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?
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
@@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
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.
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)
@@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.
As much as having jump maps become proper gamemodes (not necessarily in casual, maybe in the training category), I think stuff like jumpacademy is so good that anything officially implemented would be worse.
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.
@@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?
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.
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.
@@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.
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?
@@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?
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
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.
Defending your "base" and attacking the enemy's "base" becomes important, not so different to a classic CTF mode, where you can only point when your own flag is home and the own flag instantly returns home when you touch it. Losing the own flag means an instant change of strategy to get it back, but without relaxing pressure on the enemy flag.
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
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
This feels way too hyperbolic. Pass Time isn’t nearly as insane of a game mode to add as like TF2Ware, Surf, Jailbreak, and MLP servers which are so much worse lmao
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
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
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
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.
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"!
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.
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'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'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.
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
team deathmatch but with airblast, sounds fun for a community server but idk about putting it in casual (certainly way more suitable to tweaking than the more conventional dodgeball
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.
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.
You don't play Jailbreak for the Jail or the break You play Jailbreak for the community You play Jailbreak to chat You play Jailbreak to explore the map You play Jailbreak to troll You play Jailbreak to see regulars in the same server You play Jailbreak to get muted by the admins and then kicked after you complain You play Jailbreak to play minigames You play Jailbreak to occasionally actually jailbreak Or you play Jailbreak to play as a guard.
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!
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.
@@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.
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.
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 UA-camr if you'll just ask me(can't do that now, because UA-cam will ban my entire comment). Thanks for reading this much, if you did.
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
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 main problem with jailbreak is that it doesn’t work in tf2, in most other games (gmod Roblox recroom etc) it has more freedom of abilities and overall creation of the maps, where as tf2 lacks most of these due to not being a sandbox game.
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.
I think "Jailbreak" also goes by "Cops and Robbers" which I would be genuinely surprised if you said you've never heard of it. Your concerns on it as a gamemode are completely valid, though, not everybody wants to roleplay.
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.
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.
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
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
Jailbreak sounds like it could be quite fun in PvE, like you're playing a team of mercs that got captured by the robots, and so some of you must sneak into the armory and provide weapons for everyone else so you can all break out.
Not so much a Casual addition but a community gamemode nonetheless... Last summer, I participated in a community Mann vs Machine event called _Rewired Rampage,_ which isn't anything unusual in and of itself; There's been plenty of MvM charity events... but this one had something special... This time... _You were playing _*_offense._* That's right, it wasn't your typical MvM affair; It was _Reverse_ MvM. Rather than a standoff where you just had to deplete Gray Mann's battalion of bots, you instead had to hoof a bomb to the hatch within a limited time, with limited lives, or with some other limited resource, all while legions of RED robots did everything in their power to stop your mission dead. After seeing some of the cut content from TF2's Raid mode, I would love more than anything to see that and more make a return in some official Reverse MvM missions, perhaps with Mann Up capabilities.
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).
It's funny how he says VScript wouldn't work for certain modes because of chat commands and yellow menu even though VScript is basically made to substitute those.
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.
Finally some über-upgrades rep. In top teir as well. based. also über-upgrades was originally a suped-up MvM game mode where the robots were significantly more powerful, but you got the dumb upgrades, but people decided to port it to PvP, so the "what if MvM upgrades were in PvP" and "intended to be run on normal tf2 maps" are technically incorrect because the mod was made for MvM, the PvP mode was just made because people wanted to screw around and kill eachother in PvP, but the "unkillable god" thing is kinda the point of the mod because it's an "unstoppable force meets imovable object" type mod, so you kinda missed the point, but I guess normal über-upgrades would be too insane for vanilla tf2, so your suggestions would probably be needed, even if they defeat the purpose of the mod
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
37:49 I'd like to counter your entry of MGE on a technicality. I think it (and other training modes) could be added to TF2 as a whole, just not casual. I think a separate queue type below MvM called something like "Online Practice" would be a great addition to the game, where you could have 1v1 maps or even things like the dodgeball and jump modes.
