2KotH Help!!!

Etasus

L420: High Member
Jul 24, 2016
463
251
I have been thinking about a cool map type idea... basically, its a KotH map with two control points, one team has to control both points in order for their time to start going down in the fashion of a normal KotH map... if both teams control only 1 of the points, then it would be contested. How would I make this, and is this balanced?

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After some thought, i have chosen the option of three timers, one for the entire game, (when that gets down to 0, the team with the least time left on their timer wins. if both teams timers are equal, a deathmatch will commence) then two timers for each team. when one of them gets down to 0, then that team wins automatically. the total timer will either be 6:00, or 10:00 minutes (this should hopefully stop the match from being stalematey...).

now the question that i actually need answered. how do i make it so that two independent events will trigger one thing to happen? i cant figure it out... please help...
 
Last edited:

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Two-point KOTH isn't unheard of. An alternative way I saw it done (I think it was prestigepark) was that owning one point started your team's timer, and owning both points made your team's timer go down twice as fast. I prefer that method, cos having to own both points to start your timer might - in theory, at least - lead to situations where each team goes for a different control point at the start of the round, then enters an endless loop of capturing one point and losing the other, causing rounds to go on for a very very long time. (This has a tendency to happen in Shelter)
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Two-point KOTH isn't unheard of. An alternative way I saw it done (I think it was prestigepark) was that owning one point started your team's timer, and owning both points made your team's timer go down twice as fast. I prefer that method, cos having to own both points to start your timer might - in theory, at least - lead to situations where each team goes for a different control point at the start of the round, then enters an endless loop of capturing one point and losing the other, causing rounds to go on for a very very long time. (This has a tendency to happen in Shelter)
Thanks for the info! I might try that way out instead!
 

henke37

aa
Sep 23, 2011
2,075
515
Of course, the UI doesn't like oddball KOTH timer rates.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Of course, the UI doesn't like oddball KOTH timer rates.
It's certainly possible to do a twice-as-fast timer countdown, the only thing is that you'll get the red "-1" subtracting from the timer every half-second.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The other issue with a timer that counts down at anything other than one second per second is that it's not really a timer at that point. The number on it does not represent the number of seconds left in the round. I guess the most fitting way to handle that would be to halve the time left on your clock when your team caps both points and double it when the other team caps one, rather than messing with the speed.

But that still feels unintuitive compared to only counting down when you have both points. For one thing, someone will usually win without actually achieving any objective. Outside of the special anti-stalemate house rule (which I suppose could still be applied to this), that's not supposed to happen. For another, the timer still only starts counting down once someone has capped a point. Any team, any point, it doesn't matter. More in line with TF2's standards would be having a third timer that's there to make sure the round doesn't run on too long... which technically already exists in the form of the map time limit.
 

Etasus

L420: High Member
Jul 24, 2016
463
251
The other issue with a timer that counts down at anything other than one second per second is that it's not really a timer at that point. The number on it does not represent the number of seconds left in the round. I guess the most fitting way to handle that would be to halve the time left on your clock when your team caps both points and double it when the other team caps one, rather than messing with the speed.
I hadn't thought of this way... but i do like the other suggestion a bit more...