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TF2 Mod — The Hunted

July 8th, 2008 · 42 Comments · Mods

Someone made a Hunted mod for TF2.  Cool.

I’m really keen to give it a go!   It’s a bit different than the TFC Hunted mode, but it still sounds like a kick in the pants.

For those who never played The Hunted, it involved a VIP, armed only with a melee weapon, being escorted through a map by his bodyguards, while the other team tried to assassinate him.

This mod is similar, but has some pretty big changes.  The VIP is played by a BLU engie, armed only with a wrench.  His bodyguards can be played by heavies, soldiers, and medics.

On RED, trying to assassinate the veep, are snipers, spies, and pyros (it was just snipers in the original).

Suggested maps are Gold Rush and Dustbowl, though any attack/defend map should work and custom maps are currently being built.  Normal CP/Payload modes apply, though BLU cannot cap a point or move the cart without the VIP being present.  If the veep is killed, everyone respawns.

I think it sounds neat and I’d love to try it.  It’s an early build, and they’re still playtesting and bughunting (one change I’d suggest — put the pyro on BLU.  Spychecking is gonna be a must for the bodyguards.)  Someone on the forum tweaked it so the VIP’s wrench always crits, as well, which I think is a good idea.

They also have a Steam Group as well, if you care to join.  ‘d really like to see this mod survive and grow.

Tags: ·

42 responses so far ↓

  • 1 Theory // Jul 8, 2008 at 10:00 am

    Is the Game field changed by the mod, in the server browser? There aren’t any EU servers mentioned and I’d hate to have to go through server names all the time.

  • 2 Niteowl // Jul 8, 2008 at 10:44 am

    So all I have to do is kill ONE guy and everyone else dies? AND the enemy doesn’t have pyros? Doesn’t sound like it should work, in theory. Like democracy.

  • 3 Punjab // Jul 8, 2008 at 11:06 am

    Niteowl, I think you mean Communism not Democracy.

    This sounds cool.

  • 4 Mr brit // Jul 8, 2008 at 11:08 am

    Don’t you mean work in theory like Communism? I thought that was the more common saying…

    I think this sounds like a laugh, I never played the original but I thought it sounded quite funny. Does this do anything to solve the problem of winding up with an idiot for a ‘civ’, cause that sounded like a problem in the original. Also, Pyro’s as assassains? That makes zero sense…
    Red–Spy/Sniper/Demomen
    Blu–Medic/Heavy/Soldier/Pyro

  • 5 Mr brit // Jul 8, 2008 at 11:09 am

    Lol, Punjab beat me too it…

  • 6 Alexander // Jul 8, 2008 at 11:38 am

    Wait a second…

    What about the Scout? I HATE THIS MOD ALREADY

  • 7 Jake // Jul 8, 2008 at 12:11 pm

    I think Niteowl was making a play on the popular phrase “communism works great in theory” by changing it to “democracy doesn’t work in theory”. And he was meaning that the way the game was explained it sounds like it should not work. And I think if you are the veep and get a knife in the back you might see the name Niteowl attached to it until Blu gets pyros.

  • 8 Mr brit // Jul 8, 2008 at 12:22 pm

    Alexander, Scout doesn’t fit as a decent defensive unit but he hardly makes a decent assassain. Spy, Sniper and Demo ake great murderers, while Soldier, Pyro, Heavy and Medic counter them effectively. Scout wouldn’t fit, but maybe for comedic effect an extra team could be added (GRN) that are just melee only scouts who rush around causing trouble and getting in the way.
    Come to think of it, that should be in the main game!

  • 9 jp.frothy // Jul 8, 2008 at 12:52 pm

    I’ve played personally with msleeper and a few of his clan mates while he created this.

    It is extraordinarily fun. It brings out the team in Team Fortress to a new level. If you leave the engineer for even a moment, there’s a good chance he’ll be dead soon. So everyone is always working together to get him through the level.

    If you do play, as Chris says, the best maps are Dustbowl and Goldrush. I personally loved playing on Goldrush. It essentially creates two hunted’s, as the engineer needs to be near the cart to initiate its movement.

    Give it a try. It’s a blast.

