a few days ago i almost posted this up, how i'm now really glad io didn't cause it allowed em to not only copme up with another similar idea but also look into how this might be done. as the title suggests these r king of the hill type modes that could be coded into thye game right now and be 100% compatible with any map. i also thought up ways to stop tower rooks breaking the mode as well as 2 seperate point systems for mode.
King of the Hill
Description
This is a king of the hill mode meaning points are rewarded for staying in a designated area over time. both teams compete against each other for control of the area and more points.
Mechanics
the biggest problem with King of the hill in Demigod is that there are too many heel digging defense characters making it almost impossible for the enemy team to win after rook has gotten all 8 towers up. To fix this i came up with an idea for the area in which the points can be collected (the hill) to move randomly around the map every 5-10 minutes causeing the teams to react and come up with a new strategy of attack.
obviously completely random placemtn is a very bad idea so around 5-8 diffrent areas would have to be depending on each map. below is an example i made form Cataract where there are 7 seperate locations the hill would move to:

(the red circles would be the hills)
since i'm also in the process of learning .lua i though i'd even give an example of how this would be done. i noticed that way points for grunt pathing was stored as invisible markers around the map. using this u'd have to create the center point for each hill liek so
['Hill_Marker01] = {
['color'] = STRING( 'ff800080' ),
['type'] = STRING( 'Blank Marker' ),
['prop'] = STRING( '/env/common/props/markers/M_Blank_prop.bp' ),
['orientation'] = VECTOR3( 0, -0, 0 ),
['position'] = VECTOR3( 273.5, 100, 175.5 ),
}
from these u could use some random function to switch between the locations with a timer set to around 6000 secs (10 min). then the hill would have to be its own structue with no colision that moved over the flags when randomed. below is a simple picture of what this might look like:

(blue circle is the hill)
after thsi it gets a bit fuzzy but i'm sure it woudl involve chanign the victory settign to accumilat points when inside the structured area.
Points
like i mentioned i had two seperate point systems that i thought would be interesting:
Standard
points are rewarded every second depending on how many demigod are in the hill and on the ratio of the teams. if the ratio is 1:1 then neither team gets any points however if the ratio is 1:2 then the team with 2 would get 1 point a sec. victory woudl eb after say 100 points.
Kings Court
in Kings Court points are rewarded to the team that hold control of the hill for the majority (51%) of the time before it switches locations. for this the duration fo the hill would have to be reduced to say 5 min and then ahve a victory setting of say 10 points. definition of control of the hill would have to go to who ever had a higher ratio. to help visualize a bare like that of flag capping could be used under the score board to show show has control and who long they have had control. so if there are 2 demigods form oen side and 3 form the other then the one with 3 would have the control.. and if they held it for more than 50% fo the time the hill is active then they get the point.
Conclusion
Standerd King of the hill with a changing location fo the hill to help break tower rook combos. poins awarded depending on ratio or round. who ever gets the most points wins.
Blood Harvest
Description
points are awarded for staying in a set area however the area slowly sucks life form u depending on how close to the center you are. the idea is to give as much blood in sacrifise to the hill without dying in its area to gain points towards victory.
Mechanics
the hill (where u gather points) works the same way as it does with King of the Hill. randomly moving markers move the hill from place to place every 5-10 min. the diffrence here is that the area sucks life away from you in order to gain points for ur side.
the amount of damge u receive is decided on how far away from the centre yuo are. this diagram shows the desired effect:

the damage received however can be neglected by armour or sheilds however in order to receive points at least 1 damage has to be received.
no idea how the lua would look for this... way over my head.
Points
points are rewarded depending on the how long u take damage not how much. in the centre i said -30 hp/sec (thinking back this might need to be a lot higher) so this means that if you had 2000 armour (like 40% damamge reduction) then u would get 30 points per sec for how ever long u stayed in the area.
poins are not neglected by enemy demigods in the hill however a resulting death in the hill will cause a -200 point damge to you score. the idea is to sacrifise as much health a possible without dying in the hill.
victory for something like this would have to be a pretty high score, say 5000 points.
Conclusion
teams would have to knwo when to attack and when to back off the hill to prevent themselves form dying in its vasinity but sill able to gain point by sacrificing HP for points. any questions fo comment please post them below, always looking for new ideas and fixes 