Which TF2 community modes would work in Casual?
ฝัง
- เผยแพร่เมื่อ 16 มิ.ย. 2024
- Saxton Hale is not the only community mode - there are dozens more that have just as much notoriety that are all fun in their own right. But what if they got the VSH treatment and were ported to VScript, polished up, and added as an official mode to the Casual rotation? Well, that's what I want to break down, ranking each mode based on their gameplay, compatibility, and similarity to default TF2. Let me know what you think!
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Sorry I didn't get to the more niche modes, the video was already pushing an hour so I didn't want to waste more time on modes that only two or three people actually play. That said, if you are one of those two or three people, I'd love to hear your feedback. - เกม
Fun Fact: Merasmus' transformation ability where he turns into miscellaneous props is an intentional reference to prop hunt
I never knew that thank you for sharing that!
Then maybe a good lore explanation for a Prop Hunt mode would be that RED/BLU (whichever team will be the hiders in-game) got a hold of Merasmus' disguising spell?
@@reptiliannoizezz.413 true! very good idea
Fun Fact: Merasmus' existence ability where he literally just exists is an intentional reference to Merasmus.
@@autotec-20holy no wat that’s a real hard reference to discovering
If Class Wars is ever added, whoever codes the VScript version of it NEEDS to limit the amount of particles active at a time, otherwise Pyro, especially Pyro Vs Pyro match-ups, will break servers almost instantly.
Well presumably dedicated servers would have higher quality hardware.
Engineer v engineer makes my fps chug even on a fairly decent pc
presumably valve's servers are already prepared for this, since the whole server could theoretically go pyro anyway
@@Mystikathat may be true but you can break a valve server with lots of usuals and more particles
@@algotkristoffersson15its likely a limitation with how the game works as a whole, not the hardware
Jump maps and MGE should be added to the neglected "Training" of TF2
True
Also tell you that you could jump.
Definitely. And while they are at it maybe add some training maps for specific classes, and a general aim trainer if they can.
This is a personal attack
@@mariustan9275 Yes
Honestly, as someone who has wanted some kind of update or attention given to MvM, stop that tank sounds like a wonderful possible addition to the game. I've actually never heard of it prior to this video so I'm glad it was mentioned.
I actually learned about a lot of game modes today,
but felt dissapointed, blu didn't mention the famous Chucklenut's specials such as Schizzo MvM or hide 'n' seek.
Or Slender FFortresses.
@@vintagememelord8168 As another commenter noticed Slender Fortress has a lot of copyrighted material.
Shounic actually made a video about regular tf2 with upgrades
Engineer became meta because his sentry upgrades were very cheap and very powerful, so the whole game came down to assisting engi or targeting him
Simple answer: busters. That’s why they exist in mvm
@@yoshifan2334 Busters are quite easy to kill or deceive.
@@YishaiBarr in mvm where you're only fighting robots, not players who will play around busters (or even if the busters ARE players and will play smart). Furthermore, engi doesn't have instant redeploy outside of mvm, meaning that if they're forced to pick up their building thats a lot of down time to redeploy where they could be killed
@@yoshifan2334 Yes, but it's also 12v12 instead of an entire wave v6 and enough people could overwhelm the busters or the other team.
@@YishaiBarr buff busters then, or let them spawn multiple at a time instead of only 1. it's really not a super complicated problem
Seeing a lore+copyright friendly Slender Fortress in the actual game would be so damn great
I feel like Slender Fortress even if uncopyrightified would likely a bit too separated to the normal balance of tf2
I feel like Valve would add some way to fight back more properly, even if you can't truly kill the merasmus demons or Grey Mann superbots I imagine would replace the copyright monsters.
@@beepboopmeow203
Make it similar to Zombie Fortress where you start only with melee weapons and then find better weapons exploring the map, "killing" the monster will only make him deactivate for some time before he starts pursuing people again
@@arealhumanbean3058 That would be cool. It would go a lot more into the more proper gameplay style of TF2. I like to imagine if Engie could build sentries they would have special nerfs like how Tanks have a massive resistant against Heavy's minigun.
@@beepboopmeow203
For engies, just like how medics get high priority, they should get one too, but only if they put a building down
@@arealhumanbean3058 Oh yea the priority system. I forgot about that for a moment. A nest would make a lot of sound and likely draw in the monster so that does make sense.
I actually think that dodgeball and jump would work pretty good in the training mode.
🔥
balloon race would be incredibly fun in casual, it would fit perfectly in with other payload race maps (which IMO should be added to the main map category than its own separate one, payload race is leagues more normal than something like mannpower or pass time and i just dont think it belongs there)
If Balloon Race could be polished up to TF2's official standards and have more balanced maps, I'd play the shit out of it.
