So, as we know, there are some concerns over significant flaws within competitive TF2’s main gametype. Control point maps can lead to slow, highly stalemated games especially in the upper eschelons of the scene. I’m not here to debate whether this is true- if a significant number of people think this isn’t true in the replies then I’ll drop the idea, but for now I think this game desperately needs to be made more interesting. Sideshow realises the idea clearly (if longwindedly) here:https://www.youtube.com/watch?v=LDM5ThcDRiQ
tl;dr: It’s boring for spectators. I’d add it’s boring for players too.
I just don’t think we should be so stumped over the question of what to do here- in fact, there’s not need to reinvent the wheel when other games can give us easy clues as to what the solutions (gametypes) could be.
My initial inspiration came thinking about domination, a gametype from Call of Duty (I know, I know, but hear me out). For those who haven’t ventured into this wilderness before, domination is a gametype with 3 flags (control points, if you will). These begin neutral until capped, generally there is a stasis period at the start of the game where one waits for A and C to be capped before contesting B (midfights, still keeping classic TF2 in there). Teams will gain a point for every flag they own every 5 seconds (not exact but you get the point). The game has a 10 minute timer and a mercy limit of 200 points. This has been modified in more recent editions to include a half time but, again, the essential objectives are outlined there.
Just to make sure no one skipped the explanation: this is NOT cp_standin or cp_gravelpit. Fuck those maps. If you skipped the above and thought it was, read it again. It’s more like koth with 3 points, but still nowhere near to that.
I don’t initially see a reason why this couldn’t be used and can see quite a few positives- the main one being free-flowing, non-stalematey TF2.
It would definitely be an intense gametype, and the closer the flags are together the more dm-intense it would be, and the further away from each other the more tactically based the game would be. I haven’t really thought how this would relate to the spawns- would it be too complex to have the spawn move in relation to which flags you hold?
The gametype essentially forces you to always push for a 2-flag hold at least, with oppurtunities for crazy comebacks or complete dominations with 3-flag holds. It has potential for introduction of snipers depending on map design. Engineer might have to be banned or limited for this to stay interesting, the whole point of this suggestion is to keep it flowing- I mean who gives a shit? I’ve never personally understood this concept of keeping the competitive game close to pubs, when classes like engie are inherantly anti-skill.
Anyway, lemme know what you think, this is all very alpha-stage speculation on my part, hopefully I can inspire some people to think about this topic with me. If any of you think this could really take off and know a map maker- get talking to them or have them add me and I’ll explain myself in mumble or sthn.