Defusal Gamemode

Roll

-in a daze-
aa
Jun 19, 2009
118
265
bomb.jpg

RED defends two control points while BLU tries to deliver the intelligence to either of them. If BLU does not capture either point before time runs out the victory goes to RED. If BLU succeeds in capturing and defending any control point until their timer ends, then BLU wins the round. BLU can only capture points if the carrier is also present on the point. If RED reclaims a captured point, BLU's timer is reset.

As seen on koth_defusal. Now you too can make your own confusing koth/not koth map.

This is a .vmf that includes:
Entities for defusal hijinks
Bomb intelligence
Two control points with rotating bombs on 'em
MvM announcer voicelines

This does not include:
Doors (setup gates, etc.)
Explosions
Completed map
Mission briefing

V1
Get it here (I don't have Photoshop installed yet):


Go through it, maybe make a small map and test it, and report anything wrong that's happening (and maybe fix it yourself too).
 

Freyja

aa
Jul 31, 2009
2,994
5,813
...Intels have had a custom model parameter for like, 3 or 4 years now?

And the bomb is from last year's halloween.
 
Mar 23, 2010
1,872
1,696
finish stroika
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
For most of which, it's been broken though. I suppose they fixed it for MVM?

I think, I have heard somewhere, that only certain models work, because Valve wanted to prevent people from parenting fake cosmetic items to players. I'm not 100 % sure, so don't quote me on this.

I think that's why the bomb model works, because it's one of the few models allowed to be parented to players.
 

mint onion

L3: Member
Jul 18, 2013
101
45
cool idea Roflman. i'd like and try to make a map for it.

setusupthebomb.jpg


i also have some feedback on your setup that you might consider for v2.

most of the points i make are only a matter of taste and are not very game-altering so, some points might sound super nit-picky. all the work you do now will be multiplied by each map created for it. the same can be said for each mistake so, i applaud your efforts and remember, subjective opinions taste great with salt!

1. the setup timer.

there is no visible clock during the setup which can be disorienting. i think it would make more sense using the koth announcement where the announcer says nothing at first and then, "5,4,3,2,1! Control Point Enabled!" Maybe there is a soundclip that references a bomb you can use in place of "Control Point Enabled!"

2. the bomb asset.

first off, i agree with the others and love how you've used the bomb! it's a very strong iconic symbol that works perfectly.

while the green blinking effect on the bomb looks awesome when locked:
Roflbomb_01.png


when unlocked, and opaque, the jet black blink is very garish:
Roflbomb_02.png


combined with the spinning, the blinking does increase visibility of the game piece, which i think is valuable. if you were to create the same blinking effect without the jet black silhouette, i think it'd be perfect.

instead, perhaps you could use the regular appearance, like you had for when a point is capped:
Roflbomb_03.png


i think when red defuses the bomb, it would be cool if it dissipated in a poof of smoke.

and i think it would make more sense if the bomb blinked blue rather than green. i think it would separate it further from the Halloween events and bring it closer to the team color theme used throughout the game. regardless... the effect looks very cool.

3. picking up and dropping the bomb.

when the bomb is dropped, it clips into the ground and the countdown icon isn't centered, which i think makes it look slightly broken.
Roflbomb_04.png


there is no sound notification when it is picked up, nor when it is dropped like one might expect from playing ctf. i would rather a sound effect than nothing at all so i have some sort of tactile feedback.

when the bomb is picked up, the HUD indicator turns black, which i think is neat:
Roflbomb_06.png


however, the circle changes size, which i think looks clunky. also, the arrow doesn't point to the drop off point like in ctf, which is actually very useful. in this case, i'd want two arrows, one for each delivery point.

i don't know how to integrate it, but i quickly made a bomb graphic you might want to use to replace the house icon with:
Roflbomb_07.png


i think your countdown battery icon is awesome.

i think it'd be fun if, when the bomb was dropped and its timer ran out, it EXPLODED! damaging the players and buildings in a radius around it. making a timer icon like this might also be cool:
Roflbomb_05.png


allowing the bomb to roll around might also be interesting. it might make for some interesting passing techniques or it might be fun rolling it into sentries so it'd time out and explode.

4. capture times.

i imagine, in order for the red team to successfully defend, they would build defends around both points, while blu would try and break down or run past these defenses. it might make more sense to allow a faster or instant cap time for blu, so that once they bring the bomb to a point, the fuse is lit and the timer starts counting down for them. i think it will encourage blu to maintain a faster pace similar to the one that's created in ctf.

all-in-all, it's very cool. i'll keep you posted on any progress i make with my map.

cheers.
 

mint onion

L3: Member
Jul 18, 2013
101
45
i played around in koth_defusal. i like how you used the large doors to block the direct paths to a point, making it harder for red after blu had captured. i also noticed you intended the mode to use setup gates, which makes sense. having looked at just the setup file, i thought blu would have had to venture out to get the bomb first before capping so some of what i suggested probably didn't make much sense.