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Super duper list of suggestions and ideas #214

@KimmyTF2

Description

@KimmyTF2

Some suggestions and ideas based on a lot of time spent playing TF2Ware. I hope they'll interest you. Everything is sorted as on the Wiki article (under OG TF2Ware).

I have no knowledge of coding, so if something is not possible or requires too much work, ignore it.

OVERALL

Reduce the volume of screams of dying mercenaries during minigames. So many screams at once are no fun to anyone's ears, especially for someone using headphones.

Don't pick the same type of minigame during a round (i.e., don't pick different types of Buff minigames in the same round). With this, players would have a bigger variety of minigames to play during a round, instead of playing the same type of minigame multiple times, sometimes even back to back.

Add a timer somewhere on the screen so players know how much time they have left to finish minigames/boss stages. Currently only Slender has a visible timer.

Add a new debug command to run minigames/boss stages through all special rounds to see if something breaks.

MUSIC

Add Item Time! from WarioWare: Smooth Moves as a second theme during special round roll for variety.

Some minigames use the same themes. There are a lot of songs to pick from Wario games, so each minigame could have their own theme.

ARENAS

kart_containers | kart_paths | kart_ramp

Skyboxes on all 3 courses could be raised so players won't see outside the arenas while in third person. When they are high enough, they can see the outside void.

kart_paths

This one course could be changed to make it more interesting. Instead of two different routes for each team, the route could be the same for both teams, and at one point they could cross their paths. Something like this:

Current
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Suggested (very professional concept)
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kart_containers

Placement of the containers could be randomized to make the track less repetitive, with at least 3 different routes. And the arena itself could receive new visuals. It looks very dated.

rocketjump (the one with lava)

Two arenas are used for rocket jumping. The one with lava could be a separate minigame where Demomen need to blast jump their way to the top with stickybomb launchers (maybe with only one stickybomb in the clip to make it harder). As a separate minigame, it could be named "Blast Jump". And the arena could receive more details, as it looks very barebones. Maybe also add the 5-second delay as the other arena has.

frogger

This one trap could receive some indicators (decals) placed on the floor to show where the spikes are emerging from.
Image
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The first gates that randomly open one of three routes could be changed to only open the middle one to not make this part of the course even easier, and players going left and right would meet in the same spot.

All OG arenas require specific classes, even if they are not really required to finish a minigame, except for this one. Can it go back to Medics only?

The arena looks very dated. It could receive more details.

factory

This randomly generated path at the beginning could be changed to always block the corridor forward to not make it even easier to travel this part of the factory.
Image

Some doorways could be blocked off to make it easier for players to understand where to go.
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obstaclecourse

This course could have randomized elements to make it less repetitive. The first spinning platform could randomly spin left to right or right to left, the part where the ground starts to be smaller and smaller to walk on could also be randomized so it's not always in the same spot, and the last jumping part could also have randomized spots for the platforms.

The whole arena could also receive more details.

manor

Some doorways could be raised so Slenders won't need to crouch to fit through them.

One painting where Medics spawn during the Slender boss stage has visible z-fighting artifacts while viewing it from a distance.

Like other OG arenas, this one also looks very dated.

MINIGAMES

Avoid the Props.

Optionally more types of props. Especially one prop, models/props_2fort/cow001_reference.mdl. When it kills players, randomly play cow1.mp3, cow2.mp3, or cow3.mp3.

Bullseye

The target could be spawned randomly around the middle of the arena to make it less repetitive, as players expect it to spawn in the same spot.

Bumpers

This minigame is too easy to complete, while Sumo Kart is very similar and more challenging. It could be removed.

Don't Laugh

It's rather a roll of the dice if Heavies manage to hit Scouts. If possible, rework it so players become Heavies and Scout bots running around the arena are spawned in.

Goomba

Also a very luck-based minigame, even with fewer players. If possible, rework it so players become Scouts and Heavy bots running around the arena are spawned in.

Grapple a Player

Optionally add "Grapple nobody" for variety.

Grapple a Health Kit

Players start with 1 health, so if they manage to grab the pack, they could be fully healed. It's purely cosmetic.

Jarate an Enemy

There are more throwable liquids. Could be changed to "Coat an Enemy" and more liquids could be added (the Mad Milk and Gas Passer).

Melee Arena

Feels too easy to survive. Health on hit could be lowered or changed from health on hit to health on kill. With health on kill, it could be increased to 75.

Most Bombs

Rename it to "Most or Least Bombs", as the minigame can require counting either the most or least bombs.

Move

Rename it to "Statues", as the minigame can require you to either move or stand still.

Say the Map

Optionally more maps.

Stay on the Ground

"Do nothing" minigame. It could be removed as a separate minigame and integrated into all "jumping" minigames, i.e., rocket jumping, blast jumping, Detonator jumping, etc., so it reads "Don't rocket jump!", "Don't Detonator jump!" etc.

Stun Merasmus

Merasmus could move around the arena and be immune to full stun to make it more challenging.

Taunt Kill

There's no reason why anybody would ever want to stand still or taunt first. If possible, spawn in a few bots to start the chain reaction.

Treasure Hunt

Remove that one spot where the hat can spawn on the beach behind the rock. Players expect to find the octopus in water, not on land.