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
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
Woah, Stop that Tank! still around? I've played them in the past but I kinda miss it. Wanted to play it again a few days ago but couldn't find any server running it. iirc there was an alternative version of the mod where it worked exactly the same, but instead of payload, it was a payload race
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.
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
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.
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.
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
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.
We sort of already got Uber upgrades with the new halloween freaky fair and it works ok but always seems really unfair. So it most likely needs some balance changes.
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
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
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
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.
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 actually think that dodgeball and jump would work pretty good in the training mode.
🔥
As much as having jump maps become proper gamemodes (not necessarily in casual, maybe in the training category), I think stuff like jumpacademy is so good that anything officially implemented would be worse.
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?
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
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.
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 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
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.
Defending your "base" and attacking the enemy's "base" becomes important, not so different to a classic CTF mode, where you can only point when your own flag is home and the own flag instantly returns home when you touch it.
Losing the own flag means an instant change of strategy to get it back, but without relaxing pressure on the enemy flag.
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
@@dracvich with quickplay casual would be no longer needed
@wpcbbdwlxibwmzuzb-0845 what if I don't want to play on community servers
Official Class Wars would be incredible. Finally free from the shackles of only Dustbowl or only Upward.
Shocking twist, it gets added but only on the new maps cw_dustbowl and cw_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
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
This feels way too hyperbolic. Pass Time isn’t nearly as insane of a game mode to add as like TF2Ware, Surf, Jailbreak, and MLP servers which are so much worse lmao
Wait… TF2 has MLP servers?!!!!
@@iexistapparently7862 has for well over a decade now.
Custom models actually used to be a lot easier than they are now.
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_
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
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.
its funny cuz this scream fortress kind of (and I mean KINDA) added zombie escape/infection. Props to the map makers.
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
@@Astro-NATTAnd 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
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 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"!
'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.
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
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 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
10:55 Scream Fortress 2024 (2024)
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'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.
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.
Jailbreak is roleplay for people who won’t admit they like roleplay.
LMAOOOO
Dear god.
@@andyblanton6570Theres more
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
team deathmatch but with airblast, sounds fun for a community server but idk about putting it in casual (certainly way more suitable to tweaking than the more conventional dodgeball
You make the most original tf2 content, im astounded
For some reason im really attached to balloon race
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.
11:16 well we have freaky fair now so i guess? not available outside of halloween 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 don't play Jailbreak for the Jail or the break
You play Jailbreak for the community
You play Jailbreak to chat
You play Jailbreak to explore the map
You play Jailbreak to troll
You play Jailbreak to see regulars in the same server
You play Jailbreak to get muted by the admins and then kicked after you complain
You play Jailbreak to play minigames
You play Jailbreak to occasionally actually jailbreak
Or you play Jailbreak to play as a guard.
As of thebtime of writting this, uber upgrades has been officialy added to the game on Freaky Fair, and zombie escape morphed into zombie infection
Welp, they added Zombie Invasion
You may remember when we also tried to make Prop Hunt official, but it failed
crazy how they basically added 2 of these into the halloween update
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!
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.
You'd already have to do that, as Vscript is baked into the map.
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.
That sounds not only balanced, but also lore friendly.
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 UA-camr if you'll just ask me(can't do that now, because UA-cam will ban my entire comment). Thanks for reading this much, if you did.
i like how switching classes in gun game would need some narrative and backstory when prophunt doesn't
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
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:
7:43 just a lil guy, why do you want him gone
I just got blind sided cause I know who owns that spray
The main problem with jailbreak is that it doesn’t work in tf2, in most other games (gmod Roblox recroom etc) it has more freedom of abilities and overall creation of the maps, where as tf2 lacks most of these due to not being a sandbox game.
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
I think "Jailbreak" also goes by "Cops and Robbers" which I would be genuinely surprised if you said you've never heard of it. Your concerns on it as a gamemode are completely valid, though, not everybody wants to roleplay.
