Ok this is something I've kicked around in different forms for a while including recently failing miserably to adapt the passtime game-mode (if anyone figures out how to rj with the ball that would be swell). The basic premise is to take bball, then make it more 'jumpy', with same broad gameplay goal to take a briefcase to a target 'goal'.
What this does is use the add_attributes system to modifier soldiers so you have:
- Reduced HP: Currently at 100 (this may still be tweaked)
- No self rocket damage: Like rocket jumper, but you can still damage enemies
- Passive ammo regeneration: This is done via a rapid reload speed buff, increased ammo reserves and a passive ammo restoration buff (as you cant use func_regen)
The goal of these attributes is to encourage mobility as available on jump maps. And to offset the no damage from jumping, the player is made EXTREMELY vulnerable.
The map itself is roughly designed as a freestyle arena using AFL (australian quidditch) inspired goals, with 'easy' goals being worth 1 point and 'hard' goals worth 6 points. An easy goal is currently reachable via a good rj, whereas the hard goal requires either a poor triple sync, or some good wallshots; of which the end aim is to make quite difficult.
The map can be tweaked with both a timelimit and/or a scorelimit. This version has a scorelimit of 999 and an 8 minute time limit. Scoring is done via a custom trigger system and scoreboard display which will calculate on the round end whether there is a team win or draw.
Additionally, I'm experimenting with a trigger system so that the flag carrier is marked for death (you loose it on dropping the flag or capping). This is designed to make the flag dude super-extremely vulnerable as it is VERY hard to hit fast players.
- Suitable for probably ~6-12 players. I have no idea without any proper testing yet
Current version a2- Reworked map to smaller size. Introduces more height discrepancy with risky lowground areas being the ball spawn and underneath the goal areas. Additionally drastically reduced the prevalence of jurfs to instead try to encourage wallshots
-2 Goals per side now, same points system. (May look at including future features such as opening a door to access the 6 pt goal by shooting buttons near door or something; also might include pumpkin bomb stuff near door)
- Defending side has access to a boost platform to reach the goals, goals themselves are only shootable inside the ring, defenders are pushed off goals if you stand on the very top of them. Allowing defenders to sit inside the rings is a buff to defense, but the attacking jumper can easily spam rockets onto the inside surface of the goal to splash them down.
- Added vaccinator bullet resistance mapwide. This was done to slightly nerf shotguns
- Shotguns replenish ammo slower
https://www.dropbox.com/s/k948akbl54d2ku8/rq_test_a2.zip?dl=0Possible Gameplay TweaksStill need catchy name
Future potential to investigate plugins, but would restrict this to rq_ only servers. Unless said plugins can be made to work for only those prefix maps.
I'll also try to remember to put together a vmf with the core triggers and whatnot