Extraction

SD Extraction b6

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Extraction - Extract a thing from another thing

AKA sd_tricia pt. 2

Just like last time, the objective is to take the flag (this time from a Mayan temple), and bring it to the helipad to signal the helicopter to come pick it up. There is a twist though: you need to capture it three times to win!

Features some Mayann theme assets, the helicopter from the Frontline pack, and some much more streamlined gamemode logic.

Developed on-location at Studio de Berry's House

Available on the Steam Workshop!

(NOTE: the filename uses the ctf_ prefix because the sd_ prefix overwrites the HUD and removes the capture counters)
 
Last edited:

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Gamemode:
* disabled shot clock mode on the flag
* fixed several cases where the helicopter would show up when it shouldn't/wouldn't show up when it should
* clipped stairs

Helicopter Pad:
* added some buildings on either side of the helipad, as well as routes onto the helipad

Flag Zone:
* added an upper area behind the flag which I imagine will be used for sentry nests
* accidentally fixed the rendering bug near the lower tunnel

Mid:
* added a bit more health to the lower areas
* lowered the radio-tower building a bit

Spawn:
* fixed a spawn door on BLU side opening for both teams

Read the rest of this update entry...
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
General:
* textures! mostly for team recognition
* improved clipping

Gamemode:
* fixed the flag appearing as the wrong team (turns out this was a very simple fix lol whoops)

Spawn:
* added a second resupply locker

Capture Zone:
* fixed duplicate health kit
* removed wire wall to allow for another route onto the pad
* fixed being able to stand on the helicopter

Mid:
* added a couple more routes to the upper areas

ammoface.jpeg


Read the rest of this update entry...
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Turns out I forgot to update this thread when I updated this map to _a4 and now I'm on _a5 lol whoops

ctf_extraction_a4:
General:
* lowered respawn times overall
* when the flag is picked up, the other team's respawn time is lowered slightly
* adjusted health/ammo pickup placement a bit
* fixed a couple of issues regarding map symmetry

Heli Pad:
* added another route around the edge of the cliff to hopefully make it harder and less frustrating to fall down
* moved the health kit out from under the helipad to said new route

ctf_extraction_a5:
General:
* reduced flag reset timer to 20s
* clipping improvements
* added more ammopacks (and a teeny bit more health too)

Heli Pad:
* the helicopter hook can now be blocked if an enemy is standing on the helipad
* made the wooden platform hanging over the cliff wider

Flag Room:
* expanded the back room a bit to allow Engineers to set up easier (and also to give Spies another place to hide)

Spawn:
* fixed spawndoors being openable by the wrong teams

Read the rest of this update entry...
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
Do I need Winrar to extract this? /S
 
Last edited:

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Gamemode:
* flag now needs to be 'captured' before being picked up - simply stand on the flag for 2 seconds (only applies when the flag is neutral)
* flag reset time is now longer if the helicopter is present (30s with the helicopter, 20s without)
* fixed players being able to pick up the flag as soon as it resets

Helicopter Pad:
* fixed helicopter killtrigger not being parented to the helicopter
* added some low walls to the helipad to make it harder to airblast players off of it
* the lights on the helipad are now team-coloured

Flag Room
* added a bit of cover to the flag spawnroom

Read the rest of this update entry...
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I would if I could, but the capture zone doesn't actually use any control point entities, so I'd have to rebuild the capture logic almost completely - and even if I could be arsed with that, TF2 doesn't support having both the default CTF hud and control points on the HUD. I know there are workarounds for this, but it's a lottttttt of work for one feature that might not even work. Sorry.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
I would if I could, but the capture zone doesn't actually use any control point entities, so I'd have to rebuild the capture logic almost completely - and even if I could be arsed with that, TF2 doesn't support having both the default CTF hud and control points on the HUD. I know there are workarounds for this, but it's a lottttttt of work for one feature that might not even work. Sorry.
How about a physical countdown timer on the point itself, like "Time until pickup arrives:" and using the same kind of counter that trainsawlaser uses for the scarifies.

Hell I'd even consider you use a voiceover for it, but then it might confuse players with the announcements for the intel pickup.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I think I know a solution to this that would make everybody happy. I'll look into this later today after work.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
Maybe make a progressivly loud helicopter sound come when the helicopter approaches, and a 3 second sound of a hydraulic thing that slowly pitches up when the hook is about to grab the intel
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I still think a nice addition would be a control point on the hud to show the progress a team has on the helipad, since I can't ever tell how long I have to stand
I would if I could, but the capture zone doesn't actually use any control point entities, so I'd have to rebuild the capture logic almost completely - and even if I could be arsed with that, TF2 doesn't support having both the default CTF hud and control points on the HUD. I know there are workarounds for this, but it's a lottttttt of work for one feature that might not even work. Sorry.

Here's a little something I threw together, it's the visual help without a complex setup.
View: https://youtu.be/pFuM_qT3DQo


I'm actually using two flag entities, one is the actual briefcase that needs to be capped,
and the other is invisible/disabled and is only there to show the pie timer, so it can't be picked up.

On my first attempt I only used the actual briefcase for the pie timer, however that turned out to be disappointing,
since you can't hide the pie timer, and it just gets stuck at 0 if the briefcase is still disabled.
RkTQ4Z1.png


Here's the VMF. (Not a permanent download)
 
Last edited:

Izotope

Sourcerer
aa
May 13, 2013
698
764
I woke up this morning asking myself "Why doesn't the intel have a HideTimer input?".
Then I got the idea "Why not just simply set the timer to 0?", so I did.

It worked, however the return time = value set for the pie timer, so I gave the intel a pickup output to itself setting it to 5.
Just change it to whatever you want your return time to be.

New VMF. (Not a permanent download)
 
Last edited:

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Forgot to update the thread with the previous version again rip

a6b:
Gamemode:
* fixed players being able to pick up the flag as soon as it respawns (for real this time!!!!!!!)

a6a:
Gamemode:
* re-added the flag timer (thanks to Izotope for some entity help there)
* player spawn direction is now based on the status of the flag; players will spawn facing the helicopter pad if the flag is active, and the flag pickup room if it's not

Helicopter Pad:
* removed medium ammopacks to hopefully nerf Engineers around that one particular spot

Read the rest of this update entry...