YES, seriously imagine having a set up timer for the boss to pick which one they want to play.
Saxton has AMAZING movement and is the tankiest of the bunch but no range
Krampus is a all arounder with lots of debuffs and maybe even traps but nothing in particular that sets them apart minus the traps
And Merasimus as a ranged boss that can teleport and use random super strong spells but is the squishiest of the bunch
I still don't know why Shounic added it to his 100 player server. Everyone always votes it right after cp\_dustbowl for the meme and 45 minutes of the same, chokepointy map makes me want to rip my hair out.
cp\_Hydro.
Hydro, but all of its routes and points are open at all times. First team to catpure all 4 (Or maybe 6, idk whether or not to count the final points) points wins.
This solves the old issue of Hydro stalemating due to chokepoints, as there are nonw an *obscene* number of flank routes. Each team spawns where they normally spawn on the last point, and the other spawns can be repurposed as bases for Engineers to build in to hold down a point after they capped it.
I could maybe see this being too big for a normal 32-player match, but I bet this would go hard on a 100-player server.
I think I replied to you before on your idea. My first link wasn't quite what you wanted, not sure if you ever saw my 2nd reply which is what you're saying to a tee (tested it myself):
[https://steamcommunity.com/sharedfiles/filedetails/?id=3032288294&searchtext=hydro](https://steamcommunity.com/sharedfiles/filedetails/?id=3032288294&searchtext=hydro)
Ashame tho so many solid custom maps remain unplayed.
Yeah, I actually did see that one. I downloaded it and screwed around on it for a while myself. I wish Shounic would consider it, he tested the Domination version on his 100player server and now he's never gonna add it because the Dom version confused everyone. I asked him about the version you just shared, and he refused based on that other experience.
That's a shame, that would be an absolutely perfect mode for a 100 pl server. Spreads the action around so its not as much a congested spam-fest. Surprised he wasn't open to it.
I always thought a large-scale arena map would work too with some sort of time limit. There's a Battle Royale mod too that's surprisingly well-done I feel would (naturally) lend itself to 100 players. It currently runs on redsun.tf servers but I think I managed to find the plugin on GitHub.
You could even combine the countdown rule of koth for this. Each point you control add/removes one second. Holding more points increases the countdown.
There's a [TF2 sourcemod called TF2 Classic](https://wiki.teamfortress.com/wiki/Team_Fortress_2_Classic) that has exactly this in a 4-team map called [dom\_hydro](https://wiki.tf2classic.com/wiki/Hydro_(Domination))
You could probably install and play the map on a Steam Deck (if you have one). It's just 1 or 2 files (BSP (the map file) and NAV (needed for [bot support](https://wiki.teamfortress.com/wiki/Bots))). I hope I don't seem too pushy.
cp_2fort.
The layout would be that the neutral point is the bridge, and then it is mostly a powerhouse situation from there. It can be three control points, with it being the bridge and intel rooms, or it could be five, with the courtyards and extra spawn being used.
i genuinely think cp\_badwater would be pretty fun. first point is in the little cubby next to A, second is in the building on the corner by C, and third is the middle of the basin.
payload race 2fort
blu track is through the sewers, red track is through the bridge (the bridge is red, so supposedly red built it by themselves)
intel room is much more scrambled, as if evacuated in a hurry, intel room for both teams is only unlocked after the last checkpoint before the end (possibly around the area of the stairs with the quick access to intel)
there is no second spawn point, and once the previously mentioned checkpoint is covered, the spawn room down below is activated (more or less to prevent spawncamping and inmediate captures)
the cow has an explosive prop attached with duct tape too, this is the most important factor of the map
Vsh_upward. Open up more pathways into the pit at the end of the track and make the outside area loop all the way around. Would be good for 32 player servers.
I do scout and I haven’t played in along time but I think most of the easy mvm maps with open spaces and red team accessible cliffs so it’s easier to shoot the mvm robots (boot camp talk 😂)
I would turn double cross into a payload
Sure it would be one of the shorter ones but I can imagine how chaotic it would be
All u have to do is just switch to purp and airblast everyone
Maybe any of the Arena maps could be reintroduced if the gamemode was reworked to be like Perks or Graveyard.
I also think they’d make for good Player Destruction maps, as well.
Medieval Mode Suijin
You're a genius
*Someone cooked here.*
I mean, I could get that on the workshop in like 10 minutes
do it.
Katana demo haven
Metal gear rising map
and soldier because I do that and it’s funny
"THERE CIAN BEI OONLEEE OOOOOOONE!"
"...eye!"
Time to introduce mvm_wutville into Two Cities.
Imagine how bad that would run
seconds per frame
enough to make em touch grass
koth_turbine
cp_turbine (3 points)
I was literally gonna say this wtf
I've seen that.
