Help with a custom Gamemode...

CareBear

L1: Registered
Jul 19, 2016
36
4
Hello, I thought of an interesting gamemode that i'm calling "Payload Push" abbrievieated as plp. The idea behind this is that both Teams RED and BLU can push the payload cart, the map is symmetrical. The aim of the game mode is to push the cart to the opposing side. Sort of like a game of tug 'o' war. If the enemy team manages to push the cart to your side of the map, you lose. And if your team pushes the cart to the enemy side of the map, you win. I would like the cart to behave like a normal payload cart. except that when RED is in the capture zone of the cart, it pushes it back.

Can anyone help me out?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
There have actually been a few attempts at tug-o-war payload before (see Waste and Effigy). I couldn't explain the setup myself since I have no experience mapping for it, but you could poke through a prefab like this one to learn how it works.
 

CareBear

L1: Registered
Jul 19, 2016
36
4
Thank you so much, bit of a bummer knowing that the idea for this game mode was not my idea. Oh well.
 

CareBear

L1: Registered
Jul 19, 2016
36
4
Ok, i have had an idea, a slight variation of this game mode. There is also a control point in the middle of the map, the cart belongs to and behaves to whatever team owns the control point. meaning BLU could be a few seconds away from winning, when red captures the point and BLU is forced to capture it back if the want to push it any further. I'm gonna try make this myself, but feel free to suggest ways of how this could work. Thanks in advance to anyone who does.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
That'd split the point-owning team to cart pushers and point defenders. Not the best idea imo.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
That'd split the point-owning team to cart pushers and point defenders. Not the best idea imo.

Make the cart a platform with a point on it.

Boom-de-adda. Problem solved.
 
Oct 6, 2008
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