cp_confinement

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
cp_confinement_a2 released
recommended players 6-16

Custom Gameplay by Artesia

Download
currently on rotation at Grim's server: 63.211.221.159:27015

How to Play:

-First team to reach 100 Production Wins.

-Command Points earn Production over time.

-Capture the Intelligence at a friendly Command Point for 3 Production

-The intelligence resets 30 seconds after capture.

-Enemies near your CP will prevent the Intel from being captured or Production from being earned. Including cloaked/disguised spies.

-Spawn times are affected by the number of CPs you own (More CPs = Longer spawntime)

Changes in A2:

-Implemented changing Spawn times (times may change due to balance)

-Added 30 second cooldown period before Intel resets after being capped

-Removed flashing game_text_tf messages allerting players of intel zones

-Added new HUD element directly below Intel Icon which displays which CP the intel is near, or which 2 CPs the intel is in between. it will say "Center" if in the center of the map. After the intel is capped, this HUD element counts down from 30 when the intel resets. This hud element also changes colors based on the intel being held by either team, or being dropped (Red Blu or Yellow respectively)

-Fixed timer! The timer that was counting down to nothing happening has been replaced. It now is counting down an estimate of when the game will end at the current CP status. Capping the intel will remove time (if the capping team is in the lead) as there is less production to earn to win, therefor less time. Additionally right below the timer is text stating who will win in that amount of time if the CPs remain under their current owners.

-Fixed doors in tunnels sticking through floor in game area

-Fixed getting stuck in spawn doors (hopefully, please screenshot any occurances and describe what you were doing, running forwards, sitting still, etc.)

-Instructional Overlay in both Main Spawnroom, same text as above. I still have it in the welcome screen but no one reads it so I added it here so people can go back and read it if they need to.

-Overlays and signs have been added for better clarity, both in CP spawns and escape tunnels

-Added connecting path from catwalks between points A&B and C&D.

-Adjusted lower wall of both huts to give line of sight from all CPs to all 4 sniper perches on catwalks in the center (going across diagonally).

BUGS

When a team wins, my round entity fires a disable to a wildcard output, which is targeting more entities than it should, mainly door trigger_multiples and the door models. so you can't get into respawns to kill the other team when you win, but you can look inside. I just have to go back and target all the entities manually rather than using the wildcard, and it doesn't really affect gameplay since a team has to win for this to happen, I'll fix it in A3

Noticed with the addition of the final 2 game_text channels, that the production score occasionally flashes, I can't seem to stop this, if anyone has any thoughts let me know, it is rather small so I won't lose sleep over it.

Looking forward to being able to start texturing and detailing. still needs balance testing.

Pictures are from A1 (not much has changed geometry-wise
overview.jpg

ca1-04.jpg

ca1-02.jpg

ca1-01.jpg

ca1-03.jpg
 
Last edited:

Cerious

L420: High Member
Aug 10, 2008
455
133
This map would probably fare better as an arena map, really. The size is just right, and the extra points seem unnecessary.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
I must agree with Cerious about the map size :/

Looks a bit like rocket riot :) Nice new gameplay made by chrono and magicpotato :)

I think you should try to convert it to that gameplay :)
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
The gameplay is alot like Rocket Riot, as it's a playon of dom that helps balance it to teams getting back from being behind.

It is a weeee bit small for Rocket Riot gameplay though :p. Where would you cram a rocket in? :D
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
It's not designed as an arena map. Just because its small doesn't mean it has to be arena, could also mean its mean for lower player numbers. You obviously don't understand the concept Cerious if you think the additional points are unnecessary. I have not interest in making arena maps.

I'm not going to convert this to "rocket riot" I see no reason to pigeon hole my map by forcing a rocket into it. Why would I convert it to someone else's gametype when I have my own I'm working on? Also from what I hear its not like rocket riot (I think that name sounds lame btw) except for the fact that CPs earn points over time like DOM. Also you shouldn't name a gametype something that will limit mapping possibilities... You're basically saying every map must have a rocket in it, which I have no interest in seeing, would likely get old after 2 maps.

This was originally just a test map for cp_pyrite and I wasn't going to do anything with it, but we've had lots of fun playing it so I've been working on it to make it better.

This map is for 6-12 players, not 24 (although I'd be interested in seeing it played with 24) Pyrite will be far bigger, a different style of gameplay for a full 24 players.
 
Last edited:

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
1,150

Cerious

L420: High Member
Aug 10, 2008
455
133
If this map is meant for 6 to 12 players, good luck with that. Most servers have players of 24-32, finding a smaller number means you'd need either some kind of bball2 server or a dead server.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
maps that are so fun they can resurrect a dead server are good to have :)
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
Cerious I agree that it would be hard to find a server that only has 6-12 players...

