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GPuzzle

L9: Fashionable Member
Feb 27, 2012
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Recently, I had an idea for a gamemode. Just like ctf_haarp, both teams would have an enemy intel near their spawn, and they would have to take it to the neutral CP. Shortly after that, the are near the central CP would explode, just like payload. I don't know what entites to put on the flag, or how to create a neutral capture zone. Any ideas?
 

Ælement

Comfortably mediocre
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Dec 21, 2010
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That sounds horrible.

It would basically be "The team that arrives first wins", meaning that a single skilled demoman or soldier would be able to win against a team of 12 other players.

You might want to make the objective much harder, so that fighting to accomplish it is necesarry.

For a neutral capture zone, simply leave the filter blank. If that doesn't work for some reason, you can always just have a capture zone for each team on top of each other.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
That sounds horrible.

It would basically be "The team that arrives first wins", meaning that a single skilled demoman or soldier would be able to win against a team of 12 other players.

You might want to make the objective much harder, so that fighting to accomplish it is necesarry.

For a neutral capture zone, simply leave the filter blank. If that doesn't work for some reason, you can always just have a capture zone for each team on top of each other.

Well, I forgot to tell something. Like in SD, there is a room with an intel, one for each team. However, after that, the teams have to go through an area with the enemy team base, just like the first dynamic zone in Hightower (they only have one way to go, though), after that, they race to the final shack, and therefore ending the race for the point. A bunch of neutral zone might be the losing team last resort, as the enemy carrier can be killed, and the intel protected. Might make two shacks and two points, with the points being on the enemy size. I just wonder if it wil play well.
 

Ælement

Comfortably mediocre
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Dec 21, 2010
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I'm not sure i understand completely. Could you try to explain it at as basic a level as possible? :p

(Like: CTF is a gamemode that centers around two flags, owned by the respective teams, that the enemy has to steal and bring to their own base to score points. First team to reach 3 points wins the round.)
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I'm not sure i understand completely. Could you try to explain it at as basic a level as possible? :p

(Like: CTF is a gamemode that centers around two flags, owned by the respective teams, that the enemy has to steal and bring to their own base to score points. First team to reach 3 points wins the round.)

Yes.

This PLR/CTF hybrid features two flags, one of owned by the enemy teams, that the team you are have to steal, and take to the enemy cp, located near the enemy spawn. Then, there is a five seconds countdown, where the enemy cp explodes, and kills everyone in the area. The team that had its cp captured loses. Just like ctf_haarp, but both teams have to do it.
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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I could see this being a variation on SD, where the flag is a bomb and there's some contrived reason for the carrier to need to stand in place at the bomb site for a certain amount of time before they win.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I could see this being a variation on SD, where the flag is a bomb and there's some contrived reason for the carrier to need to stand in place at the bomb site for a certain amount of time before they win.

Yes, but both teams (RED and BLU) have to capture it.


Is it a good idea? After all, I want to see if this gametype will work.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Yeah, the gamemode is based of Special Delivery and TFC Dustbowl with a pinch of PLR.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I don't see where the PLR part comes in.
Sure, explosions usually occur at the end of a PLR match, but that's just a little detail, not important to the gamemode itself.

The PLR part comes at the fact that people have to take the intel from the bases, through the enemy bases, to the final CP, where the enemy spawns lies, both spawns near. Anyway, imagine Hightower with flags for each team, and pre-determinated paths, to every single team to the end.
Preety much my idea of the map.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Yeah, it has nothing to do with PLR entities, it is just similar in gameplay
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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How do you intend to "force" a flag to be carried through the enemy base? I don't understand the layout you have in mind. With the high mobility in TF2, tracks are the only thing that can easily restrict objectives without turning the whole map into tunnels.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
How do you intend to "force" a flag to be carried through the enemy base? I don't understand the layout you have in mind. With the high mobility in TF2, tracks are the only thing that can easily restrict objectives without turning the whole map into tunnels.

Well, at early start, there is a small area, like squares, that are dropdowns, but is there that is the flag. After a 25 setup timer, the doors to the enemy dropdown open, and also a secondary route under it, that is acessible by an area a short walk after the spawn, but the same length as the dropdowns.
On the doors that connects the dropdown, that I'm going to call D, I'm going to need something that drops the flag, so Soldiers, Demos, Scouts and Engies cannot exploit.
Also, a door on the dropdown is the way to get out, leading to a lane with plenty of cover, but right next to the enemy spawn. There is a wall separating the bases, with player clip on the top.
On the underway near D, that I'm going to call U, it leads to the lane, with two paralel ways, one leading to RED, the other leading to BLU, on three different positions. But the doors are one-way only, so no chance of exploiting.
Then, the routes reconnect, with a central tower, that is where the point is located, just like Gravel Pit. The area has also plenty of cover, and people might feel more confortable to jump to use the shacks around, and there are also some shacks around the intial lane. The shacks are located in some key positions, with ammo and health.
Anyway, I'm going to send the map to the next gameday when I finish it.