Although the problem I can see with balloon race is that the sniper is really powerful given how big and wide the maps are
@@Awesomeness-iz3dh Yeah, balance is desperately needed. On the pirate one, the only balancing factor after the first point is that Red team is stopped for like 20 seconds from moving forward. But if Red team doesn't reach the first point before it gets capped, Red never gets stopped and has such a big time advantage that the next 2 points are just unquestionably Red's.
Frontier exists so that's already something similar
@Ze_eT just remove sniper from the game lol
I think if Class Wars were added as an official mode, I'd rather see maps carefully made to cater to the weaker classes while hampering the strengths of the better classes rather than having class-specific buffs, be it limiting useful sentry spots, making spam-proof one-way doors for the attacking team to prepare behind, or other similar things, which could be made universal or scripted to show up as needed depending on the matchup chosen so the map itself balances the intense power imbalance between the classes that fall more to one extreme or the other.
Here some changes I wanted for class wars
1) buff spy to have like 150 health and have the revolver do more damage. Simlar to the sniper with the small health buff
2) nerf engineer by removing cooperation engineer as in no repairing and upgrading other friendly buildings.
that and it just makes sense for casual modes to have their own maps
i feel like it would be a lot better if it wasn't on dustbowl all the time
@@starmaker75I feel like removing cooperation engineering is a bit much. Nerf it and make it do less than repairing your own buildings but completely removing it is a lot.
@@starmaker75 Giving the spy 150 health presents a question for the Kunai's overheal cap. Is it 235 or 285? Should it stay at 210 because the Kunai is OP anyway?
as a rule of thumb, if pass time of all gamemodes is able to be made and stay in the game for this long, then any gamemode the community makes has a chance to be added
Super Zombie Fortress is ultimately a VASTLY different experience than L4D and I think it's unique and interesting enough to stand on its own merits.
For starters, 20 players vs 4 player zombies at the start of the game is super different compared to 4 players vs AI. Because you're just one of of dozens of people, cooperation is also less emphasized, since one death matters less - there's only one zombie class and one zombie special that is even able of incapacitation. Every survivor is for himself here and it does give a great vibe of player numbers dwindling as the map goes on and you may or may not be able to finish the map desperately trying to cap the final point. When there's lots of people, you have to constantly look around to make sure you're not flanked or left behind, and while you're alone, it feels epic trying to fight off the horde yourself. You're not playing SZF for the cooperation, you're playing if for the panic and drama. If L4D is a horror/thriller movie, SZF is a reality TV show like Takeshi's Castle.
The biggest issues I see for this gamemode is the theming and zombie mechanics. I'd definitely streamline the zombies and instead of trying to copy L4D by adding specials, let's make a single zombie melee based class similar to Demoknight that has a couple of abilities similar to VSH, but of course dialed down a lot more. This should make the mode more approachable for the Casual audience. As for themeing, Merasmus could just come up with a new kind of monster like mutant rat people or something, it doesn't have to be L4D themed... or even horror themed for that matter, just as long as the core experience that makes SZF so appealing remains.
Yeah the lore of it could be Merasumus uses a zombie spell to get back at the mercs. You cam have him being the announcer
Real
Super zombie fortres could be the emesis blue update
Zombie escape would also be a good game mode maybe for Halloween like how vsh for the summer update
wow you explained the gamemode very well. I like some of this guy's videos but he did NOT do much research on some of these community modes
Community gamemodes in tf2 have always been a strange case to me
On one hand it's nice to have a change of pace from regular tf2 but on the other hand it can be too chaotic at times
I was gonna say that :(
yo blue ban this fella
Ya beat us all to it
@@Dave_Astro-001And I always thought it would be neat if something like 100x server would have a little more identity than 10x server but 10 times more
imagine a world where quickplay was still in tf2
I wish. Good times before mym
this is the only big change I want from valve now, man - return of the quickplay with more lenient rules or ability to opt-in searching for random community servers instead of casual
@@wpcbbdwlxibwmzuzb-0845quickplay being added back in with expanded searching options and casual also still being there so you can have SBMM matches would work wonders
@@malif1279 with quickplay casual would be no longer needed
@wpcbbdwlxibwmzuzb-0845 what if I don't want to play on community servers
Its a shame you didn't mention the medic vs engineer zombie gamemode cause its such a fun gamemode. Its essentially infected in tf2. engies being the survivors, and medics being the zombies.
The main goal for engies is to survive until the round ends, and if they die they become a medic. The main goal for medics is kill all the engies. Engies can only build dispensers and teleporters which can be used for barricading and traversal, while medics are stuck with melee and can super jump. I honestly think its a pretty fun gamemode. You can try to team up with other engies make a place to hold out until the round ends, or you could try hiding in spot on your own, or you could just try to find the most busted spot where the zombies' super jump cant get to normally.
