TC Treefarm

Apr 13, 2009
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Experimental territorial control map. 4 stages of 3 control points. Capture all corner points to win the game.

tc_treefarm_overview.jpg
 
Last edited:

combat619

L1: Registered
Aug 30, 2011
22
2
It was fun with bots. I am greatly looking forward to the completion. Also, is the cube in the center going to serve a purpose in the future?
 
Apr 13, 2009
728
309
It was fun with bots. I am greatly looking forward to the completion. Also, is the cube in the center going to serve a purpose in the future?

It's playable with bots ? D:
I'd expected them to get stuck around locked doors like in my payload map.
Middle is only to be eye-candy / a visual landmark and serve as a visblocker. Some kind of unlikely big structure to act as a facade for the rocket's ramp.
 

Bujeebus

L1: Registered
Oct 16, 2011
2
0
How will you get A and C to attack each other? Or will you just not have them do that?
 

tyler

aa
Sep 11, 2013
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Wait so there are 8 points

but you only need half to win?

It took me a few minutes to even understand that, good luck getting randoms to learn it
 

combat619

L1: Registered
Aug 30, 2011
22
2
It is actually very straightforward. Capture all 4 territories to win, or on a more basic level, run where the arrows tell you to and cap dat point. It is a lot less confusing than hydro.
 

tyler

aa
Sep 11, 2013
5,102
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No. I can see why you think that. But there are 8 territories, not 4. But you only need the corner 4 to win.
 

tyler

aa
Sep 11, 2013
5,102
4,621
That's what I thought at first, but there are clearly cap zones in every square. Plus Loc said a center point would be the 9th. 2 + 2.
 

combat619

L1: Registered
Aug 30, 2011
22
2
That's what I thought at first, but there are clearly cap zones in every square. Plus Loc said a center point would be the 9th. 2 + 2.

I already played the map and can say without a doubt there are 4. It is like tc_ramparts if anyone has heard of it. Also there is cap on 9 control points per map.
 
Apr 13, 2009
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There are 8 control points in the map but in human logic there are only 4 territories. The 4 middle control points are just there to say : 'this team currently has the advantage for this round'.

You don't need to know this to understand how to play the map, but the middle control points can also change allegiance while they're not in play, to avoid creating invalid rounds. For example, if the first round played is AB and BLU threatens B by capping AB-mid, the cp BC-mid will turn BLU (so that if BLU caps B and wins the round AB, you don't get to play a round BC where B and C are blu and the BC-mid is neutral). If RED then captures AB-mid and threatens A, BC-mid will return to neutral and AD-mid will turn red.
To put it simply : at the end of a round, if you own two adjacent corners (territories), you automatically own the cp between them, regardless of everything else. And if two adjacent corners are owned by different teams, the cp between them will automatically be neutral.

I got into a lot of invalid rounds and the game randomly locking up on a round victory (because it couldn't find out how many rounds were left to play) before I figured out how to get this to work.

And yet, there's still a small problem...
 

Schrikvis

L1: Registered
Aug 3, 2011
37
11
First things first; kickass map.
But,
The cap-area is a bit small on cap point 1-blue/red.
That was the complaining part.

The bots are pretty much untouchable on both sides, yet there's no stalemates.
*Royal canterlot voice activated*
^ THAT'S AMAZING. NO IDEA HOW YOU DID THAT BUT THAT'S AMAZING. 8D


There's no major problems in here. The simplicity appealed to me and overall I loved it! There may be some clipping issues or something but I just played to see if it would be fun. It is. So there you have it; the most not-professional person around here thinks the map is fun so far! :D

Oh and it won't lag, no matter how hard I tried. Don't know if that's intentional. q_p derpety

--Schrikvis