DOM_Gripped

Vilepickle

Banned
Oct 25, 2007
372
199
Gripped is a new game mode that needs testing. There is a central flag that must be held to accumulate domination points (percentages) that increase by 1 every 6 seconds. This flag can be brought anywhere, though if a team holds it for 25% straight it will return to the starting position. The flag's return time is 6 seconds when dropped and spawntimes are roughly 2-5 seconds. Rounds should be fast and furious. If one team were to hold the central flag for the entire round it would last about 10 minutes.

The map is an alpha with very few textures, though gameplay should be completely in tact. Any and all playtesting is appreciated, and I would preferably like to see demos (even personal ones) if you record them.

Download and Screenshots: http://www.vilepickle.com/map/screens/tf2_dom_gripped
(You can always find the latest version at this location).


*This is not a strict domination map, though it uses a nearly identical scoring concept so it was the closest game type. It seems farther away from KOTH because the "hill" is mobile and the scoring is different.
 
Last edited:
Feb 14, 2008
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Well pickle me timbers :D

It sort of, in a roundabout way reminds me of KOTH Aurora. Maybe you should check that out, if you haven't already. I think King of the Hill can be a loose term for being better than the other team at holding something.

Not a fan of this long huge ramp here http://forums.tf2maps.net/geek/gars/images/1/4/gripped_2.jpg
 
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Vilepickle

Banned
Oct 25, 2007
372
199
I think King of the Hill can be a loose term for being better than the other team at holding something.[/url]

Oh I can definitely see the logic, but it also lumps it into the Valve KOTH definition by default that way, in which it is definitely not due to the fact it has a very different scoring system. I don't know how Mangy did it with that KOTH Aurora as I have not played it yet. I'll have to go check it out.


If you mean the visual of that ramp is bad I agree and it's going to look quite different in the future. If gameplay concerns you about the ramp, I also agree and I need to see it in action :D
 

Vilepickle

Banned
Oct 25, 2007
372
199
i've heard of something a bit like this called king of the flag (kotf). I think you could find it somewhere on FPSBanana

kotf isn't bad, but it uses a control point and doesn't have the anti-turtle mechanism built in as far as i can tell.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
10 minutes is a pretty long game. Even CTF, one of the slowest moving games, usually lasts only 15 minutes.
 

Vilepickle

Banned
Oct 25, 2007
372
199
10 minutes is a pretty long game. Even CTF, one of the slowest moving games, usually lasts only 15 minutes.

Perhaps. That can be adjusted quite easily though (rate of point gain).
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
I'm not sure if domination is the best scoring type for this. If the percentage increases at a fixed rate, it seems to me that it would make more sense to use the KotH countdown timers. Perhaps the dom system could be justified if there was an action that would increase the domination rate, such as holding the flag in a certain area.

If you do use dom scoring, you may want to look into using AddOutput to change the game_text, as shown in this prefab, instead of using a separate game_text for each number. With that method there isn't the weird space in between the digits.

Since flag captures are not used, you can remove the capture counters and "playing to" indicator by using the hybrid hud (tf_logic_hybrid_ctf_cp). Also, you have the teams switch after each round, I don't think that is needed for a symmetrical map?
 

Caliostro

L6: Sharp Member
Jul 6, 2009
261
110
Haven't played this yet, but it looks quite fun. Reminds me of Halo's Oddball.

One concern though, can't the game quickly degenerate into "camping trips". Like, one of the teams sets up a "fortress" in whichever place they can, take the flag there and camp it/hold till it resets. Flag resets, someone nicks it, runs to their base, camps it... Etc.

Again, I haven't played this and it may be that the map's layout makes this impossible/impractical, but it seems like a very possible outcome.

Goodluck though.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
One concern though, can't the game quickly degenerate into "camping trips". Like, one of the teams sets up a "fortress" in whichever place they can, take the flag there and camp it/hold till it resets. Flag resets, someone nicks it, runs to their base, camps it... Etc.

TFC MurderBall was fun. But then TFC has (surprisingly) significantly different game mechanics to TF2. What you need is to keep the flag in a neutral area.

