2CP SD Prefab v2
2CP, but the second point is an SD-esque elevator.
It's 2CP, but the second point is now an SD-esque elevator that BLU has to ride to the top while carrying the Australium. Note that this is provided more or less as-is. 1-2 updates may happen but that's not a guarantee.
Ideally, all one should have to do to fit this to their map is adjust the spacing, amount and location of path_track's.
Created as part of planning for the 2024 72HR Jam, It has been uploaded here to conform to contest rules. Almost everything has been given comments, but I recommend having a decent amount of logic knowledge before messing with this.
A lot of polish has been added. Payload voicelines play at appropriate times, and capture progress is indicated on the hud.
Thanks to Burguers, this map uses a vscript implementation of training_annotation to point out the Australium, as well as vscript to show capture progress on the hud, as B is not technically a proper control point.
Implementation:
1. Add the logic to your map and adjust as such. I recommend using this AS the gamemode logic for your map and adjusting from there, rather than trying to mesh this with an existing system (outside of adding more control points, of course.
2. When releasing the map, make sure the level_sounds.txt, english.txt, and vscript .nut files are packed in!
Ideally, all one should have to do to fit this to their map is adjust the spacing, amount and location of path_track's.
Created as part of planning for the 2024 72HR Jam, It has been uploaded here to conform to contest rules. Almost everything has been given comments, but I recommend having a decent amount of logic knowledge before messing with this.
A lot of polish has been added. Payload voicelines play at appropriate times, and capture progress is indicated on the hud.
Thanks to Burguers, this map uses a vscript implementation of training_annotation to point out the Australium, as well as vscript to show capture progress on the hud, as B is not technically a proper control point.
Implementation:
1. Add the logic to your map and adjust as such. I recommend using this AS the gamemode logic for your map and adjusting from there, rather than trying to mesh this with an existing system (outside of adding more control points, of course.
2. When releasing the map, make sure the level_sounds.txt, english.txt, and vscript .nut files are packed in!
- License
- Free to use and modify. Credit is appreciated but not required.