AD-CP ( Attack and Defend Capture Points ) Prefab of basic entities

teddyruxpin

Sr. Hygiene Technician
Mar 24, 2008
83
26
This is a prefab I came up based off an existing prefab I found for 'Attack and Defend' called 'ad_example_v2' found on this site. This is a spin of the Attack and Defend model with a twist to include CP's and perks for the Red team (time reductions etc). This prefab should allow for you to simply copy and paste each point into your map and the set of entities and your good to go.

Changes I have made.

1: Increased prefab to 5 capture zones and capture points. This allows for regular TF2 CP scoring and to show the points in the HUD and use its sound system. This is done with a combo of AD and CP triggers and func_capturezones.

2: Added actual Control Points that unlock by carrying the intel from the previous control point or initial spawn base to the next one. This unlocks the control zone and allows you to then cap the point. Once the point is capped a intel briefcase appears for the next point on the current point. I also added the CP model and setup the skins to change with each point capped.

3: Setup sounds on all the CP's and flags. Copied the existing files for stock CP maps to use the AD naming scheme to stop the missing file errors and will now notify you when the flag is picked up.

4: Added game_text instructing what to do with each flag as they are picked up. IE take this flag to point 'B' or whichever is the current one they need to cap. This includes triggers on each point that tells the person they need a flag to unlock it first.

5: Gave the Red team the ability to recapture points. This will give the Red team points and also will remove time from the round clock allowing the round to end quicker. 30 seconds per recapture is taken off the clock.


Note: There is annoying text messages that will pop up with each intel (flag) pick up telling you to take it to the next 'command point'. Unfortunately you can not remove these as they are part of the stock system and not embedded into the maps.

Attached file includes a copy of the VMF file and compiled BSP file. There is also copies of the sound files included witch are simply exiting TF2 sound files renamed.

Zip file of it all can be found here:

http://stats.blacktusklabs.com/maps/ad_cp_example.zip

-Teddy
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Avanti style?
 

teddyruxpin

Sr. Hygiene Technician
Mar 24, 2008
83
26
Avanti style?


Yes but instead of just carrying the flag to each point to unlock them. You need to carry the flag to them and then it unlock the point as a normal CP allowing you to then cap the point and get proper points for it all unlike the previous versions that just gave you 30 kills per cap and no public scoring.

Example: you could simply split these brushes up a bit making it so the first set unlocks a set of doors into the CP room, area, level, base etc. Making the intel some sort of hacking tool or key to get into each point. You could also modify it so the intel blows up when a certain trigger is hit making it more like bomb that takes down a wall when you approach it.

-Teddy
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Yes but instead of just carrying the flag to each point to unlock them. You need to carry the flag to them and then it unlock the point as a normal CP allowing you to then cap the point and get proper points for it all unlike the previous versions that just gave you 30 kills per cap and no public scoring.

Example: you could simply split these brushes up a bit making it so the first set unlocks a set of doors into the CP room, area, level, base etc. Making the intel some sort of hacking tool or key to get into each point. You could also modify it so the intel blows up when a certain trigger is hit making it more like bomb that takes down a wall when you approach it.

-Teddy

Yeah I D/L'd it and played it, it's much better for the defending team this way. No more instant cap. You've made it more like a toolset or something. It's different, but not so different it changes the gameplay.:thumbup:
 

teddyruxpin

Sr. Hygiene Technician
Mar 24, 2008
83
26

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
Holy crap, I was expecting some cheesy explosion effect, but the one you used looks NICE. I did get stuck in the debris and had to use noclip to get unstuck, though.

I just had a look at this a few minutes ago, I like it, but I have a few suggestions though. I wouldn't have the flag spawn at the unlocked control point until the blue team captures it, I'd also have a short 5~15 second delay before it spawned after the point was captured. This would give the red team a chance to regroup and defend or recapture the next point. So say if the red team re-captured point B, blue would have to wait 5 seconds before the intel spawned back at A, giving the red team a chance to move up and try to retake A as well. I'd also have a "you need to capture the previous point first" message along with the "you need the intel bomb to unlock this point" message.
 

teddyruxpin

Sr. Hygiene Technician
Mar 24, 2008
83
26
Here is the latest alpha version of AD-CP game play pre-fab aka BOOM!. This is a proof of concept alpha and has lots of rough edges. Not meant for real game play but amazingly it does play somewhat well.

http://stats.blacktusklabs.com/maps/AD_CP_BOOM_A2.bsp.bz2

Now all 5 points have walls that have to be blown up prior to the point being unlocked. The intel bomb will respawn within 2 seconds of the previous wall being blown on the next capture point. This allows for Scouts or Spies to do suicide runs and take out all of the walls while the rest of the team holds back and caps points.