As for its compatibility with causal... lol idk. Its pretty far from the TF2 formula that you mentioned it probably would need a lot of changes to work. Half of the arsenal for the engies are pretty much garbage so maybe there could be some weapon tweaking, other than that i dont really know. I personally really enjoy the gamemode and wish more servers were running it, or just people playing it in general.
Yeah I love that gamemode also, I played on Rushy's servers and every weekend they have some wacky maps and I love bumper car maps and the doom map(you basically run very fast).
They also have some weapon balances there so every weapon is at least somewhat viable, but recently I found their servers to be dead and I don't play as often as back then.
There are also engis that appears to help you defend the fort, but actually has an escape tele somewhere else, when the zombies destroy the nest they just slip away with their eureka effect, and sometimes the medics would find the escape tele and kill them right after they teleport.
Indeed. In terms of different gameplay there isn't much, but the focus is on building up a wall of defenses as a solo engie cannot win against the medics for long.@@someonestolemyname You live together or die together, and you just don't see that kind of close-knit teamwork in tf2 all too often.
I live in malaysia and here in asea there's a community mve server that I love playing on. I keep seeing the same ppl which just adds to the charm.
shame the gm isn't that popular in comparison to class wars or randomizer or sm
Judging from a recent teaser from Diva Dan, a TF2 mapper, I am pretty sure they are trying to make Zombie Fortress a thing (for Scream Fortress, anyway)
@@Anarqismcould you share the IP?
It's rare to see TF2 community servers from SEA since most people there either play dota2 or CSGO more than TF2 when it comes to source engine games
Official Class Wars would be incredible. Finally free from the shackles of only Dustbowl or only Upward.
That "what if Uber upgrades/ mvm upgrade station was in casual" video idea was legit really cool, you should do it sometime
Shounic has a video on it, where he playtested it. Its 7 ish months old and a funn experiment
@@gardalf4430and that video explains why uber upgrades would not be a fun mode
Thinking about HHH in vsh got me thinking. It could be very cool if for halloween we got a vsh map where the boss is HHH. That would actually fit in really well, tbh
I think the Halloween version of VSH should be renamed something like Versus Marasmass, I know in this case it's going to be called as : Versus Horseless Headless Horseman ( VHHH ) but I think it's better off calling it VM beacause more likely if this happened, people are going to make more TF2 Halloween monsters as bosses, and think that Marasmass wants to ruin Mercenaries' Halloween day as he hates them, and he will summon his monsters beacause he is a wizard and likely a king, do you agree?
Ghost Fort but good
@@Ringtail, speaking about 2Fort as it comes to my head from your reply, I feel the name of the Halloween version of 2Fort will be : 2Hell, do you agree?
@@ZackSBruhghost fort isn't 2fort, it's egypt
@@Soapromancer Ghost Fort is a variant of Lakeside.
its funny cuz this scream fortress kind of (and I mean KINDA) added zombie escape/infection. Props to the map makers.
'the hidden' is just Saxton Hale but with a spy-based Hale.
he also heals on kill, which would be hard to balance
@@dabmasterarsthe ol’ reliable health reduction
Saxton hale: jumpscare edition
Among us
@@dabmasterarsthere are multiple weapons in the base game that heal on kill tho.
I was kinda hoping you'd talk about the more absurd versions of x10. I remember there being a x1000 mode that would just boot you instantly if you looked at the beggars bazooka while someone used it
I can't remember if it was x1000 or x10,000 but shooting the spawn floor on cp_orange with the scorch shot set people across the map on fire, it was absurd
Seems Tier 4 with how much more wacky the weapon stats are.
lol that’s incredible
I've played a good amount of x1000, the biggest problem (besides the server crashing) is that there's usually a fuckton of pyros airblasting you out of existence constantly. It ironically becomes really boring after a bit.
x100 is my favorite, it's also ridiculous and broken but still playable and enjoyable
welcome to x1000, scorch shit murders @@Sillimant_
If Uber Upgrades was more like MvM, it would be completely centralized around the Engineer and defense almost always wins.
So make it on a map that requires both attacking and defense ( or just nerf engi)
Yes yes we all watched the Shounic video. Sentry busters my dude, that’s why they exist in mvm. Or just Nerf engineer’s upgrade cost/power, doesn’t have to be 1:1 mvm upgrade behavior
Not true. UberUpgrades (when done right) has counters for E V E R Y T H I N G. Something I did to torture an Engi? I made a sapper with an absurd amount of health, so it could never be whacked off, but I *didn't* upgrade damage at all, and I gave it life leech. *SO*, if you upgrade your buildings to have a lot more health (which you will have to otherwise they will get destroyed very easily), then you will be permanently stopped from using your buildings FOREVER, because you can't destroy them, and you can't destroy the constantly healing sapper. Trust me friend... THERE ARE WAYS.
