Lately I've been playing around with the original Quake Team Fortress mod and began to wonder, "what if this same concept was tried on other boomer shooters?" I've been an avid fan of tf2 as long as I can remember, and seeing where it all started has been a refreshing experience. Now, I'm wondering if anything similar has been tried with Blood. A class-based, team-oriented mod for Blood with capture the flag, king of the hill, and attack/defense gamemodes.
There's so many possibilities for how it could work. The engineer, for example, could have a life leech turret that can't be picked up by enemies, can't be moved by explosions or other damage, and can be upgraded to have more health, a faster fire rate, and at level 3 shoot napalm balls. There's already teleporters in the game so those could be made into a deployable building that has health and can be destroyed. The dispenser is the only thing that would need to be made from scratch.
Each class could be a different cultist with their own unique look and kit, donning team-colored robes to be easily distinguishable. I think a project like this could be extremely fun with Blood's mechanics and gameplay, and once I'm finished with my episode it could be a potential future project if nothing like it exists already. Who knows, maybe it could even bring some fresh faces to the community. All of this is hypothetical, I just think it could be an interesting project to take on.
Team Fortress
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Team Fortress
"A punk rock song won't ever change the world, but I can tell you about a couple that changed me." -Pat The Bunny
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Re: Team Fortress
These teamgames by themselves with vanilla mechanics would be a good proof of concept to start with before adding player classes. Blood's campaign maps may be well suited for domination/king of the hill style gamemodes, ie E1M1 - "Blue controls the morgue, Red controls the graveyard". For the existing CTF mode, adding team-based spawnpoints would be another good foundation.
Re: Team Fortress
This idea does not exist for blood and will probably never exist because no one wants to work on major (or even minor) projects involving multiplayer.
HOWEVER, at one point last year I was working on a map that was inspired by TFCs Attack and Defend and TF2s 5cp. Basically how it works is each team starts off with the other team's flag (Red starts with Blue's flag, Blue starts with Red's.) The goal is to cap the flag at the ENEMY base. So it's like a reverse CTF where instead of bringing the flag back to your base you have to fight into enemy territory in order to score. The map I used was a primitive recreation of cp_well from TF2. The idea is to have a long, somewhat linear map so there are certain points where players will meet and start fighting. Basically sharing a similar philosophy TF2 has with it's 5cp maps
Play tested this map with 3 other players and it was a lot of fun. Once you get over the fact that you cap at the other base and not your own, it was a very intense way to play but a lot of fun. Constant pushing and pulling definitely made it unique to standard CTF.
Though I stopped working on it because rarely is there ever enough players on for a team game
HOWEVER, at one point last year I was working on a map that was inspired by TFCs Attack and Defend and TF2s 5cp. Basically how it works is each team starts off with the other team's flag (Red starts with Blue's flag, Blue starts with Red's.) The goal is to cap the flag at the ENEMY base. So it's like a reverse CTF where instead of bringing the flag back to your base you have to fight into enemy territory in order to score. The map I used was a primitive recreation of cp_well from TF2. The idea is to have a long, somewhat linear map so there are certain points where players will meet and start fighting. Basically sharing a similar philosophy TF2 has with it's 5cp maps
Play tested this map with 3 other players and it was a lot of fun. Once you get over the fact that you cap at the other base and not your own, it was a very intense way to play but a lot of fun. Constant pushing and pulling definitely made it unique to standard CTF.
Though I stopped working on it because rarely is there ever enough players on for a team game