- Oct 9, 2009
- 335
- 67
Ok, so I have this idea for a PLR map. The base structure is one neutral control point, with two payload tracks/carts.
I've written down the basic plan of gameplay in my map. It is as follows: Neutral Point (Now referred to as "Point A") is up for grabs 30 seconds into the start of the match. This point is key to defining the "attacker" versus the "defender".
After "A" is captured. - A bomb will be "built" for the team who captured "Point A". (Now referred to as "the attackers"). From there on, the cart must be pushed along the tracks (normal pl maps). The key feature is that the middle control point will be the "power" for the cart, allow that team to push their cart, that is, unless the team that didn't capture the point (the defenders) force into the centre point and capture it back.
If centre point is captured by defenders - Attackers cart is halted, defenders "build" a bombcart, and proceed to push their cart. (Attackers, become defenders, and vice versa).
After the first pl point is captured by either team - Point "A" locks down, not allowing recapture of cart. Attackers are given more convenient spawnroom.
After PL point two is captured - Defenders lose, attackers win. (As per normal pl).
If pl point two is not captured by end of round, defenders win, attackers lose. (As per normal pl).
Now, i'm looking for some of those entity/trigger geniuses to help me out with the logic here. I figured that I could have the normal PLR display at the bottom of the screen, with the centre point in a relatively raised position, maybe with some custom billboard or sign telling you which way the power is running.
Any help/comments on my ideas, would be highly appreciated
I've written down the basic plan of gameplay in my map. It is as follows: Neutral Point (Now referred to as "Point A") is up for grabs 30 seconds into the start of the match. This point is key to defining the "attacker" versus the "defender".
After "A" is captured. - A bomb will be "built" for the team who captured "Point A". (Now referred to as "the attackers"). From there on, the cart must be pushed along the tracks (normal pl maps). The key feature is that the middle control point will be the "power" for the cart, allow that team to push their cart, that is, unless the team that didn't capture the point (the defenders) force into the centre point and capture it back.
If centre point is captured by defenders - Attackers cart is halted, defenders "build" a bombcart, and proceed to push their cart. (Attackers, become defenders, and vice versa).
After the first pl point is captured by either team - Point "A" locks down, not allowing recapture of cart. Attackers are given more convenient spawnroom.
After PL point two is captured - Defenders lose, attackers win. (As per normal pl).
If pl point two is not captured by end of round, defenders win, attackers lose. (As per normal pl).
Now, i'm looking for some of those entity/trigger geniuses to help me out with the logic here. I figured that I could have the normal PLR display at the bottom of the screen, with the centre point in a relatively raised position, maybe with some custom billboard or sign telling you which way the power is running.
Any help/comments on my ideas, would be highly appreciated