Triad a1
KotH but rotates between 3 CPs
I love the idea of cp_standin but its gamemode logic and layout are problematic. koth_triad is my experiment in trying to do domination CP right. Listed below are my main gripes with cp_standin and my attempts to remedy them:
- Fights are too spread out and not focused.
- Because all points on cp_standin are always available for capture, it causes players to head in all sorts of different directions. This leads to smaller, shorter fights scattered all over the map.
- In koth_triad I change this by only having one point unlock at a time, creating concentrated, more chaotic (and hopefully fun) fights.
- It's possible for the round to stalemate.
- Not just a problem with cp_standin, but any non-A/D CP gamemode. Stalemating makes the round less satisfying for everyone.
- koth_triad as the name suggests uses a koth timer, even though there's more than one CP. Essentially, the game works by running multiple rounds of koth timers. The first round starts at a random CP, then after the round for that CP ends, a new round starts for a random CP that the team who just captured does not already own. This can include a CP that the other team captured in a previous round. If such a CP is selected for this new round, that CP's ownership is reverted back to neutral. The game as a whole ends when one team owns all three points.
- Points A and C are much further from spawn than B.
- Since cp_standin is overall pretty flat (oh yeah, that's another separate con), that means all three points can't be equidistant from the spawns. This makes A and C less convenient to get to and somewhat ignored.
- Admittedly I haven't fully fixed this in koth_triad, but it's something I should be able to improve upon when I get to doing a version a2. Right now, A is a little too quick to get to, and B is a bit too far. I should be able to fix this by adding more obstacles on the route to A and for B by rotating the spawn area so that players don't have to go out and loop back in order to get to B.
- Ok, maybe this is a weird point to bring up but it'll make sense why it's needed after I explain the other quirk of this map.