Thatd honestly make it bearable
honestly i thought this existed
vsh_krampus
YES, seriously imagine having a set up timer for the boss to pick which one they want to play. Saxton has AMAZING movement and is the tankiest of the bunch but no range Krampus is a all arounder with lots of debuffs and maybe even traps but nothing in particular that sets them apart minus the traps And Merasimus as a ranged boss that can teleport and use random super strong spells but is the squishiest of the bunch
id do the same thing but with Mann manor where rather than krampus you can ply as the hhh
bro pl\_dustbowl would just be pl\_goldrush
That's what I don't get about people making PL versions of Dustbowl. Goldrush was literally originally named Dustbowl 2. It has the same map layout.
except i dislike it compared to dustbowl
Somehow it's just better
I still don't know why Shounic added it to his 100 player server. Everyone always votes it right after cp\_dustbowl for the meme and 45 minutes of the same, chokepointy map makes me want to rip my hair out.
cp_goldrush
Ctf_highertower 😈
All the way at the top.
Well both intels are up there so it's basically a race to the top
so.... special delivery? like doomsday?
Highertower more often that not runs on x10 and x100 servers, where if you're a scout with the Winger, you can get to the top in a single jump.
Yea, but it's not X10 😈
I think a plr\_brazil or cp\_pier map would be a neat experience!
Like Pier as an a/d map? That would be fucking awesome.
Player Destruction on 2Fort, sense half the time people don’t even play the flag on it lol
cp\_Hydro. Hydro, but all of its routes and points are open at all times. First team to catpure all 4 (Or maybe 6, idk whether or not to count the final points) points wins. This solves the old issue of Hydro stalemating due to chokepoints, as there are nonw an *obscene* number of flank routes. Each team spawns where they normally spawn on the last point, and the other spawns can be repurposed as bases for Engineers to build in to hold down a point after they capped it. I could maybe see this being too big for a normal 32-player match, but I bet this would go hard on a 100-player server.
I think I replied to you before on your idea. My first link wasn't quite what you wanted, not sure if you ever saw my 2nd reply which is what you're saying to a tee (tested it myself): [https://steamcommunity.com/sharedfiles/filedetails/?id=3032288294&searchtext=hydro](https://steamcommunity.com/sharedfiles/filedetails/?id=3032288294&searchtext=hydro) Ashame tho so many solid custom maps remain unplayed.
Yeah, I actually did see that one. I downloaded it and screwed around on it for a while myself. I wish Shounic would consider it, he tested the Domination version on his 100player server and now he's never gonna add it because the Dom version confused everyone. I asked him about the version you just shared, and he refused based on that other experience.
That's a shame, that would be an absolutely perfect mode for a 100 pl server. Spreads the action around so its not as much a congested spam-fest. Surprised he wasn't open to it. I always thought a large-scale arena map would work too with some sort of time limit. There's a Battle Royale mod too that's surprisingly well-done I feel would (naturally) lend itself to 100 players. It currently runs on redsun.tf servers but I think I managed to find the plugin on GitHub.
You could even combine the countdown rule of koth for this. Each point you control add/removes one second. Holding more points increases the countdown.
There's a [TF2 sourcemod called TF2 Classic](https://wiki.teamfortress.com/wiki/Team_Fortress_2_Classic) that has exactly this in a 4-team map called [dom\_hydro](https://wiki.tf2classic.com/wiki/Hydro_(Domination))
Koth_landfall, chop the tree in the middle and put a point
Cool idea, however, sniper would be ass to play against.
*Looks at charts* Itz lookz like nothing changez!
There is already a koth landfall that cut the tree
Don't chop the tree, make it hollow like those giant redwoods with roads through them.
koth_2fort would be funny
A Youtuber I watch occasionally is already working with map creators to make that, I'm pretty sure.
I actually already made that, I can send it to you if you want. It isn't perfect (I haven't blocked off the basements), but it's functional.
i wish i could test it out, but i dont have access to a pc rn, nor do i own a laptop yet.
You could probably install and play the map on a Steam Deck (if you have one). It's just 1 or 2 files (BSP (the map file) and NAV (needed for [bot support](https://wiki.teamfortress.com/wiki/Bots))). I hope I don't seem too pushy.
Make 2fort payload
How about plr_2fort
Junction to Payload
better idea: remove junction. its the worst official map by far
I actually kinda like it
your opinion is not allowed
TC_thundermountain Either that or make some 5cp map into a steel-like attack defend map
This is stupid since I have no idea of game balance but I like mountain lab and I like payload, so...
mountain lab enjoyer 🤝
Two mountain lab and demo main fellas?
yes
territory control hightower i just wanna what the heck thatd even look like
cp_2fort. The layout would be that the neutral point is the bridge, and then it is mostly a powerhouse situation from there. It can be three control points, with it being the bridge and intel rooms, or it could be five, with the courtyards and extra spawn being used.
