Territorial Control Domination Gamemode Logic Prefab v02fix
As seen in Caper
This is a gamemode prefab from cp_caper, Territorial Control Domination map.
Information
The prefab consists of 3 control points, 3 respawn rooms, 1 spawn room for the start of the round (needs so the map could work) and all required logic: Selecting random control points, changing spawns for teams, teleporting players from one spawn to another, changing colors of the gameplay signs, all timer works (adding, firing stalemate/time win)
In this gamemode, one of the teams must capture all 3 control points in order to win. At the start of each round, 2 random points are selected for each team and the 3rd selected point becomes neutral.
Capping a control point grants team a new respawn room, allowing them to attack enemy from 2 directions. Capping a point adds X seconds to the timer, and once the timer is over, the team who has most of the points (2) wins. If (somehow) neither team caps the neutral control point before time runs out, then the round will stalemate.
Additional Information
This prefab includes visgroups with additional stuff, which you can toggle off and on if you need. Those are:
ents - all the required entities for the map to function, just simply mark it in visgroup tab and copy into your own map.
lockRecentCap - an optional rule, once a team caps the point it becomes locked for another team, meaning they have to attack different point.
respawnOnCap - an optional rule, once a team caps the point the entire team who capped the point gets instantly respawned
envLighting - lighting settings from Caper
spawnGates - used to make it so the currently closed spawn is far more obvious
routeGate - if u want a route to be closed before a point is capped
Required custom assets
This prefab also uses some custom assets, those are highly recommended, tho you may not use them if you dont want to (dont forget to edit the parameters in this case)
Control point holograms
Signs with grey skins
Information
The prefab consists of 3 control points, 3 respawn rooms, 1 spawn room for the start of the round (needs so the map could work) and all required logic: Selecting random control points, changing spawns for teams, teleporting players from one spawn to another, changing colors of the gameplay signs, all timer works (adding, firing stalemate/time win)
In this gamemode, one of the teams must capture all 3 control points in order to win. At the start of each round, 2 random points are selected for each team and the 3rd selected point becomes neutral.
Capping a control point grants team a new respawn room, allowing them to attack enemy from 2 directions. Capping a point adds X seconds to the timer, and once the timer is over, the team who has most of the points (2) wins. If (somehow) neither team caps the neutral control point before time runs out, then the round will stalemate.
Additional Information
This prefab includes visgroups with additional stuff, which you can toggle off and on if you need. Those are:
ents - all the required entities for the map to function, just simply mark it in visgroup tab and copy into your own map.
lockRecentCap - an optional rule, once a team caps the point it becomes locked for another team, meaning they have to attack different point.
respawnOnCap - an optional rule, once a team caps the point the entire team who capped the point gets instantly respawned
envLighting - lighting settings from Caper
spawnGates - used to make it so the currently closed spawn is far more obvious
routeGate - if u want a route to be closed before a point is capped
Required custom assets
This prefab also uses some custom assets, those are highly recommended, tho you may not use them if you dont want to (dont forget to edit the parameters in this case)
Control point holograms
Signs with grey skins