[NEED HELP] How to make 5CP maps?

eljest

L1: Registered
Jun 22, 2015
17
2
I'm making my third map, the first ones were KotH maps because they are easy to make, but they are not good in any way, shape or form. This time, I actually took some time and thought about gameplay. But there's one problem. I have no idea how to make the control point logic/ tf_gamerules logic and so on for a map like Badlands or Snakewater. So please, please teach me and a big thank you in advance for helping me. I'll take any tips I can get!
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Entity work in TF2 can be pretty daunting at first; that's why A Boojum Snark's gametype library exists, so you don't have to set it up yourself. You can simply copy and paste the logic and control points into your own map, and you'll be good to go!

I've also found the gametype library to be a great learning resource, since you can study the entity setup and figure out how it works. It's easier than reading a text-heavy article in my opinion.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
that's why A Boojum Snark's gametype library exists, so you don't have to set it up yourself..
/pickypicky
Nnnnot really. It exists so you don't have to make it again. You should always make something yourself at least once so you gain the understanding so you can edit and/or troubleshoot.
 

tyler

aa
Sep 11, 2013
5,102
4,621
The ABS library is useful, but if you don't know how everything works you can't troubleshoot it when it breaks.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
/pickypicky
Nnnnot really. It exists so you don't have to make it again. You should always make something yourself at least once so you gain the understanding so you can edit and/or troubleshoot.

Yeah, you're right, but since he was having trouble understanding the 5CP setup I meant to say that he should use your library for starters and then study it to learn how to do it himself.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
/pickypicky
Nnnnot really. It exists so you don't have to make it again. You should always make something yourself at least once so you gain the understanding so you can edit and/or troubleshoot.

Which is why I'm structuring my tutorial series to show how to make doors/ gameplay logic before I show how to use your pack to easily make them! Tricking them nerds into doing things the right way, muhaha!
 
Apr 14, 2013
663
343
Can you please define what EXACTLY you don't understand? (for example: I don't know what an entity is, I don't know how to add an output, I don't understand what is a trigger, etc.) That will greatly help us help you!

The basic concept- you have 5 points, each set up with 2 point entities (the cp prop is prop_dynamic, the hologram is a different entity I don't remember the name, but it explains it better on the wiki page), and another brush entity- a trigger, that defines the capping area.
Whenever a capture enables/disables stuff (spawnrooms, doors etc.), an output from the trigger (OnCapTeam1 or OnCapTeam2) does it.
Then you have a few basic entities that control the entire setup, most importantly team_c_p_master, game_round_win, and team_round_timer, but also a few other, each controlling a certain aspect of the cp_ mechanic.
 

Samniss Arandeen

L1: Registered
Mar 3, 2013
33
7
If you know how to set up an individual control point, you know how to set up 5CP. It's easier than KOTH, actually, as you don't have the tf_logic_koth to set up. All you need is the set of control points, the team_round_timer that counts down, a logic_auto, and the team_control_point_master.