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If you designed a tf2 mod, how'd it be like?
1
#1
refresh.tf
0 Frags +

And with mods im mainly talking about games made out of the current assets or like big overhauls

Thought about this a lot recently actually, I think it's cool to theorize about ways to change / improve the game.

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Note that I don't really think its realistic that any tf2 mod will take off I'm just interested in what kind of ideas people have.

One idea I had was to just grab the current 6s format and split the cookie cutter classes to a couple of subclasses, while having other classes dissappear or aggregate into a new subclass (like spy & sniper becoming one), and then having the class limit 1 like overwatch. along with having nerfed things like sniper sightlines (to allow more open maps), sentries and the airblast class - Sounds pretty shit in some ways maybe but I think it could be pulled off

And with mods im mainly talking about games made out of the current assets or like big overhauls

Thought about this a lot recently actually, I think it's cool to theorize about ways to change / improve the game.

[spoiler]Note that I don't really think its realistic that any tf2 mod will take off I'm just interested in what kind of ideas people have.[/spoiler]

One idea I had was to just grab the current 6s format and split the cookie cutter classes to a couple of subclasses, while having other classes dissappear or aggregate into a new subclass (like spy & sniper becoming one), and then having the class limit 1 like overwatch. along with having nerfed things like sniper sightlines (to allow more open maps), sentries and the airblast class - Sounds pretty shit in some ways maybe but I think it could be pulled off
2
#2
48 Frags +

.

.
3
#3
15 Frags +

Explosive damage overhaul. Obviously mostly aimed at comp meta, but I feel projectiles vs hitscan rebalancing is a thing that should be looked into.
Like reducing base self-damage from rocket jumping further.
Currently gunboats damage reduction doesn't work if you hit an enemy and yourself which imo is some bs.
Maybe some knockback rebalancing as well. Mostly reducing scattergun and sentry gun knockback.

Also something I've wanted for years is for the rocket jumper to knockback enemies. It is completely useless but the thought of juggling people with the rocket jumper has always amused me.
Someone's chasing you when you're market gardening people in a pub? juggle them away with multiple 0 damage airshots
They still chase you? Knock them into the air then rocketjump at them and market garden them at the apex of their knockback

Explosive damage overhaul. Obviously mostly aimed at comp meta, but I feel projectiles vs hitscan rebalancing is a thing that should be looked into.
Like reducing base self-damage from rocket jumping further.
Currently gunboats damage reduction doesn't work if you hit an enemy and yourself which imo is some bs.
Maybe some knockback rebalancing as well. Mostly reducing scattergun and sentry gun knockback.

Also something I've wanted for years is for the rocket jumper to knockback enemies. It is completely useless but the thought of juggling people with the rocket jumper has always amused me.
Someone's chasing you when you're market gardening people in a pub? juggle them away with multiple 0 damage airshots
They still chase you? Knock them into the air then rocketjump at them and market garden them at the apex of their knockback
4
#4
26 Frags +

It would be TF2 but with 6 years of updates removed

It would be TF2 but with 6 years of updates removed
5
#5
12 Frags +

ive always dreamt of a standalone mod kinda like CPMA for tf2. be able to do fullbright models, flat textures, whatever the fuck you want. and the game would run super well because no clutter and have no hats as the default option

ive always dreamt of a standalone mod kinda like CPMA for tf2. be able to do fullbright models, flat textures, whatever the fuck you want. and the game would run super well because no clutter and have no hats as the default option
6
#6
68 Frags +

As a demoman player, I'd like to see a mod which allows my teammates to damage enemies trying to kill me.

As a demoman player, I'd like to see a mod which allows my teammates to damage enemies trying to kill me.
7
#7
2 Frags +

Health bars above ur teammates head constantly. The same kind you see when you spawn.

Mini maps too

Health bars above ur teammates head constantly. The same kind you see when you spawn.

Mini maps too
8
#8
25 Frags +

fix sticky det bug

fix sticky det bug
9
#9
-4 Frags +

make it so you can know the classes and medigun of the enemy if someone in your team is at spawn
a spy can do it anyway, so might aswell make it simpler
also make it so you regen health and ammo and critheals in spawn without needing the loadout bind
also remove crossbow from the game

make it so you can know the classes and medigun of the enemy if someone in your team is at spawn
a spy can do it anyway, so might aswell make it simpler
also make it so you regen health and ammo and critheals in spawn without needing the loadout bind
[s]also remove crossbow from the game[/s]
10
#10
22 Frags +

every time you get into a 1v1 you actually enter a pokemon battle, the server pauses while those two players use random pokemon. if you lose the battle you not only die in the game you have to pay the winner 5 bucks on paypal

every time you get into a 1v1 you actually enter a pokemon battle, the server pauses while those two players use random pokemon. if you lose the battle you not only die in the game you have to pay the winner 5 bucks on paypal
11
#11
12 Frags +

it would be very good and everyone would like it

it would be very good and everyone would like it
12
#12
22 Frags +

I'd probably remove/disable all the random elements that still exist in the game, like the 20% fall damage variance, the random spawn locations or the random arc the pipes/stickies can follow. This is probably doable rn but I have no knowledge of sourcemod coding

