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
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
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