  • 10 AlphaHawk // Jul 8, 2008 at 1:14 pm

    Boy the memories… Run fatty run!! :D

  • 11 Chijts // Jul 8, 2008 at 1:53 pm

    I don’t see why Valve doesn’t make it into an official mod/update for a gametype. It’s just great fun.

  • 12 atroposxr // Jul 8, 2008 at 2:11 pm

    I’m still waiting for the Soccer mod. (That’s the one in TFC where you have to go grab the ball in the middle of the map, and then run it into the goal. I always called it soccer. I think it was called bz2 or something.)

  • 13 msleeper // Jul 8, 2008 at 3:22 pm

    Hey there! I’m the author of the mod, thanks for blogging about me.

    I will have to agree with you that I am not entirely happy about Pyros being on the Assassins side - they have one of the highest healths in the game, and it is too much of a rush for the Engineer/Hunted with little to no strategy. They were added in the first place to try and give the Assassins a more offensive edge, since Sniper and Spy are two of the more niche classes - it’s tough for most people to just pick it up and be decent.

    During intial playtesting, we tried using Demos but that created almost less tactics, as it was simple for them to just sticky the CP and call it a day.

    In the next version, I think I am going to remove Pyros and see how a release version works with just Snipers and Spys. I have been suggested to impliment a % Pyro cap, so that only a limited number of Red can play them, and I may do that in the future as well.

    Anyway, thanks for the blog!

  • 14 Mr. Happy // Jul 8, 2008 at 3:47 pm

    The theory sounds like it may not work but oh does, oh does it ever!

    Hunted is aloooot of fun in TF2. About the “idiot civvy” questions, right now an admin can force change who is the civvy and I think msleeper is working on a voting system for the hunted.

  • 15 Koslov // Jul 8, 2008 at 3:54 pm

    This is defintally a mod to keep an eye on. Just a quick question though, has anyone every tired this on cp_steel_b4? Theoretically it should work.

  • 16 Niteowl // Jul 8, 2008 at 4:16 pm

    Erhm, actually, I was trying to quote Homer. You gamers these days with no respect for the classics!

    http://www.snpp.com/episodes/3F20.html

  • 17 AlphaHawk // Jul 8, 2008 at 4:24 pm

    @atroposxr:

    It was murderball, and it was one of the few maps that had green, yellow, and some other color for teams instead of just blue and red

  • 18 msleeper // Jul 8, 2008 at 4:33 pm

    @Mr. Happy:

    Yes, there will be a “votehunted” command that Blue can use to vote for a new hunted. I’m also going to try and impliment an auto-voting system for if the Hunted dies too many times in a given time period.

    @AlphaHawk:

    Murderball had all 4 teams - Blue, Red, Yellow, and Green. Turkeyburgers had all 4 also. The Hunted had Yellow (the Snipers), and I believe that Border Cross had Yellow as well.

  • 19 Hungry Heavy // Jul 8, 2008 at 6:10 pm

    I think the scout would be a better fit than pyro in red team. As long as there’s a heavy nearby, the scout is unlikely to kill anything, but scouts are great distractions, especially for a team of spies and snipers. Spies and snipers are also the best anti-heavy units, so they work at removing the heavy and then the scouts can dance around the rockets to get to the veep.

    In theory.

    Scout may also be a niche class (for good ping, high twitch players), but I don’t think it’s that big a deal since this is a niche map. Some, like me (and I’m guessing most visitors of this blog), will absolutely love it, while most will shrug and load dustbowl.

  • 20 RobotLiberationArmy // Jul 8, 2008 at 6:21 pm

    I was in a couple of the beta plays of this. msleeper and the F7lans clan/community are really cool.

    As much as I love the pyro, I’m not sure if he’s right on the assassins but the demoman is definitely a worse choice. msleeper knows what he’s doing though, so I’m sure it will be worked out eventually.

    I really like it, although I haven’t had a chance to play since the 1.0 release.

  • 21 rammingspeed42 // Jul 8, 2008 at 6:59 pm

    There needs to be some more non-standard maps and match types that need to take center stage. I will definitely keep an eye on this. I hope a lot of servers will pick this up when it hits full swing. I’d say that Scouts would be a good assassin replacement for pyros. Get in there quick, do a large amount of damage before you’re slaughtered, almost in a kamikaze run.

