I'd first like to say that I am a n00b to level design for Source. I have, however, had much experience in design for other games (mainly Warcraft III) in the form of structured event triggering for the level. The Source SDK seems to lack such a structured (all in one place) event system. So, this is where I seek help.
I do not plan to be a "mapper." All I am aiming to do is create a functioning set of entities that can be applied to any map. Here's what I want to make:
Team Deathmatch (taken from UT2K4):
Description: A semi-serious game mode where the only objective is to rack up kills on the other team. This came out of a running gag in my community about how 2Fort (a map we all despise) would be much better without the flags. The game-play would remain identical...only now nobody would complain about the intel that never gets captured ! Anyways, after some thought I believe this might actually work out somewhat alright.
Structure:
*A frag counter would be displayed for each team and would count up to a pre-determined "frag limit."
*The team that reaches this limit first would be declared the winner
*If the map time limit expires before this, then it would go into sudden death (or stalemate/award victory to the team with the most frags if the server isn't set to do SD)
*There would be no round timers; the mp_timelimit cvar would control the count-down timer.
What I have found:
*I first have successfully compiled dm_2fort without the flag entities just to see what happens by default (hoping to get out of any extensive work)
*The cvar mp_fraglimit evidently does nothing in TF2. I was hoping this could just be taken care of on the server side, but it looks like this is not the case. Setting it to any number has no effect on victory conditions.
*Obviously, the tooltips are incorrect (being CTF related)
What I need to figure out how do do:
*Make a frag limit trigger as an entity on the map.
*What a good pre-determined frag limit would be (50 maybe)?
*Tooltips
*Make a working frag counter (HUD). I was thinking the CTF HUD would work best as the base. I would then just remove the flag icons and maybe put in a caption saying "Frags" above it. The "playing to" would be whatever the frag limit is.
Maps that this game-mode would probably work best on are small symmetrical layouts (generally CTF or KOTH). I'll most likely apply it to the following Valve maps to see how it works out:
2Fort
Nucleus
Sawmill
Viaduct
Good idea? I look forward to any guidance I can get.
I do not plan to be a "mapper." All I am aiming to do is create a functioning set of entities that can be applied to any map. Here's what I want to make:
Team Deathmatch (taken from UT2K4):
Description: A semi-serious game mode where the only objective is to rack up kills on the other team. This came out of a running gag in my community about how 2Fort (a map we all despise) would be much better without the flags. The game-play would remain identical...only now nobody would complain about the intel that never gets captured ! Anyways, after some thought I believe this might actually work out somewhat alright.
Structure:
*A frag counter would be displayed for each team and would count up to a pre-determined "frag limit."
*The team that reaches this limit first would be declared the winner
*If the map time limit expires before this, then it would go into sudden death (or stalemate/award victory to the team with the most frags if the server isn't set to do SD)
*There would be no round timers; the mp_timelimit cvar would control the count-down timer.
What I have found:
*I first have successfully compiled dm_2fort without the flag entities just to see what happens by default (hoping to get out of any extensive work)
*The cvar mp_fraglimit evidently does nothing in TF2. I was hoping this could just be taken care of on the server side, but it looks like this is not the case. Setting it to any number has no effect on victory conditions.
*Obviously, the tooltips are incorrect (being CTF related)
What I need to figure out how do do:
*Make a frag limit trigger as an entity on the map.
*What a good pre-determined frag limit would be (50 maybe)?
*Tooltips
*Make a working frag counter (HUD). I was thinking the CTF HUD would work best as the base. I would then just remove the flag icons and maybe put in a caption saying "Frags" above it. The "playing to" would be whatever the frag limit is.
Maps that this game-mode would probably work best on are small symmetrical layouts (generally CTF or KOTH). I'll most likely apply it to the following Valve maps to see how it works out:
2Fort
Nucleus
Sawmill
Viaduct
Good idea? I look forward to any guidance I can get.
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