octane

Apr 13, 2009
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For those who have played it, this is my map formerly known as [ame="http://forums.tf2maps.net/showthread.php?p=71170#post71170"]goo_refinery[/ame]. I kinda dropped the team-colored goo idea along the line for it would have been tedious to realize properly. I'm happy with the current name so it will probably stay. :)


How it plays :

This map features 3 control points. Both teams have a fixed respawn and must try to capture and hold cps for as long as they can.

Control points become available for capture 30 seconds after the round begins.

As soon as one team holds 2 out of 3 cps, its timer starts counting down. The other team can of course revert this by capturing 2 cps. First team to 0:00 wins the round as usual.


Credits :

TheBladeRoden's domination prefab, for inspiration, though my entity setup is different (no jail, spawns are not entirely tied to CPs). It was still very helpful to get me started.

This map includes Icarus' take on [ame="http://forums.tf2maps.net/showthread.php?t=6612"]Artesia's lettered CP holograms.[/ame] Thanks to them. :)


Alpha 5 detailed changelog :

*changed name and hud to koth. The basic idea remains the same but it works slighly differently. Now it's all or nothing : if a team owns at least 2 control points, their timer decreases. Capturing the third cp brings no noticeable advantage (except making it less likely for the other team to come back).
*removed setup timer : the points are now locked for 30 seconds after the round start like on any vanilla koth map.
*no more forward respawns : it seemed to give too much of an advantage to the winning team. The resupply rooms remain there, though, and have been expanded.
*removed connections between A, B and C that were neither in plain sight of the control point or behind a respawnroom_visualizer. This is supposed to entice players not to venture too far from the control points and not to attack control points from where the other team is supposed to come...
*Yet another layout change on C. Hopefully more interesting.
*a bit more detail, experimenting with stuff, still some work to do on that level
 
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Fede22

L1: Registered
Aug 24, 2009
17
4
Just tested the map, It looks amazing. The gameplay idea is very interesting, I am almost shure it should be really fun playing with large teams. Some areas need more detailing, but visually the map looks awsome. The only thing I want to point out is that when a team captures all three points, the percentage goes up a bit too fast. Maybe you can change the 4.5 seconds to 4? Or maybe, that when you capture all points the point award time is afterwards lowered to 4 seconds?

This map looks really interesting. I am looking forward in seeing the final version.
 
Apr 13, 2009
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Maybe don't give it a new name? Idk, it just seems that new prefixes can scare a prospective player away..

Well... I made a poll on the previous topic and the result was, dom_ won, so I'm sticking with it. Also, koth wasn't official at the time, so it wasn't an option either.

Just tested the map, It looks amazing. The gameplay idea is very interesting, I am almost shure it should be really fun playing with large teams. Some areas need more detailing, but visually the map looks awsome. The only thing I want to point out is that when a team captures all three points, the percentage goes up a bit too fast. Maybe you can change the 4.5 seconds to 4? Or maybe, that when you capture all points the point award time is afterwards lowered to 4 seconds?

This map looks really interesting. I am looking forward in seeing the final version.

Yes, the map is not really meant to be played with a low number of players... And I'm barely started with the detailing, I know it really shows in some areas. It's still called alpha for a reason. :p

Not sure whay you mean about the capture times, though ?
It goes too fast but you suggest reducing the time it takes to update the score ???

Basically the scoring works like that : every 1.5 seconds, it takes one CP (in order), and gives one point to the team owning it. So, first it updates the score for A, then 1.5s later it updates B, then 1.5s later C, then 1.5s later A again, etc...
The only reason why it's exactly 4.5s is because it was easy to divide by 3... :p

Some people have suggested increasing the speed at which score goes up if a team owns all points. Might as well declare victory immediately if this happens, IMO, as it would make a comeback virtually impossible (if you manage to lose control of all 3 cps at some point, you're already unlikely to win as it stands now).
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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If the SS's are current, I would reconsider the placement of health+metal around B. Below the point should be a trade-off: full metal or full health, and in the corner a small pack of the other. I think that that would balance it out a bit more, getting full ammo and health at the same place kinda seems broked.
 
Apr 13, 2009
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I could have renamed the other thread for you. :p Anyhoo I locked it for you.

Yeah, well... I hesitated, but I wanted to give it a fresh start after the 2-3 months break I took from mapping and TF2 in general. I may need another name change soon enough anyway (seriously considering the koth_ prefix, now...)


Any chance you could release your version of the DOM setup?

I can do that, but I think I'm no longer going to use it myself after this version... The koth hud just plain looks better, and while the transition was not as trivial as I thought it would be (koth doesn't really like multiple cps, so I have to tell it when to unlock the points and who is the winner...), it works and is much less complex than the current entity setup (202 game_texts...).

If the SS's are current, I would reconsider the placement of health+metal around B.

All screenshots are from the latest downloadable version.
Hmmm yeah, maybe. Well, at the time I decided to put these, I was running around pipeline taking screenshots for reference, and apparently, it didn't bother Valve to put full health and ammo in the "hot spot" of stage 2, but that may not be the best example of a Valve map. I suppose I could move the big ammobox around (like on the ramp leading to the cp, it's a decent sentry spot anyway), but not before the next gameday.
 
Apr 13, 2009
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First off, for TPG and the curious, here's a prefab for the entity setup used in a4 (with a bug fix : one of red's advanced spawn rooms was set to blu...).

Secondly, Gameday bump.

I missed most of the playtest of my own map due to random connection problems, so I'll be watching the demos carefully. Any comments welcome. :/
 

Vilepickle

Banned
Oct 25, 2007
372
199
Oh hey another dom map, about time.

A bit nonstandard scoring for a dom map, but that's ok I suppose. Does it use the percentage score system or just the timers?

I'm going to be making another map with the dom_ prefix as well that uses the % scoring system but it's also a variant. I have no idea what to call these variants except dom_ since they derive from the same source :|
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
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I didn't get much play time in on this one, but the control points felt a little cramped. I did like it though.