KOTH, sort of, with a flag

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T

The Asylum

Okay so here's the idea.

Map starts with a neutral intel in the middle of the map, like KOTH. Both teams fight each other and one player eventually picks up the intel. Like KOTH, a countdown for that team begins, pausing when that player drops the intel. If the other team picks up the intel, that team's countdown starts/resumes. The intel can only be carried in the middle of the map, so nobody takes the intel and runs back to the spawn. The overall objective is like KOTH, only with a flag.

My question is, having never made a KOTH map before, how do the timers work? Does there have to be a CP on the map to display the two timers, or can you just force the game to adopt them in the HUD via logic_auto?
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
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103
I like that idea, but it would be cool if it could be run around the whole map but just block of the spawns. Maybe make it so ever 30 sec it reset to the mid so that a player couldn't hide by the engies near spawn the whole game.

I dont no though, the flag in the middle only could work, but it would seem spammy/repetitive, unless the mid area was big.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
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koth_aurora

Has no one heard of this map? it's great and works exactly like you described... it's almost as if you were looking at it while typing.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
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Oh haha, i have never heard of it. I am guessing its by mangy and a koth version of ctf_aurora.

I will have to look that up.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
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It's been done before.
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Figured something similar, but didnt no if anything was exactly like it.
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
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A few maps like this... Most of them never released in final. And most before koth became official.
 

Malcolm

L3: Member
Jul 10, 2008
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My question is, having never made a KOTH map before, how do the timers work? Does there have to be a CP on the map to display the two timers, or can you just force the game to adopt them in the HUD via logic_auto?

I cannot answer those questions in detail, as my own attempt to do KotH is way different (it's more like King of the Payload). Anyway, I can tell you that you can easily start and stop the koth-timers by the I/O-System, even without capturing a point.

Flags normally send a specific output when picked up. Neutral flags distinguish between the two teams and there you can send the Outputs for the countdown.

I don't know about the CP. Maybe you have to insert a dummy, inactive CP and force the CTF-HUD, just for the koth logic to work. That has to be tested.
 

XkillerturtleX

L1: Registered
Nov 29, 2009
18
7
i seen this done on one map before it called ctf_aurora, ou can set the flag set up to work how ou what it ou dont real need a cp ou have to set the set on the koth hub and the ctf hub, i kind of got some thing like it but i have a cp and two flag m setup is that ou have to take our team flag to the cp to start timer our goal is to keep the other team from caping, but rember ou onl have 3 min to get flag up there that maps called Koth_flag_runner
but any ways if you make it our way iwould make it more like time bomb ou hold on to flag until it blows up so your not have one player hide around have them runing around a when it blows up it take out the people around him.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
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My question is, having never made a KOTH map before, how do the timers work? Does there have to be a CP on the map to display the two timers, or can you just force the game to adopt them in the HUD via logic_auto?

You don't need a CP, you just need to include the entity tf_logic_koth. It will create two team_round_timers with the names zz_red_koth_timer and zz_blue_koth_timer. You can send these Pause and Resume inputs based on the item_teamflag's outputs. Targeting the koth timers will show up as errors in Hammer but will work ingame.