Dustbowl style map with 4 rounds?

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
I'm having already trouble with 2 stages (getting them detailed and playing well)
So, I love dustbowl maps with more stages, and I want to see more of that. And 4 = moar so that's good!
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Absolutely possible. I think you should make the first one or two stages a bit on the easy side for BLU, though, or else they may never see stage 4. :p
 

Hawk

L7: Fancy Member
Dec 3, 2007
419
213
Yeah, it's gonna require balancing of the control points. You'll see that in Dustbowl, if the red team gets beaten too easily, you can end up fighting over the last point for 20 minutes. It's a good thing that last point is so much fun. A four-round map would increase that time buildup, so your goal would be to keep Blue occupied for the right amount of time on each control point.

I definitely welcome more Dustbowl-like maps.
 
Feb 14, 2008
1,051
931
You could theoretically, have up to 8 rounds with a CP in each round.

Now for one of my wacky ideas: you could try and recycle the use of control points, so that you could have, say 6 rounds with 2 CPs in each of them by reusing and redesignating ownership of previous control points. For example CP_1_A and CP_1_B could also be in round 5/6 simply because, according to the Valve wiki:

Control points may belong to more than one control point round.

Therefore, with correct usage, you could create a map with unlimited rounds (or, up to the limit of team_control_point_rounds)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
The limit is in the region of 100 for rounds and 8 (iirc) for capture points, and since you can have control points used for more than one round the posibility for mulitple rounds is endless (like tc_hydro has two points randomly picked you could do something much the same)
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
You could theoretically, have up to 8 rounds with a CP in each round.

Now for one of my wacky ideas: you could try and recycle the use of control points, so that you could have, say 6 rounds with 2 CPs in each of them by reusing and redesignating ownership of previous control points. For example CP_1_A and CP_1_B could also be in round 5/6 simply because, according to the Valve wiki:



Therefore, with correct usage, you could create a map with unlimited rounds (or, up to the limit of team_control_point_rounds)

Why not just make a TC map while you're at it? :p But yeah, that would be pretty freaking sweet. I can't even imagine trying to balance something like that 0.o
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I would like to see a custom TC map, haven't heard of one being made.

But I took a look at the hydro vmf and can understand why, it's a lot of work, something like 10 rounds, for every round the are fences that need to be enabled, doors that need to be opened/closed, signs that need to be changed.

Maybe start with a simple TC, like just 4 areas, which would mean 6 rounds, even then that would be a fair bit of work.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
I would like to see a custom TC map, haven't heard of one being made.

But I took a look at the hydro vmf and can understand why, it's a lot of work, something like 10 rounds, for every round the are fences that need to be enabled, doors that need to be opened/closed, signs that need to be changed.

Maybe start with a simple TC, like just 4 areas, which would mean 6 rounds, even then that would be a fair bit of work.

Theres a prefab for it, valve made it:
http://developer.valvesoftware.com/wiki/TF2/Territorial_Control
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