siege_grove a6e
Totally copied from Paladins
This map is experimental, I don't know if it will develop to the point where I can detail it. I've always wondered how Siege (from Paladins) would play inside of TF2.
This map was originally an (almost) complete layout copy of https://paladins.gamepedia.com/Warder's_Gate. Throughout the development it has drifted from that Warder's Gate quite a bit.
Originally used this prefab: https://tf2maps.net/downloads/siege-gamemode.2943/ however at this point this map uses completely new logic
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Siege Rules:
Known Issues
This map was originally an (almost) complete layout copy of https://paladins.gamepedia.com/Warder's_Gate. Throughout the development it has drifted from that Warder's Gate quite a bit.
Originally used this prefab: https://tf2maps.net/downloads/siege-gamemode.2943/ however at this point this map uses completely new logic
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Siege Rules:
- You fight over a control point;
- Whoever gets the control point (by getting the most cap time) gets a score point
- Then a payload cart spawns where you have to push to the enemy's base for another chance to score.
- Failing to push the cart to the cap gives the defends a score point
- Capping the cart gives the offense a score point
Known Issues
- Payload cart will sometimes get players stuck in it
- When the round restarts; all env_screenoverlay's must be cleared before the round otherwise they will always show
- This should be fixed and working correctly, however there may be game configurations that this condition can occur
- Sometimes the custom sounds cause the game to crash because it can't load certain VO's. This can be fixed by clearing out sound.cache files
- Players can start cap then apply certain status effects like Uber, Invis and Disguise and will continue capping while under those effects