12:46 Oddly enough, that's already been done. There's a Steam Workshop creator who's using Vscript to make all the default makes use MvM upgrade mechanics, complete with upgrade stations in the spawn rooms.
Yeah but its not uberupgrade
played jailbreak for a long time now, not every day or anything but I still feel the need to come to its defense here. first off, you’ve got the teams backwards. in every server i’ve played on, it’s blu guards, red prisoner. secondly, I think you’re missing a lot of depth to the game mode. absolutely it should never be added in casual I completely agree with that. however, i’ve found that playing on the same server regularly, getting to know the other regulars and interacting with interesting people is inherently fun. I also find that being able to successfully run a round and deny rebels especially in situations where most reds do rebel is fun. on the red side, I think learning the different maps, their secrets, their mini games, rebel spots, etc. (there’s a lot more depth to most jb maps than people realize especially the good ones) I also think that while the game mode is certainly not for everyone, im well aware i’m an outlier in this, I think every tf2 player should give it a fair shot. to simply write off the mode as stupid is not only limiting yourself to a potentially very enjoyable experience, but borderline insulting to the thousands of hours mapmakers, server administrators and players have put into a very niche but strangely fascinating community.
Having a handful of regulars to mess around with is always a good time. Not ashamed to admit that jailbreak is probably my most played game mode on just 1particular server
i am a jailbreak lover and i am proud. when you have a community around a gamemode and admins that actually interact (SG as an example, kinda got killed by freddy210hill) you could do things like hungergames where there is like a 1 minute grace period and after that period everyone can kill eachother, so actually having knowledge of the map really helps, in things like hungergames, frequent regulars usually throw in a prize like a key or even an unusual
Welp, they added Zombie Invasion
I saw "Stop the Tank" and thought it was a pretty fun gamemode to try. Funny enough it seems a lot of other people had the same idea and it was very fun! I would definitely love to see it added at least as a holiday map considering "Crasher" was added, it wouldn't be a stretch.
I really want to see more "Stop the Tank"!
Honestly if Randomizer was added to casual I think the way they would handle it would be giving you a random class with a random loadout from that class' stuff. Not only would that solve the issue of needing to make sure everything works on said classes but it would also have a possible knock on effect of getting people to try underused weapons and give them a second chance.
I think that would sort of ruin the appeal of the gamemode as at the end of the day, you'd really just be playing normal TF2 with no control over your load out.
TF2 Rando is fun specifically because of all the wacky combinations you can get and the weapon combos not otherwise possible. Without that, it's just normal TF2 but worse.
that would ruin any fun the game mode came with though
22:22 The big issue with tf2x10 is that new players dont have access to the different weapons, making it basically impossible to have fun.
i think this is an area where TF2's levelling system could be helpful for once
I think they should rework pass time and mannpower, it will be better if community will take care of its own modes
as a mannpower enjoyer, mannpower is fine as is and shouldn't be changed, I suggest you go in there and play it a while, it's pretty fun
As the person above said, i dont think these modes need major changes. Mannpower is balanced-ish, the idea itself is just too out of place. Pass time may need some tweaking to make it more than the scout gamemode, but otherwise its fine as is.
@@he3004what do you think of the changes made to Mannpower a couple of years ago, such as the powerup nerfs, revenge crits and dominating player's weakness?
I FUGGIN LOOVE PASSTIME 💕 ❤️ 💖
Unfortunately a 3rd party studio made it so Valve literally cannot do anything with it tragically
the one time i got in a mannpower lobby i was immediately kicked by the overwhelming amount of bots
It's nice to see you upholding your duty on representing Penis scout gameplay. for some reason I don't see many TF2bers playing this amazing subclass.
I'm not sure exactly what it's called but there is a zombie mode that I remember muslk playing back in the day. It was engineers that couldn't build sentries as survivors and medic without Uber guns as zombies, it was on normal maps, and the goal was to survive as long as possible or kill all the survivors. Just like in vsh, the last survivor gets crits and over time the zombies get things like jump boost and additional damage.
Well, seems like ZE did end up getting added.
Well yes but actually no.
UberUpgrades is my favorite gamemode. There’s a server called Happyland that has its own little community, and the owner “PCGamer” has put a lot of love into it. Probably the only reason I even play this game anymore.