Also remove sniper

I'd probably remove/disable all the random elements that still exist in the game, like the 20% fall damage variance, the random spawn locations or the random arc the pipes/stickies can follow. This is probably doable rn but I have no knowledge of sourcemod coding

Also remove sniper
13
#13
-1 Frags +

I'd probably make the game better. rip to valve but I'm different

I'd probably make the game better. rip to valve but I'm different
14
#14
-3 Frags +

i would make each class gain weight based on their current overheal amount. Like 300 hp soldier would be DUMMY THICC and have trouble rocket jumping

i would make each class gain weight based on their current overheal amount. Like 300 hp soldier would be DUMMY THICC and have trouble rocket jumping
15
#15
Spaceship Servers
0 Frags +

i've wanted to (and probably will at some point) make an instagib mod/mode

i've wanted to (and probably will at some point) make an instagib mod/mode
16
#16
-5 Frags +

Together with the aforementioned removal of random elements, I would experiment with a few core class mechanics, especially Medics.

Medic Changes
Ubercharges: I think there is something fundamentally wrong about mechanics that allow players to accrue power over time without a proportionally increasing responsibility/risk of some sort.
In the case of Medigun design, it enables teams to hold onto e.g. Ubers as long as they want without drawbacks. I would try to introduce an overheating mechanic like this:

At 100%, Mediguns start overheating, while still accumulating more charge. The Mediguns slowly cool down to 100% while the Medic is not buffing/healing. At like 125% the Mediguns forcibly discharge (while also providing 125% charge duration).
In theory, this forces Medics to prioritize buffs/heals with the Medigun after 100% have been reached. This would make holding harder, as a team that defends while the charge is at 100+% can't continuously heal/buff every player but needs to be strategic about it. The perfect time to push would be at 120+% after all players had been buffed, waiting any longer would inevitably starve the team for buffs to varying degrees.
Overall, this could increase the speed of the game by making holding less viable.

Other Medic related things I would experiment with are:
- increasing the amount of damage Medics deal proportional to their charge-percentage
- giving Kritz an area of effect around the primary heal target, giving close by teammates mini-crits as well
- overhauling primaries to all heal teammates at a max rate across X amount of seconds (think current crossbow but not instant) while also building charge at a max rate that keeps build times the same as they are now
- making the Quick Fix a movement increasing Medigun that matches the heal targets speed to the Medic (Scouts are fast enough) and give increased reload & firing speed on "uber" while cutting the increased healing rate currently present

I have some interesting ideas for Pyro, Engi, Heavy and Spy but they aren't that refined.

5CP Changes
Besides class design, I would experiment with an altered version of TF2's 5CP gamemode on asymmetrical maps that are played in 2 halves with team switch. The gamemode logic exists (https://www.teamfortress.tv/53629/pc-pointcapture-gamemode) but progress is frozen as I have been putting off organizing playtests because it's hard. I am seriously considering just putting up some sort of prize pool for mixes/teams who record playtests that give the best feedback so I can finally decide how to continue development.

Together with the aforementioned removal of random elements, I would experiment with a few core class mechanics, especially Medics.

[h]Medic Changes[/h]
Ubercharges: I think there is something fundamentally wrong about mechanics that allow players to accrue power over time without a proportionally increasing responsibility/risk of some sort.
In the case of Medigun design, it enables teams to hold onto e.g. Ubers as long as they want without drawbacks. I would try to introduce an overheating mechanic like this:

At 100%, Mediguns start overheating, while still accumulating more charge. The Mediguns slowly cool down to 100% while the Medic is not buffing/healing. At like 125% the Mediguns forcibly discharge (while also providing 125% charge duration).
In theory, this forces Medics to prioritize buffs/heals with the Medigun after 100% have been reached. This would make holding harder, as a team that defends while the charge is at 100+% can't continuously heal/buff every player but needs to be strategic about it. The perfect time to push would be at 120+% after all players had been buffed, waiting any longer would inevitably starve the team for buffs to varying degrees.
Overall, this could increase the speed of the game by making holding less viable.

Other Medic related things I would experiment with are:
- increasing the amount of damage Medics deal proportional to their charge-percentage
- giving Kritz an area of effect around the primary heal target, giving close by teammates mini-crits as well
- overhauling primaries to all heal teammates at a max rate across X amount of seconds (think current crossbow but not instant) while also building charge at a max rate that keeps build times the same as they are now
- making the Quick Fix a movement increasing Medigun that matches the heal targets speed to the Medic (Scouts are fast enough) and give increased reload & firing speed on "uber" while cutting the increased healing rate currently present

I have some interesting ideas for Pyro, Engi, Heavy and Spy but they aren't that refined.