    Goldrush or Dustbowl are the obvious choices for the map, but I think it would be interesting to see it work for other maps, even maps like Turbine. Get the VIP into the enemy intel room, thus winning the match. You’d have to get really creative in defense, though.

  • 22 AlphaHawk // Jul 8, 2008 at 7:32 pm

    @msleeper:

    Hah, I had forgotten about turkeyball! Fun times. If I remember correctly, green team had a puma or something for their logo, and yellow had a lightning bolt similar to the delta force insignia. Good times.

    I still miss the ka_escape maps with the fatties, anyone remember those? Those were the best.

  • 23 LuFa // Jul 8, 2008 at 7:42 pm

    i tried the server with it today

    there are some balancing issues but it was fun

    a group of TF2 snipers would not be able to take on a group of TF2 heavies, soldiers, and medics unless the map was designed with the snipers heavily in mind, so the addition of the spy and pyro is definitely a good one

    however, there is nothing to stop everyone from going pyro, which completely overwhelms the VIP and his team

  • 24 Alexander // Jul 8, 2008 at 8:14 pm

    @Hungry Heavy
    Maybe as a Scout YOU wouldn’t get kills with a Heavy around…Oh wait. You were just showing how great Heavy is, just noticed the name :\. I would do better as Scout than Pyro for an Assassin.

  • 25 Mr. Mustard // Jul 8, 2008 at 9:09 pm

    Someone really ought to make a “Troll” mod for TF2, as described above. Builder League United versus Reliable Excavation Demolition, with the GueRilla Espionage Enforcement Network running about wreaking havoc. I’d hit it.

  • 26 zealot_guy // Jul 8, 2008 at 9:48 pm

    That idea with the GREEN is neet, but then you’d have to retexture weapons and all the charicter models…

  • 27 Nophysicalbody // Jul 9, 2008 at 12:31 am

    I know this is off topic but…

    The ‘about’ page still says that chris here is gunna ‘aim for the first release somewhere around may’ and he’s already said that that’s not happening.

    Just trying to keep the site neat and up to date :)

  • 28 macho // Jul 9, 2008 at 12:56 am

    they really should put scouts on the attacking team and keep out the demomen in this one. They’re totally overplayed.

  • 29 Hungry Heavy // Jul 9, 2008 at 4:29 am

    @alexander

    my nickname is just that, a nickname. It was inspired by this image:
    http://img175.imageshack.us/img175/9250/hungrymn2.jpg

    Heavy (and engineer) are actually my worst classes and I’m quite good with all the others. Spy is the class in which I shine, but you can only go spy effectively if you’re in a good team, otherwise the support the spy provides is meaningless.

    I haven’t played this mod so I don’t know how the dynamics play out, but I see an army somewhat crowded around the veep, with one medic always healing the veep. Pyro’s love crowds. They also can play rocket shield to the snipers, which although interesting might be a little too strong for this map.

    I think the primary dynamic of this map is that the blue team should win face to face fights, but the red team is faster and should continuously try to outmaneuver to get a shot at the veep or medics.

    That’s why thought the scout would be a good idea. I mean a scout won’t generally be able to kill the veep unless he can either get close enough to bat him, or if he can kill the veep healing medic. And getting close means becoming a target to heavy’s and soldiers alike.

  • 30 Gothic // Jul 9, 2008 at 7:12 am

    Medic and Engineer are my best classes. I pretty much suck for the rest.

    Anyway, this gamemode sounds interesting. I’ll try it if I can find a server.

  • 31 Inspiration // Jul 9, 2008 at 8:12 am

    Using the pyro on assassins is crazy. Snipers only worked fine in TFC and I can understand how spies would be a nice in TF2 to add. Keep it at that. In TFC the assassins had to be a bit ‘elite’ to win anyway. Adding demos or pyros would be a huge mistake. Scouts I don’t know. Good scouts can easily sneak up at the Hunted and kill him with few shots, remember he needs no exit-strategy since he will respawn after the kill anyway.