There is a doorway on each wall now that is one way for Red team only linked with a respawnroom_visualizer brush. These are killed as the walls are blown up to allow for blue to then pass through it.

I am also experimenting using a displacement for the blown out bits on gate 2 now. I think it looks 100% better and will clean up the current one further and replace the other 4 with new ones to eliminate a good chunk of func_brush and func_detail bits there now. I will also try to square it off to make it easier to copy and paste into other maps.

I also have in the AD-CP_BOOM_A3 current version Red and Blue spawns that will move with the game much like Granary or Well does as you cap points in either direction.

Currently setup that Blue gets 80 seconds for each time they capture a point. Red will see a reduction in the play time of 30 seconds for each time they recapture a point. This prevented any sort of stalemates in 2+ hours of play this evening with 5v5 play with over 15 rounds played. Average 8-10 mins a round.

To Do For the AD-CP Linear Version Pre-Fab:

1: Add timers for the intel bombs. IE you have to stand next to the door for 4 seconds before it starts the detonate countdown. This can be a simple trigger_multiple that will after 4 seconds of ontouch enable the func_capturezone to detonate the bomb.

2: Allow for Red teams to kill the countdown by reaching the trigger and killing the Blue players. Will need to see if I can do this will a trigger_multiple that will kill the func_capturezone with 0 second delay on touch. Would like suggestions on this one.

3: Consider spawning the next intel bomb as the points are capped. I am still weighing this one as current gameplay plays well with Scouts and Spies having a purpose of doing head on attacks to take out all walls and distract the other team.

4: Adjust Game Text to match labels on the walls. IE use Gates instead of Command for names in the text strings. Fix it so teams or individual players see the specific messages. Everything is appearing global now.

5: Get someone to make 'Command Point' materials that I can use for overlays to mark up walls that can be blown up with intel bombs to match the existing on screen text strings.

6: Time the explosions a bit better to remove the fall back debris animation that is going sideways now (barrel, concrete gibs etc). IE if I turn it down to 2 seconds before killing it I get the main boom and nothing else. Consider adding damage to the flames that burn afterwards.

7: Add light / warning system that shows which walls are being breached for the Red team base. Simple trigger_multiple + sprite design on Red walls that fires off a klaxon sound file.

8: Fix missing AD game type sound files. There appears to be one file still missing. I will copy a similar sounding file from the capture set over and rename.

9: Test to see if a custom languages text file will allow me to overwrite the built in AD game type messages.

10: Complete spawn templates as mentioned above. Create respawn wave timers that are leaning towards quicker for red as the walls are breached.

11: Add a prop_dynamic of the teamflag model that appears stuck on the vault door during the countdown. This will be a visual confirmation for the players they have placed the intel bomb. Kill the prop with the explosion. Maybe add a blinking sprite?

12: Clean up debris displacements and remove existing func_brush, func_detail old brushes. Square it all off and remove the angled approaches to allow for easy copy and pasting. This will also make it consistent for adding areaportals brushes at these created holes.

Anything else for the linear play version prefab?

-Teddy
 
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teddyruxpin

Sr. Hygiene Technician
Mar 24, 2008
83
26
The latest pre-fab can be found here in both VMF and BSP formats.

I have completed the template for now along with a number of basic cosmetic changes. NOTE THIS IS JUST A PREFAB AND NOT A FULL MAP. You can use this as a starting point for your own map or simply copy and paste the bits into your map. This is all you will need to start a map of your own complete with round timers, points systems, moving spawns, etc etc.

VMF File is here.
http://stats.blacktusklabs.com/maps/AD_CP_BOOM_PREFAB.vmf.bz2

Compiled BSP can be found here:
http://stats.blacktusklabs.com/maps/AD_CP_BOOM_A4.bsp.bz2

I am still open to further suggestions for features to add and remove to this template.

-Teddy
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I was hoping to find the respawn modifiers in here, but I didn't :(

I played around a little bit and discovered you can get rid of the weird text if you tell the flag it's going to be used in a TC or koth game type...but I'm having problems getting it to display what I want to display on pickup ....

also...
- the first bomb continually respawns, so the other ones seem unnnecessary.
- it feels like you should have to cap the point to get the next bomb...as it stands you can blow up all the walls without capping a single point
- the "you need the intel bomb" message shows up for red near doors

This is really awesome stuff and will help me a lot :) Thanks for your hard works'
 
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