Team Fortress 2

Team Fortress 2

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Workshoppin' a Class Wars map
with vscript, it is now far simpler to implement custom game modes, something that has already been done for Versus Saxton Hale and Zombie Infection. However, I'd like there to be one for class wars. I've started working on a map for such a gamemode, but haven't made much progress due to indecision. I'm hoping that creators with more playtime than I can advise me on how I can use the map design to allow any class to shine without being overbearing. The goal here is to make it so all possible class matchups are more or less balanced, ideally without needing to make any major changes to how classes behave.

Here's what I've implemented so far:
  • KOTH game mode since an asymmetric gamemode would be incredibly difficult to balance, CP and PLR put slower classes like Heavy and Engineer at a disadvantage, and do I even need to explain why CTF wouldn't work?
  • Enclosed control point for classes that work best in enclosed spaces (Pyro, Demoman, Heavy, Engineer) to hole up in, but surrounded by open area so classes that work best in open areas (Scout, Soldier, Sniper) can potentially flush them out and/or prevent them from reaching the point in the first place.
  • Open field for Sniper sightlines, but props scattered throughout to provide cover.
  • Use of Spawn flags so that different classes will have different spawn points (so far all that's implemented is Heavies spawning closer to the doors and Snipers spawning by stairs leading to a rooftop balcony)

Here are ideas I'm unsure how to implement and/or which idea would work best.
  • Flank routes that cannot easily be camped (I'm thinking underground tunnels with multiple exits)
  • Platforms that classes like Scout and Soldier can use to reach the enemy battlements
  • Scripting that turns on friendly fire if one of the teams is Spies
  • Giving Spies an AOE that disables communication for nearby enemies
  • Something to allow Spies to listen/read enemy voice and team chat
  • Increasing Syringe Gun damage (not really a fan of this one; I'd like to avoid changing how weapons/classes behave; It will confuse players)
  • Making it so Medics can switch to other weapons while still under the effects of their own Übercharge (i.e. a Kritzkrieg Medic can Kritboost himself and go on a shooting spree with his Syringe Gun and/or Melee)
  • Passive Über generation
  • A personalized spawn room for each class, with props explaining any changes made to said class for the purpose of this game mode (for example, a radio-like device with papers about a new J.A.M. device in a Spy spawn room to explain to players that they can jam the communications of nearby enemies).
  • Dynamic spawn area props to communicate important information, (eg. if Friendly Fire is enabled, posters will appear in spawn rooms reminding players not to shoot their teammates)

    Again, I'm looking for advice and suggestions.