Smash Fortress would work if you made some fitting custom maps, polish up the jank, and added some kind of pickups that lower your %. I think it would be fun. Also it doesn't have to be lives based, maybe something like KOTH would work with the knockback mechanic. It could force people to be more creative with their movement. Although some classes like Engineer could be hard to play, so maybe the build speed could be buffed or something like that.
Death Run would be fun. (btw I haven't played death run in tf2 yet, but I have played it in other games)
It would need some changes, but I feel like it could work.
In other games I've seen things like checkpoints, multiple lives, having the first few players finish then having a timer, etc, and that seams to work.
31:26 I thought of a way of balancing this gamemode
1. You leave a spawn room
2. You cannot re-enter the spawn room
3. It's a point based system instead where you gain points for killing other Pyro's, whenever you kill the person with the most points you get an additional amount of points
4. Once the clock runs down, whoever has the most points win
Another issue with zombie escape is that all of the maps don’t fit the tf2 style at all and/or have copyrighted elements. You would have to make several gigantic and high quality maps that fit the tf2 art style to make it fun at launch.
And also it's not fun at all to play as a zombie
Zombie game mode completely sucks, playing as a zombie is boring.
@@RainytheNB Agreed. I love the zombie game modes when playing as a human. It's a refreshing, tense, and fun experience.
Playing as a zombie immediately kills all that momentum though.
I'd honestly love to see Dodgeball and it's variants in the official game. Haven't played it in a long time, but i remember it being very fun, especially when someone takes up the role as announcer.
yeah same his critique of it was basically that it wasnt fun which is super subjective because idk i really like it
I think the issue is the twelve v twelve server format, which would be considerably different from what it is now
You make the most original tf2 content, im astounded
For some reason im really attached to balloon race
When you said Jail Break, I didn't realize it would be the Gmod version, my mind went to the Unreal Tournament version, which THAT would be awesome.
For those who never played it, in that if you die you get sent to the other team's jail, if a whole team in is in their enemy's jail: they lose. However, if you can make it to the other side of the map and hit a platform you can free your own team from the enemy jail.
Making it so you're essentially fighting for control of the whole map, to 1 prevent your team from staying captured and 2, to try and help prevent the enemy from freeing their team. Its a lot of fun.
Me when Great Blue doesn't talk about Engineers Vs Zombies, my favorite TF2 gamemode, singlehandedly brought me into the game itself, and is just overall super fun and could work really well casually:
The section on Zombie modes actually made me think about a MvM mission where you fight through robots between bases similar to L4D rather than defending a static base like regular MvM.
I've actually thought about having trade/silly maps in tf2 as a sort of "Lobby" where you can chill if you've got a long queue for casual or valve comp. But you can already do this with community trade servers, so eh.
I forgot about class wars. But yeah. Please add class wars to TF2 Valve, just think of the just voice line opportunities! You could have shit like "YEAH LETS GO ME, I MEAN TEAM!" for Scout for instance!
30:00 I think most of your criticisms would be relieved if the original version of dodgeball was added rather than the sweaty speed dodgeball variant that we all know and hate. Originally, dodgeball fired a couple dozen rockets at each team that traveled much slower and targeted more than one player at a time. Rounds were much faster and it was overall more fun. Sadly, no servers seem to host the good version anymore.
Ngl I was thinking Dodgeball can be fixed if they added 1 more rocket after every kill OR start off with a lot more and remove 1 after every kill.
IDK why but great blues videos are very rewatchable. When I have nothing else to watch I pop in over here and watch a random video.
omg i love the hidden but have almost never been able to play it, it would be amazing to have a "the spy" gamemode or smthn like that that replicates it, cuz looking at hale and his abilities, it's absolutely easily possible in vscript, and a fun alternative to hale for people who are unlucky, cuz the hidden is determined typically by who kills him, or does most damage
If the prop hunt game mode is ever added to Casual mode, in my opinion, Marasmus should be a part of it. He could potentially be the one hiding like the prop person since he does it himself during his encounter with him, or he could potentially be the one hunting you the prop because he turned the entire opposing team into props and gave them the ability to transform into other props. that would also be a reason why you're able to attack the person hunting you down eventually when the timer allows you to. You can even balance Marasmus's size to the snipers since they are so similar and the explanation could be him giving you a fair advantage. The fair advantage of his size change you can even explain away by saying it was magic.
This is a very nice and comprehensive list of cool gamemodes
Thanks!
7:46 this exact meme is sooo old, holy shit. XD I'm so glad seeing someone else with it after years
The Hidden works pretty similarly to VSH, but it promotes a passive and "scared" playstyle from the red team, which isn't great. There would also need to be some mechanism to reveal the Hidden player if they go for an amount of time without killing, otherwise there is a potential for trolling by just hiding all round.
