Symmetrical Steeltype Prefab v1
One day, I felt like making this
Steeltype transformed into a symmetrical gamemode!
Capping the other team's C point wins the game. Capturing A and B makes attacking C easier and harder for the enemy team to defend. Both teams attack and defend.
The main version of this prefab has 6 control points, but I also made an 8cp version where both teams have 4 control points each. 6cp I could see working out, but 8cp I fully suspect would be considered to be too many points lol. However it's there and ready, so if you're feeling brave and ready, take a gander.
About the prefab
Every control point leading up to last has a relay attached to them where I'd recommend placing any outputs for doors/bridges/other dynamic layout-changing elements that one might plan to have. The doors that are on either side of the main point are just there to test out the relays and I do recommend removing them later down the line. Speaking of, I've already implemented proper respawnwavetimes, but as this mode hasn't been tested out yet I can't say for sure if they are any good, so it's something that might be worth keeping an eye on when iterating maps for this gamemode. By default the respawnwavetime is 6 for both teams and changes as points are captured. Idk where to put this line, but the logic should work seamlessly with ABS and BAMF setup gate prefabs too!
The vmf is compilable in it's current state so that it can be tested out, but I've also added a visgroup that removes everything but the bare essentials of the gamemode.
Design???
I have no idea what the optimal layout for this gamemode would be as I've yet to make a map for this mode, but I do have a few things to consider. The main thing being that rotations (time-between control points) should be minimal. At any given time there can be at most 4 active control points and players might need to, at any given time, attack or defend any one of those 4. Also, on Steel, every point that is captured closes at least one of RED team's spawn doors, I believe for this gamemode closing spawn doors would still be a good idea; but I believe that the best approach would be to have capturing control points make the enemy team's defender spawn doors close, but to always keep the most forward attacker doors open; so that the team that lost a control point can always attack back at full force. If those spawndoors were to be closed too, It'd just lead to snowballing where that team can't push nor defend anymore. The changing respawnwavetimes also help mitigate the snowballing too though.
Also one last thing, in the prefab I've added a 30 second setup time, as I do believe for this gamemode it would be good for defenders (engineers especially) so the prospect of having a scout running in and instantly capping a point on game start can be avoided. Taking more inspiration from Steel and other steeltype maps is definitely a good idea
Tl;dr, rotates should be fast and capping enemy points should weaken the enemy defence but not their attack. Setup time good for defense.
I've added a fancy-schmancy illustrative diagram to show what I believe would be a good general layout for this mode:
When it comes to gamemode prefixes, I was really considering calling the gamemode "scp_" or "sscp" (symmetrical steel control point); but after asking about it, I was convinced that just "cp_" would suffice. It is as descriptive as it needs to be.
Why did I make this?(especially since I believe this mode would probably end up not being considered that good)
I one day started thinking about gamemodes and how some of them have both an asymmetrical and symmetrical version of themselves. Payload being the obvious example, as both pl and plr have the same objective and goal, but are of different symmetries. I started thinking which gamemodes don't have a complementary version, and I ended up thinking of steeltype, which made me again reconsider an idea I've had for a long time.. symmetrical steeltype.
Since i do genuinely like to finangle with game logic, I decided to give it a shot. And it was fun
Uhh... credit lol
I would like to be credited (named) for having made all the logic for this, but I don't care about anything monetary for this as this was just a fun thing for me to make. Go wild.
If you find any mistakes with the prefab, please do lemme know!
Capping the other team's C point wins the game. Capturing A and B makes attacking C easier and harder for the enemy team to defend. Both teams attack and defend.
The main version of this prefab has 6 control points, but I also made an 8cp version where both teams have 4 control points each. 6cp I could see working out, but 8cp I fully suspect would be considered to be too many points lol. However it's there and ready, so if you're feeling brave and ready, take a gander.
About the prefab
Every control point leading up to last has a relay attached to them where I'd recommend placing any outputs for doors/bridges/other dynamic layout-changing elements that one might plan to have. The doors that are on either side of the main point are just there to test out the relays and I do recommend removing them later down the line. Speaking of, I've already implemented proper respawnwavetimes, but as this mode hasn't been tested out yet I can't say for sure if they are any good, so it's something that might be worth keeping an eye on when iterating maps for this gamemode. By default the respawnwavetime is 6 for both teams and changes as points are captured. Idk where to put this line, but the logic should work seamlessly with ABS and BAMF setup gate prefabs too!
The vmf is compilable in it's current state so that it can be tested out, but I've also added a visgroup that removes everything but the bare essentials of the gamemode.
Design???
I have no idea what the optimal layout for this gamemode would be as I've yet to make a map for this mode, but I do have a few things to consider. The main thing being that rotations (time-between control points) should be minimal. At any given time there can be at most 4 active control points and players might need to, at any given time, attack or defend any one of those 4. Also, on Steel, every point that is captured closes at least one of RED team's spawn doors, I believe for this gamemode closing spawn doors would still be a good idea; but I believe that the best approach would be to have capturing control points make the enemy team's defender spawn doors close, but to always keep the most forward attacker doors open; so that the team that lost a control point can always attack back at full force. If those spawndoors were to be closed too, It'd just lead to snowballing where that team can't push nor defend anymore. The changing respawnwavetimes also help mitigate the snowballing too though.
Also one last thing, in the prefab I've added a 30 second setup time, as I do believe for this gamemode it would be good for defenders (engineers especially) so the prospect of having a scout running in and instantly capping a point on game start can be avoided. Taking more inspiration from Steel and other steeltype maps is definitely a good idea
Tl;dr, rotates should be fast and capping enemy points should weaken the enemy defence but not their attack. Setup time good for defense.
I've added a fancy-schmancy illustrative diagram to show what I believe would be a good general layout for this mode:
When it comes to gamemode prefixes, I was really considering calling the gamemode "scp_" or "sscp" (symmetrical steel control point); but after asking about it, I was convinced that just "cp_" would suffice. It is as descriptive as it needs to be.
Why did I make this?
I one day started thinking about gamemodes and how some of them have both an asymmetrical and symmetrical version of themselves. Payload being the obvious example, as both pl and plr have the same objective and goal, but are of different symmetries. I started thinking which gamemodes don't have a complementary version, and I ended up thinking of steeltype, which made me again reconsider an idea I've had for a long time.. symmetrical steeltype.
Since i do genuinely like to finangle with game logic, I decided to give it a shot. And it was fun
Uhh... credit lol
I would like to be credited (named) for having made all the logic for this, but I don't care about anything monetary for this as this was just a fun thing for me to make. Go wild.
If you find any mistakes with the prefab, please do lemme know!
- License
- Credit is optional. Permission to modify required.