitive mappers willing to work with the competitive community for months while ALSO having the competitive communities interest maintained during that time seems about as likely as valve handing us a $50,000 international tournament tomorrow.
If the main issue is just lack of willing people to work on it and test it, I can certainly help if people like the idea. I have a bit of mapping experience myself, and I would certainly help if other people were down to do so also.
JDawgManiacDoes anyone remember the weird joke payload map, I think it was called dogbread, where the cart started in the middle and could be pushed by either team?
I feel like this is an idea that could be worked on, because it allows for the same attack and defend mechanics of 5cp and koth, where you're not locked into one role.
While thats not a bad idea, that is basically a payload on 5 cp. Your idea is very reminiscent of payload race, but that gamemode didnt really work out. I think payload should stay its own unique gamemode, because if its just 5cp with a payload, nothing unique can from from it.
AdebisiI'm not sure, as I am not sure how it would work or flow
It could be stalematey still if the defensive team wins a fight and digs in with a sentry, heavy etc and the attacking team has to break it somehow.
The only thing I can think that is good, is that there are decisions to be made by an attacking team (do we all push the cart for max speed, or push up and prevent the defensive team getting dug in/spawn camp them) and the defending team (the need to stop the cart progressing being a factor when taking any fight). Then again, I can imagine the second just being resolved by defending teams setting up defences at certain choke points in order to avoid risk.
5cp is actually far more "stalematey" because both teams can defend, and you get extra time for caps making the match's time unlimited. Payload is not a stalemate if defense is strong, because a stale mate means no one is winning and nothing is happening, if the payload is not moving that is not a stalemate because the defense is winning.
Also engie nests at choke points are really not hard to take out if you have a coordinated team, all you need is an uber and a demo. Remember I made sure the state that this idea only works with a class limit of max one engineer and max one heavy. So you dont have to worry about killing 3 sentries anyways.