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
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
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.
Jailbreak is the weirdest mode ever conceived. It's a cross between Simon Says and a power trip simulator.
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
Dodgeball sounds like it could be at the end of a Halloween map game, kinda like bumper cars
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
Jailbreak sounds like it could be quite fun in PvE, like you're playing a team of mercs that got captured by the robots, and so some of you must sneak into the armory and provide weapons for everyone else so you can all break out.
i think medic Vs Engineer would work great because other games like Halo officially have a game mode like it
if Super Zombie Fortress is tier 3, where would the original, very dead, Zombie Fortress lie? with all its sourcemod perk system glory
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.
Not so much a Casual addition but a community gamemode nonetheless...
Last summer, I participated in a community Mann vs Machine event called _Rewired Rampage,_ which isn't anything unusual in and of itself; There's been plenty of MvM charity events... but this one had something special...
This time... _You were playing _*_offense._*
That's right, it wasn't your typical MvM affair; It was _Reverse_ MvM. Rather than a standoff where you just had to deplete Gray Mann's battalion of bots, you instead had to hoof a bomb to the hatch within a limited time, with limited lives, or with some other limited resource, all while legions of RED robots did everything in their power to stop your mission dead.
After seeing some of the cut content from TF2's Raid mode, I would love more than anything to see that and more make a return in some official Reverse MvM missions, perhaps with Mann Up capabilities.
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.
It's funny how he says VScript wouldn't work for certain modes because of chat commands and yellow menu even though VScript is basically made to substitute those.
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.
Finally some über-upgrades rep.
In top teir as well.
based.
also über-upgrades was originally a suped-up MvM game mode where the robots were significantly more powerful, but you got the dumb upgrades, but people decided to port it to PvP, so the "what if MvM upgrades were in PvP" and "intended to be run on normal tf2 maps" are technically incorrect because the mod was made for MvM, the PvP mode was just made because people wanted to screw around and kill eachother in PvP, but the "unkillable god" thing is kinda the point of the mod because it's an "unstoppable force meets imovable object" type mod, so you kinda missed the point, but I guess normal über-upgrades would be too insane for vanilla tf2, so your suggestions would probably be needed, even if they defeat the purpose of the mod
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
Blue got a randomized loadout in one of the clips that makes him skinny fat scout
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
37:49 I'd like to counter your entry of MGE on a technicality. I think it (and other training modes) could be added to TF2 as a whole, just not casual. I think a separate queue type below MvM called something like "Online Practice" would be a great addition to the game, where you could have 1v1 maps or even things like the dodgeball and jump modes.
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
I love how many of these are just "What if MVM in casual??/??//?".
can't wait to que for minecraft randomizer x100 freak fortress rp class wars 100% crits surf manpower mode in the next update!
Great blue is back making the most random video concept ever
Babe wake up. New great blue video
Yes, honey…
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.
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.
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
video suggestion: what if every class has a Knight subclass
medival mode 2.0!
Woah, Stop that Tank! still around? I've played them in the past but I kinda miss it. Wanted to play it again a few days ago but couldn't find any server running it.
iirc there was an alternative version of the mod where it worked exactly the same, but instead of payload, it was a payload race
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.
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
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.
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.
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
7:46 this exact meme is sooo old, holy shit. XD I'm so glad seeing someone else with it after years
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.
community game modes have always been a strange case to me
As someone who never understood Jailbreak even when I was 11, Great Blue's bitter contempt for it is very validating.
It's only fun when you're playing with friends or a community really
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.
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.
3:27 damn blue that's actually a great idea that should be added to normal tf2 as well
We sort of already got Uber upgrades with the new halloween freaky fair and it works ok but always seems really unfair. So it most likely needs some balance changes.
huh, no slender fortress? I mean it would not fit at all but i thought you'd mention it at least
7:46 Thank you my eyes aren't straining now!