[h]5CP Changes[/h]
Besides class design, I would experiment with an altered version of TF2's 5CP gamemode on asymmetrical maps that are played in 2 halves with team switch. The gamemode logic exists (https://www.teamfortress.tv/53629/pc-pointcapture-gamemode) but progress is frozen as I have been putting off organizing playtests because it's hard. I am seriously considering just putting up some sort of prize pool for mixes/teams who record playtests that give the best feedback so I can finally decide how to continue development.
17
#17
refresh.tf
0 Frags +
stephi've wanted to (and probably will at some point) make an instagib mod/mode

what weapon would people use?o_o

hamahamit would be very good and everyone would like it

thanks for believing in my idea <3

TobExplosive damage overhaul. Obviously mostly aimed at comp meta, but I feel projectiles vs hitscan rebalancing is a thing that should be looked into.
Like reducing base self-damage from rocket jumping further.
Currently gunboats damage reduction doesn't work if you hit an enemy and yourself which imo is some bs.
Maybe some knockback rebalancing as well. Mostly reducing scattergun and sentry gun knockback.

Also something I've wanted for years is for the rocket jumper to knockback enemies. It is completely useless but the thought of juggling people with the rocket jumper has always amused me.
Someone's chasing you when you're market gardening people in a pub? juggle them away with multiple 0 damage airshots
They still chase you? Knock them into the air then rocketjump at them and market garden them at the apex of their knockback

sounds very interesting and i basically agree with everything. i was also considering a soldier item that's an intermediate between the shotgun and the gunboats. Something like -40% damage from rockets jumps and then just 2 shotgun shells in the clip, and very limited ammo capacity.

unravgive demo a glock

Man somebody should make a reskin of the bottle that's just a glock and hope its added in an update.

demerolHealth bars above ur teammates head constantly. The same kind you see when you spawn.
Mini maps too

Mini maps are interesting tbh, i don't know how it would play out

sagemake it so you can know the classes and medigun of the enemy if someone in your team is at spawn
a spy can do it anyway, so might aswell make it simpler
also make it so you regen health and ammo and critheals in spawn without needing the loadout bind
also remove crossbow from the game

My unpopular opinion: Remove the ability of spy to see the items of the player he disguises at, and make the names randomized every time.

PumI'd probably remove/disable all the random elements that still exist in the game, like the 20% fall damage variance, the random spawn locations or the random arc the pipes/stickies can follow. This is probably doable rn but I have no knowledge of sourcemod coding

Also remove sniper

I was thinking maybe you could add a damage falloff to sniper. I mean the potential to do 150 damage at any range (or 450 even) is just broken and it is the number one constraint on mappers imo. U always have to make sure theres no sniper sightlines or theres a good way to work around it (which is hard to do).

Spannsfix sticky det bug

Yeah bugs and randomnes and stupid shit like that can go fuck itself

[quote=steph]i've wanted to (and probably will at some point) make an instagib mod/mode[/quote]
what weapon would people use?o_o
[quote=hamaham]it would be very good and everyone would like it[/quote]
thanks for believing in my idea <3
[quote=Tob]Explosive damage overhaul. Obviously mostly aimed at comp meta, but I feel projectiles vs hitscan rebalancing is a thing that should be looked into.
Like reducing base self-damage from rocket jumping further.
Currently gunboats damage reduction doesn't work if you hit an enemy and yourself which imo is some bs.
Maybe some knockback rebalancing as well. Mostly reducing scattergun and sentry gun knockback.

Also something I've wanted for years is for the rocket jumper to knockback enemies. It is completely useless but the thought of juggling people with the rocket jumper has always amused me.
Someone's chasing you when you're market gardening people in a pub? juggle them away with multiple 0 damage airshots
They still chase you? Knock them into the air then rocketjump at them and market garden them at the apex of their knockback[/quote]
sounds very interesting and i basically agree with everything. i was also considering a soldier item that's an intermediate between the shotgun and the gunboats. Something like -40% damage from rockets jumps and then just 2 shotgun shells in the clip, and very limited ammo capacity.
[quote=unrav]give demo a glock[/quote]
Man somebody should make a reskin of the bottle that's just a glock and hope its added in an update.[quote=demerol]Health bars above ur teammates head constantly. The same kind you see when you spawn.
Mini maps too[/quote]
Mini maps are interesting tbh, i don't know how it would play out