This was my proof of concept map for cp_pyrite
I got bored one night and let people upload it on their servers, and we had a lot of fun. So I continued to develop the map at that same size, still meaning to complete cp_pyrite and full scale. We all agreed that the server wouldn't work well on a normal server's map rotation, but that it was really fun and might work well for a "server filler". IE a fun map to switch to while you get the players needed to have fun on bigger maps. What other maps can you have fun on with only 6 players, with so many geared towards larger numbers. Because they are geared towards most players, if the number gets too low, the action is spread out so thin it gets boring and even more players leave, then you have an empty server.

It was never my intention to release this, until people liked it, and we didn't need a full server. We started playing it 2v2 and people joined, next thing I knew we were playing 6v6, the other 8 people being randoms that joined the server, and said they liked the map. I think thats doing pretty well for a "test server" used to test WIP maps by GrimGriz and SexualHarrassmentPanda. (Both have servers with some version of this on it).

Anyways, I'm developing this gametype more in this map, and will then copy it over to cp_pyrite which is the true fullscale map I had in mind for the gametype.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
cp_confinement_a1
recommended players 6-16

Download
currently on rotation at Grim's server: 63.211.221.159:27015

Custom Gametype by Artesia

Objective is to obtain 100 production before the opposing team.
Production is earned by holding a Control Point over time. 1 Production for every 30 seconds. There are 4 Control Points.
Additionally there is an intelligence located in the map's center, this can be captured at a non-contested friendly Control Point for an additional 3 production.

Note that enemies (including cloaked/disguised spies) too near your Control Point will prevent you from being able to capture the intelligence. Even closer and they will prevent the Control Point from yielding production over time (This is intended, disguised spies have something else sneaky they can do.)

Each Control Point has a respawn room associated with it, upon death you will respawn at the nearest friendly Control Point. If you have no Control Points, you will then respawn back at your starting spawnroom.

Each spawnroom has a main exit going straight out to its associated CP. But there is also an alternate escape tunnel to help bypass spawn camping, located either at the back or to the sides of the spawn room. These "escape tunnels" are not expected to have much action, but rather exit into either a side tunnel (Tunnels connecting point A to C, or B to D) or to a main spawn (if you at a CP on the side of the map your main spawn is located, otherwise you won't be able to take that route due to a visualizer). The escape exit doors from Red or Blu are one-way only, except in the case that the enemy team has all 4 Command Points, the doors will then become 2 way doors until your team takes a CP.

Engineers cannot build in escape tunnels, nor can the intelligence be taken into them.

The HUD is laid out in the orientation of the map, the Center CP icon is for the intelligence, and will change color when a team is carrying it.

Engineers can manage to get up to the upper levels of the shack, and can jump across and place teleporter exits on the side catwalks. There has been some concern that it may be too hard for engineers to do so, and may give soldiers and demomen an unfair advantage. This will be playtested, and a stair entrance to them may need to be added in the future.

Things I have planned for A2:

Variable spawn times - the more CPs you have the longer your respawn time, I'm doing this to try to make taking all 4 CPs less of a desirable option, and make teams balance between how many CP's to hold, and whether or not to run the intel. This will also make it easier to make a comeback.

Intelligence Tracking - Currently I have popups telling players what zone the intel is, on this scale of map there isn't much time to react. Currently playing with several options to make intercepting the intelligence more of a viable option. Intelligence production value will also need to be tested and perhaps adjusted once it is more easily tracked by the opposing team.

Instructional textures - no one reads the screens before they play, I plan on putting very basic instructions on the wall of Red and Blu's main spawns.

Timer - The timer should display how long until a team wins at the current production gather rate for both teams, the intel will take time off the timer since thats less production the CPs need to gather to reach 100. It's not working currently, please forgive this ;)

Overlays - Escape Tunnels currently have no directional signage, making it confusing as to where you are going to exit (whether it be near the CP you're closest to or into your main spawn) these will be added, but isn't a big deal as there are plenty of signs in the gameplay area.

3Dskybox - nothing fancy but I'll have some sort of 3dskybox in A2

Anyways thanks for reading this, and let me know what you think ;)
 
Last edited:

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
Hmmz, this map has potential :)

A would like to suggest a few things though:

Capturing intelligence gives you 3 production (5 seconds capping as scout) and holding all 4 cps gives you 1/10 seconds?


Because this is a very fast map maybe you should make the cps faster to capture and produce more. Give the intel only 1 production/capture.

Why does capturing flags remove time?
What happens when timer = 0? (nothing?)

