2nd place in the 2 Skillsets contest layout phase!
An MvM map with control points in gravelpit style. Meaning both A and B are open at once and bots will try to cap them both. The map also features more bombs at once.
Why im trying to make the capture system this hard... because its possible! And ofcourse, new gamemodes being welcome. And i like chalenges in entity work.
Because of the gravelpit style bots are able to use alternative ways to attack you. They are able to ambush you better since when they get past a point, they are behind you. To make it worse, if they capped a point they will use that flank meaning you also have to battle through them to even reach the point.
How the map works
Part 1 (initial phase):
There will be 3 types of bots:
Part 2 (A/B phase):
Once A or B has been capped the bots will change behaviour on the point they have capped. They will spawn at that specific gate while the other type still uses their initial spawn. This makes them spread up and walk through the side you normaly walk to the point (they wont use the same path as the other bot type). This means that the point will be less reachable.
However, unreachable it wont be since the spine of the map can still be used to reach the points.
Bombers can spawn at both gates.
Capping progress will be stopped while the bots are disabled (and start fresh as the progress goes down with it).
Part 3 (C phase):
Both A and B have been capped. This moment you will get a 2nd bomb into the game and bots will come from both A and B. The initial spawn is now unused.
Now bots will try to attack C (this is the dish area).
Part 4 (Final/Hatch phase):
Once C is capped there will be 3 bombs in the game and there is no more gatebot activity.
For a more detailed view on the navigating of bots: http://forums.tf2maps.net/showpost.php?p=297113&postcount=29
An MvM map with control points in gravelpit style. Meaning both A and B are open at once and bots will try to cap them both. The map also features more bombs at once.
Why im trying to make the capture system this hard... because its possible! And ofcourse, new gamemodes being welcome. And i like chalenges in entity work.
Because of the gravelpit style bots are able to use alternative ways to attack you. They are able to ambush you better since when they get past a point, they are behind you. To make it worse, if they capped a point they will use that flank meaning you also have to battle through them to even reach the point.
How the map works
Part 1 (initial phase):
There will be 3 types of bots:
- Default (bomb carrier)
- Gatebot A
- Gatebot B
Part 2 (A/B phase):
Once A or B has been capped the bots will change behaviour on the point they have capped. They will spawn at that specific gate while the other type still uses their initial spawn. This makes them spread up and walk through the side you normaly walk to the point (they wont use the same path as the other bot type). This means that the point will be less reachable.
However, unreachable it wont be since the spine of the map can still be used to reach the points.
Bombers can spawn at both gates.
Capping progress will be stopped while the bots are disabled (and start fresh as the progress goes down with it).
Part 3 (C phase):
Both A and B have been capped. This moment you will get a 2nd bomb into the game and bots will come from both A and B. The initial spawn is now unused.
Now bots will try to attack C (this is the dish area).
Part 4 (Final/Hatch phase):
Once C is capped there will be 3 bombs in the game and there is no more gatebot activity.
For a more detailed view on the navigating of bots: http://forums.tf2maps.net/showpost.php?p=297113&postcount=29
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