Aurora had a mechanism similar to the respawn visualisers that forced a flag drop on the flag carrier, to prevent the flag getting into unfair/inappropriate parts of the map. Function courtesy of a (community requested) Valve SDK update.

I would imagine a basic arena map, like arena_ravine, and other arena style maps would work fairly well for this type of mode.

Neutral ground will provide a scenario which prevents any significant "base" turtling. Although this was the basic gameplay mechanic for Murderball, where one grabbed the ball and took it to their base for safety; but then their were 4 teams, where 3 could work in unison to assault a base and retrieve the ball, then later fight it out for possession. Obviously.. there is no capability yet for 4 teams in TF2. But the gameplay similarities are still there.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Since flag captures are not used, you can remove the capture counters and "playing to" indicator by using the hybrid hud (tf_logic_hybrid_ctf_cp). Also, you have the teams switch after each round, I don't think that is needed for a symmetrical map?

Good points, didn't think of that and I missed the team switch. Thanks.
 

Vilepickle

Banned
Oct 25, 2007
372
199
I would imagine a basic arena map, like arena_ravine, and other arena style maps would work fairly well for this type of mode.

I basically realized that this was heavily dependent on the map and it's being designed specifically to prevent intense turtles. Arena maps are about the right size.
 

Vilepickle

Banned
Oct 25, 2007
372
199
If the percentage increases at a fixed rate, it seems to me that it would make more sense to use the KotH countdown timers.

I also think this is very true as well.

For the next version I am putting control points in the side buildings on each side. If the enemy team is brave enough they can capture this point and have their time to score a domination point cut in half. This encourages a team to infiltrate the enemy's side even if they're the ones with the flag. This should emphasize the "Domination" more. I knew there was something missing.
 

R10T_MAK3R

L1: Registered
Jan 1, 2010
1
0
Some suggestions for your map

Hey Pickle

This is a really cool map, i played on it and it was really interesting to try a new style of map.
I do have some suggestions for it tho:



-I think it needs more signs in the room next to the respawn, where there are two doors strictly 4 enter and exit only to tell u which ones are which.
-it needs a sign on either side of the bridge above the flag saying that the flag is there.
-i think that the buildings either side of the flag should have one of the 4 windows opened.
other than that, this is a really good map, and i do hope that in the future that DOM maps will become more popular.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
I agree that 10 minutes is a lot of time, and 5 minutes with the CP capped still is a lot. I'd say just double the rate overall so that it only takes 5 minutes normally, 2.5 with CP.
 

Vilepickle

Banned
Oct 25, 2007
372
199
I agree that 10 minutes is a lot of time, and 5 minutes with the CP capped still is a lot. I'd say just double the rate overall so that it only takes 5 minutes normally, 2.5 with CP.

It really isn't that bad. Most 5CP maps add 10 minutes to each control point. And A/D / Payload maps last like an hour or something insane.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Hey Pickle

This is a really cool map, i played on it and it was really interesting to try a new style of map.
I do have some suggestions for it tho:



-I think it needs more signs in the room next to the respawn, where there are two doors strictly 4 enter and exit only to tell u which ones are which.
-it needs a sign on either side of the bridge above the flag saying that the flag is there.
-i think that the buildings either side of the flag should have one of the 4 windows opened.
other than that, this is a really good map, and i do hope that in the future that DOM maps will become more popular.

Thanks. Signage is definitely going to improve as I finalize the actual gameplay elements. I'll be releasing A2 fairly quick with the control points that allow increased domination point gathering.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
It really isn't that bad. Most 5CP maps add 10 minutes to each control point. And A/D / Payload maps last like an hour or something insane.
Yeah but KOTH lasts about 6 minutes tops and is a lot closer to this than Payload =P
 
Feb 14, 2008
1,051
931
I think a short timer is a good idea in a game mode like this, because you're not making any progression per se (like in payload), simply doing the same thing in the same general area - like koth. I don't think drawing it out would be exciting, as it'd take a while to get to the tense final moments - something which the koth timer setup is good for, getting the tension up quickly.