Doublecap

CP Doublecap a7

Hyperion

L16: Grid Member
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Jun 8, 2015
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cp_doublecap - 4cp

This is concept map for new type of cp: both teams have one own point on their bases and then there is 2 mid points which are required to cap enemies's control point. Kinda 3cp but with two middle points.

This is very hard to balance (at least with bots) so here's little bit information how map works:

Respawn times

At the beginning of round both teams have 5 sec respawn time. When team captures one of the middle points (no matter which one) that team will get 5 sec respawn time and...
 

Hyperion

L16: Grid Member
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Jun 8, 2015
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ToDo: get some playtest, fix all problems and then add third route to B point. Also the last points need some serious propping but that will be solved when I start detailing the map
 

hutty

aa
Mar 30, 2014
538
444
I have done this concept before in cp_uncovered
In my experience the number of stalemates is effected by how difficult it is to capture the final point.
I have also noticed that players tend to not realize that their final cap has been unlocked due to focusing on the 2 mid points.
(the issue might be specific to uncovered, but I created announcer voice lines to announce when the final cap unlocks as a solution)

(thread is kind of useless due to screenshots getting nuked during the forum reset.)
http://tf2maps.net/threads/cp_uncovered-alpha-1.23921/)
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
I have done this concept before in cp_uncovered
In my experience the number of stalemates is effected by how difficult it is to capture the final point.
I have also noticed that players tend to not realize that their final cap has been unlocked due to focusing on the 2 mid points.
(the issue might be specific to uncovered, but I created announcer voice lines to announce when the final cap unlocks as a solution)

(thread is kind of useless due to screenshots getting nuked during the forum reset.)
http://tf2maps.net/threads/cp_uncovered-alpha-1.23921/)
Could you PM all your experience about gameplay of your map? I'd like to know as much as possible because of course I want make good map!

Respawntimes is what I think might prevent stalemates (capping always give your team shorter respawntime)
 

tyler

aa
Sep 11, 2013
5,102
4,621
Can you just use a2a, a2b, a2c, etc? When running tests/making gamedays/assembling maps for imps/whatever, remembering, typing, and double checking the filenames is really annoying. What's easier: cp_mapname_a2b, or cp_mapname_a2_fix_v3 (or whatever you've got)?

As a player or server owner, I don't know what all that means. That's why we have standardized version numbers: so everyone understands where a map is at a glance.
 

Hyperion

L16: Grid Member
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Jun 8, 2015
840
659
Can you just use a2a, a2b, a2c, etc? When running tests/making gamedays/assembling maps for imps/whatever, remembering, typing, and double checking the filenames is really annoying. What's easier: cp_mapname_a2b, or cp_mapname_a2_fix_v3 (or whatever you've got)?
Yes, I can. I just didnt think naming enough. I'll probably release a3 soon, so after that names will make mode sense.

Thanks
 

Hyperion

L16: Grid Member
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Jun 8, 2015
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a4;

-Made routes little bit wider
-Added one small healthpack inside mid building
-Ramps next to mid building are less steep now
-Fixed some playerclips
-Optimized visgroups
-Made the B capture point more interesting

Read the rest of this update entry...
 

Hyperion

L16: Grid Member
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Jun 8, 2015
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a6

-Optimised visleaves
-Set drawdistances for most of the props
-Func_detailed little bit
-Mid points take longer to cap
-Removed upscaled prop_dynamic haybales
-Removed barrelcluster due to possible fps loss
-Fixed one nodraw

Read the rest of this update entry...
 

worMatty

Repacking Evangelist
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Jul 22, 2014
1,257
999
If you need any help with visibility optimisation I am glad to give you my thoughts.