Clearing (Conquest)

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Clearing

Clearing: A Conquest Map

This is my new map, Clearing. It is, as far as I know, the first of its kind for TF2. Modelled after the Conquest gamemode in Battlefield, but with a few adjustments, this is how it works:

  • Each team starts with 200 tickets
  • Whenever a player kills a player of the opposite team, the dying team loses 1 ticket
  • There are 3 CPs in the map: 1 main one, and 2 side ones
  • Capturing and holding either of the two side ones will drain the opponent's tickets by 1 ticket per every 15 seconds
  • Capturing and holding the middle point drains 2 tickets every 15 seconds from the enemy's supply
  • When one team's ticket supply 0, that team loses


Some problems that don't need to be addressed because I already know about them and am thinking about solutions:

  • TOO BIG
  • TOO OPEN
  • MIDDLE LOOKS LIKE ORANGE_X (thanks alot TPG. thanks alot.)


Last but not least, thanks to:

  • A Boojum Snark - Invaluable entity help with the ticket display system
  • TF2maps.net chat - Additional help on how to make it work

A .VMF containing the entities I used for this mode can be found here.

Thanks,
nik.
 
Last edited:

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
In the second screenshot, I can't help but think of the Midnight Riders.
 

Snacks

TODO: Clever title
Oct 15, 2009
121
123
a2:

blue ticket display is missing the ones place
entrance to C from middle is missing C overlay
would be nice if the HUD had cap point labels
points could benefit from cap boundary overlays
sides needs team theming
A and C feel easy to miss and ignore as an objective
lower spawn exit is dark
inside B building is dark
needs more health and ammo
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
a2:

blue ticket display is missing the ones place
entrance to C from middle is missing C overlay
would be nice if the HUD had cap point labels
points could benefit from cap boundary overlays
sides needs team theming
A and C feel easy to miss and ignore as an objective
lower spawn exit is dark
inside B building is dark
needs more health and ammo

thanks for the run-through!

I'm not sure what you mean by the one's display is missing, I checked it earlier and it seemed to be working, but I'll look again. Entrance to C is missing overlay - Do you mean from the middle into that tunnel with the roofed entrance? If so, there should be one there. The rest will come with later versions, although I'll have to research how to display cap labels on the HUD.

:)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Elaborate DM is Elaborate
 
Mar 23, 2010
1,872
1,696
sounds like fun. good to see less CTF maps, and for people to try some non-vanilla gamemodes.

i think the CP's should be worth more IMO.
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
i don't really like this game mode as is.
after blu has 3 points caped it takes a litle over 10 minutes for the game to end, meaning rounds may stretch on for like 25 min. for a death match like map tough it is good.
one thing to change might be that the top exit of spawn hurts you when you run off.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
i don't really like this game mode as is.
after blu has 3 points caped it takes a litle over 10 minutes for the game to end, meaning rounds may stretch on for like 25 min. for a death match like map tough it is good.
one thing to change might be that the top exit of spawn hurts you when you run off.

Do you think I should increase the ticket decay times for the Points? I've heard this a bit, and I will probably bump them up a few in later versions.
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
Do you think I should increase the ticket decay times for the Points? I've heard this a bit, and I will probably bump them up a few in later versions.

Yes you should, but make it more points lost per tic", not more points per minute.

Also consider changing "tickets" to "supplies" it sounds better imo.

EDIT: TPG is right, and orange_x = bleh. SO SPICE IT UP!
 
Last edited:
Mar 23, 2010
1,872
1,696
how was this on gameday? couldn't make it cuz tf2 wont download maps for some strange reason :(
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Supposedly he could make the points affect gameplay, but that's his choice.

This is an interesting idea, but I don't want to fiddle with it and give totally unfair advantages to either team, although I could do a sort-of 'side version' to test something like this out, then see how it works.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I think it would be nice to add gameplay changes if a team captures all (or 2) points.
Not in a drastic way that the other team would have no chance, but maybe something like a direct acces to the point near the enemy base, or more cover to points owend...
Think of it, and keep up the good work!
 

Urban

aa
Jul 27, 2009
212
352
I am liking this. Can't say i'm a great fan of conquest in bfbc2 (I prefer rush :p) but I hope it turns out well in tf2. And as people have already said, increase the tickets lost per ser 15 or so seconds. By the way are you thinking about releasing a pack or something so other people can use this gamemode or are you going to keep it to yourself? I know what I would do!
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
I am liking this. Can't say i'm a great fan of conquest in bfbc2 (I prefer rush :p) but I hope it turns out well in tf2. And as people have already said, increase the tickets lost per ser 15 or so seconds. By the way are you thinking about releasing a pack or something so other people can use this gamemode or are you going to keep it to yourself? I know what I would do!

I didn't even know anybody really cared about this, so I never considered it. If there was enough demand I would release a pack, but if you want it at this point just PM and I'll send you a .vmf :D