TC PLR - Is it feasible?

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
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Sep 5, 2009
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I've been thinking about doing a Territorial Control Payload Race map. It'd be one huge project that I'm sure is a bit over my head but I'm always up for a fun learning experience.

I'd like to ask if this kind of game mode sounds feasible to most of you? It'd be just like normal PLR just with TC added. Using A Boojum Snarks gametype library I'm sure I could figure it out by simply combining the two and tweaking the entities to suit my needs.

The setup would be like this http://i39.tinypic.com/a5aof5.png (Please excuse the crudity I made it to help explain it to a friend). Does this idea seem to chaotic, or maybe even fun?
 
Mar 23, 2010
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someone already tried to make this. as i recall, some of the cart v. cart 's got imbalanced.

your layout could work i guess, but it looks like A/D plr.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
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Sep 5, 2009
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I suppose you could call it a form of A/D plr. I realize that balance will be a really big issue later on if I don't make everything symmetrical but you really can't do that with TC. I guess I'm up for a challenge.
 
Feb 14, 2008
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If I remember correctly, ramparts wasn't really standard tc, and the entity system it used wasn't perfect either - or it was very hard to get it working properly.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
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The hassle of the entity setup and balance issues aren't really worth the whole persistent battlefield which most players over-look. You would be better off simply going with standard plr with stages which connect logically.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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If I remember correctly, ramparts wasn't really standard tc, and the entity system it used wasn't perfect either - or it was very hard to get it working properly.
Atm its mostly visual bugs. For example the overview map doesnt work and on the hud the cps are swapped in some stages.

Also, my map uses mirrored stage yet the win conditions are TC.

TC PLR has 1 big problem. it uses a massive ammount of dynamic entities with the carts. Not using crossover areas will reduce that with quite a bit but care still has to be taken. when done well 6 stages should even be possible but i think that in ramparts i will only reach 5 (unless im realy lucky).

The system was very hard to get it working in the start but in the state it is now its easy enough to apply it in the map as long as you know how entity systems work. the workarround to make the hud and map system work takes quite alot of entities.

I just hope valve will ever make a fix for the plr hud so it doesnt require cp groups as that basicly would fix the map completely at any part it was broken atm. as i said, mostly visual things. i only know 1 way where the map realy breaks and its unlikely to happen in most cases. That is when someone wins a stage and then the map gets back into the waiting for players state. it then would result in a wrong stage being played.

Also, in case you want to see the map in action: http://forums.ukcs.net/viewtopic.php?f=94&t=48089 .
 
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Nov 14, 2009
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I believe that PLR_Rollout by Ezekel used a TC/PLR hybrid. However, it used so many entities that it constantly crashed the server, and had to be removed from the rotation for the 3rd contest voting. IT was fun while it lasted, though, as it was the only non-symetricle PLR map in the contest.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
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Sep 5, 2009
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That's to bad, I realized it'd be difficult to setup but I never expected it to require so many dynamic entities that it would crash servers. I really don't think I have the know how to try.

I think it would be worth it in the long run. What if I just made it into one big circle where if you're losing 2 rounds it goes one way for your team and if you're winning it goes the other way. I guess then it'd just be simpler to make it staged out like normal PLR but with an A/D spin off. Maybe I could just do that? It'd be a lot easier to balance since I could just make it symmetrical.