Zombies with two blockhead teams
Arena gamemode with lower health players
Capture the flag
Payload
Lol tf2 cigarette
1) Nothing with zombies.
2) Arena gamemode = 1 life dm? Actually it could turn out interesting.
3) Too basic. I would like to combine it with something else, make variation.
4) What?
3 teams.
SWAT, Terrorits, and Hostages.
Swat has 4 minutes to save hostages from terrorists, hostages cannot control k. SWAT must find and infiltrate the terrorist base.
Simple yet effective minigame. More things can be added to make it more balanced/fun.
And the terrorists always kill the hostages...
Might I suggest a weapon? It is the NeoStead 2000, a foward-back, pump-action shotgun with two tube magazines that can be switched so you can use shot and slug rounds for different situations. Shot would be better at close quarters, and slug would be better for distance. Switching round types should take 1.75(1.8 if .xx is not a possible fraction) seconds so it cannot be done as quickly as firing/pumping, and maybe be assigned to the L key or whatever you(Gravity) like.
 | NeoSted 2000 - Pump-action shotgun - Two 6 round magazines - 120 damage(Shot), 135(Slug) - ~1.2 rounds per second - Ironsight |
Perhaps set between the Remington 870 and Benelli M1014 if set to tier or pricing in some servers. Obviously, it has the advantage of being slightly faster in rate of fire over the Rem. 870, and being able to fire a more accurate alternate projectile. The downside is the ammo type switching can be a bad idea in a firefight, and that it has 2 less rounds per magazine to the previously mentioned shotguns. Other ammo types may be considered, though right now I think two alternating types are good enough for now.
No. We are going to have three or four weapons of (nearly) each weapon type, I think it's enough now, sorry.
Today I thought about this: Basically an attack/defend game. Team one has to defend one or more points. Team two spawns in the air, obviously with parachutes. Team one is outnumbered but has superior equipment. Team one can choose where to spawn. If team two comes too close to a capture point team one can't spawn there anymore. When team two captured a new point they automatically spawn there (still in the air). And not to forget the time limit.