Ok, so here's the other map I'm working on and here's the basic jist of it. The map is like siege-type game. There's two teams, red and blue. At the start of the map, Red Team is Offensive, and Blue Team is Defensive. One person on Red Team picks up the flag, and has to get to the flag capture point on the other side, with the help of his teammates (Of Course). The objective of Blue Team (Obviously) is to try to keep the Red Team from getting the flag to the Capture point. When the game starts, you choose from nine different classes. Here's the basic overview.
Medic: Heals other's if he gets close enough, can also disease members of the other team. Speed-Normal. Health-Normal
Engineer: Can construct Sentry Guns to aid you. Speed-Normal. Health-Lower than Average.
Heavy Weapons Guy: Strongest in both of the classes (Attack and Health). Speed-Very Slow. Health-Very High
Soldier: A more durable Heavy Weapons Guy. Speed-Slower than Average. Health- High than Average.
Scout: Fastest of all, Ideal for quick captures. Speed-Very Fast. Health-Low.
Spy: Disguises (Alomost) as an enemy unit so they have a hard time finding him. Speed-Normal. Health-Normal.
Pyro: Able to light people on fire to do more damage. Speed-Slower than Average. Health-High than Average.
Sniper: Able to hit from longer ranges. I may add a random headshot (Instant Kill) deal too. Speed-Normal. Health- Lower than Average.
Demoman: Able to lay pipebombs and detonate them when someone walks over it. Can lay demo-packs to blow down some obstacles. Speed-Slower than average. Health-Higher than average.
After you choose your classes, the game starts. You can rechoose your class anytime you want to. There are three level type things. Once you beat all the three the teams switch positions (Offensive, Defensive.) If you run out of time (Probably Ten minutes) then you switch positions. Every time you beat a level, you get a certain amount of points. Whichever team has the most points at the end of the game wins. Each classes also has special abilities (I.E.: Sentry Gun for Engineer.) that they can use whenever. I'll also add a Game Time Limit that you can choose, and maybe a round limit. Any Suggestions/Comments/Questions, post them here.
How are you going to control the speeds? Are you going by unit speeds ie reaver ------> vulture, or are you going to use locations to slow some of them down?
Speeds will be controlled by unit speed deal. Like the scout is a zergling, soldier is a hydralisk with no speed upgrades.
EDIT: Also, this is a Neo-Team Fortress game, which basicly adds new stuff to Team Fortress.
Just curious... but do you have any idea what trigs will allow the sniper to do this headshot thing you speak of??? I don't think such trigs exist, but if they do I'd really like to know about them. Also, spy being able to hide seems kinda impossible because of the colors on minimap.
Otherwise, good idea though.
Instant kill is quite easy.
Make a location about the size of the ghosts attack range(prolly this unit is sniper).
Make a random trigger.
Make is somewhat like 1/4 odds for headshot.
When the odds hit the headshot, you use a trigger to kill the enemy.
You will have to put waits on the random switches or else it will always be 1 shot kill. Althought it won't be as random as without wait you can make a lot of switches and put different waits.
Its going to be like what beer keg said, but it'll probably be a few switches that have to be activated inb a certain way.
QUOTE
Also, spy being able to hide seems kinda impossible because of the colors on minimap.
The spy is a zealot, and when he uses diguises, he turns into a dark templar that only a few (Probably 3) classes can see. But even if he gets the flag when he is diguised, he will undisguise and cant disguise until he drops the flag or captures it.