Maybe make the map a little bigger :/

I havn't felt the respawn times yet, but don't make them to long in a fast map like this (max ~15 seconds)

Nice work on the entities/sounds :)
A also saw you used my scoreboard :) (but I didn't see my name in the readme :( :p )


BTW, i must take back my words in my first post, I thought it was just a (very small) 5 point cp map (maybe your last post to the first one :) )
 
Last edited:

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
yeah exact balance is still being tested...

In fact, everything on the todo list was meant to be done by A1, but GrizGrim was wanting a playable version on the server. The former version of this was called cp_foolsgold_gameplay_v5 in which I had broken the scoring system trying to make it so intel captures could be blocked. That version wasn't really playable because of it, both teams would continue gaining production for any CP they had ever held, meaning if both teams at one time held all 4 points, each team would continue gaining production as if they still held all 4, additionally you could cap the intel at enemy CPs. p_foolsgold_gameplay_v4 was playable but who wants to go backwards, so I reluctantly compiled this for GrimGriz so we'd have something to test while I work on minor things like the timer...

each CP is actually giving .1 production every 3 seconds, so if you hold all 4 you would get 1 point every 7.5 seconds assuming the points were capped at the right times (score only refreshes on whole numbers)

So far I'm liking the CP cap times and their production output, what I plan on balancing is the intel in relationship to them. I had meant to turn down the intel to 2 Production for this version but forgot :/

Ah the Timer... It's my problem child, another thing I need to work on fixing, I had hidden it in previous versions but unhid it by mistake... the theory behind the timer is it shows how long until the first team reaches 100 production. The timer should change based on the gather rate of each team. It should figure out how much production each team needs, then look at how many CPs those teams have and figure out who will reach 100 first, and in how long, then display that time. I plan on having additional text saying "Until Red Wins" or "Until Blu Wins" so teams can more easily decide how many CPs they need to hold, and also see the affect on the intel being capped. The intel doesn't actually remove from the timer, the timer is refreshing from your score so when you cap the intel the timer goes down. The timer was working for red, at least it used to be. But Blu timer wasn't. It should be on the TODO list as well :p

Respawn times haven't been implemented in this version yet. I want to use them to make it harder to 4 cap the other team, as that is not the objective. I want to put less emphasis on the CPs than most players seem to have currently. I'm going to make it so respawn time is based on how many CPs you hold (and possibly the difference in teams production values but I haven't made up my mind on that yet.)

What I have planned is:
0 CP - 4 second
1 CP - 12 second
2 CP - 16 second
3 CP - 20 second
4 CP - 30 second

This is of course up to balance and will need testing, the idea is that a team might think twice about taking the last CP, and would instead guard what they have, and run the intel. if they take the 4th point they would then have a 30 sec respawn and the enemy would have a 4 second respawn, giving the losing team an advantage to take back one of the CPs (at which time the spawn times would change once again.)

Most people (including myself at times) tend to ignore defense and running the intel and just push and take all 4 CPs which isn't the desired gameplay. I want there to be a balance of what a team decide to do. I want defending 2 CPs and keeping the intel away from the other team to be the easiest (for balanced teams) means to victory. I am sure there will need to be balance changes to get there :p

Map size: This wasn't my intended map for this gametype like i said before. the escape tunnels were added to get around limitations of this map size. We had enough fun on this map with just a few people that I decided to work on this in addition to cp_pyrite which is planned as a full scale, full player version of this gametype. I don't plan on making this map bigger, just leaving it designed for less players and taking the gameplay to cp_pyrite for a full server map.

as for the scoreboard, I don't have a readme yet :p I also need to credit A Boojum Snark for the spawn system. I had been using my own scoreboard more like the one in canalzone but someone turned me on to yours. I didn't realize before that my old scoreboard looked bad on non-widescreen monitors. If you want me to credit you for copying 14 logic_cases from your scoreboard map I sure will. (the other entities are from my old scoreboard I just changed values to work with the cases). Of course I will simply credit you for the scoreboard system won't go into idiosyncrasies on what parts of it I actually did use.
 
Last edited:

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
BTW, I was afking and when I came back I was stuck outside the map, with a blackscreen (the spawn system?). I had to noclip back to the map.

I don't know how you want the spawns, but I think it's possible without those work arounds (there are some bugs with spawns)

I think spawn times should be something like 0:4 1:8 2:12 3:16 4:20 (maybe give some bonus when controlling all 4 cp's)
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
one thing I noticed about the spawn system that might be causing issues is running into spawn rooms at the map end to kill people teleports you... easy fix... The spawn system needs to be predictable, not just random. You should respawn at the closest CP to where you died. which is why I'm using Boojum's system. without it, it would be all random and I don't want that.. I've seen a few bugs with it, but nothing recreatable which doesn't help me figure out what is happening... When you were spawned outside the map, were you below the map a great deal? could you see the level at all? there is a spawn room down there textured in black and you should be teleported out of it.