  • 32 SOhl // Jul 9, 2008 at 11:07 am

    RED: Demoman, Spy, Engineer, Sniper
    BLU: Soldier, Heavy, Pyro, Medic, *Scout

    Red: Spy and Sniper are good, but I think Engineer would be better suited on this side as a way to set up traps for the reds. Demoman might make a good addition to this side (because of his ability to set traps) if Pyro were moved to the other side (being able to blow off stickies and all)

    Blu: A scout with a baseball bat seems like it might work better for a VIP, since he’d be able to “run away” if he gets in too much deep shit, but it’d also keep him from going too far ahead of the group because he’s just a fucking scout with a bat and no guns. Soldier Heavy and Medic being on this side is defenitely right. Pyro might be good here if Demoman is on the other team.

  • 33 Turyx // Jul 9, 2008 at 12:08 pm

    Engineer in RED would be too much. A bunch of well-placed SGs would be enough to pin down the BLU.

    I think it should be just like it is but with only 1 pyro allowed in RED team. Maybe 2.

    Pyro in BLU would make spies completely useless, since all the team is together, a little fire on everyone in 2 seconds and you could easily “detect” all spies.

  • 34 SOhl // Jul 9, 2008 at 1:40 pm

    Would scout fit for blu not as the hunted then? (being able to push quickly into the attackers, as well as take a look ahead to see what kinds of traps the other team is setting), it seems like a shame to leave any one class out of the game. Thinking about if none of the current classes were the hunted, where would engineer fit? If engineer were on red it might be more reasonable to have demoman on blu, since he might play a decent counterbalance to engineers and pyros waiting around corners ready to ambush the blus.

  • 35 Mark // Jul 9, 2008 at 2:42 pm

    …I thought Valve all but confermed that they were bringing this mod back from the civillian figure in the ‘meet the sniper’ video and the hints of a new game mode made just after the video came out? But still sounds awesome…someone NEEDS to make a mod for 4 team matches though

  • 36 Fragtastic // Jul 9, 2008 at 6:35 pm

    I just tried it out today and it was a blast! I played a few rounds on Goldrush and it seemed decently balanced. Later I hopped back on the server and Gravel Pit was on, oh the humanity. Trying to capture slow points with 8 pryos up your ass was not fun at all.
    Side note, if RED goes all pyros they can pretty much roll you.

  • 37 msleeper // Jul 9, 2008 at 9:47 pm

    @Mark

    If you listen to the commentary for TF2, Robin Walker says that when they were making the big changes from TFC to TF2, they decided to remove some elements such as grenades and the Commander class. Their reasoning for this was because some things, such as the Commander, can have profound effects on the gameplay - having a terrible Commander could ruin a game, and vice versa if you are a great Commander and have a team of newbs.

    Anyone who has played Natural Selection knows about this too. These types of problems extend back into TFC for the Hunted - when a new player would join and go Hunted, they would wander around not knowing what to do or where to go and Blue would constantly lose. For these reasons, I serously doubt that Valve is going to be bringing back “true” Hunted, despite the Civilian bobble head.

    What they gave us instead is Payload. The Payload game type has all of the key elements of Hunted - having one team working to move an objective forward while the defenders have to constantly be pulling back and setting up new defenses. Payload is an ingenious way to keep the spirit of Hunted, but eliminate the frustration of having a newbie Hunted run around and dying. They centralized the “team” element.

    All of that said, I would be very very surprised if we got a TF2 update one day that had “real” Hunted gameplay in it. But if Valve is wanting to go that route - my email address is on my site, and yes I am interested in a job! ;)

  • 38 Matt // Jul 14, 2008 at 5:17 pm

    In response to the comment about the Soccer mod: I’ve seen it in use on Warpath. Quite splendid. Not sure if it was being tested out or if it has been released, but it’s out there.

  • 39 msleeper // Jul 15, 2008 at 1:28 pm

    I wouldn’t normally post this on a blog but since there was great discussion about it I’ll let the readers here know. I just released version 1.1 of the Hunted, which fixes some exploits as well as adds in a Pyro limiter, so that the Bodyguards are not assaulted by a wave of fire every game. Hopefully this will strike an even balance between giving the Assassins some added weight, without totally overpowering them.

  • 40 MrTwoVideoCards // Sep 8, 2008 at 2:59 am

    You can also look forward to us remaking the Original Hunted map, and Bordercross, which we are working on currently!

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