MLP Themed CTF map, inspired by Q3DM1.
Bases are arranged similarly to 2fort in distance.
Powerups, VA, Teleporter, MLP/SFX
Underground tunnel to enemy base/intel.
Traditional ctf system with touch-return.
Invisibility has to toggle tf_wearables for all players to get a decent effect (hats and such will come back after the buff expires)
Issues:
I could not find a way to prevent players from spamming the flag with the touch return system through filters - that is, I could not create an entity to filter the item_teamflag to see if it was touching a trigger_multiple near the capture zone, and test if a player was standing near it. Instead, I just made math counter that checks if a spam occurs, which toggles a trigger_hurt in the capture zone in which the flag spam occurs. If anyone knows a better solution let me know :S
Known Bugs:
- Rarely the flag buffs may bug out when despawned, and a neutral counter will - exist where they are disabled until they respawn.
- The right side of the skull shaped doors is a few hammer units shorter than the right, will fix later.
- 3d skybox seam is not 100% dead on, but it's close enough.
- Lighting over archways in spawn causes some odd shadows at the point of the inner arch.
Bases are arranged similarly to 2fort in distance.
Powerups, VA, Teleporter, MLP/SFX
Underground tunnel to enemy base/intel.
Traditional ctf system with touch-return.
Invisibility has to toggle tf_wearables for all players to get a decent effect (hats and such will come back after the buff expires)
Issues:
I could not find a way to prevent players from spamming the flag with the touch return system through filters - that is, I could not create an entity to filter the item_teamflag to see if it was touching a trigger_multiple near the capture zone, and test if a player was standing near it. Instead, I just made math counter that checks if a spam occurs, which toggles a trigger_hurt in the capture zone in which the flag spam occurs. If anyone knows a better solution let me know :S
Known Bugs:
- Rarely the flag buffs may bug out when despawned, and a neutral counter will - exist where they are disabled until they respawn.
- The right side of the skull shaped doors is a few hammer units shorter than the right, will fix later.
- 3d skybox seam is not 100% dead on, but it's close enough.
- Lighting over archways in spawn causes some odd shadows at the point of the inner arch.