siege_waldhofen

siege_waldhofen a3

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
siege_waldhofen - Fight over a needy KotH for control of a payload.

Have you ever wanted to play king of the hill AND payload at the same time?



In this gamemode, you must capture the middle control point (which requires standing on it to progress, rather than a countdown timer) to unlock the winners of a payload. The payload winners now become the attacking team and must push the cart into the enemy; awarding points for capturing middle, crossing checkpoints, and crossing the last checkpoint.

In this particular map up to 3 points can be gained per round, making it best for first to six for a best of three or first to nine for a best of five (I personally believe best of three would be better as incomplete captures still award points and would technically add more rounds the more incomplete captures there are). A successful defense awards the defending side one point, so if attackers got middle but defenders shut out all checkpoints both teams go up one point; if attackers got one checkpoint but not last then attackers go up two points and defenders go up one point. The way points are distributed per round puts the more aggressive team at an advantage, as they are awarded points during the round and defenders are awarded one point for a successful defense only at the end of the round.
 
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Qersojan

L2: Junior Member
Sep 27, 2015
54
4
Have you played Paladins? It's main gamemode is exactly this, and I'm wondering if you got your inspiration from there. The siege game mode is one of my favorite things about Paladins, so I'd love a bunch of well made siege TF2 maps. Just one question. Paladins makes it so cannot get the winning point by defending the payload, this is so the final round always comes down to a mid fight or a complete push. That detail makes this gamemode more exciting, and I want to ask if you can include that.
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
Have you played Paladins? It's main gamemode is exactly this, and I'm wondering if you got your inspiration from there. The siege game mode is one of my favorite things about Paladins, so I'd love a bunch of well made siege TF2 maps. Just one question. Paladins makes it so cannot get the winning point by defending the payload, this is so the final round always comes down to a mid fight or a complete push. That detail makes this gamemode more exciting, and I want to ask if you can include that.
Paladins is where I drew inspiration in creating this gamemode, yes! I do intend on fixing up what's left of this gamemode and releasing it. as for the winning point detail, TF2 would need to determine what the max amount of points could be before I could go into making that function properly. there's a lot of things that have to be done in a certain way for this map to function at all, for example this clump of entities determines how many people are standing on the middle point alone.

df63e0e227.jpg


In the end, there's a lot of things that TF2 would need to change for this map to function as it's own proper gamemode, and I honestly don't expect those changes to come.
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
  • Spawn's less cramped
  • Last is less open
  • Building across spawn separated into 2 individual buildings
  • New interior lights
  • Middle buildings less OpieOP
    • places to splash enemies off of
    • bridge grates can be splashed directly through
    • less health on middle overall, more spread out
  • A poster now explains what's going on in the map, it can be found inside and outside spawn
  • Last-attackers have a new flank, a windowed building
  • Capture point is now solid
  • A stalemate results in an incomplete cart push--no, defenders didn't win for giving the other team the cart and hard-holding, they were losing points overall if attackers crossed at least one checkpoint.
  • Two stickies won't get you from your spawn to enemy spawn anymore
  • HUD is impossible to change, this is conveyed through a sign in spawn, it's okay to stop asking now

As a bonus, here's a detailing contest entry album: http://imgur.com/a/llhuB

Read the rest of this update entry...
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
  • Major rework of the respawn rooms
    • The first half of a match is unchanged
    • When the winner of the KotH has been decided, the following occurs:
      • Any remaining attackers of the downstairs spawn are teleported upstairs and the downstairs is sealed off. New spawns in this changed spawn room will be upstairs and all facing towards the preexisting shortcut, hopefully this will make the shortcut route more apparent.
      • Any defenders standing inside their old spawn are now teleported to their new spawn room, a room separate from their previously closer to the KotH room.
    • With this change this should hopefully eliminate the aforementioned issue with an unclear alternative route, it should also help move combat away from the wall that was previously gathered to so easily due to defenders walking out from spawn and having no need to use the alternative buildings.
  • The concrete tunnel's doors were adjusted to prevent possible sightline issues
  • Slight palette swaps to make individual buildings more consistent
  • Cart path adjustments, hopefully the cart flips out less when on inclines
  • The chime sounds during KotH capture are "removed", see the siege gamemode post for more information
  • The issue with ghost players has been addressed, there are more details about it in the siege gamemode thread, hopefully it has been fixed

Read the rest of this update entry...