Hold the Point, base logic 2025-01-16
hold the point and don't get off
A "sub" game mode of koth. (built off of the Koth game mode, with added logic). I have not done a lot with map making stuff, but I hope you have fun building stuff out of this.
main features:
-still one point like Koth. (one objective to capture)
-instant cap of point.
-players have to stand on the capture area for the timer to tick down.
-supports multiple capture zones. (all linked to one objective)
-rotates through the capture zones on a timer. (can swap out timer if you want, or add randomness to time)
-has some logic relay to help readability and organization.(some are redundant with 2 or less capture area).
other:
-small shake on the capture area changing (so players notice it changing).
-example prop that show which area is available for capture.
-the capture area's function uses 2 entity brushes.
-some entities don't matter if you are doing 1 capture area.
-having more teammates won't speed anything up, it will just allow more defense.
-after capping the point the team will have to be fully nocked of if other team wants to cap.
some "womp womp"s:
-I'm trying to figure out how sound works so, the sound that is there may be quite.
-naming may be unclear (sorry)
-in a map it will need more indicators on which capture area is available(even more with more capture area)
if you have any troubles please ask me (just know it will take me a bit to respond). I will try to have a follow up on how to add more points. Lmk about any bugs (on what I posted).
Bugs:
-the (prop_dynamic) capture point hologram dose not have any skins to switch to.
main features:
-still one point like Koth. (one objective to capture)
-instant cap of point.
-players have to stand on the capture area for the timer to tick down.
-supports multiple capture zones. (all linked to one objective)
-rotates through the capture zones on a timer. (can swap out timer if you want, or add randomness to time)
-has some logic relay to help readability and organization.(some are redundant with 2 or less capture area).
other:
-small shake on the capture area changing (so players notice it changing).
-example prop that show which area is available for capture.
-the capture area's function uses 2 entity brushes.
-some entities don't matter if you are doing 1 capture area.
-having more teammates won't speed anything up, it will just allow more defense.
-after capping the point the team will have to be fully nocked of if other team wants to cap.
some "womp womp"s:
-I'm trying to figure out how sound works so, the sound that is there may be quite.
-naming may be unclear (sorry)
-in a map it will need more indicators on which capture area is available(even more with more capture area)
if you have any troubles please ask me (just know it will take me a bit to respond). I will try to have a follow up on how to add more points. Lmk about any bugs (on what I posted).
Bugs:
-the (prop_dynamic) capture point hologram dose not have any skins to switch to.
- License
- Free to use and modify. Credit is appreciated but not required.