Setting aside you swapping the team colors with Jailbreak, there is the added wrinkle for the prisoner team potentially getting "LR", or "Last Request", which usually takes the form of either a custom day or getting to dictate what is done the following round. That's usually implemented via scripting, and I don't know how you would add that to TF2 normally.
I'm an avid JB player, but it requires multiple plugins, strong moderation, and cooperation within the rules, so I agree it shouldn't be added to casual until we can somehow automate subjective rules.
Jailbreak is a bad gamemode. We don't need it
Someone alpha tested jailbreak IRL, there's a reason it's reserved for the dictatorships
What I'd like to see in TF2 is some of old gamemodes back. Personal favorite ones: Arena and VIP
Arena is basically a Deathmatch between 9vs9 where Health Kits and Ammo are limited, while Maps for this gamemode are quite large and reminding me of VHS maps(which are in TF2 now). You die only once, if you do, you'll go Spectator Mode till the end of a round. People hated this gamemode, because it had almost unlimited time, so they couldn't find that last Cloak and Dagger Spy. Plus it's just annoying then you wait a lot of time till the end, while people wants to play.
Even though i never played this gamemode myself, i still has something I'm liking this gamemode for. Just these battles, where people actually feared of their deaths and all becomes so nervous.
Also, Arena Mode can make different stories, which could've been made into SFMs, i remember one, where main antagonist was Skull faced Pyro. What Valve can do to fix this gamemode is: 1) Add a Capture Point/Flag, so if that one Cloak and Dagger Spy hides so much, you can capture it and win. 2) Nerf/Buff certain classes. By that, i mean Rebalance of weapons and classes in general, also melee crits. 3) Last guy in team will be highlighted every 15 seconds.
Second gamemode i want back - V.I
P. Another 9vs9 classes match(and +1 player as VIP)
Basically, it's a large map, where BLU must defend VIP person, a Civilian. And bring him to a certain point on the other side of a map. RED must kill VIP to win. No respawn. It's pretty hard to do for BLU, since one Demoman, Soldier or Scout can kill Civilian easily. That's why it was so bad. Actually, Valve could've maked some corrections to certain classes to be more realistic, like Soldier having One Rocket per shot(basically RPG); Scout could've climb up places instead of double jumping; Demoman's Stickies being unable to activate midair(they activate after some seconds after being placed on a surface) so they can't spam; Sniper has laser sight like MVM Bot Snipers has, also quickscope headshot deals about 100 damage(Civilian has about 110 + bullet resistant vest of 25% And a Pistol); Spy's Dead Ringer refills faster, but once triggered, full meter of cloak lost; BLU Engineer has 200 starting metal, while RED has 100; Medic has MVM shield to block Projectiles in front of him; Pyro's Flamethrower has only 120 ammo, Fire from Flareguns lasts less than usual(he needs entire weapons rework here)
It's a shame that Valve doesn't see such huge potential in TF2, because they don't even need to do anything to make it good(except solving Bots issue) Because Community already have done all the Rework needed, Valve just need to implement them.
I'll leave a server with all Reworks, that was done by another TF2 TH-camr if you'll just ask me(can't do that now, because TH-cam will ban my entire comment). Thanks for reading this much, if you did.
Ya know that's a lot to put on the shoulders of that one janitor that works on TF2 during lunch breaks.
Just had a nostalgia flashbang with Stop that Tank! mentioned. Such a good gamemode, pvp mvm in payload. I wish more servers ran this nowadays
Speaking of Stop that Tank, when Quickplay was around I distinctly remember servers running the mode appearing under the Payload section
Same lol
Once got into a x10 server that way
There are also a few obscure community gamemodes that can be found on the workshop that I think can work quite well (Mostly) in casual mode, such as:
-Invade
-Tug of War
-Hold the Flag
-Object Destruction
-Infiltration (Which is basically just Flagrun from tfc)
-CTF-Attack/Defend hybrid
Yeah there's an insane amount of games with a 'prop hunt' game mode or something similar.
Probably one of my favorite modes across games. Always love finding weird spots in maps or just blending in well, and this is the game where I first played it.
Jailbreak is roleplay for people who won’t admit they like roleplay.
I think zombie survival - where red team are all engies without sentry guns with one life and with blu team being medics with melee only and infinite respawns could work in casual
I feel like this leaves out a lot of great "normal" gamemodes without major gameplay changes. If I was was going to suggest new gamemodes I would probably go with Domination (Koth with multiple points), Invade CTF (bring a neutral flag to the enemy base), Flag Defence (Attack/Defend where BLU brings a flag to the point), and Tug-of-War (Payload Race with a single cart).
