[WIP] cp_dustribute

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
CP_DUSTRIBUTE
by David "GrimGriz" Wells
Current version: Alpha 8 revision 04 - download

Dust Tribute is a 3 CP map where BLU must bomb the CP's by using "smart bombs" (that look remarkably like intel from CTF maps). The bombs are located in the pickup trucks outside BLU spawn (but within their spawn area).

In order to bomb the CPs, BLU must capture the control points and can only do so when their bomb carrier is on the point. Bombs do not return to the pickup trucks, so the BLU team is encouraged to protect their bomb carrier.

picture.php


picture.php


picture.php



Original Post:
I found myself playing TF2 and wondering what it would be like to play a map like de_dust with the tf2 classes and such...and while I'm sure it's been done before, and probably done better, I decided to find out what it was like by making my next map a dust tribute map.

As of this posting, I'm compiling alpha 5. I think i pretty much have the gameplay down, though I'm debating trying to turn off the intel returning to base after 60 seconds.

Oh yeah, the intel is the bomb. a team can't claim a CP unless they have the bomb. If the bombcarrier gets knocked off the cp while claiming, the claim should reset (his planting/diffusing was interrupted).

After blu successfully claims a CP (plants the bomb), red has 30 seconds to reclaim the cp (diffuse the bomb). They too have to have the intel and stay on the point without getting knocked off.

At this point I'm mainly trying to find out how it plays. I have some ideas for how I want to detail it, but I want to make sure I don't have to deviate any further from the original map layout than I already have. If I do, I will, for the sake of gameplay. Fun is my personal mapping priority :)

Screenies below.
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Darkness

I got quite a few complaints about darkness on gameday, and I wanted to check if I have my game set brighter than everyone else. So...here's a screenshot from my game...was your screen darker than this when you were playing?
 

Baysin

L2: Junior Member
Feb 14, 2008
80
15
Yep, that's pretty much what I saw... dark enough that people were hiding sentries in those areas and the other team couldn't see them. And, obviously, I think we determined that spawn camping the blu spawn was too easy. Otherwise, my only complaint at this stage was not having a directional indicator to tell where the intel is, which is something we're pretty much trained to expect from normal ctf maps.

Also, when this is completed, I fully expect the 500 foot tall spy to crush the red team under his gigantic shoes once the blu team wins. :)
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
To anyone who got a chance to play this weekend, did it seem equally difficult to get to/defend A and B? Previous versions I've heard B was too hard.
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
I think you should get rid of the flag, and just use 2 cp's. Make the It makes the game easier to play.
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
After playing this, I think that the DE_ game mode ports very poorly to TF2. It will take a custom HUD for players to understand what's going on (you need to display both flag location AND capture progress), and possibly more. Right now we couldn't have known what was the goal without vocal instructions from the mapper.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I've heard at least one suggestion that this should be avanti style. Just have the BLU team win when the flag is capped.

Tell tf_gamerules to use the CP hud.