tow (tug of war)_spacewar

tow (tug of war)_spacewar B29

Fixed a spawn bug that occured in b28 when I recoded the map over to this new logic format.

Map should be good now.
Fixed the bug of the payload cart disappearing at the end of the map
Well it's been a long time coming but here it is - the biggest change to the Tug of War (TOW) game mode in TF2 History!

And that change is was made because TOW is notorious for stalemates - well NO MORE!

This TOW gameing logic is now based on:

  • Number of points captured
  • Possession of the cart

You get points for both!

The team with the most amount of points at when the timer hits zero wins the round!

So you might not have all the cap points ant the end of the round but your team can still will, so the battle means 'PUSH THE CART!!!!'

Alternatively, if your team can push the cart right to the end, your team wins the round even though the other team might have more points than you.

So, there you have it - Get to the cart!!
- fixed non-alligned doors
- removed an old trigger that caused blue players to be teleported back to an old spawn (this was leftover coding from when it was version <=16) We never caught it until now.
- fixed some clipping and displacement issues
- recpompiled the custom payload model to help with clipping ad/or shooting thru it issues
Changes

- Got rid of the teleporter to tower room
- Got rid of the tunnel underground
- Got rid of the access door to the tunnel leading to the tower complex

- Added in Door beneath the tower complex that is a part of a new flanking route that goes directly from bridge area to the tower complex - battles and flanking much more direct and more inside away from the low grav exterior. Attacker can build anything in it Defenders - only sentry guns can go into certain areas but tele's and dispensers still allowed to keep them from overpowering a flanking route.
Hi peeps,

Now that the map is no longer in the contest - here's the most recent version again for your viewing/playing pleasure!

Ciao!
Dang - When I made the changes to remove two of the cap points for you guys because it's what you wanted, I completely missed the fact that it would remove an element for the R03 contest.

I am reverting the download back to version 16 for the contest

Sorry about the confusion.

Please judge this version
RO3 - last map fix

- changed medium health kit a location X to match the small health kit at location Y - to that both sides of this mirrored type map is correctly balanced on both sides. said med kit was in a major combat zone and the extra health could cause an imbalance or unfair advantage for one team over he other.

That's it - no more changes - change made at the below time and is within the 48 hour bug window

1
DAY
17
HOURS
28
MINUTES
56
SECONDS
R03 Contest Entry - bug fixe

- increased size of nobuild so people can't grief by placing tele exit next to the catapult that launches you upwards
- added in nobuild in front of teleporter booth - potential for abuse - i.e. tele exit next to the tele entrance to the tower could enable a player to go straight from spawn to the tower via this logic: player leaves spawn, stands on tele entrance, exits, bounding box of player hits the tele trigger for the tower and immediately gets tele'd to the tower room giving the impression that they've gone from spawn to the tower room instantly. This can still happen if engies build an entrance/exit at spawn/tower room, but the defending team will have a chance to destroy any exits they see there but the can't in the above set up. So I'm killing this potential exploit that was seen last night in testing,
- fixed shadow bug on the forcefields, they are now set to disable receiving shadows and hopefully that does the trick and you will no longer see a square shadow outline if standing in the forcefield
- removed the flashing warning light on the jump pad, replaced it with an arrow pointing up, it was annoying as hell and I was also concerned that the flashing electric light could trigger photo epiliptic shock, it really did a number on my eyes

That should be all the bugs looked after - will submit for another test
This is the final version

- fixed an exploit found on the version 21 test
- fixed a visual error on one of the forcefields - a shadow box was appearing for some reason.

Thais will be my contest entry - no further changes unless someone posts of finds a MAJOR error.