Suggestion: 5 point domination map


(Protekt1) #21

It occurred to me that people think this would be like conquest in bf3 etc series. I want to clarify how you actually win this mode since some don’t seem knowledgeable about domination in a fps, which is separate from conquest.

You score points every few seconds for each point you hold. The first team to get X amount of points wins or the team with the most points at the expiration of the timer wins. There are no points awarded for killing or dying. Just holding the capture points. And the capture points turn over relatively fast, about 10 seconds and the capture zone is small but not so small that your team cannot pile up on it.

This map would be about fast strikes and responses. The map isn’t huge but would be big enough to hold 6-12 per team comfortably.


(BomBaKlaK) #22

So it’s like conquest … instead of ticket that’s points … kind of the same.
and it’s boring …


(Protekt1) #23

[QUOTE=BomBaKlaK;443081]So it’s like conquest … instead of ticket that’s points … kind of the same.
and it’s boring …[/QUOTE]

You’re trashing an idea you haven’t played. And its not the same as conquest. I’ve played conquest in bf, it flows and plays entirely different.


(Dthy) #24

So it’s like king of the hill essentially. The longer you hold point a/b/c the more points you get.


(Protekt1) #25

Sorta, but 5 hills. You don’t need to be actively on the spot the entire time, just til it captures for your team. Usually in this type of mode you want to aim to hold just 1 more than your opponent team. But if you’re losing by a large enough margin you need to push for an additional spot.

There is also a lot you can do tactically by just uncapping an opponent’s spot without capping it yourself to stop them from gaining points from that spot momentarily and then return to defending before they launch a counter attack.


(prophett) #26

Sounds interesting. I hope to see many different game modes in DB, and not just obj/sw :confused:


(RasteRayzeR) #27

Check this out : http://forums.warchest.com/showthread.php/35723-BR-mode-Base-Race-!


(Ashog) #28

[QUOTE=Protekt1;441480]I’m a fan of domination type games and I have a particular appreciation for maps that have 5 capture points rather than 2.
What are your thoughts?[/QUOTE]

I loved mp_destruction from RTCW: http://et.splatterladder.com/?mod=mapinfo&idx=1000

This was a map comprised of one long and relatively narrow street with some small hiding pockets and two-storied semi-destroyed buildings on the sides of the street. The idea of the map was that in order to win, either team had to capture and control at the same time all five (i think) spawn/flag/points distributed along the street. The map was particularly bloody and aggressive, with rockets and grenades flying/exploding everywhere, guts and gibs every second and multiple kills too. This was really fun for a change, compared to other maps. I think this is somewhat similar to the original post idea, only that the map is not symmetrically circular, but symmetrically linear. This meant that the whole map was constantly a one helluva brutal choke point. The slight problem is that it needed a special game mode to avoid stalemates - namely a limited number of spawn times per player per map. After, lets say, 5-10 deaths (gibbed) a player would become permanently dead and would only be able to spec the surviving teammates till the end of the round. Unfortunately I forgot how this gamemode was called in RTCW (perhaps last man standing?). I think such mode would be particularly suitable for DB, and possibly not too hard to program either.


(Protekt1) #29

[QUOTE=Ashog;443280]I loved mp_destruction from RTCW: http://et.splatterladder.com/?mod=mapinfo&idx=1000

This was a map comprised of one long and relatively narrow street with some small hiding pockets and two-storied semi-destroyed buildings on the sides of the street. The idea of the map was that in order to win, either team had to capture and control at the same time all five (i think) spawn/flag/points distributed along the street. The map was particularly bloody and aggressive, with rockets and grenades flying/exploding everywhere, guts and gibs every second and multiple kills too. This was really fun for a change, compared to other maps. I think this is somewhat similar to the original post idea, only that the map is not symmetrically circular, but symmetrically linear. This meant that the whole map was constantly a one helluva brutal choke point. The slight problem is that it needed a special game mode to avoid stalemates - namely a limited number of spawn times per player per map. After, lets say, 5-10 deaths (gibbed) a player would become permanently dead and would only be able to spec the surviving teammates till the end of the round. Unfortunately I forgot how this gamemode was called in RTCW (perhaps last man standing?). I think such mode would be particularly suitable for DB, and possibly not too hard to program either.[/QUOTE]

Yeah that is pretty similar. Could you take over points that the other team already captured?

I think RTCW had a mode called execution or executioner that was last man standing. Its actually one of the first LMS modes I really enjoyed and still remember to this day.


(Ashog) #30

Yes, you could recapture all points. But the tides could still change fast at the end of a round when people would start running out of lives. So even when losing, one skilled person could win map for the team by making a lucky killing spree and bash his way to other flags.


(tokamak) #31

I’ve always tried to give this type of mode any chance possible but in the end I truly despise it. The core principle of making players spread across the map just doesn’t make any sense. It’s the complete opposite of what objective mode achieves, to get everyone converge on the same point of interest and duke it out.


(Ashog) #32

Obviously it depends on the map design, not gamemode. In the example i gave above, the people don’t spread across map, it’s the other way around, they are ultimately concentrated on the frontline, resulting in a brutal fight even 64xMarketgarden has never seen before. So it depends…


(Protekt1) #33

Something like this usually ends up being a series of smaller skirmishes that end up being ultimately more fulfilling imo. There are still going to be moments where an entire team decides to bum rush a single point if they’re really getting overwhelmed on defense. Maybe they’ll have 1 guy in reserve to defend a point if it gets attacked. It really leaves imo the best amount of on the fly strategy and positioning. Coordinating who attacks and from what direction is crucial as is having teammates ready to jump in if necessary or respond to an attack. The meta-game would evolve much more than what the objective modes seem to allow at the moment.

Lately I’ve played a good amount of 3 point dom games but I really think 5 point dom is the best if the map is designed specifically for 5 points.


(tokamak) #34

Skirmishes that you get to be a part of one fifth of the time and that makes you feel powerless in the outcome of the match. It´s butter spread over too much bread.

Only UT2K4 got it right with the double domination in which you needed to capture both points for ten seconds to score a point. That was tense as hell.


(Protekt1) #35

[QUOTE=tokamak;443580]Skirmishes that you get to be a part of one fifth of the time and that makes you feel powerless in the outcome of the match. It´s butter spread over too much bread.

Only UT2K4 got it right with the double domination in which you needed to capture both points for ten seconds to score a point. That was tense as hell.[/QUOTE]

Where do you get 1/5th the time? Because there are 5 capture points? That is not how these matches would play out. You would be involved in combat most of the time in either defending or attacking.


(tokamak) #36

You mean the capture points are set on a line like in TF2? That’s at least as boring.

There’s so many great game modes, like king of the hill, team survival, VIP, why pick the stalest of them all?


(Protekt1) #37

[QUOTE=tokamak;443761]You mean the capture points are set on a line like in TF2? That’s at least as boring.

There’s so many great game modes, like king of the hill, team survival, VIP, why pick the stalest of them all?[/QUOTE]

Personally I don’t like TF2… especially their DOM type mode where one team attacks and the other team defends.

Check the OP with the pic attached. Both teams will likely be simultaneously attacking and defending the points 2-3 points at a time. There is 1 point in the back for each team but even that is up for grabs if a team leaves it unguarded.

I just had a nice idea tho that if the back point is capped, the spawn path that is the shortest gets closed off, forcing them to take the side routes. And the side routes will have more than 1 exit onto the street to prevent easy camping both those exits.