Creating a Payload Race

Sub

L1: Registered
Mar 4, 2009
31
3
Hello TF2Maps Community, I'm new here and I have a big problem. Hopefully someone can help!

I'm trying to create a Payload Race map where teams each push their own cart to the final cap. The tracks weave and loop around each other to create for some interesting combat.

The map itself is in its very early stages. I've got the basic layout mapped, but I'm stuck on figuring how to get 2 payloads to work properly!

Both methods I've tried have resulted in the game crashing when trying to cap the Red cart. I basically made two identical carts/tracks/cps with the equally corresponding logic entities to make them work. When there is only one cart, the map works like it is supposed to.

I've searched and Googled the heck out of the internet, not finding a single clue on how to make this work.

Any ideas?

[ame="http://www.youtube.com/watch?v=OHmnv7vRH4I"]Here's a fly through of the map layout, if you're interested. No tracks are laid out yet.[/ame]
 

Mar

Banned
Feb 12, 2009
607
63
Wait till Valve releases the dual payload type that they were hinting at in the scout update?

There's not much you can do now.
 
Last edited:

Sub

L1: Registered
Mar 4, 2009
31
3
Wait till Valve releases the dual payload type that they were hinting at in the scout update?

There's not much you can do now.

I figured as much. Hopefully they do it soon...
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Well, you CAN make a double payload style, but it doesn't work very well, as there is no position HUD element to it.

Anyways, what you do is go about as if you were making a payload map, but don't include in a team_train_watcher entity. You can create 2 Capture areas for the carts for one CP on each side. The trains will move as normal, and they will show how many people are on them, but the position cannot be shown. I once created a map with that in vision.

By the way, your map looks like it would be a major sniperfest.
 

Sub

L1: Registered
Mar 4, 2009
31
3
Well, you CAN make a double payload style, but it doesn't work very well, as there is no position HUD element to it.

Anyways, what you do is go about as if you were making a payload map, but don't include in a team_train_watcher entity. You can create 2 Capture areas for the carts for one CP on each side. The trains will move as normal, and they will show how many people are on them, but the position cannot be shown. I once created a map with that in vision.

By the way, your map looks like it would be a major sniperfest.

I tried this, but I got the same problem.

The map isn't done, there are building and cover to be placed in the center of the map. ;)
 

zaratustra

L2: Junior Member
Feb 1, 2009
52
1
I was working on a map just like this (look for pl_double in Work in Progress) and I had the same issue.

When you run the map, open the console to see if there are any errors. Make sure the capture points (the ones the payload will cross over) have all different indexes: Two capture points with the same index won't work, and a payload that tries to move towards a nonworking capture point will crash.
 

Sub

L1: Registered
Mar 4, 2009
31
3
OMG! Thank you so much! It works...for the most part. The carts don't move back though. Oh well! Thank you thank you thank you!