I am working on spawn times as well... what do you mean by "give some bonus when controlling all 4 cp's", you mean even more spawn time or less? If anything I want to make it harder to hold 4 rather than easier, but I think I'm going to try it more linear first (each CP adds X seconds reguardless of how many CPs) and was thinking of spawntimes:
0 CP 6-12 sec
1 CP 8-16 sec
2 CP 10-20
3 CP 12-24
4 CP 14-28
as I have recently found out more how spawning works (I already knew it worked in waves) and that the max spawn time for a 14 second wave time is 28 seconds
 
Last edited:

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
cp_confinement_a2 released
recommended players 6-16

Custom Gameplay by Artesia

Download
currently on rotation at Grim's server: 63.211.221.159:27015

How to Play:

-First team to reach 100 Production Wins.

-Command Points earn Production over time.

-Capture the Intelligence at a friendly Command Point for 3 Production

-The intelligence resets 30 seconds after capture.

-Enemies near your CP will prevent the Intel from being captured or Production from being earned. Including cloaked/disguised spies.

-Spawn times are affected by the number of CPs you own (More CPs = Longer spawntime)

Changes in A2:

-Implemented changing Spawn times (times may change due to balance)

-Added 30 second cooldown period before Intel resets after being capped

-Removed flashing game_text_tf messages allerting players of intel zones

-Added new HUD element directly below Intel Icon which displays which CP the intel is near, or which 2 CPs the intel is in between. it will say "Center" if in the center of the map. After the intel is capped, this HUD element counts down from 30 when the intel resets. This hud element also changes colors based on the intel being held by either team, or being dropped (Red Blu or Yellow respectively)

-Fixed timer! The timer that was counting down to nothing happening has been replaced. It now is counting down an estimate of when the game will end at the current CP status. Capping the intel will remove time (if the capping team is in the lead) as there is less production to earn to win, therefor less time. Additionally right below the timer is text stating who will win in that amount of time if the CPs remain under their current owners.

-Fixed doors in tunnels sticking through floor in game area

-Fixed getting stuck in spawn doors (hopefully, please screenshot any occurances and describe what you were doing, running forwards, sitting still, etc.)

-Instructional Overlay in both Main Spawnroom, same text as above. I still have it in the welcome screen but no one reads it so I added it here so people can go back and read it if they need to.

-Overlays and signs have been added for better clarity, both in CP spawns and escape tunnels

-Added connecting path from catwalks between points A&B and C&D.

-Adjusted lower wall of both huts to give line of sight from all CPs to all 4 sniper perches on catwalks in the center (going across diagonally).

BUGS

When a team wins, my round entity fires a disable to a wildcard output, which is targeting more entities than it should, mainly door trigger_multiples and the door models. so you can't get into respawns to kill the other team when you win, but you can look inside. I just have to go back and target all the entities manually rather than using the wildcard, and it doesn't really affect gameplay since a team has to win for this to happen, I'll fix it in A3

Noticed with the addition of the final 2 game_text channels, that the production score occasionally flashes, I can't seem to stop this, if anyone has any thoughts let me know, it is rather small so I won't lose sleep over it.

Looking forward to being able to start texturing and detailing. still needs balance testing.

Pictures are from A1 (not much has changed geometry-wise
overview.jpg

ca1-04.jpg

ca1-02.jpg

ca1-01.jpg

ca1-03.jpg
 
Last edited:

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
I've spent the last 2 days working on custom CP models for the center CP, and I finally got it to work! It's still not final, and there's more work to be done, but just having everything working and figured out makes it 99% done! here's a screen of the neutral model, red and blu will have a different model, but don't currently (right now they just have a recolored version of the neutral). also the color of the text and model might change... to be more readable.
SuccesModel.jpg
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
woke up this morning and tried to boot up my PC, it kept freezing on post. I cleared the CMOS which enabled it to post, I knew my bios was out of date so I tried flashing it using Asus' EZflash 2 utility which I've used before and it worked... this time, it didn't. So now I have a $3000 dead computer and am posting from my wife's really slow PC. I've mapped on this PC before but I'll have to move my drives over to get all my files. Not to mention all my college homework was on my PC. I've called Asus who should be sending me an email to RMA it, it's not even a year old. So yeah, might not get too much done in the next little while due to my PC, and my wife will be having our first child in the next few days as well... anyways... great fun.