Those all sound really interesting. Shame he didn't talk about them.
Great blue is back making the most random video concept ever
honestly the gamemode i wanna see more then anything not just in casual but more on community servers aswell is FFA deathmatch (maybe even in an arena style) basically you are on a fairly large map and everyone spawns in at random places on that map and everyone can kill anyone with no teams (basically soap DM with friendly fire if you know what that is) ofc there are some downsided to this like ppl being able to team up when thats not supposed to be allowed and medic having to be reworked. The time me and a few friends had such an FFA server, it was super fun especially cuz it combined it with the MVM stuff so youd get wierd abilitys and upgrades like making the whip crit midair like the garden or swapping position with the person you hit with the sandman ball would result in some rly creative playstyles like jumping off cliffs and trying to hit someone while falling with the sandman ball to swap places
Gamemode reskins in tf2 have always seemed like a strange case to me
I mean on one hand if you like how a gamemode plays but not how it's implemented its nice to have another option to choose from.
i think medic Vs Engineer would work great because other games like Halo officially have a game mode like it
I honestly just want an official randomizer if nothing else. Fixed animations and new voicelines (heavy complaining that the pistol is a baby gun, scout trying to hide the fact that he can barely lift a minigun, etc) and maybe some lore about how since saxton is off fighting the mercs, quality control at mann co decided they didn’t have to work as hard and everyone’s kit got mixed up as a result
To fix the wait time for dodgeball, they could run multiple smaller games on each server, making two 6v6s or three 4v4s games on a 24 player server. Admittedly it might be a bit difficult to program, with the in-server queues and making sure the rocket doesn't target someone in a different in-server match.
Fun Fact: Whether intentional or not, the Jailbreak game mode is based off of an infamous Psychology experiment called the "Stanford Prison Experiment". It basically ended up as you described: The jailers going power hungry, but with the added twist of destroying the prisoners' sanity and self-worth. It is one of the classic examples of why Psychology has various ethics codes along with the Milgram Experiments.
They also later found that the people who ran the study had coached the “jailers” on how they should treat the “prisoners”, so the result of the study wasn’t even valid.
Milgram also was deliberately encouraging guards to be cruel and was sleeping with one of the students, so. Not sure why it's held as representative.
I was watching the video in 0.75x speed for some reason, and didn't realize until I saw how slow Scout's attack on Sniper at 1:45 was paired with how slow Great Blue's voice was... So fun fact ig
Actually, there are maps out there that have this kind of idea you mentioned in Uber Upgrades, it uses the MVM upgrade station, and it does everything you said, but it's just MVM in casual.
The fact that jailbreak is even in TF2 at all surprises me, but I definitely agree it would never work as an official gamemode. I haven't played the TF2 version before, but I worked on custom versions of Jailbreak for Garry's Mod, and that version (at least from the clips you've shown and the way you've described it) is much more fleshed out.
In "real" Jailbreak, the objective of the guards is to slowly whittle down the prisoner count until there's only one left. At that point, the remaining prisoner is allowed to have a Last Request (LR), which is basically what they want the next round to be, and a Death Request (DR), which is generally a minigame where the prisoner faces off with a random guard in a task. Notable DRs in real Jailbreak include a trivia game, jumping snipers (where you can only shoot the opponent while in the air), or even just a classic 1v1 battle.
With these tools in hand, the gameplay becomes a lot more focused, as the warden is finding mini games to play with the prisoners, with punishment of death for failure. Popular minigames include things like Simon Says and Talent Show. Minigame selection is also very map dependent, as different maps will provide their own unique minigame arenas that can help guide the warden if they need ideas. These include things like jb_new_summer's corner picker minigame, in which a section of floor is split into 4 distinct chunks where prisoners have to pick a corner and hope that it doesn't fall out from under them while they're trapped. Another popular one is jb_lego_jail's obstacle course, where the winner of the automated obstacle course survives, while the others are crushed automatically.
From the prisoner's perspective, the choice is to either participate in these minigames and hope you survive until the end, or attempt to sneak away to attack the guards while they're busy keeping track of the game. The guards are forced to split their attention between ensuring the minigames are ran appropriately and dealing with anyone who decides to sneak away. This often results in the guards being split up, with most of the force staying with the warden to keep an eye on the group as a whole, while one or a handful of guards are off hunting the escapees.
I can definitely understand how you got the impression you did, as jailbreak takes a lot of things going right to really shine. However, when you have a good warden, a competent guard team, and prisoners who want to play the games the gamemode shines. It's a throwback to an era past where players invented the fun themselves, as opposed to heavily scripted gamemodes with very rigid goals.
can't wait to que for minecraft randomizer x100 freak fortress rp class wars 100% crits surf manpower mode in the next update!
