CP dom_mnemonic

phi

aa
Nov 6, 2011
832
1,815
dom_mnemonic:

the
Massive
Nemesis'
Energy
Manipulator
which
Oscillates
Numerous
Ionic
Capacitors

(the secret is that there is no energy manipulator yet)

under construction

Mnemonic is a canalzone-type DOM map. There are 8 CPs that can be capped at any time. You can win by either capping all 8 points or have your DOM percentage 100%.

etc etc *waiting for rambling about this is not a stock gametype*

Thanks to dom_canalzone for the entity setup,
and TheBladeRosen for the neutral control point signs.
 
Last edited:
Mar 23, 2010
1,872
1,696
highlander fixes it
 
Mar 20, 2012
391
806
Why does it have to be eight points? Well, at least a giant canal doesn't separate spawns from the main area of play.

I think I have PTSD since playing canalzone a few weeks ago in UGC.
 

phi

aa
Nov 6, 2011
832
1,815
It's 8 because I don't want to have to spend hours going through hundreds of entities to rewire it to 6 points or something else.
Also, the story behind this is I originally designed a 8-cp PUSH map, but realized that it would have been terrible, so I "adapted" it to DOM (complete redesign).

I can testify to Canalzone being a love-hate relationship with most of the competitors, I personally loved it but that's just my odd tastes.
 

Vilepickle

Banned
Oct 25, 2007
372
199
Glad to see someone else doing a dom map. I can't remember how many times I've read "this has potential but I don't like Canalzone".

Anyway, back to my cave of updating Canalzone.

May be of interest, but I've cut CZ down to 6 points and added some features such as team scoring (retains cumulative dom percentage score between rounds) and also made it more difficult to allcap. If a team gets up to 5 points, the 6th takes a lot longer to cap. The entity setup in the live map works fine though. The updated one is a lot more complex, so if you're designing around the current one it might be best to keep it :) Plus, who knows when I'll be done with this thing...
 

phi

aa
Nov 6, 2011
832
1,815
It's very inspiring to have the creator of Canalzone commenting on my dom map. Thanks :) and I will keep it up. Any specific balancing tips you have for corridors/outdoor area balance? I've looked into into balance a lot and have implemented a lot of things, but hearing any tip from you would be good.

ANYWAY...

ALPHA 1
Download dom_mnemonic_a1!

Changelog:
- Clipped
- Lighting
- Skybox
- Packed gray gameplay signs
- Added a route from middlebottom CP to the bottomleftcenter and bottomrightcenter points (I will have to give these points letters sometime :p)
 
Mar 23, 2010
1,872
1,696
that italic "my" really bugs me, please fix that.
 

ButterBall

L1: Registered
Aug 1, 2012
1
0
I downloaded this Map and it did not show up on TF2. I did everything right though and put it in my TF2 Maps Folder. I've downloaded other BZ2 File Maps and the same thing happens. I'm pretty sure the BZ2 File Maps are the big Maps. How do you play BZ2 File Maps? By the way, I'm new, so yeah...
 

phi

aa
Nov 6, 2011
832
1,815
If you want to play .bz2 maps you have to extract the .bsp from it through a program such as 7zip.

Thanks for downloading it anyway, if you get it to work can you tell me if the gameplay signs work properly and aren't error? Thanks :)
 

Vilepickle

Banned
Oct 25, 2007
372
199
It's very inspiring to have the creator of Canalzone commenting on my dom map. Thanks :) and I will keep it up. Any specific balancing tips you have for corridors/outdoor area balance? I've looked into into balance a lot and have implemented a lot of things, but hearing any tip from you would be good.

ANYWAY...

ALPHA 1
Download dom_mnemonic_a1!

Changelog:
- Clipped
- Lighting
- Skybox
- Packed gray gameplay signs
- Added a route from middlebottom CP to the bottomleftcenter and bottomrightcenter points (I will have to give these points letters sometime :p)

Unlike Prestige I'm happy you italicized 'my' :) Dom is the perfect example of "stealing" something, adapting it to fit your needs, and then making it stand out. TheBladeRoden's initial setup was inspiring. In fact, the man is an entity genius. I've worked on nightmare entity setups in past TF games such as Silverfort, Dissect, and of course Canalzone, so I appreciate the effort it takes. It's essentially programming, but with blocks. I hacked dom some and used it in Canalzone, and as far as I know it's still evolving and getting interest. Mostly due to the wide feedback garnered in UGC on Canalzone and my pending update to that map.

Canalzone works because its routes are pretty smart. They need some streamlining for sure, but logically they all make sense and complement each other well. That map is asymmetrical and it ends up being ok because each route has a counter route that the other team can use effectively (or not so effectively right now, but that's why I'm tweaking). My advice would be to make sure each route is interesting and not same-y.

I don't fully agree with 8 points, but I think less than 8 will need some balancing. With scouts being able to quickly cap, 6 will probably cause allcaps to happen more frequently, which ends the game. That's the reason I'm working in that the 6th capture takes an extended time if a team has 5/6.