Gravel Pit Without Point C

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
So I'm thinking of an idea for a map, but my basic idea involves a fusion of dustbowl and gravelpit (the game play not the actual maps). BLU is defending, and RED attacking, and BLU has two points that can both be captured simultaneously, like A and B in Gravelpit. Now my idea is ether to have RED win if ether point is capped or if they cap both. So essentially the map would be won by capping points A and B in gravelpit; there is no point C that is unlocked.

Sorry for my frankly messy explanation (I'll try to explain again if it's not clear enough), but do you guys think a map like this could work?
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Well, other than the established guidelines of blu attacking and red defending (there have been discussions, basically sticking to this convention helps player NOT get confused).

I don't know how good the gameplay would be. The point for the 3rd locked point is that defenders have a chance to recover when the other 2 points are capped. Having 2 points to defend makes them have to use teamwork more.

So having one point cap the game will probably lead to alot of short steamroll rounds.

It might be better to have 2 points that can be capped in any order. But BOTH have to be capped to win. So if Blu rushes A hard at least red has a chance to fall back and defend B and vice-versa.
 

ratclaw

L2: Junior Member
Feb 2, 2009
70
13
If you're asking if it's physically possible then yes. The map I'm working on has the red team cap one point then cap one of two other points to win.

As for playability, I haven't tried it with other players yet so I can't say how well it will work.
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Well, other than the established guidelines of blu attacking and red defending (there have been discussions, basically sticking to this convention helps player NOT get confused).

I don't know how good the gameplay would be. The point for the 3rd locked point is that defenders have a chance to recover when the other 2 points are capped. Having 2 points to defend makes them have to use teamwork more.

So having one point cap the game will probably lead to alot of short steamroll rounds.

It might be better to have 2 points that can be capped in any order. But BOTH have to be capped to win. So if Blu rushes A hard at least red has a chance to fall back and defend B and vice-versa.

Yeah. Initially my plan was for the first idea of having red lose on any type of point capture, but the idea of having dustbowl without any locked points just seems to work better in my head.

As for having BLU be defending, it was mainly because I'm not good at mapping. BLU is hard and jagged, so I find RED architecture to be more difficult. Most of the map is going to take place indoors, and BLU is the more industrialized team of the two, so most of the map would be in an underground BLU base, the story being that RED is invading and trying to take over.

Is there anyway I could have a system where I could have one point be prevented from being capped for a short period of time after the other point is captured? Like let's say A is captured. B would then be locked for, say, 20 seconds so BLU could recover.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
As for having BLU be defending, it was mainly because I'm not good at mapping. BLU is hard and jagged, so I find RED architecture to be more difficult. Most of the map is going to take place indoors, and BLU is the more industrialized team of the two, so most of the map would be in an underground BLU base, the story being that RED is invading and trying to take over.
Both teams are technologically advanced espionage groups with pretty much the exact same equipment. Inside their compounds it's all shiny and computery. Don't confuse their differing public faces they put on to hide their doings with what they actually are. ;)
 

ratclaw

L2: Junior Member
Feb 2, 2009
70
13
Is there anyway I could have a system where I could have one point be prevented from being capped for a short period of time after the other point is captured? Like let's say A is captured. B would then be locked for, say, 20 seconds so BLU could recover.

Look at the arena maps. Using a timer it's possible.
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Both teams are technologically advanced espionage groups with pretty much the exact same equipment. Inside their compounds it's all shiny and computery. Don't confuse their differing public faces they put on to hide their doings with what they actually are. ;)

Yeah, but I had already planned the RED starting area. The idea was for them to actually have their respawn area (similar in size to the BLU respawn in gravilpit) be located in a alpine field above ground, which would mean they would actually see the exterior of the compound. In fact, I was hoping I could have some destroyed wreckage of some captured BLU facilitiies and eye candy like that.

I think I'm going to keep the BLU on defense theme. Personally I don't think it will throw people off as much as, say, the scoring system for Steel, or something like that. It's just a change of appearance really. I can always change it before I get far into the project if people don't like it.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
People already don't like it :)

If you want a BLU base, you can make it a BLU base that has already been captured by red, and BLU is recapturing it (and therefore still offense) :)

I don't remember if it's in the control point, or the capture area, but one of them will accept a "setTeamCanCap" input. If trigger that as no when 1 is capped, and start a timer that will trigger it back to yes in 20 seconds..you should be good. Be careful though, if you don't define your own gamewin entities before that...locking the point might make the game think that they've captured all the points (that they can) and give them the win.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Your map doesn't need to be super-true to existing TF2 settings.

Having RED as the attackers might be easier for you, but it will leave players confused.

Confused players get angry at the map and are more likely to disconnect.

I strongly suggest you stick to basic convention :)
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
I suppose I'll have to relent on the color reversal. It makes sense that a demolition company would have rockets anyway I suppose.

As for the name I'm considering calling it cp_invasion, which I think fits with the theme and simply sounds right. Anyone know if it's taken?
 

Mar

Banned
Feb 12, 2009
607
63
Nope, the name cp_invasion is free for the taking.