KotH Doublepoint

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Two control points for the price of one KOTH map! What is this madness?!

Name is possibly temporary.

This is just a simple map I blocked out in a couple of days to experiment with the multi-point KOTH gametype. The first step was to create a working entity setup for the gametype, at which I think I succeded (to some extent), and which you can download here: http://forums.tf2maps.net/showthread.php?t=16799

As of version A02, overtime is still broken, and announcer still occasionally voicespams. I think there's little I can do about this.
 
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Good Old Neil

L1: Registered
Oct 16, 2010
6
1
Played on this the day. Wicked fun! :thumbup:

Couple of gripes from the folk playing on it, having to have both points captured in order to win could lead to never ending games on larger servers, some suggested that you only should need one capped in order to win. I personally don't have a problem with the way the map plays right now.

Quick edit, sorry:The spawns are a bit easy to camp, had trouble getting rid of a wrangled sentry at one point.

Also wild Announcer!
 
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Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Thanks!

Needing to own both points to win was actually not intended, and instead a consequence of weird overtime behavior. Right now I'm tweaking the entities so that it is possible to win while each team owns a single point.

Spawn camping: this problem didn't really manifest itself at all during today's test, but I could see it becoming much more serious with larger teams (and medics). I'll wait for another test before I start changing layout and stuff.
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Feedback plugin was broken, anyone have anything they want to say from the test on the Cafe tonight?
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Gameday bump! Thanks for all the feedback through the server plugin.

Someone suggested removing the middle direct path between A and B. My intuition tells me this would be a dubious idea, because if a team just captures point B, say, and suddenly the opponents start capping A, they would have to run either back to their own spawn or right by the enemy spawn, causing unnecessary grief. Opinions?

Also, it seems we all agree overtime was broken as shit, which I think is a fair evaluation. Anyone know of a way to turn off KotH overtime completely?
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
573
I'd leave the connector but make it a bit more exciting. The overtime could be ok if the capture time decayed a lot faster - don't know if that is possible though. Map needs better sign-age.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Maybe you should try setting timer to something low, like 30 - 60 seconds, but have it only count down when both caps are owned by a team. That might get rid of the timehasbeenaddtimehasbeentimehastimehasbeenaddedtimehasbeen problem.

Connector should stay imo because without it the teams might start just running in circles. You should make it a bit more interesting to fight in though.

I don't really like how one point is a lot higher than the other. Capping highest point first seems to be the better option because you have the height advantage when going to the other point.

Also, I demand this be renamed koth_2point.
 
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Zhan

L5: Dapper Member
Dec 18, 2010
208
244
I think the spawns need to be moved back.

I agree, will do.

Maybe you should try setting timer to something low, like 30 - 60 seconds, but have it only count down when both caps are owned by a team.

While this would get rid of the announcer bug, I doubt the map would be as fun to play with this mechanic. If anything, this would make it even more prone to stalemates because if each team manages to solidly defend one point for a while, the timers wouldn't count down and the map would drag on (hydro syndrome).

Connector should stay imo because without it the teams might start just running in circles. You should make it a bit more interesting to fight in though.

Will do!

I don't really like how one point is a lot higher than the other.

Hm, an interesting criticism. I think I'm going to keep the height variations for now because I'm trying as much as possible to make the points different to fight around: different layouts, different strategies for attacking. I think the general difference in height simply means that one of the points would be more important to fight over at the beginning of the round, and wouldn't cause a more fundamental imbalance.

Might be wrong about that. We'll see.
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
Forced myself to finish version A02, since I know I'll be completely unproductive the rest of the week playing you-know-what.

== A02: 4/18/2011 ==
* Connecting tunnel between A and B is more interesting
* Spawns pushed back, new spawn building
* Cap times increased
* Minutiae