Turret

gastrop0d

L3: Member
Apr 22, 2009
110
33
Something I started knocking together because I was bored. It was playing decently (as far as a bot match can play, anyway), then I read this and knew I needed to try a little harder to think of something cool.

So I made the point sitting on a platform that rotates around whenever a team caps.

I followed this tutorial to get it up and running. I'm not exactly hardcore with entities, so I'm still working out how to get it how I want it.

The biggest problem at the moment is you can block the platform from rotating by standing in certain spots against walls. It would be cool to have the player take damage or something if they do this.


EDIT: Have fixed this now.

There's 4 connections between the team areas. One is obviously the point. Then there's a high passage around the building which is good for flanking the point, but vulnerable to sentries and snipers. An tunnel goes directly under the point and is the most direct route, but the most vulnerable one. A small dark passage connects the lower areas of the map and leads up to the sniper nests and some sentry setup points. I intend this to be a favourable spy route. It's also good for anyone that wants to flank the enemy team in general, but has the disadvantage of being low ground.

That's about it.

Also, working title.

Known issues:

- Stickies won't stick to the rotating platform (including when stationary) (pretty sure I can fix this by making the point a prop instead of a bunch of brushes?)
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Mmm, that looks very sexy. I'd like to see this on a gameday soon.

To hurt/kill people who are blocking the movement of the platform can be done by parenting a trigger_hurt to the platform, and enabling it once it's close enough to the wall.

Also: maybe if you blocked off two opposite sections between the supports, so that the point is closed off at times, it could create some interesting opportunities for the attackers and defenders.
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Thank you, those are some interesting ideas!

The way it is as the moment, the little grates often end up resting at either the ramps or the planks of wood, making it harder to get on to the point from those positions. This is pretty fun as it is (though it screws the bots to hell), but yes... making larger walls... shall experiment!

EDIT: Thanks pytholos. Gooder is what I strive for, and dare to dream of goodest. XD
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Hey, give us a download so I can see what it looks like in-game :D
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
middle geometry looks good.

also I was expecting a large turret that players could control.

nice idea with the rotation though.
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Loving the lookof that layout, especially first screenshot.
Nice hieght variation, and it looks actually somewhat different to the standard KOTH design that seemes to be the go.

EDIT: I'm also not sure if engies will be able tobuild on the rotation brush, may need to take that into balance. Dynamic blocking of paths sounds very cool.
 
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Stink Horse

L2: Junior Member
Aug 1, 2009
73
23
gastrop0d, you could also electrify the walls if you really want to keep people away. Looks like a fun little idea though. I can't wait to try it!
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Thank you, I'm glad the layout shows promise.

I've reworked the platform as a func_tracktrain and it work a LOT better now. Kills players that block it. Also did some clipping and optimisation.

Turned the crates that lead up to the little roofs next to the point into ramps to make it easier to get up there. Not sure if I want to keep it that way, just experimenting.
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
A2 released.

koth_turret_a20000.jpg


Decided to try the varied amounts of cover and blocking each pole on the platform gives. Other changes are listed in OP.

Just a note: all platform detailing is placeholder stuff, since I will have to model the whole platform eventually anyway.
 
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Sep 1, 2009
573
323
Played today and found:
- The spawns can be camped really easy , maybe add more area in between or add another spawn elsewhere.
- As the centre spun people got trapped in walls and on the point.
-sentries can be placed in the rocks and grass up top making it really hard to find them.
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Thanks for the feedback Godslayer.

The getting-stuck in the geometry problem is still something I'm thinking over. Haven't worked out how to solve that just yet.

Here's how A3 is shaping up:

koth_turret_000011.jpg
koth_turret_a30000.jpg


A2's layout is on the left, A3's on the right. Can see the yard areas I've added to give attacking teams more room to establish their attacks. This should greatly reduce the problem of not being able to fight out of the spawn area. Here's how the yard looks:

koth_turret_a30003.jpg


What defenders now face:

koth_turret_a30005.jpg


I also had a rethink of the spawn area. It was pretty campable, with the spawning team having a height disadvantage. So I raised their platform right up and changed the sight lines a little bit:

koth_turret_a30007.jpg


koth_turret_a30008.jpg


Should have A3 released shortly.
 
Sep 1, 2009
573
323
That is getting more awsome each time I see it. Looking forward to next gameplay.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
I liked this map, and I think you've got a good grasp on the height changes around the point. Remember to fix that clipping issue, though!
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Again, the clipping on the point is an issue if you stand near the wall but the shrubberies on the cliff next the point can hide sentries pretty well, not sure if that's a good thing or bad really. But it fells pretty balanced overall.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
I enjoyed the layout of this map - I look forward to a map test when you do something about the point's rotation issue :)
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Okay, thanks to everyone who played and for the feedback!

It feels like the layout is working a lot better now, so I'm going to focus more on getting the middle point working in a less glitch-tastic manner.

The idea was mentioned on the gameday to have the point continuously spin during overtime and while capping. I like the idea of the chaotic conditions that creates during tense moments of the match, but I find the movement of the platform really jagged and makes combat a little too difficult.

So I have plans for new point mechanics that should solve the problem of getting stuck in the geometry, keep the changing cover dynamic after capping, avoid the jagged movement, and has the continuously spinning elements during cap time and over time.

Going to be tricky... but worth it :D
 
Sep 1, 2009
573
323
Tis may not work out and work at all but why not place a player clip that is slightly above the point that dosn't move so they don't get stuck on the point However this may take out the fun in capping the point and having the chaos surround you.