- Jan 8, 2008
- 26
- 0
After reading lillbrorsan's ideas at http://forums.steampowered.com/forums/showthread.php?t=621303 about an attack/defend map where teams push carts filled with dynamite to the enemy base, I thought it might be a good idea to apply this game mechanic to a CTF map.
The idea is to make the intel initially very difficult (but possible) to extract from the enemy base. The task is made easier by destroying strategic obstacles that open up alternate paths to the intel. These obstacles are destroyed by pushing carts from a central explosives depot to the enemy base. In all, there are three obstacles to destroy, each one successively more difficult to accomplish. The fourth and final cart, if pushed to a specific zone, will open up a forward respawn room near the enemy base. It will be possible to play the map without using the carts at all, but teams that use them will gain an advantage.
At any given time, there are two carts in play: one for the red team and one for the blue. The carts are "pushed" when players are near. Your cart moves forward if a member of your team is near it. It moves backward if a member of the enemy team is near it. It stops if either nobody is near or if both teams are near. The speed of the cart is constant (it moves both forward and backward at the same rate regardless of how many players are near or what class they are). Players can run beside the cart or ride on top of it.
Each cart takes a different path to their respective obstacles. If the enemy team is able to push your cart back to the explosives depot, the cart is destroyed and will only respawn after a 30 second delay (to give your team an incentive to keep the cart in play). If your team successfully destroys an obstacle, the next cart will spawn immediately at the depot. The carts are not "armed" until they travel a certain distance from the depot to prevent the enemy from camping the depot and immediately destroying the cart.
The final cart (the one that opens up the forward respawn) must be guarded, since the enemy team could push it out of the zone (disabling the forward respawn) and back to the depot.
I've built a small test map that seems to work ok on a LAN with four players. However, I'm worried that, since I'm using func_tracktrains, my implementation may not work or be very buggy over the net with lots of players.
I'm in the process of building the "full scale" CTF_Milkrun map, but I'm in the early stages. I wanted to throw the idea out there and see what people thought. I also wanted to see if people are willing to play a very simple playtest version just to test the setup (i.e., not textured, lit, or detailed... just enough to test the functionality).
I'm imagining that the overall style of the map will be close to cp_dustbowl or cp_gravelpit, something like this:
An alternate setup might require teams to blow up obstacles to reach each flag, each one being more difficult to reach than the last. At the start of the map, neither team can reach the enemy team's flag and must push their cart to the enemy base to destroy an obstacle so they can grab it. Once the flag is captured, the next cart is spawned at the depot and must be pushed to flag #2's obstacle, etc. However, I'm worried this setup may result in teams turtling with nobody pushing the carts to open up the flags.
The idea is to make the intel initially very difficult (but possible) to extract from the enemy base. The task is made easier by destroying strategic obstacles that open up alternate paths to the intel. These obstacles are destroyed by pushing carts from a central explosives depot to the enemy base. In all, there are three obstacles to destroy, each one successively more difficult to accomplish. The fourth and final cart, if pushed to a specific zone, will open up a forward respawn room near the enemy base. It will be possible to play the map without using the carts at all, but teams that use them will gain an advantage.
At any given time, there are two carts in play: one for the red team and one for the blue. The carts are "pushed" when players are near. Your cart moves forward if a member of your team is near it. It moves backward if a member of the enemy team is near it. It stops if either nobody is near or if both teams are near. The speed of the cart is constant (it moves both forward and backward at the same rate regardless of how many players are near or what class they are). Players can run beside the cart or ride on top of it.
Each cart takes a different path to their respective obstacles. If the enemy team is able to push your cart back to the explosives depot, the cart is destroyed and will only respawn after a 30 second delay (to give your team an incentive to keep the cart in play). If your team successfully destroys an obstacle, the next cart will spawn immediately at the depot. The carts are not "armed" until they travel a certain distance from the depot to prevent the enemy from camping the depot and immediately destroying the cart.
The final cart (the one that opens up the forward respawn) must be guarded, since the enemy team could push it out of the zone (disabling the forward respawn) and back to the depot.
I've built a small test map that seems to work ok on a LAN with four players. However, I'm worried that, since I'm using func_tracktrains, my implementation may not work or be very buggy over the net with lots of players.
I'm in the process of building the "full scale" CTF_Milkrun map, but I'm in the early stages. I wanted to throw the idea out there and see what people thought. I also wanted to see if people are willing to play a very simple playtest version just to test the setup (i.e., not textured, lit, or detailed... just enough to test the functionality).
I'm imagining that the overall style of the map will be close to cp_dustbowl or cp_gravelpit, something like this:

An alternate setup might require teams to blow up obstacles to reach each flag, each one being more difficult to reach than the last. At the start of the map, neither team can reach the enemy team's flag and must push their cart to the enemy base to destroy an obstacle so they can grab it. Once the flag is captured, the next cart is spawned at the depot and must be pushed to flag #2's obstacle, etc. However, I'm worried this setup may result in teams turtling with nobody pushing the carts to open up the flags.
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