[quote=sage]make it so you can know the classes and medigun of the enemy if someone in your team is at spawn
a spy can do it anyway, so might aswell make it simpler
also make it so you regen health and ammo and critheals in spawn without needing the loadout bind
[s]also remove crossbow from the game[/s][/quote]
My unpopular opinion: Remove the ability of spy to see the items of the player he disguises at, and make the names randomized every time.
[quote=Pum]I'd probably remove/disable all the random elements that still exist in the game, like the 20% fall damage variance, the random spawn locations or the random arc the pipes/stickies can follow. This is probably doable rn but I have no knowledge of sourcemod coding

Also remove sniper[/quote]
I was thinking maybe you could add a damage falloff to sniper. I mean the potential to do 150 damage at any range (or 450 even) is just broken and it is the number one constraint on mappers imo. U always have to make sure theres no sniper sightlines or theres a good way to work around it (which is hard to do).[quote=Spanns]fix sticky det bug[/quote]
Yeah bugs and randomnes and stupid shit like that can go fuck itself
18
#18
5 Frags +

give soldier gunboats and shotgun at once
revert Demo to before he got cucked
maybe give scouts 200 HP overheal if he ends up dying alot from others not being shit now
remove passive arrow reload
(delete engie and maybe pyro)
there you have a fun game

give soldier gunboats and shotgun at once
revert Demo to before he got cucked
maybe give scouts 200 HP overheal if he ends up dying alot from others not being shit now
remove passive arrow reload
(delete engie and maybe pyro)
there you have a fun game
19
#19
1 Frags +

it'd be mount and blade but tf2

it'd be mount and blade but tf2
20
#20
-1 Frags +

Add a timer for the team that has less points in the round and if the timer runs out enemy team will get an point

Add a timer for the team that has less points in the round and if the timer runs out enemy team will get an point
21
#21
-1 Frags +

r/tf2

r/tf2
22
#22
6 Frags +

remove sniper

remove sniper
23
#23
-16 Frags +

demoknight viable

demoknight viable
24
#24
2 Frags +

Quake-like duels

Quake-like duels
25
#25
0 Frags +

Hyper-realistic PBR My Little Pony Reskin

Hyper-realistic PBR My Little Pony Reskin
26
#26
3 Frags +

300 fps
pre nerf demo
no medic speed

300 fps
pre nerf demo
no medic speed
27
#27
0 Frags +

capped 99dmg scatter at point blank

reverse medic + scout speed boost

merge pyro+spy into a beam/airblast/shotgun/backstab class

thats it

capped 99dmg scatter at point blank

reverse medic + scout speed boost

merge pyro+spy into a beam/airblast/shotgun/backstab class

thats it
28
#28
-9 Frags +

first i would ban illegal immigration and let heavy wear a spooky white costume to scare demoman
after that i would ban all boomers from the game like b4nny
and then

first i would ban illegal immigration and let heavy wear a spooky white costume to scare demoman
after that i would ban all boomers from the game like b4nny
and then
29
#29
4 Frags +
PumI'd probably remove/disable all the random elements that still exist in the game, like the 20% fall damage variance, the random spawn locations or the random arc the pipes/stickies can follow.

this
and have soldiers not take 100 fucking self-damage from hitting a point-blank direct on a scout

[quote=Pum]I'd probably remove/disable all the random elements that still exist in the game, like the 20% fall damage variance, the random spawn locations or the random arc the pipes/stickies can follow.[/quote]
this
and have soldiers not take 100 fucking self-damage from hitting a point-blank direct on a scout
30
#30
3 Frags +
Hedgei would make each class gain weight based on their current overheal amount. Like 300 hp soldier would be DUMMY THICC and have trouble rocket jumping

300 HP soldier should be as fat and big as heavy
450 HP heavy and we're dwelling into unknown territories
the classes should also deflate when they're low on health, so they look like an empty balloon when they're on the verge of dying

AvvyQuake-like duels

This is probably possible in Open Fortress, they have weapon pickups in the DM mode and you can get "overheal" picking up health packs like in Quake, but sadly the devs have 0 interest in putting tournament mode

Edit:

https://i.imgur.com/HAB1I9n.png

[quote=Hedge]i would make each class gain weight based on their current overheal amount. Like 300 hp soldier would be DUMMY THICC and have trouble rocket jumping[/quote]
300 HP soldier should be as fat and big as heavy
450 HP heavy and we're dwelling into unknown territories
the classes should also deflate when they're low on health, so they look like an empty balloon when they're on the verge of dying
[quote=Avvy]Quake-like duels[/quote]
This is probably possible in [url=http://openfortress.fun/]Open Fortress[/url], they have weapon pickups in the DM mode and you can get "overheal" picking up health packs like in Quake, but sadly the devs have 0 interest in putting tournament mode

Edit: [img]https://i.imgur.com/HAB1I9n.png[/img]
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