Resource icon

Team Deathmatch Gamemode V3

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
This collection of entities track players that have been killed and awards points to the appropriate team. Once a certain amount of points have been tallied up, a team wins.


As an optinal addition, there is a focal point included that can also be added to your map that lets teams rack up more points, this focal point ideally should be used to deter teams from spawnkilling. The base TDM mode does not rely on any of these entities, as a result, they are put off to the side.
 
Last edited:

pi-ka

L1: Registered
Jul 23, 2017
43
8
I am but a small mapper, but would I be able to make a map-death counter with this? like the one in KOTH_trainsawlaser by Crash?
 
Mar 23, 2013
1,013
347
Correct me if I'm wrong but it looks like you give the enemy team a score when you walk back into your spawn. Perhaps the *filter_counter brushes should cover the entire map.
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
I am but a small mapper, but would I be able to make a map-death counter with this? like the one in KOTH_trainsawlaser by Crash?
Due to the nature of how I've set up death detections, anyone leaving the brush volume will count towards a death. If you wanted to count up map related deaths only then you would need to set up a different system involving the entities killing people, which is outside the scope of what I intend to do with this collection of entities.


Correct me if I'm wrong but it looks like you give the enemy team a score when you walk back into your spawn. Perhaps the *filter_counter brushes should cover the entire map.
As stated above, yes, you need the brush volume covering the entire map. I set it up looking like that because I normally interact with entities in the 3d viewport and just put it somewhere I could see it :p
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
67
Hello yes update

With this update you no longer need to enclose your entire map in the trigger_multiple. Instead you need to have the trigger_brush entity inside your map, along with some small filter tweaks. If you would prefer to not take all of your entities out and replace them, then you can just remove the trigger_multiples, add the trigger_brush, and copy over the I/O from the filters, it's that small of a change.

It's very likely you can't smart edit the trigger_brush, that is because you must add it to your FGD file, you can find more info on this brush in the VDC https://developer.valvesoftware.com/wiki/Trigger_brush (do note, that there is technically no need to edit the trigger_brush in this collection and the compiler and engine will recognize the brush even if hammer doesn't, it is fully optional to manipulate it)

V3 is going to include a different type of capture point made by Vycter and Killohurtz. Theirs will progress the capture point itself forward and award a given amount of points as opposed to mine which affects the points awarded directly, feel free to use whichever one you find to be appropriate for your map.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I am but a small mapper, but would I be able to make a map-death counter with this? like the one in KOTH_trainsawlaser by Crash?

This is the counter I used on Trainsawlaser.

There's a trigger over the whole map, and when anyone leaves that trigger, it iterates this counter.

Just be sure to read everything carefully on it, it's kind of weird to set up the first time.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Ooh! This sounds neat! I really want to make a map around this concept.
 
Last edited: