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Master Debayter
01-17-2010, 09:24 PM
In all of my time playing Call of Duty Modern Warfare 2, I have thought up a few Private Match Custom Games to play when the regular matchmaking bores or annoys me. These game are fun, enjoyable, and are great to play with a group of friends to big for even a Ground War party. So here are the games I've come up with (I'll update the list when I think of new ideas):



Infection

All of the fun on Halo with Call of Duty's arsenal.
For no more than 11 players, with at least 5 in the game.




Gametype/Settings

Team Deathmatch
Time Limit: Unlimited
Score Limit: Umlimited
Number of Lives: Unlimited
Respawn Delay: None
Max Health: Normal
Health Regeneration: Normal
KillCam: Disabled
Spectating: Team Only
Wave Respawn Delay: None
Force Respawn: Enabled
Radar Always On: No
Friendly Fire: Disabled
Headshots Only: Disabled
Perks: Enabled
Killstreak Rewards: Enabled
Hardcore Mode: Disabled
3rd Person: Enabled or Disabled
Maps

All
Description

Basically, the game is heavily honor rule based, but that doesn't escape the fun of it. The way it works is this. There are two teams: One team is humans and the other team is zombies. Humans try to survive as long as possible without being killed by a zombie, and they can use whatever weapons, equipment, killstreaks, etc. to do it. Zombies run around and knife all of the humans, and the last man (or 2 men with a 10+ player party) are the initial zombies for the next round. Zombies should also use Marathon, Lightweight, and Commando as their three perks.




Rules
Humans cannot use the Tactical Nuke as a killstreak reward.
Zombies cannot use any weapon, equipment, or secondary grenade other than knives (including a Tactical Knife).
Zombies can equip and use a Throwing Knife.
Zombies can equip and use a Blast Shield.
Zombies must use Marathon as their 1st perk.
Zombies cannot use Last Stand for their 3rd perk.
After a zombie knifes you, you need to switch over to the opposite team.
If there are 11 people in the game, and there are already 9 zombies on one team, you will be one of the initial zombies for the next round and do not need to switch.
Do not end the game until all humans have died once.

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Border Runners

Duck Hunt, Call of Duty style.
This plays great with up to 11 players. No less than 6 players.




Gametype/Settings

Team Deathmatch
Time Limit: Unlimited
Score Limit: Umlimited
Number of Lives: 1 Life
Respawn Delay: None
Max Health: Half
Health Regeneration: Normal
KillCam: Enabled
Spectating: Free
Wave Respawn Delay: None
Force Respawn: Enabled
Radar Always On: No
Friendly Fire: Disabled
Headshots Only: Disabled
Perks: Enabled
Killstreak Rewards: Disabled
Hardcore Mode: Disabled
3rd Person: Disabled
Maps

Rust
Description

This game plays very much like Duck Hunt from Halo. Basically, there are 2 teams, one is the Sniper(s) and the other is the Runners. The objective of the game is for the Runners to complete one full lap around the map without getting sniped. The Sniper(s)'s job is to make sure that none of the runner's reach the end and snipe back at them.

The Runners go to the corner of rust where the large pipe is overhead of it, and a small building is in front of it (when you pause the game and look at the mini map, it's the bottom left corver. From there, they wait for the Sniper(s) to give the signal. Once the signal is fired, the runners start running around the map clockwise starting towards the direction of the large pipe you can climb into (again, looking at the mini map, the pipe is in the upper left corner). If a runner makes it back to the starting area, then he can climb on top of the small building and counter snipe the Sniper from his perch.

The Sniper(s) can start off by planting claymores in the runner's path befire they go to their perch, if they have any (no C4). The Sniper(s) spot is the top of the center tower, which can easily be accessed by climbing to the top of the center ladder below. After reaching the top platform, they can shoot when their ready to start. From there, it's all sharpshooting.




Rules
The Sniper(s) must be on OpFor and Runners must be on TF 141.
Runners must use an Intervention as their primary weapon.
Runners must use Marathon for Perk 1.
Runners can use anything as their Perk 2 except for Lightweight.
Runners can use anything as their Perk 3 except for Last Stand.
Runners cannot use any weapons, equipment, or secondary grenades on the Sniper(s) until after they complete one full lap around the perimeter of the map.
Runners can equip and use a Blast Shield.
Snipers can only use the Intervention as their weapon.
Kills can only be made with the Intervention. No other gun can be fired.
Runners cannot start running until after the Snipers give the signal.
Runners must stay against the perimeter of the map and must run in the right direction.
Runners can only snipe back after they climb on top of the Pipe Building.
After the snipers plant their claymores and make it on the top of the center platform, they cannot mover from that spot.
For games with 10+ people, there are 2 snipers.

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Run the River

A remake of my friend's variation of Death March from CoD 4 on Crossfire.
Best played with at least 6 players, and no more than 10.




Gametype/Settings

Team Deathmatch
Time Limit: Unlimited
Score Limit: Umlimited
Number of Lives: 1 Life
Respawn Delay: None
Max Health: Double
Health Regeneration: None
KillCam: Enabled
Spectating: Free
Wave Respawn Delay: None
Force Respawn: Enabled
Radar Always On: No
Friendly Fire: Disabled
Headshots Only: Disabled
Perks: Enabled
Killstreak Rewards: Disabled
Hardcore Mode: Disabled
3rd Person: Disabled
Maps

Underpass
Description

The point of Run the River is very simple: To keep running from one side of the river to the other and back until the Sniper runs out of ammo. There are two teams in this game, the Sniper on the Militia, and the Runners on TF 141. When the runners spawn, they'll be right by the steep stairway that leads down into the river. They need to go down that stairway and wait against the wall on the right, where the opening to the sewer is. All runners must stay in the river, and they need to wait for the Sniper.

Now, the Sniper need to make his way over to the bridge above the river (this bridge is exactly where the flag for A is for Domination). When he's ready to begin, he pulls out his secondary weapon and fires to signal off the runners to go. Then, the runners have to run from the wall to the opposite wall on the other side of the river. After they touch the other wall, they're safe and the Sniper can't shoot them. Once all Runners who are alive have touched the wall, they wait for another signal from the Sniper to run back to the other wall. Then, they run back and forth continuously until the Sniper runs out of ammo.

When the sniper runs out of ammo, he jumps off the bridge into the river, where the Runners can go up to him and knife him.




Rules
The Sniper is on the Militia and Runners are on TF 141.
Runners must use Marathon as their Perk 1.
Runners can use any Perk 2 except for Lightweight.
Runners can use any Perk 3 except for Last Stand.
Runners cannot use any weapons, equipment, or special grenades at all times. When the sniper drops down, he can only be killed by a knife.
Runners must stay in the River at all times.
The Sniper must stay on the bridge at all times, until he runs out of ammo.
Runners cannot go until after they get the signal from the Sniper.
The Sniper must use an Intervention.
The Sniper cannot put a Silencer on his secondary weapon.
If a Sniper has Scavenger Pro, then he must use it.
The Sniper cannot use One Man Army.
When the Sniper runs out of ammo on his primary weapon, he must drop into the river and allow himself to be killed.

MultiLockOn
01-17-2010, 09:32 PM
Eh, I honestly don't play CoD customs, but if I ever do, I'll be sure to try out one of these. I think Border Patrol still sounds the best.