[WIP] cp_foolsgold

Artesia

L6: Sharp Member
Nov 11, 2008
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Due to concerns about my block in of Point A being too large, I have attempted to shrink it down, started adding cover, also reduced the height of the CP hill... the green box will eventually be a crane, probably a model... its just a rough in. Let me know what you think about this size compared to the last
a2-cpa1.jpg

a2-cpa2.jpg


11-29-08 Changing name to cp_pyrite (the technical name for foolsgold)
this name is not final and still may change. this is the 6th or so name change I've gone through...

Original thread located in post 2
 
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Artesia

L6: Sharp Member
Nov 11, 2008
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Original thread from post 1

11-22-08
I've been working on the gametype for my map for a while now, and I'm just about done so I thought I'd post some screens. The level hasn't been started, the geometry is just a small arena to test the functionality of all the entities in before I actually make the map.

The goal is to be the first team to hit 100 score points, you can see the scores on either side of the CP HUD

There are 4 Command Points (CP), capturing a command point has a respawn associated with it that will toggle with ownership of the CP.

Each CP gives 1 score point every 30 seconds held.

in the center there is an neutral intelligence. Capturing the intelligence at a friendly controlled CP yields 5 score points. Notice the 3 screenshots, A uncapturable CP is used with custom icons to show who holds the intel. Yellow is neutral. This HUD icon also shows the location of the intel in relationship to the control points.

My goal is to make this gamestyle easy to understand, I think my HUD does that pretty well, additionally there will also be an intro video and instructions. Also there are triggers for when the intel is moved to a different zones announcing what zone the intel has entered. this alert also reminds players to capture the intel at a friendly control point. or prevent such action should the other team have the intel...

cp_foolsgold_gameplay03.jpg

cp_foolsgold_gameplay01.jpg

cp_foolsgold_gameplay02.jpg


What I have left to do, is to finish making the custom model for the center CP, so people don't think its capturable, I have one modelled in maya for its neutral state... a big yellow down arrow that says "Intelligence!"
 
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Artesia

L6: Sharp Member
Nov 11, 2008
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yep, I reserved a post so when I have updates, I can put them in the first post, and copy the original post to slot 2, so people can see the updates without sifting through pages :p
 
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Bun

L1: Registered
Aug 2, 2008
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This is almost exactly like dom_canalzone.
Call it dom as in domination tbh. :p
 

Artesia

L6: Sharp Member
Nov 11, 2008
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I've gone with cp_ since there are only 2 dom_ maps and its not an established TF2 gametype as in there are only 2 maps that are dom_ plus this isn't strictly dom_ anyways, if anything it is a ctf dom hybrid. besides, people don't play dom maps because they find them confusing. I strive not to make mine confusing, but don't want people to assume it is because of a dom_ tag. from the advice ive been given from around the community I've been advised that if I want the map to be played, to stick with standard TF2 tags... which means ctf_ cp_ arena_ or pl_... It fits into cp_ the best out of those. If I were to tag it based on exactly what it is (since its a unique gametype) it would end up being domstb_ (domination steal the bacon) but that would end up confusing people.

for the time being, its staying cp_
 
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A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Come to think of it, it really would best fit as TC, since it's all about controlling territory for both points and being able to cap the intel easier... not that that really helps, since that is almost less common than domination. :p
 

PMAvers

L6: Sharp Member
Jan 29, 2008
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Heh, I always did like Eye of the Storm, and was wondering if someone could port that to TF2. Any idea towards maybe having forward spawns connected to the different CP's?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Any idea towards maybe having forward spawns connected to the different CP's?
That's actually in. I spent tens of hours getting a system built for him whereby you spawn at the last point you were near that is owned by your team. (sooo many conditions to account for X_X)
 

Artesia

L6: Sharp Member
Nov 11, 2008
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yep, boojum is the entity king <3
 

Galago

L2: Junior Member
Sep 29, 2008
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Nice idea!

Suggestions:
- make the neutral intel icon grey instead of yellow
- remove the "Red has the intel" text from the icon, keeping it just as "Intel" w/ whomever is controlling the intel w/ the icon that color (it's more classy and fits the TF2 style)
- change the font of the score numbers to whatever the font of the ammo number (bottom right) is

Thats all I can think of visually, since that's my area of expertise. :p
 
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Artesia

L6: Sharp Member
Nov 11, 2008
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I wish we could change text font... theres no way that I know of tho...

as for the icon color, I made it yellow to distinguish the intel form the other 4 CPs at the start of the game, which start out grey... I also put the Red has the Intel because dead players can't hear warnings about who picks up/drops the flag, and I didn't want people confused thinking that it wasn't a neutral intel (I wanted it to say more than the neutral)... The biggest thing that seems to bother people is the text... which is unfortunate since there's not much I can do about it =(

for the time being i'm working on blocking in the level, when I get further in development I'll probably start a poll where people can place votes on things like Icon text... neutral color... etc...

Thanks for the suggestions =)
 

Artesia

L6: Sharp Member
Nov 11, 2008
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Haven't updated in a while, I had finals in Dec then family came... hectic... anyways the last 2 days ive been blocking out some ideas for A1... all the dark brown will be displacements, the shack will likely be largely models, also will add a crane and maybe a dump truck to A at some point. the purple squares are mine entrances, on the outside view of the shack I haven't done the ground yet so it's kinda floating. The 3 gravel piles are intended for sentries, and are placed in such a way that all 3 entrances (2 purple squares and shack) will be covered, should 3 engies build sentries there, also each sentry spot is out of line of sight of entrances out of it's range. should only one sentry be built, it would be easy to take down if you turn around and take a different entrance. I also might make the trainyard a bit wider to make it harder to sentry up. Also need to add cover to trainyard, this is very very early as you can see, all dev textures :p
a1-cpa1.jpg

a1-cpa2.jpg

a1-center.jpg
 

ikem

L6: Sharp Member
Dec 8, 2008
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looks great those are pretty big mounds of gold.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
they'll actually be mine trailings... waste product, the gold will be in carts going to the refinery which will be Command Point C I believe. This is a dumping spot for dirt and rock
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
Due to concerns about my block in of Point A being too large, I have attempted to shrink it down, started adding cover, also reduced the height of the CP hill... the green box will eventually be a crane, probably a model... its just a rough in. Let me know what you think about this size compared to the last
a2-cpa1.jpg

a2-cpa2.jpg
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
are you wanting an overview shot of only Point A? I'll have to raise the sky a bit so you can still see the props, I'll get that done next time I take shots...

in the meantime...

did a playtest on my proof of gameplay map, and the players felt the HUD icon for the Intel shouldn't say Red or Blu when its being carried, so I changed the icons.

HUD.jpg
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
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Oh hey, is the text the kind that works on all resolutions?