Thinking about all this made me wonder if a vote during the warmup for all talk on/off would be a good addition to not only these modes but the game as a whole. If most people in the server wanna chill and mess around they can but if the server wants to be more serious then it could be the same team only as it is now
7:45 that's not the only thing you eliminated from the game, you eliminated that spray as well. Based
In real life Dodgeball, eliminated players can get back into the game if their teammates catch the ball. Players return in the order that they got eliminated. Maybe in an official version of TF2 Dodgeball, they could implement some kind of sub-objective that causes players to respawn.
huh, no slender fortress? I mean it would not fit at all but i thought you'd mention it at least
I would really like Valve to add the MvM Upgrade menu to Vscript or something as the slow and janky text menus are very inconvenient.
As someone who wants more maps to MVM (or more incentive to boot camp), I was heavily intrigued by uber upgrades, as I just love the upgrades factor of MVM and is a huge part of why I play it, but I'd absolutely love all of the tier 1 mentions to be added.
I completely forgot about Uber upgrades until you mentioned it, by far my most played community game mode
Only other ones i've spent my time on over the years were Deathrun and Slender Fortress, they explain themselves perfectly and i don't think there's any need to discuss why the wouldn't work. Dr maybe, but Slender definitely not. All the rest idc about, zombies peaked my interest but i got bored and gave up on the mode from like the first 3 rounds so yea
Babe wake up. New great blue video
Yes, honey…
On what I remember Randomizer (maybe) and the all X/Times (Except -Xx) uses old weapons stats since the Darwin Danger Shield literally makes you fully immune to bullet and the Gru letting you keep the speed boost even if you have holstered
I can totally imagine merasmus saying "magic!" And you magically switching classes after a kill.
Honestly I'd love TFDB to be in Casual, such a fun gamemode, good for training and not too easy to gather kills either.
And no, you're clearly just not a fan of the gamemode as you said, it's fun even when you die and have to watch for up ot 5 minutes.
video suggestion: what if every class has a Knight subclass
medival mode 2.0!
That gungame thing in which team steal kills is why every other game, like cod (where it and possibly prop hunt (its either gmod or cod being its origination) originated from iirc) has it always as free for all.
One problem I have with the modern prophunt is being able to select your own prop and can change it while the round is going on. It makes it soo much easier to win at. I played prophunt back when you got a random prop and had to deal with what you got. Sometimes you get a CP or a bucket.
Imma keep it real, you don't even remotely understand how jailbreak as a gamemode works. I can understand if you get a few things wrong here and there but for the entire segment you get the team roles mixed up (on top of your other observations) which is probably the HARDEST part to get wrong.
community game modes have always been a strange case to me
Jailbreak is the weirdest mode ever conceived. It's a cross between Simon Says and a power trip simulator.
The voice clip of Merasmus saying “Excellent” should play when you get a kill in gungame for the narrative
I think he sould make a video where he combines all of his ideas at the same time and theorises how broken the game will be.
add slender fortress, we exist
class wars must have rtd
jailbreak is fun, you kinda mixed up red n blu
Jail break is not a gamemode but a mini game museum.
I've actually seen some Uber Upgrades maps that put the MVM Upgrade Station in the spawns! Theres a version for 2fort, the longer counterpart, along with Hightower and Highertower. Pretty sure theres more too but i'm too lazy to check. Its on a specific server which usually has a low playercount, but it's fun to play on.
3:27 damn blue that's actually a great idea that should be added to normal tf2 as well
Slender fortress anyone?
I'm more on the fence for Randomizer and uber upgrade because the thing this game does really well is class readability. If you see a scout and think "I can take this guy on" cause they've got their melee out and you get one tapped by their surprise rocket launcher, or they've got a 50% damage reduction against bullets you didn't know about, that feels unfair. Compare that to knowing that at the start of the round, all of your opponents will be scouts with scout weapons or that you're just going to play payload, and that's where the problems come in specifically making it an "alt game mode".
I feel like Medic vs Engineer aka Zombie Survival would be in 2 or 3, depending on what version you use. Like rushy's would be easy to implement because it only has a few weapon tweaks and gives the medics a double jump. Whilst the blackwonder version uses perks with source commands and basically gives the medics pyros jetpack.
This video got dated in a month
Dodgeball sounds like it could be at the end of a Halloween map game, kinda like bumper cars
33:20 that The Parish adaptation is really cute though
24:28 we could call it "overclock" and possibly create models for extra wires and stuff that get mounted to your weapons to provide an in-universe reason for why they are suddenly much stronger. Or if the models is too difficult to implement, have the weapons give off smoke and spark particles to indicate them operating at extra efficiency.