I was bored and I was thinking of a idea for a new gametype that may or may not come to fruitation. Deathmatch is ok and all but I was thinking of something more in depth than just killing other players. Here's what I thought of so far. Tell me what you guys think.
Killing Floor CTF
Goal: Capture the enemies flag to score points, when the match ends, the team with the most points wins.
Gameplay:
Players capture each others flag to gain points like a standard CTF game. UT2004 CTF maps can be used and/or KF maps can be made CTF compatible. Think of it as a merging of CTF and Killing Floor's Wave based game.
Ideas for a Killing Floor twist on CTF:
Goal: Capture the enemies flag to score points, when the match ends, the team with the most points wins.
Gameplay:
Players capture each others flag to gain points like a standard CTF game. UT2004 CTF maps can be used and/or KF maps can be made CTF compatible. Think of it as a merging of CTF and Killing Floor's Wave based game.
Ideas for a Killing Floor twist on CTF:
- Zombies appear and attack both teams. They are not counted by numbers in a wave but by a time limit(Endless numbers in a wave). Wave 1 can be 1 min, Wave 2 can be 2min, Wave 3 can be 3min etc etc. Zombies serve to cause chaos and to give players an income.
- Weapons, players will be able to buy weapons. Where, when and how the mechanic works can be brainstormed on more.
- The game does not end with a goal score but rather who has the most points when wave 11(Or boss wave depending on game length) is finished. The team who kills the patriarch gains one extra point on their score(Patty = 1 free flag capture). He should be upgraded to deal with increased players.
- If both teams are tied if patty is killed, both teams go into overtime. Next flag capture wins. Zombies will continue to spawn at this time.
- Specimen health can be adjusted to account for different changes in balance due to amount of players and gameplay style.
- Players will die alot so there should be a way to keep players armed. Basic weapons should be available at the spawn or base. Advanced weapons are bought.
- Weapon damage can be adjusted so they won't kill players too fast. Balance is key.
- Perks: Increase diversity and allow players specific roles. Sharpshooter can take out campers/defend, medic/zerker can be flag runners/hunters, Firebugs can be immune to fire and maybe take alternate paths that would otherwise be hazardous to other players, demo can blow open doors etc.
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