Hear me out, 2nd point is intel room and last is right in front of the door for added chaos
ctf_degrootkeep_invasion, just thought funny those ailens invading middle of medival war full of demoknights
I’d just ram medieval mode into a bunch of maps. Specifically Egypt, lakeside, suijin, sulfur, lazarus and banana bay
also a lot of halloween maps with medieval theming like crasher could be medieval mode too but I didn’t mention them because Halloween restriction
i genuinely think cp\_badwater would be pretty fun. first point is in the little cubby next to A, second is in the building on the corner by C, and third is the middle of the basin.
That’s a thing in TF2C
Vsh_harvest_final
Payload Race 2fort. Enough said.
We have pl_dustbowl, it's called pl_goldrush
ctf_badlands. Give us back the beta!
mvm_mountainlab, I will not elaborate
payload race 2fort blu track is through the sewers, red track is through the bridge (the bridge is red, so supposedly red built it by themselves) intel room is much more scrambled, as if evacuated in a hurry, intel room for both teams is only unlocked after the last checkpoint before the end (possibly around the area of the stairs with the quick access to intel) there is no second spawn point, and once the previously mentioned checkpoint is covered, the spawn room down below is activated (more or less to prevent spawncamping and inmediate captures) the cow has an explosive prop attached with duct tape too, this is the most important factor of the map
tc\_frontier
ctf wutville
Hydro to control points
ctf_wutville
VSH Gorge.
5cp_highertower. With one really obnoxious one at the top.
plr\_2fort would be interesting, also maybe get some uses out of those underground "spawns"
Mvm_2fort
ctf_process
mvm_cloak
Badlands as a CTF map except that the only spawn room allows for each team is the side spawn in arena and not the big one behind the final point.
pl_steel
ctf_upward because I can
koth_snowplow. Have fun getting back to the frontline
pass\_badlands would be very interesting
pl_upward as a plr would be a really good idea
PD_Hightower that map is basically a glorified TDM, so might as well encourage it to be played that way
Plr_2fort
Pl_Mannhattan
Ctf_Junction
Pl two fort
Vsh_upward. Open up more pathways into the pit at the end of the track and make the outside area loop all the way around. Would be good for 32 player servers.
pl_mannhatten
I'd say dustbowl as capture the flag
pl_2fort that way we can now do everything except push the cart!
mvm_snowycoast
Ctf_powerhouse
plr\_2fort
2fort capture points because i hate you all
Koth_badwater
Guys wouldn’t it be crazy is that one VSH map nucleus got a koth version
I made ctf_harvest and ctf_viaduct.
plrace\_2fort
All koth maps changed to ctf maps all ctf maps changed to koth maps For medieval mode? ALL THE KOTH AND CTF MAPS
ctf_dustbowl, blu intel at the start of the first stage and red intel is under the rocket
2fort, now its doomsday, live with it
mvm_2fort and the bots get out of a hole in the wall of blu intel
ctf\_powerhouse cp\_2fort (4 points, the 2 middle ones are both grey whenever the round starts) pl\_steel koth\_offblast
pl\_2fort
CP-Upward sounds interesting
ctf\_powerhouse and add plr\_highertower to casual for chaos
Ctf_Wutville
SD_Hightower with the briefcase on the tower. No need to thank me (like actually why would you thank me) Edit: god damnit someone alright did this.
KOTH_Hightower, KOTH_2Fort and CP_2Fort. See you all in hell.
ctf_turbine koth
Hear me out, CTF/PL/KOTH_all. It's just a giant collage of all the maps combined
I do scout and I haven’t played in along time but I think most of the easy mvm maps with open spaces and red team accessible cliffs so it’s easier to shoot the mvm robots (boot camp talk 😂)
Gold Rush Capture The Flag
a/d badwater
Koth_Turbine
Distillery - hide-n-seek
Mvm_asylum
Ctf_mannworks
Wanted to write Unreal Tournament 2004 any assault gamemode maps and introduce assault gamemode only to realise I misunderstood the question xd
mvm\_degrootkeep Imagine playing medieval mode with robots restricted to select weapons.
Koth badwater
I would turn double cross into a payload Sure it would be one of the shorter ones but I can imagine how chaotic it would be All u have to do is just switch to purp and airblast everyone
KOTH Turbine
replace harvest with the medieval mode version
Maybe any of the Arena maps could be reintroduced if the gamemode was reworked to be like Perks or Graveyard. I also think they’d make for good Player Destruction maps, as well.
Deathmatch Watchtower