siege_grove

siege_grove a6e

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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:
  • 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
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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
Author
Zeus
Downloads
999
Views
999
First release
Last update
Category
Other

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Latest updates

  1. The "fix your logic" update

    Fixes dispenser trigger and cap zone on blu cart not working
  2. Bug fixes

    Bug fixes
  3. Siege lives!

    Layout Moved spawn back. Small transition so there is space between the last area and spawn, much like on a cp map Added props to last area to add some height variation and cover Foward spawns Game Logic Added logic for koth round timer and...