boomtown

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Based on ctf_bomb_factory by The_Ulf

"Bomb the Base" CTF

Objective:
The intelligence briefcase has been outfitted with a timed detonator - once picked up, it will explode after 20 seconds! Carry the intel to one of your enemy's control points and defend it until it detonates to destroy that point. Destroy all three to win!

Other Notes:
- Teams score one point per control point destroyed
- Control points cannot be recaptured or re-destroyed
- The intelligence is neutral
- You must be carrying the bomb when it goes off to score

Thanks to:
- The_Ulf: Chalkboard and original idea
- Chrissy: Map idea and inspiration
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I don't have everything quite ready for play yet. Still to do are some final clips and details, and the actual entity work for the intelligence. I expect to have it working some time this week, and should hopefully see it ready for playtest by the weekend.

I'm looking for suggestions and ideas pertaining mostly to the layout of the map at this point. Lighting is temporary.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
A is in the large sheds north of each spawn (furthest rooms to the east and west.) B is in the depots to the south. C is located near the spawns.

boomtowndiagram.jpg
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Maybe add a little more combat space between points? Looks like all the points are within spitting distance of each other.

I think that C is actually the only point too close to anything. Moving it would be difficult, but probably necessary for the future. I want to see how playtests go first before trying something with it.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Awesome concept, I'm very excited to try this one out, actually! :D
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Alright, I'm just finishing up now and should have the alpha out in an hour or so.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
New shit:

ctfboomtowna20000.jpg

ctfboomtowna20001.jpg


So far:
* Particles working (was working last version, just not uploaded)
* A/D CTF HUD
* New signs to show where CPs are
* Bomb timer shown on HUD (and reduced to 20 seconds)
* Pedestal added for briefcase

Anything I forgot?
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Alpha 2 is finished. Here's a full changelog:

Changes from A1A:
- Now using the A/D CTF HUD
- More signs and decals to show where points are
- Old timer gone, bomb timer in
- Bomb timer reduced to 20 seconds, so get your ass in gear!
- Pedestal added in for the briefcase
- Changed the size of the capture zone at C
- Explosions now actually cause things to explode
- The doors at control point A now close after captured
- Added some more crossbeams to A
- More player clips
- Closed off the two buildings near the intelligence
- Added hazard strips to B
- Added chalkboards to spawns with instructions (thanks, Ulf!)
- Adjusted some misplaced overlays at red A
- Refined control point capture system
- Did I mention the better explosions?
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
<3

THIS MAP IS ULF APPROVED.

You have no idea how excited I am to see that someone is interested in Bomb_Factory's gametype and exploring a new and different layout for it. :D

I guess now I have to make good on my promise to release the source .vmf of the entity setup. :p Sorry I haven't had that out to start with - it was in flux whilst I converted it from ctf capture_zone-based to cp and point_proximity-based and was unsure of what it's gameplay implications would be - but I'll get that out asap. That'll include the custom HUD textures and the blackboard, as well.

First thoughts: If point 'C' is bothersomely close to stuff, you could consider cutting it out entirely; the current entity setup does not require three captures to win (it's all triggered now instead of being all hidden in the flag and its rules).

Also, the cp HUD is giving me the same problem as in the above pic. Something to do with the maximum string length - not meant for more than 5 cps I guess. :(



I'm going to be eagerly following this one as it develops! :D
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Also, the cp HUD is giving me the same problem as in the above pic. Something to do with the maximum string length - not meant for more than 5 cps I guess. :(

I was having this issue, so I asked in the chat. It turns out you need to start your indices at 0 and then work up from there. Here's a shot of it working:
ctfboomtowna20002.jpg
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Ah, k. Nevermind then - I'm having additional trouble with spacing them on the HUD in my silly ring-like layout (doesn't like how many spaces I want to give it, despite index range of 0-5), I might switch to what you have here.

Chalkboard's lookin' good! :D

Oh! Also, was thinking about rectangular detection for the flag - trying to figure out if a trigger_multiple in combination with the point_proximity's could accomplish it... but didn't get anywhere with it. :(
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I tried using trigger_multiples originally, but it didn't pick up the flag whether carried or dropped.

EDIT:

After taking another look at the gameday demo, it appears that nobody used the health kit and ammo located near point B. To make it more obvious, I moved them back behind it. The door in front shuts when the control point is destroyed, like what the doors at A do now.

ctfboomtowna20009.jpg

ctfboomtowna20010.jpg
 
Last edited:

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Awesome game mode. Loved it all.

I think it could be a bit more open and I think a chalk map in the spawn would help alot. In this, people can;t afford to not know where they're going.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
It was pretty entertaining tonight! Sorry you had miss the middle. : /

Now having actually played, I can give you legit feedback:

1) Because of how the flag works, it returns instantly to the pedestal, bringing it's explosion trigger_hurt with it, blowing up overeager scouts waiting to make the next cap. :( I haven't come up with a reliable way to fix this and have the return timer above the flag always show how much time is left - so what I'm doing currently with Bomb_Factory is covering the flag spawn point in some manner so that players can't be near enough to accidentally get caught. I think if you can make the platform it spawns on recede into the ground and seal over you'd be in business.

2) Point 'C' is a straight shot from the spawn doors, meaning the spawn must be camped or the point is really hard to cap. I think it'd be interesting to scrap 'C' entirely and work with just a 2point vs 2point layout (if you don't wanna go that road, you can just change the spawnroom layout a bit to keep players back from it or send them off towards A or B when they exit maybe, I dunno - I am not a layout master, as point A of Bomb_Factory no doubt indicates :p).

3) Add more large signs indicating the direction of the intelligence spawn, it took a bit to get used to going uphill to find it (but I do like your mirror symmetry layout and semi-off-center flag).

4) I'll get that entity package to ya asap - it'll contain the full HUD and how I'm manipulating it in the current build (but I guess you can get the icons out of the .bsp right now anyway). Sorry again for being so slow about releases and making that shizzle public, but I gotta go write some papers. o_o;;
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
What I'm planning is adding a respawn timer to the flag. That way, I can send it back after all the critboosts have worn off and the explosion is over. That should prevent several issues. As for the spawn, I'm thinking of making a few changes to it.

newspawnidea.jpg
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
That layout you have above will be so very spammy... with only one entrance to each of the flag areas. It would be more interesting if you funnel players into the middle area mainly and made a number of ways to get to and from each CP the middle.

Looking great though, lovely style and a very clean and nice looking map even in devs. :p