cp_tcdom_vert

TD cp_tcdom_vert a4

Vert

L2: Junior Member
May 30, 2014
71
21
cp_tcdom_vert - A hybrid of domination control points, with the asymmetry and randomization of territorial control.

For ages, humankind has struggled with many challenges. Many tasks deemed far too dangerous to be worth solving. How to create world peace? How to end world hunger? How to travel faster than light? How to make territorial control good?

I, like everyone else, have attempted to solve at least one of these problems. And, like everyone else, have most surely failed, but I hope what I have created has at least a semblance of fun.

The biggest issue with TC has always been how gigantic and confusing the maps are, especially when the layout changes every round. So, in my attempt to make TC, uh, bearable, I have simplified it to only one stage. Gone are the final points, switching to attack/defend with one point was never, and will never, be fun.

For the four remaining points, well, four is a but too many. Cut down to three, and suddenly everything looks like a Domination map, but with asymmetrical points. This is exactly what the gameplay has become, save a few changes to round start.

Like TC, each team starts with a locked control point, but to keep it interesting, these starting points are randomized. The third point starts neutral, allowing for a kind of "midfight". Once all three points have owners, the points unlock and it becomes standard Domination.

The only remnant of TC was the asymmetry and unique flavour to each area, which, at least in my opinion, is where the spirit of TC lies. The gamemode is all about owning these unique and distinct locations, which has been preserved in the fullest.

Unfortunately my layout probably sucks lmao I hope it's fun anyway.
 

Vert

L2: Junior Member
May 30, 2014
71
21
First update! I haven't done any big overhauls due to limited testing, but I've made some minor changes to make upcoming tests more fluid, so that they can give the best feedback possible.

Changelog:
  • Reworked spawns at B and C to be farther from their respective points. The aim is to match the design of A, so that the distance between points and spawns in consistent across the map. This will also help balance the midfights, since on a1, a team spawning at A had a major disadvantage since they were farther from the other points.
  • Reworked respawn time logic. Instead of always being 4-8 seconds, now the team with two points as a longer respawn to encourage back-and-forth play.
  • Capping a point no longer resets the timer to 6 minutes, but just adds one minute to prevent games from dragging on.
  • Slightly tweaked geometry at A and C to make the playspace smaller, to better match the scale of B, which seemed to be the most balanced.
  • Fixed HDR, I think. Probably.
  • Made the train less common.

Read the rest of this update entry...
 

Vert

L2: Junior Member
May 30, 2014
71
21
Changelog:

  • A
    • Made the train faster (512hu/s to 768 hu/s). This should make waiting for the train to pass more bearable, as it's in the way for less time now.
    • Train intervals increased by ~4 seconds to compensate
  • B
    • No major changes
  • C
    • Completely redesigned C, in response to the unanimous player feedback that it felt like an A/D point, instead of a domination point. I will be saving the old C should I ever want to make an A/D map.
    • The core idea of the bridge over the ravine has remained, though the point is now *on* the bridge. This makes it closer to the the other points, evening out the distance between each cap area. Putting the cap on the bridge has also made access to the point the same for attackers and defenders. The goal here is to see more action on the point, rather than in the approach to the point.
    • The new C is also much smaller, roughly the same size as the B area, which worked well. This means now that A is noticeably larger than the other points, but it remains to be seen if A should be shrunken down to match.

Read the rest of this update entry...
 

Vert

L2: Junior Member
May 30, 2014
71
21
Minor update this time, mostly just some quality-of-life fixes, no major overhauls to any area or logic.

Changelog:
  • Added some flatcars to the train to give defenders a chance to retaliate if attacks choose to wait for the train when attacking A
  • Made the trains less common. Again.
  • Added some more health and ammo kits in the connectors
  • Minor visual improvements
Known bugs:
  • Spawn teleporters to remove people from a spawnroom when the other team captures the associated point are still sometimes non-functional. I have yet to diagnose what is actually causing this bug.

Read the rest of this update entry...
 

Lacry

L6: Sharp Member
Feb 25, 2019
339
253
These last days I have been thinking on doing a TC map, but smaller, and I think this is a neat idea. I think TC is very underrated, it's a nice concept, but there is only 1 official map, and there is like 15 custom TCs out there, which only 2 or 3 got to release candidate, so it gets boring.

I think i just like weird gamemodes in general, so i like this.