Witch

Another "do nothing" minigame. To make it more challenging, change it so the Witch gets enraged if players touch her or get too close to her (around 120 HU), and make her wander around faster (maybe also make her rush faster to the player who enraged her). This should make it much more interesting, as players would need to actually avoid her. There would need to be a grace period where she gets enraged by touching/standing too close to her, as players would enrage her on purpose while standing around other players to grief them.

BOSSES

Gioca Jouer

This is probably the least liked boss stage. Back when it was based on reaction time, it was actually decent, but when it was reverted back to just completing tasks, it lost its charm. It probably could be moved to normal minigames, just without long pauses, like at the beginning, and with only the second, faster part of the game.

Mercenary Kart

At the beginning of the race, there could be displayed two tips. One that informs players that holding SPACE while turning charges boost and releasing it activates boost, and the second one that pressing CTRL allows you to look behind you. This info is not displayed anywhere, and I know it only from the wiki.

Survive MONOCULUS

It's not a good boss stage. It's very luck-based depending on if someone enrages MONOCULUS or other players push a player right into crit-boosted projectiles or Skeleton King kills them. Move it to normal minigames, remove Skeleton King, and reduce the time to survive to around 15 seconds.

Don't spawn more than one MONOCULUS in the small arena. More than one is an instant death if they get enraged.

SPECIAL ROUNDS

Adrenaline Shot

A worse version of Time Attack and Slow-Mo. It could be removed.

Bunnyhop

It itself is not bad, but there are just not enough minigames (and time) where players can reach any meaningless speeds. Either it could be removed or changed so players can accelerate much faster.

Cramped Quarters

This badly needs to have a grace period so players don't instantly die when a minigame/boss starts. Around 2 seconds should be enough for players to spread a bit.

And killing on touch needs to be completely disabled in the Trivia minigame, as players can't see each other.

Extended Round

Mostly just a boring filler. A similar special round with bosses was already removed. It could be removed too.

Inclinity Problem

It could tilt screens after every minigame for all players simultaneously, instead of being based on points.

Low Gravity

It's not bad, but something could be added. Instead of only low gravity, the gravity could change randomly after every minigame, increasing or lowering its force. With this, it could be renamed to "Unstable Core" with the description "Force of gravity randomly changes between minigames."

No Moving Back

The effect is hardly noticeable during gameplay, and it can be forgotten that it's even active. I suggest changing it from "No Moving Back" to "Only Forward", wherein in addition to not being allowed to go backward, players are also unable to turn left and right and are being forced to only move forward and turn with their mouse.

If this is impossible to implement, instead players could be forced to constantly move forward.

NEW MINIGAMES

Jump Clutch

Description: Time your jump to survive!
Location: Spawn
Class: Scout

Based on the water bucket clutch from Minecraft. Players are teleported to the top of the arena with 1 HP. They need to air-jump right before hitting the ground to survive. The force of gravity could be increased a bit to make it more challenging than just normal falling speed.

Prop Kill

Description: Kill a player with a prop!
Location: Spawn
Class: Any

Random props spawn into the arena. Players with Gravity Guns need to pick up a prop and kill with it at least one player.

Say the Weapon

Description: Say the name of the weapon!
Location: Spawn
Class: Any

Same as Say the Map, but instead models of weapons are displayed.

Sound Cues

Description: What makes this sound?
Location: Spawn
Class: Any

Music, players, and other sound effects are muted. After a 5-second countdown, a sound will be played for all players. They need to type in the text chat the correct answer. They can be either short voice lines of mercs to indicate what class it is, firing sounds of weapons requiring typing their names, or other miscellaneous sound effects, like the beeping of a sentry, moving payload, etc.

Spiderman

Description: Swing to the other side!
Location: Requires a new arena
Class: Any

Players with Grappling Hooks are teleported on a platform high above the ground. They need to grab suspended-in-the-air objects (props or brushes) to swing and reach the other side of the arena. If they fall, they die.

Some quick concept (a solid surface would be only on the ground while other walls would be made of skyboxes to prevent players from being able to grab them, and something could be added to not allow standing on the props/brushes, like kill or push triggers):

concept.mp4

NEW BOSSES

Hole in a Wall

Based on a show with the same name. Players are placed on one side of a rectangular platform, surrounded by deadly water. From another side of the platform, walls with randomly picked holes in them will start to move towards players. Players need to either stand, jump, crouch, or crouch-jump to squeeze through holes, depending on their placement and size. If they fail, walls push them off the platform into the water. As the game progresses, walls start to appear more often. Players who manage to stay on the platform until the time runs out (around 90 seconds) win. Dead players would be placed on stands like in Smash Arena.

Some quick concept on how it could look (the arena would be much bigger and with skybox, and the playable area could be completely surrounded by water so players can't run forward and cheese the game):

Image
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Image

The second version of the game places players on a round platform. Players need to look up and stand in the correct spots as platforms start to fall on them. If a player fails to sand in the correct spot, they get squashed.

NEW SPECIAL ROUNDS

Low Quality

Description: Competitive config experience.

mat_viewportscale 0.15. This is a client-side command, but there might be some way to make client-side commands work server-side. Or to recreate it.

Double Special

Description: Two special rounds will be played back to back.

Self-explanatory. Special rounds are the main thing many players are looking for in TF2 Ware. There needs to be a check so Double Special is not picked again during the next special rounds (like during Double Trouble etc.).

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