Crazy Koth Idea.

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wyn10

L1: Registered
Nov 22, 2009
46
3
Yesterday I was working on this map that worked around this tower.

And the idea hit me, Multi Koth cp's.

Now I was wondering how can I do this? I was gonna make this on the tower.

My idea: Both teams start at 20mins, but has teams take over more of the cp's the time goes down even faster. I was thinking five of them.

Template to straight-forward.

Both teams start at 20mins
Tower 5 floors. With a koth cp on each floor.
Has teams take over them there team-time drains faster. So if one team had all they would have to move fast or be butthurt.

But how can I do this? Or is the example. (Yes I'm awaiting for the wtf you thinking type posts.)


Thanks.(Sorry if this in the wrong spot)
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
That's actually a pretty neat idea. It would probably be an unsatisfactory gameplay experience with more than two CPs, since having more than two objectives open at a time splits up teams too much and make it more difficult for players to work together. With two CPs always open for capture, you'd probably end up with a fun gamemode, and balanced since a team that manages to cap both points would then have the difficult task of defending both.

You would have to work out issues with the HUD, since you might need to use custom text entities. I'm not familiar enough with entities to know the specifics.
 
Last edited:

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
I've been working on something along these lines for some time now (I'm trying to recreate the game modes featured in WoW's battlegrounds), so don't worry I'm not gonna be all wtf you thinking. ;)

I dunno about that layout proposal, but as far as the mechanics are concerned you're likely to have to rig up a hidden system outside of normal koth_logic. I believe you can talk to the timer entities that show up in the king of the hill HUD, but haven't really gotten that working myself so I dunno. You could use a pair of timers and swap which one's visible but you'll need a pretty complicated entity setup to make sure the time remaining is correct for each team at all times (that is, if you're thinking the timers will show how long till a team wins).

I found that representing each team's progress as a payload track works quite well. Essentially, I'm using the payload race entity backbone, with all the logic about rounds and whatnot removed. When a team captures a point, I fire a relay to set the number of players 'capping' their cart and adjust its speed accordingly. Then, when a cart reaches the end of its track, that team wins.

The problem with my setup is HUD - you can use the CP HUD but then cannot see each team's progress towards overall victory or you can use PL HUD but then cannot see each team capping the individual points. :p
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Surely there would some clever way of showing the nice timer boxes up top like in normal KotH, and then having more than one CP icon in a row at the bottom of the screen? I think that would definitely be preferable and more intuitive to players than a PL HUD.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
WTF? lol, no seriously it's not that crazy.

Have you played Dom_Canalzone?

It's definitely one of those love/hate maps, but so is koth/arena/payload...

Basically it's 6 or 8 CP's scattered around a 'district'. red warehouse, blue warehouse, library, boathouse... the goal is to cap as many as possible and you get a percentage for the time they are capped. first team to 100% wins. any point can be recapped at any time.

It's a crazy mode and keeps you moving the entire time. It can be tough though, if people don't know the layout it's hard to stop caps in time, or recap fast... Usually turns into a scout fest with soldiers. Scout get points fast, soldier kills scouts fast.

Might play a lot better if it was 3 points, maybe 5. Like a small Gravel pit layout. Not so spread out, not so big, might encourage more class selection. Engie is hard when the points keep changing hands.

Not as sure about a tower style though, that could lead to one team literally staying on top, dominating high ground. If it was more laid out like Gpit all classes would have a better chance imo.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
If you can successfully talk to the koth red and blu timers, that'd be ideal (koth HUD has all cp info same way any other control point HUD is set up and has two timers on screen at once). You have to refer to them explicitly in your entity logic connections, though, and I couldn't get it to work for what I needed in my tests :(
 

wyn10

L1: Registered
Nov 22, 2009
46
3
I've been working on something along these lines for some time now (I'm trying to recreate the game modes featured in WoW's battlegrounds), so don't worry I'm not gonna be all wtf you thinking. ;)

I dunno about that layout proposal, but as far as the mechanics are concerned you're likely to have to rig up a hidden system outside of normal koth_logic. I believe you can talk to the timer entities that show up in the king of the hill HUD, but haven't really gotten that working myself so I dunno. You could use a pair of timers and swap which one's visible but you'll need a pretty complicated entity setup to make sure the time remaining is correct for each team at all times (that is, if you're thinking the timers will show how long till a team wins).

I found that representing each team's progress as a payload track works quite well. Essentially, I'm using the payload race entity backbone, with all the logic about rounds and whatnot removed. When a team captures a point, I fire a relay to set the number of players 'capping' their cart and adjust its speed accordingly. Then, when a cart reaches the end of its track, that team wins.

The problem with my setup is HUD - you can use the CP HUD but then cannot see each team's progress towards overall victory or you can use PL HUD but then cannot see each team capping the individual points. :p

Hmm. I was just gonna hook all the points to the same timer and see what that does...

Surely there would some clever way of showing the nice timer boxes up top like in normal KotH, and then having more than one CP icon in a row at the bottom of the screen? I think that would definitely be preferable and more intuitive to players than a PL HUD.

Ditto to Ulf's response.

WTF? lol, no seriously it's not that crazy.

Have you played Dom_Canalzone?

It's definitely one of those love/hate maps, but so is koth/arena/payload...

Basically it's 6 or 8 CP's scattered around a 'district'. red warehouse, blue warehouse, library, boathouse... the goal is to cap as many as possible and you get a percentage for the time they are capped. first team to 100% wins. any point can be recapped at any time.

It's a crazy mode and keeps you moving the entire time. It can be tough though, if people don't know the layout it's hard to stop caps in time, or recap fast... Usually turns into a scout fest with soldiers. Scout get points fast, soldier kills scouts fast.

Might play a lot better if it was 3 points, maybe 5. Like a small Gravel pit layout. Not so spread out, not so big, might encourage more class selection. Engie is hard when the points keep changing hands.

Not as sure about a tower style though, that could lead to one team literally staying on top, dominating high ground. If it was more laid out like Gpit all classes would have a better chance imo.

I found it and tried it out. Not really something I was looking for cause I want both teams times generally going down so it would give either or a chance.

Like for example red may have 4 but loads of time left but blue may only have 1 but very little time left, so all they would have to do is fight off a little and not worry about the points being capped just off of them.

This sounds somewhat similar to what I made a while ago.

I think.

Hmm I may look into it. I'm still looking at a idea mostly from what I said to Frag earlier in this post.

If you can successfully talk to the koth red and blu timers, that'd be ideal (koth HUD has all cp info same way any other control point HUD is set up and has two timers on screen at once). You have to refer to them explicitly in your entity logic connections, though, and I couldn't get it to work for what I needed in my tests :(

I guess I got work to do.


ALSO: If any are interested I can throw in a price tag if anyone wants to attempt to make me this mod.
 

Motanum

L2: Junior Member
Jan 30, 2011
53
13
I say, no more than 3. And they should be in relatively close areas.

I would be willing to try out this idea after I finish my normal koth map. Of course, unless you want to do it yourself. :p
 
Mar 23, 2010
1,872
1,696
yeah i think three cap points is perfect.
 

wyn10

L1: Registered
Nov 22, 2009
46
3
I say, no more than 3. And they should be in relatively close areas.

I would be willing to try out this idea after I finish my normal koth map. Of course, unless you want to do it yourself. :p

Go for it. Add me on steam if needed.

I'm currently working on each building separately then importing all in one.