vendredi 12 juin 2015

The big discussion of what went right and wrong: Game modes

Thought I'd start a discussion on something a bit broad but important. TF2 has a bunch of game modes including the popular Control Points and Payload, and less popular 'and-not-because-they're-one-offs' modes like Special Delivery and Medieval mode. But what makes each mode great, or each mode horrible and why?

Off the top of my head the standard modes are;
• Control Points (Attack/Defend)
• Control Points (5-point symmetrical)
• King of the Hill
• Payload
• Payload Race
• Capture the Flag
• Robot Destruction
• Medieval
• Special Delivery
• Arena

People often mention a few common denomimators regarding some modes, like how Mini-sentries ruin KotH, CtF being a case of 'break the sentry nest' and how Robot Destruction is actually a better version of CtF. But what parts are result of the mode and which of the maps? Could any of the crappier modes be improved with a better map, changed mechanics or is it destined to be a sorry excuse for the rest of the game's lifetime?

In my opinion, my favourite version of Control Points A/D is cp_steel, people say they get confused with the layout but honestly I love the whole map interaction when you capture points and the ability to cap the last point first even though it's easier to do when you cap the first points. I play it more often than any other cp_ map. I also really love Robot Destruction too, although I kind of wish that A) they'd finish the art pass and make it public and B) that destroying robots would affect the laser grid somehow, preferably turning it off when destroying all the robots.
The big discussion of what went right and wrong: Game modes

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